CocoNutty181's Untitled Campaign

Game Master CocoNutty181


1 to 50 of 53 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

Hello, I'm CocoNutty, aspiring GM, and this thread is to recruit players for a casual, and hopefully fun Reign of Winter.

===
Character Creation Guide
===
- Ability Scores: 15 point buy.
- Level: 1st.
- Hit Points: Max HP for the 1st level, roll for HP for 2nd and above.
- Races: Any race from the Core Rulebook, and aasimar, tiefling, or changeling.
- Classes: Any.
- Starting Wealth: Average.
- Traits: One campaign trait, and one trait of your choosing.
- Party Size: I'm hoping for 4-5 players.
- Alignment: No evil.
- Other Notes: The game begins in Heldren, and if you need to know anything specific about the village to create your character I'll put up a summary soon. The combat will be narrative, and I'll be recruiting until August 23rd. Please be able to post at least once a day on weekdays.
- About Me: I'm a beginner GM, but have lurked around enough games that I think I have a fairly good grasp on things.

So, that's that, I hope you're interested! (Or this will be really awkward.)


Or maybe don't apply, because my social anxiety disorder's kicking in and I think I'm going to puke!


There are so many AP's right now, I love it. I will throw my name in for now, if for no other reason than to alleviate your social anxiety of being the only one in the thread. I need to reread the players guide to come up with something but I will check back tomorrow. Just wanted to let you know that as a player we appreciate any and all GM's


Thank you for that, I feel really nauseous right now and nearly passed out. You can see why I can't GM this face-to-face. I'll be better in about an hour I think.


Dotting for interest, will work up a character sometime after work this weekend.


dotting in as well, I have a sorcerer that was in a reign of winter game that died out.

EDIT: might go kinetisist if that is allowed instead as that may fit my vision a little better of the character I am going for.


Greetings. Presenting Alec Fuornkiln half-elf Ranger (guide, trapper) for your consideration.


dotting for interest, probably oracle of nature or a rogue..


Welcome!

I'll leave a tentative dot here. Maybe a bard or skald of some kind?


Wow, this is great, thank you guys for still being interested.

Grand Lodge

Dotting for interest I will produce a character tonight then post it tomorrow. Also can you give us a example of narrative combat with you.


I also started a game of Reign of Winter that didn't get far. I played a character very similar to Vestus here and would love a chance to try again.


Dotting

Should inform you I am new to PBP so I hope that will be okay. I will have a character made up soon.


Dotting as well, will be submitting a half-orc Brawler who is mostly done. He was originally submitted to a game that had background skills as an option. Will you be using background skills as well?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Dotting

I am new to PBP, but interested in joining a ROW campaign!

I am kind of leaning towards making a ratfolk cavalier, with the faerie mount (small mount who becomes medium sized at lvl 4, and it basically looks like a rideable corgi) that was introduced in ironfang invasion ap book 5.

I'll make the sheet likely later this evening, and update when I can.


Dotting. This campaign is quite high up on my interest list.

I would also echo Keeg's request of a narrative combat sample. If you are open to it I suggest using google sheets for maps, it is what I use in my PbP game.


i'll have my submission up tomorrow,


I'm interested, I'd like to play a druid of some sort... halfling druid perhaps

Silver Crusade

Ammon here, my submission is complete here ya go.

Grand Lodge

my submission's cruch is done. Cogma Windrunner

crunch:
cogma windrunner
Human (Shoanti) monk (monk of the four winds) 1 (Pathfinder RPG Advanced Player's Guide 112)
LG Medium humanoid (human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 13 (+3 Wis)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron nunchaku +3 (1d6+3) or
. . cold iron nunchaku flurry of blows +2/+2 (1d6+3) or
. . unarmed strike +3 (1d6+3) or
. . unarmed strike flurry of blows +2/+2 (1d6+3)
Ranged or
. . shuriken flurry of blows -1/-1 (1d2+3) or
. . shuriken +0 (1d2+3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 10, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 16
Feats Combat Reflexes, Elemental Fist[APG], Improved Unarmed Strike, Panther Claw[UC], Panther Style[UC]
Traits axe to grind, northern ancestry
Skills Acrobatics +4, Knowledge (history) +4, Perception +7, Sense Motive +7, Stealth +4
Languages Common, Shoanti
Combat Gear potion of mage armor, acid (3); Other Gear cold iron nunchaku, shuriken (40), caltrop bead, backpack, belt pouch, blanket[APG], cold weather outfit, hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 2 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Panther Claw Retaliate as a free action instead of as a swift action
Panther Style (3/round) Retaliate against opponents that take attacks of opportunity against you.


dot
I might whip up a wizard or maybe a cleric later ^_^


Here's my character, Ellara! She's a paladin of Shelyn, looking for love and adventure. I'd made her for an earlier RoW game that didn't pan out. i just need to double-check her stats, but she's good to go otherwise.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

dot


Dotting for interest, will try to work up a character in the next day or two.


I'll be submitting Dagmar, a half-Irrisen, half-Ulfen Hedge Witch.


I'm going to go for a silksworn occultist. Stats to come soon. :)


Danny ready for submission. I'll make an alias and clean up the formatting if I'm chosen for the game.

crunch:
Danny Underbriar Male Druid 1
Init +6; Senses Perception +8, Keen Senses

==DEFENSE==
AC 16, touch 13, flat-footed 14 (+2 armor, +1 shield, +2 dex, +1 size)
hp 9 (1d8+1)
SR 0
Fort +4, Ref +3, Will +5
Armor Leather, Light
Shield Buckler
Defensive Abilities Halfling Luck (+1 all saving throws), Fearless (+2 saves vs fear)

==OFFENSE==
Spd 20 ft/x4
Melee Club +0 (1d4-1) 20/x2
Ranged Sling +3 (1d3-1) 20/x2

==STATISTICS==
Str 8, Dex 14, Con 12, Int 12, Wis 15, Cha 14
BAB +0, CMB -2, CMD +10
Feats Armor Proficiency (LIGHT / MEDIUM), Improved Initiative (+4 initiative), Shield Proficiency (PFCR 133)
Skills Acrobatics +3, Bluff +2, Climb +4, Handle Animal +6, Heal +2, Knowledge (nature) +7, Perception +8, Stealth +6, Survival +8, Swim +2

Spells Orisons{3}:Detect Magic; Guidance; Light
Lvl 1 {2}:Magic Stone; Fairie Fire {domain}: Goodberry

SQ Nature Bond (Domain Powers - Weather (Seasons)) (By touching a creature, you can grant it the benefits of endure elements which last 1 hour/ druid lvl. 5 uses per day)
Traits Slippery (+1 on stealth checks and stealth is a class skill); Restless Wayfarer (+1 trait bonus on Know Geography and Know Local and know Local is a class skill; +1 language)
Languages Common, Druidic, Halfling, Sylvan, Skald

Equipment: Leather Armor(worn), Bukckler(worn), Sling, Artisans Tools, Spell Components Pouch, Pan Flute, Holly and Mistletoe, Silk Rope
Coins: 25GP

Background is light but I don't know very many details about the location in general.

Background:
Danny, a druid worshiping Erastil, has long roamed the Boarder Wood south of Heldren. He spent his time helping injured animals and hunting those that don't belong. He would occasionally come in to town to offer his services to the temple for some finer food and drink and to update the priest on the goings on in the woods. He would not stay long as he more enjoyed the freedom of the wilderness.


Basic stats are done, will finish up gear and edit her background later today. The basic concept is she is the daughter of a Snowcaster elf and a courtier at the Taldan court.


I have a character made up and am working on a back story. Concept is a dwarf druid. Been wanting to play a class and race I've never played before.


Hey - I'm going to toss in a Qadiran cavalier and his elemental horse. Been really excited to try him in Reign of Winter and this looks like a great chance to do so!


OK i have been working a lot the past couple of days. I have a character done up just need some editing and rules checking.


1 person marked this as a favorite.

Presenting Korrin Silverhammer a Dwarf Druid.
http://paizo.com/people/KorrinSilverhammer#newPost


I'd like to put Variel Veredyllyl in the running for resident grumpy mage, bunny owner, and battlefield control specialist
His bunny is named Deathclaw and his ass is named Caladrel ^^

edit: also for his age, height, and weight:
Age (in winters weathered): 110 + 10d6 ⇒ 110 + (6, 5, 3, 4, 2, 1, 5, 1, 3, 4) = 144
Height (in inches): 64 + 2d8 ⇒ 64 + (4, 5) = 73
Weight: 2d8 ⇒ (6, 7) = 13 x3 + 110 lbs = 149lbs


Okay, I think Liamae is ready to go! DM, let me know if you have any questions. :)


Dotting.

I have a character who after looking at her background I have realized she would be a good candidate for reign of winter.

Somebody asked me to stat her up as a replacement for a Second Darkness campaign, but if that falls through I can repost her here.

Grand Lodge

DOt, I have a Dwarven barb build for this AP


I'm submitting this character without background skills. If we use them, I'll add them back in. Herok Crane, Half-Orc Brawler and apprentice blacksmith.

Crunch:

Herok Crane
CG male humanoid (half-orc) brawler 1
Init +2; Senses Perception +5; darkvision
Favored Class: Brawler
FCB: +1/4 to Brawler level to determine effective unarmed damage
---------------------------------------------------------------
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
HP 12 (1d10 + 2 Con)
Saves Fort +4, Ref +4, Will +1
Special Defenses Orc Ferocity
---------------------------------------------------------------
OFFENSE
Speed 30 ft.
Melee unarmed +4 (1d6+3) or dagger +4 (1d4+3)
Ranged light crossbow +3 (1d8) or dagger +3 (1d4+3)
Special Attacks martial flexibility (4/day)
---------------------------------------------------------------
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Armor Proficiency (light), Improved Unarmed Strike, Power Attack, Shield Proficiency, Weapon Proficiency (simple, handaxe, short sword, close weapon group)
Traits Blood of Giants, Iron Control
Skills Acrobatics +6, Intimidate +6, Perception +5, Profession (blacksmith) +5a
Languages Common, Orc
SQ Brawler’s Cunning, Darkvision, Human-Raised, Intimidating, Martial Training, Orc Blood, Unarmed Strike
Gear: Light crossbow with 20 bolts, dagger, studded leather armor, explorer’s outfit, Brawler’s Kit (backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), waterskin), additional trail rations (5 days), artisan’s (blacksmith’s) tools, small tent, 14 gp, 5 sp

Special Abilities:

Half-Orc Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Strength)
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Human-Raised: Some half-orcs raised as humans lack their cousins' ferocity and training in orc weapons, but pick up a bit of their human parents' skills. They gain the human's skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.

Class Abilities
Brawler’s Cunning (Ex): If the brawler’s intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

TRAITS
Blood of Giants: You’re a big person, and people have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see whether the rumors about you are true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.

Iron Control: Whenever you're confused and roll to determine behavior in a given round, subtract 10 from the result.

Backstory:

Herok’s mother, Tara, left the village of Haldren at the age of 15 in order to pursue a life of adventure. 9 years later, she returned, along with a 3-year old boy of clearly mixed heritage she called her son. She said little of what had transpired, just that the boy’s father had been a great warrior from one of the tribes in the Hold of Belkzen who had turned his back on the vicious ways of his people to better himself and to ensure her survival. She said only that he was slain, and Herok was son to both of them.

Though Taldor is a tolerant nation, the children of the village with whom Herok grew up were like children everywhere. They would bully him for his more bestial features, and mock him for his abnormally tall body that he never seemed quite comfortable in. Herok, not being one to take the abuse, retaliated violently, giving into anger and often attacking his tormenters. Regardless of how much his mother punished him, regardless of what she said, he would often attack those who provoked him in fits of rage. With his strength, the other children would often be battered, along with the occasional broken bone. As he grew, his mother grew more and more troubled about how to deal with him, as the rest of the village found him to be too dangerous to interact with the other children.

That all changed when Kanen Roh took over the village smithy. Kanen had worked in a blacksmith’s shop in Oppara by day, and fought in an underground pugilist ring by night. Winning more than he lost, he saved up his coin and then left Oppara for a small village like Haldren. Upon arriving, he bought the shop from the former aging blacksmith and began serving the community. After he had been there a few months, he saw Herok and another boy begin to get into a fight. He separated the two quickly, lifting each by the scruff of the neck. The boy he sent home. Having hear dof Herok’s reputation as a violent youth, he personally escorted him back to his mother. Kanen and Tara spoke for a while, and then Kanen suggested he take Herok as his apprentice blacksmith. Tara decided that the outlet would be good for Herok to have, and she agreed with Kanen. So, at age 12, Herok began assisting Kanen with the forge, and learning the trade of the blacksmith. As Herok grew bigger and stronger, Kanen also began teaching him how to fight with his hands and feet. Not the wild, angry swings of Herok’s youth, but the controlled jabs and kicks of a professional fighter. Herok, through both the outlets of pounding hammer on steel and the boxing lessons, learned to control his anger and to not be controlled by it. Though he would still feel its heat build in him, he was able to control that fire, as the blacksmith controls the forge, and use it to hone his focus and skill.

Now, after 10 years of a hard apprenticeship, Kanen is grown into a man. He stands nearly 7 feet tall and looks to be built almost entirely of muscle. His more bestial features have softened somewhat, although there is no mistaking his Orcish heritage, and his ice blue eyes, which seem to freeze with a glance, still sometimes burn with the fire of his rage. Nevertheless, he is, if not liked, much more accepted in Haldren than the boy he used to be.


ok. I am holding off posting a character until i hear some activity from the GM.

has not posted since Sunday. he may have some health issues which I do hope he gets better.

The Exchange

I would like to submit my Sylvan Sorcerer and his Bear companion

I have to write the backstory for him still but there's the crunch.


Dot. Offhand, (if allowed) I'm thinking Eldritch Archer Magus, if all of its Range Spell Combat stuff can be applied to thrown weapons as well? <--------- Big question. A no necessitates a new character concept.

I kind of want to get to the point where I'm basically a Solar titan from Destiny - chucking hammers that explode on impact. Not optimized at all, but I've got a couple of ideas on how to make it work, although it will take a while. Based on my theory notes so far, I think CL9 is where the idea really starts to shine through... Worth it.

Will do a full alias tonight or tomorrow night.


Here's another question: Background skills, grouped, or consolidated skills?


Hey, here's my submission of Taresh al-Azhia, Qadiran Horselord.

Crunch:
Taresh al-Azhia
Male Human (Qadiran) Cavalier (Horselord) 1
NG Medium Humanoid (Human)

Init +2 (+2 Dex)
Senses: Perception +3.

DEFENSE
AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 dex)

HP 12/12 (10 + 1 con + 1 fcb)

Fort +3 (2 base, +1 Con)
Ref +2 (0 base, +2 Dex)
Will +0 (0 base, 0 Wis)

OFFENSE
Sword:
Lance:
Shortbow:

Spd 30 ft.

Space 5 ft.; Reach 5 ft.

Base Atk +1 (+1 Cavalier)
CMB 4 (1 BAB, 3 Str)
CMD 16 (10, 1 BAB, 2 Dex, 3 Str)

STATISTICS
Str 16 (+3) (14 base, +2 racial)
Dex 14 (+2)
Con 12 (+1)
Int 10 (0)
Wis 10 (0)
Cha 13 (+1)

FEATS
Genie-Touched Companion [Level 1 Feat]: You can take a genie touched creature as an animal companion. This animal companion functions as a horse companion with the adjustments that follow. When you choose your genie-touched companion, you must select your companions breed: Misayyah. Your choice determines the type of energy resistance your companion gains as well as the three additional abilities your companion acquires as you advance in level.

TRAITS
Restless Wayfarer (Campaign): You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (Knowledge geography) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Seeker: You gain a +1 trait bonus on Perception checks. It is always a class skill for you.

SKILLS
Diplomacy +5 (1 rank, +1 Cha, +3 class)
Knowledge (Geography) +1 (0 ranks, +0 Int, +3 class, +1 trait)
Knowledge (Local) +1 (0 ranks, +0 Int, +1 trait)
Knowledge (Nature) +4 (1 rank, +0 Int, +3 class)
Perception +5 (1 rank, 0 Wis, +3 class, +1 trait)
Ride +6 (1 rank, +2 Str, +3 class)
Sense Motive +6 (1 rank, 0 Wis, +3 class, +2 racial)

Total Points: 5 [1x(4 Cavalier + 0 Int +1 human)]
AC penalty is 0

LANGUAGES
Common, Kelish, Ignan

EQUIPMENT
Chain Shirt (100gp) [25lbs]
Light Wooden Shield (3gp) [5lbs]
Scimitar (15gp) [4lbs]
Shortbow (30gp) [2lbs]
Cavalier’s Kit: This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin. (23gp) [112lbs]
3 gold 10 silver 0 copper
Weight Carried: 148lbs.

SPECIAL ABILITIES
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Proficiencies: A horselord is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
This replaces the cavalier’s normal weapon and armor proficiencies.
Challenge: Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. Whenever an order of the saddle cavalier issues a challenge, she can charge the target of her challenge – moving and attackingas if with a standard charge – and then move again as if using ride-by attack. Her total movement for the round cannot exceed her mounted speed. This maneuver provokes AAO’s, but the cavalier gains a +1 dodge bonus to AC against AAO while charging the target of her challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the cavalier already has the ride-by attack feat, this dodge bonus increases by 2.[/]
Mount: A horselord must select a horse or pony as his mount. At the GM’s discretion, a different mount can be selected.
This ability alters the cavalier mount class feature.
Desert Wind: The speed of a horselord’s mount increases by 5 feet. Its speed increases by an additional 5 feet at 5th level and every 5 cavalier levels thereafter.
This ability replaces tactician.
Order of the Saddle: At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
[i]Edicts:
The cavalier must care for her mount before herself. She must show mercy to any noncombatants or less intellginet creatures who serve her opponents. She must teach any who ask how to better communicate with their mounts. The only meat she may eat must come from animals that have been humanely raised and slaughtered. She must strive to ensure her community lives in harmony with the land it occupies and doesn’t cause unnecessary suffering to the animals under its care.
Skills: An order of the saddle cavalier adds Knowledge Nature (Int) and Perception (Wis) to his list of class skills. When she uses Survival to track a creature or to find food and water for herself and her mount, she received a bonus on the check equal to ½ her cavalier level (minimum +1).

Eazim-Naru:
N Large Horse
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 9, flat-footed 11 [+2 Dex, -1 size]
HP 15/15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Melee 2 hooves +3 (1d4+3)

Speed 55 ft.
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)

Feats: Endurance, Run, Light Armour Proficiency.
Skills: Perception +6.

Languages: Ignan, Kelish (cannot speak).
SPECIAL
Firesight: A misayyah can see through fire and smoke without penalties. It is immune to the dazzled condition and it gains a +4 saving throw on Fortitude saves against blindness caused by bright light.

Background:
Even amongst his equine loving people Taresh has a remarkable eye for horses. Short and bow-legged from time spent in the saddle he has the dark features common amongst Qadiran’s and a pronounced accent whenever he speaks common.

When he turned 18 Taresh, instead of performing the usual feats of bravery required of one newly arrived in adulthood, left the tribe for almost a month eventually returning with a golden shissah foal which he had whispered from its herd, deep in the desert. This feat, combined with his riding skill was enough to gain Taresh a position as one of his tribes breeders and his shissah was instrumental in a great improvement in the tribes bloodlines, and subsequently their status in the great desert.

After a stint in the Qadiran military, when the tribes were called upon to offer auxiliary service to the Satrap, and where Taresh served under the famed Usmond Sigdum, he found travel too much to his taste to simply return to the tribes lands in the Great Desert. Instead he joined the trade caravans and became a talent scout – finding and purchasing the best horses he could find and sending them back to his tribe to improve the bloodlines.

He kept his greatest achievement however. Eazim-Naru, or Naru for short, a near-legendary misayyah (or genie touched horse) is Taresh’s greatest companion. Rumours amongst the caravans say that he chased he across the desert for two days and nights until, impressed by his persistence, she allowed herself to be bridled. Others say that one of them (it varies) saved the life of the other and formed the bond that way. Taresh never speaks of it but treats Naru as a friend and an equal rather than a horse – so much so that the current joke among the caravans is that if Taresh ever met a beautiful woman he’d pull back her lips to check her teeth and ask after her breeding for the last three generations, since he seems to love his horse more than actual people!

The caravans recent trip into Taldor has been successful and Taresh took a short side trip to investigate rumours of an undercover horse auction in Heldren. The auction was a bust, but he has enjoyed the time away from the caravan – exploring a new place and meeting new people, even if they automatically look at him sidelong.


Vernonia would love another crack at ROW. Her first attempt did not last very long. GM cancelled came after a week or so.


Kabr of Sol is here for GrinningJest3r. Ranged combat Magus hailing from Irrisen to begin with.

Kabr of Sol fluff:

Kabr of Sol was born as Abram Elison and raised in Irrisen to Eli “Smithy” Szardos – his weaponsmith father – and Elena Szardos who was killed by one of the Winter Witches when he was young. His father never remarried, instead throwing himself into his work and raising Abram, hoping to give Abram the tools and knowledge needed to protect not only himself, but his future loved ones from the Winter Witches and Baba Yaga herself, if necessary. Knowing that, with their control over Ice and Winter, he would never get close enough to strike a physical blow against them, Abram focused instead on his ability to accurately throw his hammers – a lighter design, crafted by him as proof to his father that he was ready to strike out as a Journeyman Weaponsmith well on the way to becoming a Master, should he want.

Abram, on his own, delved into certain mystic arts whenever he thought he could get by without drawing the ire of the Winter Witches, however he was unable to make much headway. Any found to have promising arcane abilities seemed to disappear – although whether they are killed, smuggled out, or just leave, Abram has never found out – and so he was left with a choice which was not really a choice. With his father’s blessing, Abram left Irrisen. Over several months, Abram made his way south towards Absalom and the Arcanamirium, hoping to be taken in, hoping to explore his so-far meager arcane techniques. Abram funded his travels by acting as a journeying weaponsmith at various forts and cities, using a front of seeking and sharing new metalworking techniques, and with the money not spent on travelling, Abram paid for the opportunity to learn from various wizards and arcanists, even going so far as to create his own spellbook – inundated with notes and ideas, plans for how to meld arcane talents with the physical capabilities learned from his father and honed over months of journeying through the wilderness of Golarion.

When Abram finally arrived in Absalom and petitioned for entrance into the Arcanamirium, he found out that he had missed the annual open exam by a fortnight and no new applicants would be considered until the next exam unless sponsored by a tenured teaching spellcaster. Dejected at having misjudged the time of his travels, Abram had taken up residence in Absalom itself; the sheer diversity within the city gave him hope of finding someone who could and would be a mentor for him in the arcane arts, but it seemed like no sooner had he begun his search, than he heard rumors of snowfall and icy winds in the nearby nation of Taldor. Assuming that this could only be the work of Baba Yaga or her Winter Witches, Abram has found himself in the village of Heldren, intending on offering his services in the fight against Winter. When asked for his name, Abram hesitated. He did not understand why, but he found himself unwilling to give his birth name and instead focused on one of the stories that he had heard in his travels: that of Kabr the Legionless. Instead, he presented himself as “Kabr of Sol”. Grandiose? Perhaps, but he intended to live up to the less tragic parts of the name.

Kabr of Sol crunch:

Kabr of Sol
Male human magus (eldritch archer) 1 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +5; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light hammer +1 (1d4+1) or
. . warhammer +1 (1d8+1/×3)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Eldritch Archer) Spells Prepared (CL 1st; concentration +4)
. . 1st—longshot[UC], returning weapon[UC]
. . 0 (at will)—daze (DC 13), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 16, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Distance Thrower[UC], Point-Blank Shot
Traits adaptive magic, reactionary
Skills Acrobatics +0 (-4 to jump), Craft (weapons) +7, Fly +4, Knowledge (arcana) +8, Knowledge (planes) +7, Linguistics +4, Perception +3, Spellcraft +7, Use Magic Device +4
Languages Celestial, Common, Dwarven, Elven, Orc
SQ ranged spell combat, ranged weapon bond
Other Gear chain shirt, light hammer (3), warhammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 3 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Weapon Bond (Light hammer) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.

Grand Lodge

are we using background skills?


Hi, I am totally new to PbP after this forum being recommended by my husband, (I have been playing pathfinder for 7 years in the real world, but haven't had a group to play in since moving to a new area) and this game sounds like a great start.

I will put together a possible character this afternoon and post it below.


Hi this is Inara14's submission. You can see all below or under my alias.

Background:

Anwen's backstory:
Anwen is a hardened young woman from Irrisen, growing up in a merchant town ruled over by her taciturn grandmother, Sascha Yarrow, a White Witch Baroness. Anwen grew up in the care of her cold grandmother, surrounded by other hardened women in the small court. She knew nothing of her parents whom she had never met nor found any information about; she persistently asked her grandmother and other women around the village but never gleaned a fragment of information. Her upbringing was solely based on her being educated as a Winter Witch to ensure she would be a strong successor to her grandmother with her grandmother’s aim to climb the ranks and gain more favor within the complex political system in Irrisen.

Anwen found the physical and magical demands of her training fairly simple, and with little study succeeded where others did not, however her grandmother and tutors would consistently show disappointment in her. Many had high expectations of Anwen to be a hardened and ruthless witch, but she showed no signs of this and many in the community ostracized her for these social failings. One day, she found a baby Arctic Hare injured in the snow and bought it home. Over time, she nursed the small hare back to health and in the process proved conclusively to her grandmother that she lacked the ruthlessness necessary to succeed in Irrisen. When she reached 15, she started growing fanciful ideas of leaving the community behind so she could pursue her own interest in nature and also nurturing those around her.

By the time she was 17, she had developed a romantic ideal of escaping the harsh lands of Irrisen and living in a happy close-knit community. In the beginning, with her very little knowledge of any place outside Irrisen, she thought her best bet of being accepted by any community would be in Varisia with a wandering lively tribe. She left with a few possessions to ensure her survival and a small note to her Grandmother to say she was leaving but failed to give her reasons why to save any feelings her Grandmother may have; if such a cold woman did have any at all.

Unfortunately this romantic ideal of running away with a travelling band did not succeed, and she was rejected from tribe after tribe for being an outlander, clearly from the Witch Country. She did, in this time, pick up some knowledge of herbalism, and this started her thirst for learning more. However, her original dream was shattered, and with this she took off with no plans on where the winds of life may sweep her next.

Anwen travelled across central and southern Avistan trying to decide her next path in life, whilst learning about the nature around her and how it can help different communities she lived in. Throughout this time she never stayed long and felt the need to keep looking, even though she was never sure of what she was looking for.
Her longest dwelling was in Fusil, a town within the Verduran forest. In some ways, it reminded her of home with the mercantile nature of the town’s mines but, unusually, they also showed endless respect for the nature around them, working with nature instead of against it. After a short time she was known to be the town’s herbalist and the person to go to for discrete remedies that she had picked up from across Avistan. It was here that Anwen found her first love, a young miner named Logain. They spent a lot of time daydreaming in the forest together talking of life, and future dreams of new adventures and even families. After a while, a young girl came to Anwen and asked for a remedy as she had an unexpected tryst with a young boy and needed a “remedy” to ensure any future repercussions may not embarrass them. This was not something Anwen had prepared before, and felt uncomfortable doing so, but the girl was in such desperate need, Anwen racked her brains to remember what she had seen on her travels as she wanted to soothe the girl’s fears. Unfortunately the remedy went horribly wrong and after persistent bleeding the girl lost her life over the week to come despite all of Anwen’s efforts to help her. That night, Anwen could not cope with the shame and left Fusil and Logain behind her.

Around a year ago, Anwen found herself in Heldren, and since then has been using her herbalist knowledge to help other and spending time in the community. She stays fairly distant, never growing very close relationships as she still does not trust herself to repeat her past mistakes.

Crunch:

Anwen's stats:
Anwen Yarrow
Female Half-Elf Witch (Winter Witch) 1
NG Medium Humanoid (Human/Elf)

Init +5 (+1 Dex, +4 Familiar)
Senses: Perception +8.

DEFENSE
AC 11, touch 11, flat-footed 10 (+0 armor, +1 dex)

HP 8/8 (6 + 2 con)

Fort +2 (0 base, +2 Con)
Ref +1 (0 base, +1 Dex)
Will +3 (2 base, 1 Wis)

OFFENSE
Dagger: +0, d4,(19-20) x2, P/S

Spd 30 ft. Not slowed in natural Snow/Ice.

Space 5 ft.; Reach 5 ft.

Base Atk +0
CMB 0 (0 BAB, 0 Str)
CMD 11 (10, 0 BAB, 1 Dex, 0 Str)

SPELLS
Lvl 0 (∞ x 3/day). Ray of Frost, Detect Magic, Dancing Lights
Lvl 1 (1+1/day) Mage Armour, Cure Light Wounds, Frostbite, Ray of Enfeeblement, Snowball, Enlarge Person

STATISTICS
Str 10 (+0)
Dex 13 (+1)
Con 14 (+2)
Int 16 (+3) (14 base, +2 racial)
Wis 12 (+1)
Cha 10 (+0)

FEATS
Eschew Materials [Level 1 Feat]: You can ignore spell components up to a cost of 1GP.
Skill Focus: Spellcraft [Half Elf Bonus]: You gain a +3 bonus to the chosen skill. If you have 10 or more ranks in the skill the bonus increases to +6.

TRAITS
Failed Winter Witch Apprentice (Campaign): As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen’s White Witches, or you had an altercation with one of your teachers, or maybe you were just ill-suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (Spellcraft) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).
Seeker: You gain a +1 trait bonus on Perception checks. It is always a class skill for you.

SKILLS
Profession (Herbalist) +5 (1 ranks, +1 Wis, +3 class)
Knowledge (Arcana) +8 (1 ranks, +3 Int, +3 class, +1 trait)
Knowledge (Nature) +7 (1 rank, +3 Int, +3 class)
Perception +8 (1 rank, 1 Wis, +3 class, +1 trait, +2 racial)
Spellcraft +10 (+11) (1 rank, +3 Int, +3 class, +1 trait to identify “cold” spells, +3 feat)
Heal +5 (1 ranks, +1 Wis, +3 class)
Total Points: 6 [1x(2 Witch + 3 Int +1 fcb)]
AC penalty is 0

LANGUAGES
Common, Elvish, Skald (Failed Winter Witch Trait), Hallit (Int), Sylvan (Int), Dwarven (Int)

EQUIPMENT
Dagger (2gp)
Light Wooden Shield (3gp) [5lbs]
Cold Weather Outfit (8gp)
Firewood (1 day) (1cp)
Witch’s Kit: This includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), ink, ink pen, a flint and steel, an iron pot, a mess kit, soap, spell component pouch, torches (10), trail rations (5 days), and a waterskin. (21gp)
67 gold 19 silver 9 copper

SPECIAL ABILITIES
Adaptability: Half Elves receive skill focus as a bonus feat at first level.
Keen senses: Half elves receive a +2 racial bonus on perception checks
Low light vision: Half elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half elves count as both elves and humans for any effect related to race.
Arcane training: Half elves with this racial trait have only 1 favored class, and it must be an arcane spell casting class. They can use spell trigger and spell completion items for their favored class as if one level higher. This racial trait replaces the multi-talented racial trait.
Cold Honed: Half elves from arctic regions with this racial trait can move through natural snow and ice at their normal speed and gain a +4 racial bonus on fortitude saves to avoid non lethal damage from cold environments. This racial trait replaces the elven immunity racial trait.
-----
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. Slumber. A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron Winter. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Witch’s Familiar- Arctic Hare At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.


Raltus wrote:
are we using background skills?

We don't know yet. GM hasn't posted since the day he put the Recruitment up to answer the question when I asked it. I submitted sans Background Skills, and I'll add them back in later.


It'd be a pity if he were unable to DM for us.
@GMcoconutty no pressure >.>


Here is Arwyn's submission

1 to 50 of 53 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / CocoNutty's Reign of Winter All Messageboards

Want to post a reply? Sign in.