Reign of Winter in Winter (Inactive)

Game Master DoubleGold

Map is up


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Sovereign Court

13/13 AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +1, Ref +1, Will +3+2 mind influence Init +3; Senses Perception +7 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 25 (4d6+7) Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)

Found it, it was in my junk mail.

Scarab Sages

Male CG Kitsune (mid 20s, red/blondish hair, freckles, smiling) | Swashbuckler (Inspired Blade, Noble Fencer) 1 / Investigator (Empiricist) 3

Thanks for everything GM!!


DungeonMaster

I said I would start this game after Ash Wednesday, didn't realize that holiday took place in March instead of middle of Feb. This is too close to Outpost where I won't even be a 1/3 of the way through the book when it starts. Won't start book 2 until after outpost II. I'll give everyone a day to read this, then mark the thread inactive so it ain't in your campaigns. I'll uncheck box reactive the thread when outpost II ends.

Sovereign Court

13/13 AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +1, Ref +1, Will +3+2 mind influence Init +3; Senses Perception +7 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 25 (4d6+7) Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)

Ok.


DungeonMaster

Alright everyone, resurrecting this thread. I also found that taking away treasure to be found takes away from the storyline and makes some traps useless, so adding it back in. I'll be recruiting for more people.

Who is still with me?! Remember to level up to level 8 if you already haven't.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Still here! I like the change!


DungeonMaster

In book 2, you will stay level 8, however, once I get to book 3. You will be level 9 at the start and actual XP I will track. By the time you get to book 3, it will suppose to resemble a campaign almost entirely and less like anything else, video game, book that you skip to the end, DVD, etc. Roleplay will still be an option, you can make deals with bad guys, even the Devil himself if he was in this, which he is not. All actions have consequences, so you can commit evil acts, thus just be aware of the consequences. The game will still move forward regardless of decisions you choose. Evil could betray you for money or power or because you are now useless to them, so just because you join the Darkside, doesn't mean this gets you out of killing the big bad guy.

Silver Crusade

I would love to hop in. I don't have any PFS level 8's so I would be creating from scratch. I have a couple of character ideas that I would be happy to dust off and build, but I am willing to fill party needs as well.

Left to my own devices I would probably make one of the following three:
Half-orc bloodrager (reach build)
Elf Witch (Debuffer)
Arcanist (Blaster)

As I said, I am open to filling need though, so don't be afraid to ask! If it is worth anything, I have played a couple games with Katsu family before!


DungeonMaster

RxGus, this isn't PFS, but the character should have a PFS feel. You also get PFS credit for this.

Silver Crusade

That's easy enough then. I can put up some bare-bones builds, or I can hold off until you have made a decision. Just let me know!


DungeonMaster

Go ahead and make the character and give him a background. We have three open spots, if I get an overload of interest, I will make a selection process. Though at this time of year and with Outpost II still on, everyone is tired out from PBP right now, I'll be surprised if I get four extra people interested.

Sovereign Court

13/13 AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +1, Ref +1, Will +3+2 mind influence Init +3; Senses Perception +7 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 25 (4d6+7) Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)

I am still here.

Silver Crusade

What does the party already have in terms of martial or support characters?

Grand Lodge

If everyone comes back we have:

Emma Greyfrost - Blasting Mind control Psychic

Mas'ud - Blaster Sorcerer (fire)

Goliath Maul (me) - Ranger 1 Goliath Druid 7 reach melee character with an animal companion.


I would be happy to either provide a divine character or a melee heavy, as per the needs of the group. Let me know if I should begin building according to the rules.

Grand Lodge

Play either as you like, or if you can find a build that does a bit of both that's good too. I can't speak for the other I'm generally ok with odd group compositions.

Silver Crusade

Alright. I'lll have a build of something in by tomorrow. I'll plan on avoiding arcane/blaster styles. I actually have never played a cleric/warpriest in the pathfinder world so I am strongly considering giving it a try as it also seems to fill a need.

If Scorched one beats me to it, I might try a ranged build. Who knows!

Grand Lodge

It never hurts to have a prepared divine caster when going up against witches. Basically all 9th level divine casters are great. ScorchedOne as the right analysis that and other front liner are solid options for rounding out the group.


Interestingly, this is the second consecutive set of players in the Reign of Winter in a short time. And I have a long-prepared interesting concept for this AP. So.

To begin with, it is a CN Separatist Cleric of Kostchtchie. This heretic priest believes that His dogmas were misunderstood. The Deathless Frost is not so terrible, He heals and saves the worthy. Just need to be enough strong and belligerent to deserve the mercy of this strict giant.

Accordingly, his style is melee, healing comrades in battle or after it... and an irrepressible passion for proof of his own masculinity! It's important to say it's a renegade dwarf, banished from dwarven community as a punishment for the complete denial of the traditions of his people. However, he still hates the giants, considering their extermination as a way to prove his power to Kostchtchie.

The character is not insane, though he's not too polite in communication (dwarf with a difficult fate, you know), but no "demonic cultist madness" or something alike. He extremely despises witches (here with orthodox dogmas of Deathless Frost he is okay) and willing to do much fighting with them.

P.S. Just to be clear, I'm going to participate in only one of the two adventures where I have now left a post with a description of the character. If any :)

Liberty's Edge

I would love to play a simple Ulfen fighter (Viking archetype). Nothing two complex, just a simple axe and shield front liner with a love of battle and glory and a deep seated fear of evil, evil witches.

The only question I have is that the Viking archetype trades out weapon training for barbarian rage. It wouldn't be a deal breaker by any means, but I would prefer using the Unchained barbarian abilities rather then the Core barbarian's. I like that they are easier to calculate and as I am likely to go TWF, it does work out slightly better for that style of fighting.

Sovereign Court

13/13 AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +1, Ref +1, Will +3+2 mind influence Init +3; Senses Perception +7 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 25 (4d6+7) Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)

The heretic of Kostchie would be a most interesting addition.


Knowledge Checks

Hi DoubleGold!

Let me know if you still have room for this, and what character would fit best. I'm flexible.

Regards,
GM PDK

Grand Lodge

If we assume the roles people talk about will get filled ie. Divine caster and frontliner. A controller arcane casters and/or utility arcane casters or a force multiplier/buffer (skald, bard, evangelist cleric) could be useful. There was mention of a ranged damage dealer warpriest or cleric which is also a role worth filling.


Male Half-Orc Monk

I have built a heavy frontline fighter. Not the best damage output, but he's halfway to invincible. This is ScorchedOne's.

Grand Lodge

Don't be modest he 3/4 of the way to invincible.

Silver Crusade

Here is what I have built:

Half-elf Level 8 UC Barbarian (Invulnerable Rager/Urban Rager)
CG worshiper of Nethys, trained as a special operative to reign in misused or dangerous magics. Specializing in the northern lands, he was sent by his temple to investigate and deal with the magical threats of winter.

Combat Style: Dex-based, CMB
Weapon: Agile Elven Curved Blade, Weapon Finesse
Defense: DR 4/-, Cold 4, Endure Elements (cold)

Very weary of magic, especially anything that he cannot personally control (so not much...)- he relies on wands and UMD for most of his buffing, along with a few small conveniences he has acquired along the way.

Makes use of Controlled Rage (Urban): +4 dex, no increase to Will save, no penalty to AC while raging.

edit: I appeared to get ninja'd by another frontliner. I'll keep this here and think about some other options


Knowledge Checks
Grandlounge wrote:
A controller arcane casters and/or utility arcane casters or a force multiplier/buffer (skald, bard, evangelist cleric) could be useful. There was mention of a ranged damage dealer warpriest or cleric which is also a role worth filling.

That would interest me a whole lot... level 8 yes? what are the classes of the current/accepted characters?

Grand Lodge

Level 8. I posted the three current characters above they are a psychic, blaster sorcerer and my druid ranger with shapeshifting hunter. I don't belive anyone else has been officially accepted.


Knowledge Checks

Thanks Grandlounge.

So far it seems squishy up front. If Darmok gets the green light the tank problem will be solved though! :)

I think I'm going to make a Skald as this is Reign of Winter.

ACCEPT THE RAGE IN YOUR HEART!!! ACCCCCCEPT IT!!!! :P :P :P

Query: do we have pure cleric love so far? when the Russian machineguns fire at us it would be nice to have someone channel healz to close those exit wounds! :P

Grand Lodge

There is a cleric that applied. Goliath druids are reasonably tanky especially with and animal companion but a second person on the front helps. Rage from a skald on both the druid and the animal is amazing and thematically perfect.

Silver Crusade

I would have no problem playing a straight Cleric or Shaman if that is the consensus. Currently working on a Zen Archer 4/ Cleric (Warpriest?) 4 which would have some reasonable damage output and light/secondary healing + buffing.

From the outside, it looks like we have 5 people for 3 spots. As spots (and roles) are decided, I think that the other characters will fall into place based on need.


Knowledge Checks

ok... making him now...


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

- Aye, I think we have a couple of ladies on the horizon who think they're witches! Ye know, it's a really bad idea to run around and squint at me while I'm holdin' this hammer, girls. Bloody bloody bad idea...

- - - - -

Brought you another melee. Fighter 2 / Cleric 6+. With each new level it will be more and more magic, but your personal heretic of Kostchtchie will never lose his love to melee (moreover, he automatically passes concentration checks for casting defensively). As a separatist, he took Healing domain ('The Deathless Frost is merciful to strong, do ye remember?'), so at 10 level he will be a very good healer. But even now, his ability to remove bad states will be useful repeatedly.

P/S. I added how to bot him in a fight (the 'tactics' section), as I have found it is easier to me to calculate this way attack and damage.

P/P/S. I feel good about raging song. After some thought, I came to the conclusion that usually Tulgram will accept it at the second round.

Thanks.

(c)

‘Eκάτη


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Here's Uthred son of Uthred, ready to inspire rage in all of ya, if a spot is still available.

Here are the buffs he brings to the party:
----> Inspired Rage: +4 morale bonus to STR & CON, +3 morale bonus to Will Saves, +1d6 electricity dmg on all melee attacks, electricity resistance 10 (at 9th level DR 1/- gets added plus another rage power as well... I'm opened to suggestions!)

Skald Spells (Caster Level 8th; Concentration +11)
Cantrips (DC 13) at will - detect magic, grasp, know direction, light, message, read magic, mage hand*, open/close, prestidigitation*, spark, mending
1st (DC 14) 5/day - cure light wounds, vanish, ear-piercing scream, liberating command, disguise self, heightened awareness, expeditious retreat, cultural adaptation
2nd (DC 15) 5/day - allegro, cure moderate wounds, heroism, mirror image, silence, raiment of command
3rd (DC 16) 3/day - delay poison- communal, good hope, haste
*via Cloak of the Hedge Wizard (Transmutation)

Regards,
PDK


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m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

I added 1 level of Barbarian with a stylish Dreadnought archetype (instead of 1 level of fighter). No fatigue, no problems with spell casting, awesome synergy with a Skald and the 'enchanting' mood of his Dead Calm from the Horror Adventures.

You'll like it, I think.


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Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Meet Halros- Your friendly, anti-magic dex-based barbarian.

Sovereign Court

13/13 AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +1, Ref +1, Will +3+2 mind influence Init +3; Senses Perception +7 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 25 (4d6+7) Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)

What are the options like from Horror Adventures. I have never thought about using them in a PFS character.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.
Emma Greyfrost wrote:
What are the options like from Horror Adventures. I have never thought about using them in a PFS character.

Quite a lot of good stuff in there, both in quality and quantity.

Click here to check out the complete list of all the crunch that's in there


In PFS you can get one of the corruptions in one very specific (and deadly) scenario. My wizard who already had a pact with a demon-lord got even darker with it (it's a story of an aasimar who is believed to have fallen... but she herself has the opposite opinion on the subject).

What about Dreadnought Barbarian from HA, there is nothing so special, but with all inspiration from that book... it looks creepy with his trance-like cold and emotionless blood frenzy.

At least for me .)


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Guys,

My next rage power is at level 9 (next level) and 'Elemental Blood, Greater' [i.e. fly speed of 60 feet (good maneuverability)] has level 10 prereq. Any of you know how I could take that rage power at level 10? Earliest I figured out would be at level 11 via 'Extra Rage Power' feat...

PS: I'm also opened to suggestions for the level 9 rage power...


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Level 9 will be a while- but at 9 Halros here picks up improved Crit for his elven curved blade. There is nothing like a crit range of 15-20...

Grand Lodge

There is no good way other then retraining to get the rage power at level 10.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.
Grandlounge wrote:
There is no good way other then retraining to get the rage power at level 10.

I got excited for a bit, but when I went to check retraining I found this:

"Retraining a class feature means you lose the old class feature and gain a new one that you could otherwise qualify for at that point in your level advancement. For example, if you want to retrain your paladin’s fatigued mercy (which she gained at 3rd level), you can replace it only with another mercy from the 3rd-level list. If at 6th level you learned the sickened mercy (which is on the 3rd-level list), you may replace it with a mercy from the 3rd- or 6th-level list (because you are replacing a 6th-level mercy slot which you spent on a 3rd-level mercy)."

Bummer... looks like this will come online at a much higher level.

In the meantime, what's the wishlist for the martial types here in terms of the 9th level rage power I will unlock? alternatively, I can change electricity resistance 10 for another rager power 'right now' and take elec res 10 at 9th (since Greater Elemental Blood won't come online until level 13 or 14 anyways...)

PS: I ask because, for those who don't know, you gain that rage power when you benefit from a skald's inspired rage... :)

Grand Lodge

Things the offer combat manuvers can be good raging grappler, knockdown, and knockback.

Don't forget about flexible fury to gain Ghost rager and Celestial Blood, Lesser are some of the most powerful situational options.


DungeonMaster

I will close recruitment and make any final decisions on added players by Saturday.

Sovereign Court

13/13 AC 11, touch 11, flat-footed 10 (+1 Dex) Fort +1, Ref +1, Will +3+2 mind influence Init +3; Senses Perception +7 ————— Defense ————— AC 11, touch 11, flat-footed 10 (+1 Dex) hp 25 (4d6+7) Fort +2, Ref +2, Will +4 (+2 bonus vs. mind-affecting effects)

This is a fun group.

Silver Crusade

Thanks DG.

It doesn't seem ideal to throw an Urban Barbarian in with a skald since he can't make use of any of the Skalds powers. I know I didn't post him here, but I do have the Monk 4/Cleric 4 archer build, or would be willing to make a straight cleric/war priest as other options. If it doesn't end up working out, thanks for opening spots regardless!


Male Half-Orc Monk

Renewed Vigor? Heal 2d8+conmod once per day?


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Skalds allow anyone to use their rage powers. The problem is that the skald song only allows other ragers to activate there str, con and will save bonuses. This means that an unchained barbarian will not be able to use their rage bonuses in response to the Skald's song (though gm commonly house rules this because it seems like an oversight for urban and unchained ragers).

That said barbarians only really save some round of rage by using the skald's songs. Most of the time barbarians would rather use their own rage powers for which the character was optimized.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.
Goliath Maul wrote:
That said barbarians only really save some round of rage by using the skald's songs. Most of the time barbarians would rather use their own rage powers for which the character was optimized.

Yes but this allows the barbarians to multiclass as they don't need as many rage rounds per day anymore. If you don't multiclass, then you can take rage powers with high rage rounds cost and use those every round on the boss, while sticking to the Skald stuff with minions on the way to the boss.

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