Shalm's Reign of Winter (Inactive)

Game Master JankInTheTank

RoW Maps and info


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Pathfinder Adventure, Adventure Path Subscriber
Daedalus wrote:
Okay, in my efforts to figure out what to play, I ended up cataloging all the submissions (which I frequently do anyway, it seems). here's a link to the spreadsheet I made. I think I got everyone, but I probably missed someone, so the sheet should be editable for missed/future applicants if people other than me want to use it.

Thanks! I will also periodically post a list of completed submissions. If at any point you don't see your name on the list of complete submissions and you think you should, please reach out and we'll figure out why you're not on the list. I won't post my first one of these for a few days though.

Comp0sMentis wrote:
Would you allow the unchained rogue? Or counterfeit mage archetype?

Absolutely! Both are fine. And it looks like they also work fine together if you want to go that route.

theasl wrote:
Shalm, obvious late-book spoilers aside, how do you feel about firearms?

Fine with firearms, we'll be using the emerging system of firearms. But I agree that Stolen Shots doesn't really fit that well. If you're really set on that archetype and you are chosen for the game, we can figure out a different ability (or you can just keep what it replaces).

theasl wrote:
Another question, about an entirely different concept: the Frostborn region trait is from Dwarves of Golarion, but from the text given it doesn't seem to be restricted to dwarves - I don't have the actual book to check. Would the trait be okay for a non-dwarf character?

Yes, but it should be a character from the Lands of the Linnorm Kings or another suitably cold place.

Daedalus wrote:
Would you consider allowing the pre-errata Scarred Witch Doctor? It used to be a really cool, thematic and unique caster, and now it's just an average, but extra powerful, caster.

Yes, but your backstory will need to be really good to show why your character is the way he/she is.


HAHA, MY FRIENDS! It is good to see you made it! Come, come inside out of the cold!

I humbly introduce Viktor Rusnak! A dedicated tank paladin who is somewhat inspired by Braum. I made him nearly five years ago for a Reign of Winter game that barely got anywhere, then he was thrown into a couple Wrath of the Righteous games that met similar fates, so he has been on ice waiting for his opportunity. It's a character I have a lot of love for and would really like to get a chance to play for more than the first leg of a journey. He was originally made for RoW and his background includes him growing up in Heldren, so with just some minor mechanical changes he is now ready to go!

Please let me know if you have any questions/concerns, and I always appreciate feedback!

Shalm:
I noticed that although you are GMing multiple games right now, you've picked them all up in the past couple of months, and most of them are fresh games you've made. If you don't mind me asking, why the sudden interest in so much GMing on the boards? I just want to make sure that if I jump into a game the GM is in it for the long haul :)


I have recently fallen in love with the idea of playing a Gathlain Bard. It is an advanced race though, so not allowed within the restraints of your races. Thought I would ask because if I don't ask then the answer is no.

If it would make you feel more comfortable I can take the Sticky Tendrils alternate racial trait which replaces the fly speed with non-magical spider climb and non-magical feather fall.

If the answer is no though I get it.

Thanks for considering.


Okay, thanks. I'll shelve the gun stuff for now, since I got inspired and made the second concept.

Now...because we definitely don't already have enough tanky arcane-martial types and clearly desperately need more, here's Sigrun Barstad, Ulfen skirnir (shield) magus!

background, description, personality, in that order:
Sigrun Barstad was born in Kalsgard, the capital of the frozen Lands of the Linnorm Kings. After spending most of her childhood in the frigid north, the Barstad family moved across the continent to Taldor, where her father Heric, a renowned warrior, served for several years in the prestigious Ulfen Guard. Her mother Svana made sure her children remained linked to the Ulfen homelands, and while her brothers were more drawn to Taldan history and culture, Sigrun was always enthralled by the stories of the great Linnorm Kings of the past - and of the skalds who sang them, including her mother. As she matured, Sigrun tried to emulate both her father's martial prowess and her mother's innate arcane talents, though for a long time she seemed to lack in magical ability.

After leaving the Ulfen Guard, Heric decided to stay in Taldor instead of returning to the north, retiring with the great wealth granted to veterans of the exclusive group. The family settled down back in Oppara, using their new fortune to give the children the best education and training they could get. With this support, Sigrun blossomed into a worthy fighter and...reasonable...magician in her own right, though still far from matching her parents in their skills. Instead, she combined as much as she could of their styles into her own unique martial art, while adding her own flair as well.

Recently, several of Heric's old colleagues in the Ulfen Guard have contacted him, asking him to take on an unofficial investigation for them. There have been reports of strange happenings in the south of the empire, and while the Taldan officials don't seem too worried, the Ulfen know all too well the dangers of the cold and the fey that they grew up around. While Heric and Svana have obligations in Oppara and can't just go on an extended trip away from the grand city, Sigrun seems to be ready to embark on her first real adventure. She sets off for the small village of Heldrin in high spirits, hoping to be the spark for another of her mother's grand tales.

Sigrun stands tall and bulky, with braided blonde hair, bright blue eyes, and pale skin - at least when it isn't tanned or, more often, burnt in the Taldan sun. She wields traditional Ulfen weapons and a well-maintained suit of armor, as well as an elaborately decorated shield and helm. When she's not in her gear, she tends to avoid Taldan high fashion; her clothing and jewelry typically bear a distinct Ulfen flavor. Her face is generally contorted into a scowl or at least a focused glare, but around family and friends, she occasionally relaxes into a genuine smile.

Having taken on the somewhat contradictory traits of her mother's bravado and her father's quiet intensity, Sigrun can be awkward to be around at times. She's fairly intelligent but generally prefers bashing things to talking things out - though she's also disciplined enough to not charge straight into fights without thinking it over first.

I don't have an alias yet, but she's fully statted out on Myth-weavers. Thanks!


Here is my submission. I've never played a witch and I thought this would be a fun thing to try in this AP.

Anina:

Anina
Female peri-blooded aasimar (emberkin) witch (winter witch) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20) or
. . handaxe -4 (1d6/×3) or
. . quarterstaff +0 (1d6)
Ranged light crossbow +1 (1d8/19-20) or
. . sling +1 (1d4)
Special Attacks hex (cackle[APG])
Spell-Like Abilities (CL 1st; concentration +0)
. . At will—speak with animals (arctic fox only)
Witch Spell-Like Abilities (CL 1st; concentration +6)
. . Constant—endure elements (cold only)
Witch (Winter Witch) Spells Prepared (CL 1st; concentration +6)
. . 1st—infernal healing[ISWG], mage armor, snowball[UW]
. . 0 (at will)—detect magic, message, ray of frost
. . Patron Trickery (infernal contract) (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 20, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Fey Foundling[ISWG]
Traits beastkin, failed winter witch apprentice
Skills Knowledge (arcana) +9 (+10 to identify spells or magical effects with the cold descriptor.), Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +11, Linguistics +6, Perception +3, Sense Motive +3, Spellcraft +9 (+10 to identify spells or magical effects with the cold descriptor.), Stealth +2, Survival +3, Use Magic Device +3; Racial Modifiers +2 Knowledge (planes)
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Hallit, Skald, Sylvan
SQ cold flesh, crusading magic, witch's familiar (arctic fox named Kali)
Other Gear blunted bolts (10), cold iron dagger, crossbow bolts (20), handaxe, light crossbow, quarterstaff, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), candle lamp[UE], chalk (10), cleats[APG], cold weather outfit, flint and steel, furs[APG], grappling bolt[UE], ink, inkpen, mess kit[UE], pot, shovel, signal whistle, silk rope (50 ft.), snow goggles[UE], snowshoes[APG], soap, spell component pouch, tindertwig (5), torch (10), trail rations (5), waterskin, winter blanket, 1 pp, 8 sp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Crusading Magic +2 racial bonus on caster level checks to overcome spell resistance.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trickery (Infernal Contract) (1d6) Each day when you prepare spells you must deal 1d6 points of damage to yourself.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
level up plan:
Feat: Spell Penetration
Prestige class: Winter Witch at level 6.

Background:

The beginning of Anina’s life was a common occurrence for the superstitious people of Irrisen, sacrifice the baby. Her human birth parents were shocked at her birth and thought her cursed when she was born a peri-blooded aasimar. It was very unusual for an emberkin to be born to human parents this far North in the cold reaches of Irrisen. So her parents, directed by the village elders fearing a curse on their village, took her out to the frozen woods and left her there as a sacrifice to the White Witches. The baby crying and half frozen in the arctic woods was discovered by a curious and intelligent fox. The fox being intelligent knew this was not food but instead a helpless baby so she dragged the crying baby back to her den and saved Anina’s life. Anina was raised with the arctic fox family and community, learning their language and their ways. As she got older the foxes knew they couldn’t keep her and had to send her to others of her kind so she could survive and learn. The foxes arranged to send Anina away to the Winter Witches which were their closest allies and many an arctic fox had become a trusted familiar to the witches. The Winter Witches were shocked to find an emberkin this far North but they reluctantly accepted her as an apprentice. This apprenticeship did not turn out well as Anina was much more capable of fire magic and utterly failed at the ice magic. The Winter Witches unable to train a fire witch, sent Anina away. Having been thrown away by her human family, sent away by her fox family, disgraced and discarded by her witch family, she was determined to prove them all wrong and become a great Winter Witch maybe even the greatest, greater than Baba Yaga.

After having spent several years alone and trying to learn witch magic on her own, Anina has finally mastered the art of icy magic at the expense of never being able to work her emberkin fire magic again. She travels back to Heldren to seek out each of her families in turn, the human, the fox, and the witch to show them that they were wrong; she is worth something and should not have been cast away.

Look & Personality:

Anina is a sightly below average looking peri-blooded aasimar. She has a fiery red mane of hair that occasionally show sparks of flames flickering throughout it. She wears no armor and carries a quarterstaff for defense and for use as a walking stick. She has a tiny arctic fox familiar, Kali, that follows her around and can frequently be seen curling up on her shoulders like a furry shawl. She talks mostly to her fox friend and avoids most others as she has been shunned all her life by them. She feels mostly at home out in the woods far away from the civilization of villages and cities. She favors learning on her own and reading books, thus she had to learn several languages to help with the reading so that she could learn even more about becoming the best Winter Witch ever. She has a very competitive drive which compels her to try to be the best and prove it to everyone.

Kali:

--------------------

Kali CR –
Female arctic fox (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +3
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Linguistics -1, Perception +8, Spellcraft -1, Stealth +14 (+18 while in snow), Survival +2 (+6 to track by scent), Use Magic Device -1; Racial Modifiers +4 Stealth while in snow, +4 Survival to track by scent
SQ empathic link
Other Gear companion cold weather outfit[UW]
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
--------------------


I'll try to get an Arcanist ready for Monday.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hmmm, dotting.

Silver Crusade

I've created Ceckal and Xinthi, who I'm very pleased to introduce. Regrettably, my story got slightly longer than three paragraphs, spanning an entire A4 page. I'm sorry, I got carried away, I think. Anyway... Descriptions are under the names.

If Ceckal and Xinthi are accepted for this campaign, I'll put them up with all the touch AC's, CMB's, and full equipment. But since that's the less fun part of creating a character, I'll only do that if my submission is chosen.

Backstory:
Ceckal is the child of Inya, a snowcaster twilight speaker who involuntarily mated with a big blond Ulfen raider. Inya escaped and wished to return to her own folk, but was cast out as impure, once her people found out she carried a half-human child. They didn’t believe her story of being captured, and told her that she could prove it by leaving her newborn in the snow to die, and then return to be cleansed. Inya set out to do just that, but couldn’t push through, once she looked into the eyes of her boy. Knowing that not all Ulfen are the same, she travelled around for a few months with her baby until she found an Ulfen couple, Eirick and Hilde, who were just bereft by their only child, who gladly accepted Ceckal as their own.

So Ceckal grew up amongst humans, being clearly different for his very pointy ears, alabaster skin, and paler than usual blond hair. His eyes, too, are so light blue to be almost white. However, Ceckal has inherited quite a strength from his unknown father, so he wasn’t really given that much trouble. Also, he isn’t the most perceptive of people, so most veiled insults just flew right over his head. As a result, Ceckal had quite a happy childhood, albeit tough, as could be expected high up north. His tribe specialised in what they called the long pike-axe (called fauchard, elsewhere) with which they were able to go take on the bigger dangers of their homeland. Ceckal quickly proved to be quite an able fighter with it.

Inya sometimes passed by to travel around with Ceckal, to teach him of the land, magic, arts, languages, and her goddess, Findeladlara. Ceckal wasn’t the brightest student, but with his mother’s elven patience and his own stubborn perseverance, he did learn. He also learned how to walk through the snow like the elves do, and was especially interested in all the peoples around him, where they lived and what languages they spoke. When it came to Findeladlara, though, he was frustrated to no end. The Goddess just flat out refused to respond to him.

In the end, Ceckal decided to find his own goddess. He went in search for mystics, both travelling and in different tribes, and eventually was taught how to use the magic of an icy lightning storm to call on a goddess more befitting himself. Unbeknownst to Ceckal, he was taught the way of stormcaller summoners. He almost died in the freezing blizzard, but was saved and carried out by a beautiful, unearthly woman, who became his goddess. Or actually, more like his friend. Xinthi is her name, and she’s a genie, and could only be considered a goddess by someone as gullible as Ceckal. He learned, eventually, what she was, but not after he had fallen completely in love with her, and she with him, for his silly antics towards her.

Now Ceckal and Xinthi travel together. Usually Ceckal calls her from her home plane first thing when he wakes up. Where before Ceckal had survived in the harsh nature by pure luck and sturdiness, she now takes care of him by actually knowing survival skills and knowing how to talk to people. Xinthi herself, being a different kind of dumb, is impressed by everything Ceckal can tell her about geography, languages, and magic. She takes a very protective stance over ‘her mortal’.

Now with the weather changing for the worse, they have travelled south and east, finding harsh winter even in Taldor. They’ve travelled even further south, honestly not truly realising how strange it is to see snow in the village of Heldren, where Ceckal and Xinthi happily walk in to talk to people.

Ceckal:
Ceckal, CG male snowborn half elf (snowcaster/ulfen), stormcaller summoner

Appearance: Somewhere under that fur coat and mantle is a chain shirt, but you do not see it. Even further within is a broad shouldered, strong man with quite a fearful posture, platinum blond hair and beard, a nasty looking fauchard, and a big fur hat he somehow refuses to take off. He’s got extremely pale skin and light blue eyes that are distinctly not entirely human. For all his intimidating posture, though, he appears to have the character of a friendly Labrador, and naïvely overpays for his drinks when so asked. He would be a nice chap to talk to, provided you were interested in geography, anthropology, and languages, or simple magics, because on any other subject, he’s not really the sharpest tool in the shed. Although anyone might like the ale he kindly shares, if they can stand the musk hanging about this strange barbaric man.

Racial traits:
+2 to any ability (str)
Medium, 30’ movement, low-light vision
Ancestral Arms: fauchard
Cold-honed: normal move in ice & snow, +4 racial fort save vs nonlethal damage from cold environs
Keen senses: +2 racial on perception
Fey thoughts: perception & stealth are class skills

Traits:
Campaign: Northern Ancestry: +1 trait on fort save, cold resistance 2
Race (elf): Wild Stride (forest): ignore difficult terrain in forest

Ability scores (20pts):
Str 18
Dex 14
Con 14
Int 12
Wis 7
Cha 12

Feat: combat reflexes

Trained skills (3 +2 background):
Knowledge (arcana) +5
Knowledge (geography) +5
Linguistics +5
Perception +4
Stealth +6 (-2 ACP)

HP: 10, AC (chain shirt) 16
Saves: fort +3, ref +2, will +0
BAB +0, Melee +4, Ranged +2

FCB: to be decided yet

Spells:
0: acid splash, detect magic, read magic, resistance
1: mage armor, shield

Xinthi:
Xinthi, CG female genie (originating from the part of the elemental plane of air that’s really close to the elemental plane of ice)

Appearance: Next to the tall man is an almost equally tall woman, sporting an equally nasty looking bardiche, and a falchion, and a scimitar, and a longbow, and… are those claws? She has a pale blue skin, making her companion’s looks appear almost normal by comparison. Her azure-like eyes look at you from another one of those big fur hats with a friendly, but distant smile, and any pretty lithe figure can only be assumed, under all of her furs. Her hair is even paler than her man’s, being distinctly white. This woman clearly has planar blood, somewhere. She’s polite, and seems to do most of the talking for her companion, but neither of them seem to be really in charge of the other.

Ability scores:
Str 16
Dex 12
Con 13
Int 7
Wis 10
Cha 11

Feat: combat reflexes

Base evolutions: arms, legs, claws (1d4)
Subtype evolutions: martial weapons, electricity resistance 5
Chosen evolutions: cold resistance 5

Chosen class skills (4): diplomacy, knowledge (nature), survival, use magic device

Trained skills (4):
Diplomacy: +4
Perception: +4
Stealth: +5
Survival: +4

HP: 11, AC 11
Saves: fort +3, ref +1, will +2
BAB +1, Melee +4, Ranged +2

Silver Crusade

I have a question of a different kind. I have zero pbp experience... How important is the time zone?
And on what days would you require posts?
I'm in Amsterdam time zone, and I'm only able to spend time on playing from friday evenings until monday evenings.
Would that be ok?


Hey! I am interested in joining and I have an idea for a spiritualist. I have a couple of questions

With the inclusion of automatic bonus progression, is there anyway that I will be able to "split" my ability bonus with my spirit or purchase items for the spirit. So perhaps splitting the weapon progression or armor bonuses with the spirit? Or allowing me to spend my money on "spirit items" that will allow me to buy items to increase the spirit's saves and other stats? I think the automatic bonus progression is a great system - I am just afraid of the lack of progression for "pets" in this system.

Will you have the spirit and the character act on the same initiative count or on their own separate?

Thank you for your time!


Ellie:

Elleanorai Naillo was brought up in these cold lands; being unafraid of the cold and ice also lends an appreciation of having a place to dry your socks or partake in a hot meal. She's been working as a part time cook in the Silver Stoat for a while now, occasionally going out for game with the local hunting troupe. It's a nice cover, getting to overhear loose conversations and pilfering loose pockets. She fell out of the good graces of her family after denying study of the arcane arts, preferring the sword and tongue. Now she lives alone in Heldren.

Aloof may be a bit much but Ellie has built a reputation of being spunky and always pleasant, even when times are hard. Always one with a quip or a joke to lighten the mood in these dreary cold days. If the world is a stage then she is a comedian. At least, on the outside. Internally she's as cold as it is outside. Again, it's a good cover. The less anyone suspects, the better. Who'd guess that the person who just served you a plate of roast beast was the same that filched your purse? Gotta pay the bills somehow.

The sedentary life has gotten old, however. The itch, the longing, the yearning for new scenes and new pockets wanes heavily on her shoulders. She's been keeping an ear out for anyone passing through with something to do. Only time will tell.


Crunch and Looks:

CN Arctic Elf Unchained Rogue/Counterfeit Mage
(I may dip other classes as the campaign goes on)

Str 11
Dex 16
Con 12
Int 14
Wis 14
Cha 12

Skills: Acrobatics, Appraise, Bluff, Disable Device, Intimidate, Perception, Sense Motive, Slight of Hand, Stealth, UMD
Background Skills: Profession: Cook, Knowledge: Local

Feat: Two Weapon Fighting

Traits: Reactionary, Warded Against Witchery

Weapons: Rapier, Dagger(x2), Longbow

Elleanorai, or Ellie for short, is a little stockier than most elves after years in the kitchen. Like most of her northern kin she is pale with hair even lighter, accented with a silvery sheen. She dresses plainly, commonly with a grease spattered apron on top of her casual garb. If anything is noticeable about what she wears it's how particularly unremarkable it is, as she likes it. Standing a good bit shorter than most elvenkind if it weren't for the pointed ears and snowy hair she'd blend in with about any group of human folk. Outside of the kitchen she conceals both with a woolen hat.


Just posting to let you know I'm still interested. :)


Hmm, I think I'll be giving this a shot. Seems like we have plenty of martials and spell casters, but not so many divine casters.

Now, just gotta think about what to play...


Managed to write down something, I'll finish the crunch by tomorrow.

At the camp:

-Lanyssa, put another log in the fire.

The young half-orc known as Lanyssa did as her mistress had told. She had been taught practically from birth to trust her mistress hundred percent, and so she did. After all, she's been protecting and educating her for nearly eighteen years.

Beside her mistress, Lanyssa had learned a lot about the world and the strange forces that rule it. And, most importantly, she had learned how to control these forces. ”This is something to be used wisely, for whoever abuses from it, ends up punished by the ignorant populace or by the very forces of magic themselves.” She remembered her mistress' words clearly.

-Are you feeling warmer now, Mistress?- It was clear that Lanyssa had a profound respect for the one who had adopted and raised her.

-Yes, yes- said the old woman with a cracked voice. She coughed a bit and asked the young maid -Come here and sit with me. Your warmth will make me feel cosier.

Lanyssa sat beside her mistress and used a blanket to cover both their bodies. Even not being the archetypical large and heavy half-orc, the old woman looked like a baby halfling beside Lanyssa. The two huddled to the point Lanyssa thought her mistress was about to disappear in a mass of green flesh and dusty clothes.

Lanyssa
Lanyssa was just a baby when she was found by a wandering mage. She had been abandoned, or her parents had died, no one knows. The old lady raised Lanyssa as her daughter and apprentice, showing her the ways of the arcane. She focused specifically in teaching Lanyssa how to overcome superstition and envy, and how to not fall a victim of hubris. According to this woman's beliefs, it doesn’t matter from where you have obtained your power, but how you use it. Mages - or the like - that use their powers for evil or selfishness not only are a threat to the community, but also bring the fear and anger of the people upon other, innocent practitioners who only want to help. After the old woman' death, she wandered without aim for some days, incapable of taking the reins of her life without the guidance of the person who's been with her for all her life. She is now in Hedren, unable to decide if she should spend some time here or travel to somewhere else. After all, travelling s what she’s done for her whole life...

Lanyssa is thin and not too tall, as opposed to most half-orcs. A bit smarter than the average, she doesn't pay much attention to her aspect and usually leaves her hair loose or ties it in a ponytail, whichever makes her feel more comfortable. The only thing she almost never forgets is to cover the arcane tattoos on her arms, a special protection her mistress granted her when she became a grown up. Not used to talk to people, she's usually straight, though not really harsh. She has been trained manipulate the magic forces that can be found everywhere around her for the sake of communal benefit, and to oppose those who would abuse from them.


Pathfinder Adventure, Adventure Path Subscriber
Viktor Rusnak wrote:
I noticed that although you are GMing multiple games right now, you've picked them all up in the past couple of months, and most of them are fresh games you've made. If you don't mind me asking, why the sudden interest in so much GMing on the boards? I just want to make sure that if I jump into a game the GM is in it for the long haul :)

I've done some GMing and playing in the past on the boards (quite a bit of PFS most recently), and I don't get to play as regularly in person as I used to, so I thought this would be a good way of getting to play more (and play the APs that I'm most interested in playing). I certainly intend to be around for the long haul!

Nairb the Grey wrote:
I have recently fallen in love with the idea of playing a Gathlain Bard. It is an advanced race though, so not allowed within the restraints of your races. Thought I would ask because if I don't ask then the answer is no.

I would prefer to stick to the races I originally outlined, sorry! No problem with checking though.

Viondar wrote:

I have a question of a different kind. I have zero pbp experience... How important is the time zone?

And on what days would you require posts?
I'm in Amsterdam time zone, and I'm only able to spend time on playing from friday evenings until monday evenings.
Would that be ok?

First, welcome to the boards! Time zone generally doesn't matter (or we make it work). But I do expect those who apply to be able to post at least once per day on weekdays (Monday-Friday) and maybe once on weekends. So if you're not at all able to post during the week, this might not be the best game for you. Let me know if you have other questions though.

Magicblast wrote:

With the inclusion of automatic bonus progression, is there anyway that I will be able to "split" my ability bonus with my spirit or purchase items for the spirit. So perhaps splitting the weapon progression or armor bonuses with the spirit? Or allowing me to spend my money on "spirit items" that will allow me to buy items to increase the spirit's saves and other stats? I think the automatic bonus progression is a great system - I am just afraid of the lack of progression for "pets" in this system.

Will you have the spirit and the character act on the same initiative count or on their own separate?

The way I've been handling ABP and "pets" is that all creatures get the ABP aligned to their hit dice. So your spirit would get the same benefits as it leveled up, just like you. Does that make sense? And I typically want "pets" to share initiative with their master.


Pathfinder Adventure, Adventure Path Subscriber

As promised, here's a list of characters that have submitted both a stat block and a background, and who I'm considering fully approved for submission:

Garran Oakthorn, Human Cleric of Iomedae
Doctor Gii, Aasimar Inquisitor (Living Grimoire)
Therric Morant, Human Bloodrager
Linge Hagebak, Human Arctic Druid
Darmok of Averaka, Half-orc Fighter
Viktor Rusnak, Human Paladin (Sacred Shield)
Sigrun Barstad, Human Magus (Skirnir)
Anina, Aasimar Witch (Winter Witch)
Ceckal, Half-elf Summoner (Stormcaller)
Ellie, Elf Rogue (Counterfeit Mage)

And here are the characters that have submitted either a stat block or a background:

Nippy, Kobold Hydrokineticist - missing a background
Lanyssa, Half-orc Wizard(?) - missing a stat block

Please let me know if you think you should be on one of these lists and you're not! Also, there is still plenty of time for people to submit characters, as I won't be closing recruitment until Monday, February 18.


i will have a proper background then this week. forgot to actually to work on it :P


Probably for the best anyways, I just got accepted into a different PbP and along with the others I am in I won't know if I am at capacity for a couple of weeks.

I will just shelf the concept for now, will be fun to play with when the game is right.

Best of luck in the frozen tundras!


So, I've got my character completed. I didn't end up going with Scarred Witch Doctor- I just had trouble finding a good personality. Instead, I ended up with a Hedge Witch healing-focused witch that's much closer to a divine caster than an arcane one. That said, I can easily redo her into a more support role if needed- there's basically nothing of my archetype/patron that actually affects the build at the moment.

Spoiler:
Adula Osherri
Female Human Hedge Witch 1
NG Medium Humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 10 [+2 Dex]
hp 7 (1 HD; 1d6+1)
Fort +1, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff -1 (1d6-1/x20)
Ranged Weapon +[To Hit] (Damage/Crit Range)
Special Attacks Slumber (Will DC 15)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st (2/day) - Burning Hands, Chill Touch (DC 15)
. . 0th (at will) - Detect Magic, Light, Guidance
Spontaneous Casting: Cure
Patron: Healing
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11
Skills Knowledge (Arcana) +9, Knowledge (nature, planes, history) +8, Spellcraft +8, Heal +5, Knowledge (local) +5, Use Magic Device +5, Perception +6
Feats Extra Hex (slumber), Accursed Hex
Hexes Healing, Slumber
Traits Adaptive Magic, Seeker
Languages Common, Celestial, Hallit, Draconic, Sylvan
SQ
Gear
--------------------
Special Abilities
--------------------
Name of Ability

Familiar: Athali (hedgehog)

Backstory:

Adula was born and raised in Heldren, the only daughter of the town scribe, Kalaven. Her mother Estrail, sadly, passed away in childbirth, and Kalaven raised his daughter with all his heart. However, as she grew up, the young girl found herself keenly in want of her mother. As a result, she did her best to study medicine as she matured. While not terribly religious, she even tried to become an acolyte of Sarenrae, to become magically empowered with healing, that she could aid others in similar trouble.
However, for whatever reason, be it a lack of devotion or simply not having the discipline to channel the power of the gods, Adula never managed to cast even the most basic of divine orisons. Dejected, she returned home and returned to careful study, to at the very least, master mundane healing. Fortunately for her, though, she found another path to healing. Hidden in the depths of dusty tomes, and then more audible, tangible whispers in her ear, Adula found herself following the directions of a mysterious 'sponsor' who she strongly suspects is a celestial servant of Sarenrae (as fires seem to respond to her presence). Still, regardless of its source, she's been using it since she was 16 to serve as Heldren's primary healer, caring for her aging father until his death the previous year. She's gentle and kind to her patients, helping them rest and magically aiding healing however she can. She's also immensely protective of those around her, and frequently finds herself using her magical abilities to stop fights before they happen.

Adula is an average-sized young woman, in her mid-20s, with bright red hair and gentle blue eyes. Her hands, while soft, are also strong from working with the human body from an early age and constantly spotless, to reduce the danger of infection. She wears an outfit reminiscent of a cleric of Sarenrae, with a staff bearing the goddess' holy symbol and golden ornamentation on white robes, kept magically clean at all times. She's soft-spoken most of the time, which only serves as a greater point of contrast for when she speaks firmly.


EDIT: as a note, I haven’t selected gear or spells known. Those take by far the longest for me, and if allowed, might I be able to wait and see if I’m selected before that?


I'll add more background the more I learn about the current locale, Ellie is a bit of a socialite and needs other people to flesh out a story


Sorry to come back to you GM, but I was thinking of rewriting Linge's crunch. I created the character a few years back, when my grasp of the English language wasn't as strong as it is now, and if I can ever so slightly dust her backstory off a little, then I'd like to do it.

Is it okay with you, and can I repost it once I'm over? :)


Pathfinder Adventure, Adventure Path Subscriber
Linge wrote:
Is it okay with you, and can I repost it once I'm over? :)

No problem! Make any changes that you'd like.


After mulling it over, I've come to the conclusion that I don't have the time. Good luck to all and hope you have fun.


How do you feel about gun using characters?


Pathfinder Adventure, Adventure Path Subscriber
Yokaiboy wrote:
How do you feel about gun using characters?

Fine with firearms, we'll be using the emerging system of firearms.


Here is Lanyssa.

I know you might frown at me picking both Wayang Spellhunter and Magical Lineage. I don't know if you allow them to stack, and I don't even know if I'd want to. On one hand, that would give me quite the versatility with the spell I plan on focusing on (Slow). On the other hand, if I don't stack them, I could have less versatility on Slow but have another useful spell around (to target a different save or do a different thing, I still don't know).

For that, I haven't picked a spell for Magical Lineage yet. Is that ok? Should I pick it if I'm selected? Can I leave it open further long during the game? Some of these answers don't need an immediate response; just if you're okay with me picking both traits. If I don't get selected, the rest is superfluous.

Also I need to pick items, but that should take much time being a full caster.


Hmm. Sigrun might be a good case for me to use the Lore background skill for the first time...but I'm struggling a bit with the appropriate scope. Would "Lore (Ulfen mythology)" be an appropriate category?


Pathfinder Adventure, Adventure Path Subscriber
theasl wrote:
Hmm. Sigrun might be a good case for me to use the Lore background skill for the first time...but I'm struggling a bit with the appropriate scope. Would "Lore (Ulfen mythology)" be an appropriate category?

Yes, I think that's exactly the right scope.

Jereru wrote:
For that, I haven't picked a spell for Magical Lineage yet. Is that ok? Should I pick it if I'm selected? Can I leave it open further long during the game? Some of these answers don't need an immediate response; just if you're okay with me picking both traits. If I don't get selected, the rest is superfluous.

I am okay with you picking both, and they would stack if you chose the same spell. Totally up to you if you want to use the same spell or not, but I would prefer that you choose one for Magical Lineage before we get started, if you're chosen.


Shalm wrote:
I would prefer that you choose one for Magical Lineage before we get started, if you're chosen.

Sure. I'm kind of a rookie when it comes to arcane characters, though. Any good advice on which control/debuff spell could be worthy of metamagic modifications?

Also, as a rookie worth my name, don't be too afraid of me breaking the game too much.


Toppling Spell + magic Missile


Shalm wrote:
theasl wrote:
Hmm. Sigrun might be a good case for me to use the Lore background skill for the first time...but I'm struggling a bit with the appropriate scope. Would "Lore (Ulfen mythology)" be an appropriate category?
Yes, I think that's exactly the right scope.

Great, thanks. I've added it in.

Liberty's Edge

Egil Forkbeard, Human Skald 1, at your service.

Egil would be a great 5th man for any group, and the plan is to be a Skald all the way through except for 1 level of Bloodrager. He would fill the role of off-tank, party buffer, and knowledge guru. In character, he would be a boastful seeker of glory and teller of tales. Backstory, appearance, and personality are included on the character sheet.

I'd love a spot in this campaign. In the event it matters, I have over 19,000 posts and have been here for about 5 years, so I'll be in for the long-haul.

Thanks for your consideration!

Envoy's Alliance

dotting in for interest. This is my first time playing an AP ever. Will make a character now. Might consider a barbarian or other martial character.


Hi! I'd like to submit an investigator for your consideration.

Stats:

Solace
Half-elf investigator (empiricist, empiricist, empiricist, empiricist, empiricist, empiricist, empiricist, fo (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Ultimate Intrigue 33)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6+2) or
. . dagger +2 (1d4+2/19-20) or
. . longspear +2 (1d8+3/×3)
Ranged shortbow +2 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Investigator (Empiricist, Empiricist, Empiricist, Empiricist, Empiricist, Empiricist, Empiricist, Fo Extracts Prepared (CL 1st; concentration +4)
. . 1st—endure elements, enlarge person (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 17, Wis 10, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Power Attack, Skill Focus (Linguistics)
Traits restless wayfarer. student of philosophy
Skills Bluff +2 (+7), Diplomacy +2 (+7), Disable Device +4, Heal +0 (+1 to notice tampering with medical evidence), Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (religion) +7, Linguistics +10, Perception +6, Sense Motive +4, Stealth +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Skald, Sylvan, Goblin
SQ alchemy (alchemy crafting +1), elf blood, inspiration (3/day), medical expertise
Other Gear studded leather, arrows (20), club, dagger, longspear, shortbow, investigator starting formula book, 87 gp
--------------------
Special Abilities
--------------------
Alchemy +1 +2 +2 +2 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 3/day, 3/day, 3/day, 3/day, 3/day, 3/day, 3/day, 3/day, 3/day, 3/day, 3/day, 3/da Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Medical Expertise (Ex) (Ex) (Ex) (Ex) (Ex) (Ex) Use inspiration on Heal checks (if trained), but not Lingusitics, without expending use.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:
Never feeling a part of the world he lives in Solace Servius obsessively seeks to contextualize it.

Solace’s mother and father did not remain together long. His mother departed when he was only a small child, without explaining other than to say she knew she couldn’t always remain. All through his childhood and to the present day occasional letters find him wherever he is, full of unbelievable tails of encounters with fey, jinn, and other creatures. In every story his mother’s wit leads her to somehow grift or trick somebody with the rewards discarded or unmentioned in the next letter.

Solace grew up with a human father who did not have the tools to address the unique needs of his slowly maturing son. A bit of a charlatan his father was always trying to worm his way into the Taldan high society on the strength of a highly dubious claim of nobility. Left to raise himself while his father schemed Solace tried to make what sense he could of things. He focused on learning, discovering things on the fly, in books, and from tutors eventually hired by his father. He proved keenly interested in languages and showed and aptitude for both the spoken and written word. Eventually his father found a use for his son’s studies. He hatched a plan and eventually a series of credentials forged by his young soon landed him a minor administrative position in the country where his easy charm and corruptibility served him well.

Solace was deeply uncomfortable with this fraud. As alienated as ever he retreated further into study in an attempt to understand intellectually a world he never could grasp emotionally. He became invested in the idea of tracing the ‘unseen’ influences on human culture, believing that much of it is shaped by interaction with fey, outsiders and other forces not normally acknowledged. With a small stipend from his father in hand he has been bouncing from town to town recording local legends and observing their impact on the behavior of the townsfolk. He is now traveling through the under-studied region of Southern Taldor.

Personality:

Solace is lean like an elf but not does not evince the grace and beauty of his elven heritage. He has an mop of poorly trimmed brown hair and brown eyes. His manner is awkward and a little twitchy. He often omits the small pleasantries that people lubricate their social lives with and can seem aloof, indifferent or downright weird until he starts to speak. Once engaged in conversation he gives his undivided attention and treats every person with complete seriousness never condescending or mocking. He has a habit of actually listening to what people say and will frequently ask for clarification about minor throwaway details that most people would leave unaddressed. While sometimes annoying the seriousness and respect with which he treats every person regardless of station has a way of endearing him to people in the long run.


Hello. I would like to submit my ranger's stats. I'm still trying to make a fitting background for him.

Stats:

Aakif al-Sahba
Male human ranger 1
NG Medium humanoid (human)
Init +3; Senses Perception +6

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Armor, +3 Dex)
hp 12
Fort +3, Ref +5, Will +2

OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+1 P, 18-20/x2)
Range composite longbow +4 (1d8 P, 20/x3)

STATISTICS
Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Skills Climb +4 (1 rank/AD), Handle Animal (1 rank/BG), Knowledge (Geography) +5 (1 rank/AD), Knowledge (Local) +5 (1 rank/AD), Knowledge (Nature) +6 (1 rank/AD), Profession (Gardener) +6 (1 rank/BG), Stealth +6 (1 rank/AD), Survival +6 (1 rank/AD)
Armor Check Penalty -1
Traits restless wayfarer (Knowledge [Local]), savage
Languages Common, Kelish, Elven
Other Gear backpack, cold-weather outfit


A friend and I are reworking our characters from an old Reign of Winter game that fell apart. One will be a kineticist with a monk dip and the other will be a stalker vigilante.


Here's the fluff!

Background:

Spoiler:

Bayu-bayushki-bayu,
Bayu-bayushki-bayu,
Ne lozhisya na krayu.
Pridyot serenkiy volchok,
On ukhvatit za bochok
On ukhvatit za bochok
I utashchit vo lesok
Pod rakitovy kustok.

When they decide to start a family, most couples settle down in a cozy little nest, protected by relatives and friends. But like migratory birds, Joakim and Ranna Hagebak were always on the move, as Joakim’s job as a shipmate prevented them from staying in one place for more than a few months. Linge spent her early childhood watching the waves, feeding seagulls, and quietly listening to her mother’s soothing lullabies at nights, undisturbed by the other sailors who rarely joined in her games. Unfortunately, her parents’ marriage crumbled when she was twelve, as Ranna was obsessed with continuing their journey further down South. After one too many a row, Joakim went out for a drink in Oppara, never to come back. Ranna and her daughter were back on the road.

The following years were especially lonely. Despite Ranna’s job as a healer, people had always been distrustful of the tall, somber-looking woman whose eyes were of an icy blue, and whose strange, foreign accent had never completely left. There was sorcellery in her skills and pagan jewellery, callousness in her detached attitude. Rumours had it that she was a witch or a werewolf, and Linge found more comfort and kindness in the company of dogs, cats and chickens than of children her own age. To her great shame, she even started to become wary of Ranna’s silence and secrets, her inexplicable aversion to cold which could leave her in a state of extreme apathy during winter. Joakim’s stories about kings defeating dragon-like creatures to earn their crown were epic and rarely scary. Ranna’s dark, twisted fairy tales about little girls running away from swarms of living doll in a land of ice and marrying princes from other countries to live in an eternal summer were as fascinating as they were morbid. While taking care of crops, beasts and people, benefitting from her mother’s teaching, Linge secretly and guiltily dreamed of leaving her behind.

It all changed, however, when mother and daughter reached the small village of Heldren. Suddenly and surprisingly, Ranna finally seemed to settle down for good, and the tensions between her and Linge progressively eased. The young woman managed to get a job from the apothecary, and, despite the odd looks she was still getting from the villagers, she no longer heard any comments on her « evil » witchcraft. In the Border Woods, she found a peaceful, quiet natural space that she loved to explore -and when, one day, she returned home with a famished, orphaned white bear cub in her arms and a guilty look on her face, her mother only chuckled. Then, not even three years after their arrival, Ranna’s health started to decline. No longer capable of preparing basic medicine, forgetting meals on the stove and subjected to delirium, she was bedridden. An unexpectedly cold winter only made matters worse, and her sanity slipped further away. Not only did she constantly complain about being cold, and kept the curtains of her room permanently closed, she also started to refer to Linge as ‘ little sister ‘, screaming at her to go away one moment, and begging for her forgiveness the next. From what little Linge could gather from her mother’s nonsensical claims, she understood that she was under the strange delusion that Linge was a doll sent to kill her, and that Ranna was scared to death of seeing her appearing at the window. On an exceptionally cold night, her delirious rambles lasted for several hours, until she took Linge’s hand in her own, apologising about letting her ‘wander off’, and asking her ‘why she had to do that to Mom and Dad’ who ‘looked for her everywhere’, before breaking into heartwrenching sobs. She was buried in the forest before the first snowflakes. In Linge’s room, the curtains remain closed.

Baby, baby, rock-a-bye
Baby, baby, rock-a-bye
On the edge you mustn’t lie
Or the little grey wolf will come
And will nip you on the tum,
And will nip you on the tum
Tug you off into the wood
Underneath the willow-root.

Physical Appearance and Personality:

Spoiler:
Years spent rejected and distrusted by her peers have taken a toll on Linge. At nineteen years old, and despite her best efforts to fit in, she is a shy, easily flustered young woman, who is more at ease and confident with the animals she takes care of. After a lifetime of being a caretaker for others, she has a motherly, easily anxious streak that can easily be perceived as fussiness. It is, however, a must-have for taking care of Horn, a particularly adventurous bear cub with the discipline of a four year-old child. Those who know Linge a little better (like the apothecary she is working for) think of her as a perfectly capable young woman, responsible and level-headed, but conflicted between her self-effacing habits and her own wanderlust. Since her arrival in Heldren, Linge prefers wearing ample, practical clothes (which usually include heavy boots and, more and more often, a pair of pants), with a fondness for the colour green. In true Ulfen tradition, she likes sophisticated hairstyles, which she adorns with her mother’s brooches in memory of her. Fully bilingual, she can be found speaking Skald to Horn, who is more responsive to its musical accents. Aside from her pet bear, she has few weird perks -except a love for poetry, and a strange passion for orange marmalade.


I am interested in participating and offer this Unchained Summoner (Spirit Summoner - Life Spirit) for consideration.

Fluff is in the profile, I just need to add an appearance block. I have it thought out, just need a few minutes to put it into words.

Please ask questions if there is anything about the character that is not clear.


Shalm wrote:
The way I've been handling ABP and "pets" is that all creatures get the ABP aligned to their hit dice. So your spirit would get the same benefits as it leveled up, just like you. Does that make sense? And I typically want "pets" to share initiative with their master.

I am assuming that applies to Eidolons as well? That question is especially important as Kitt is a Melee Weapon using Azata.


Presenting Glim Murnig, a Svirfneblin alchemist who has fled the Darklands due to the religious fanaticism of his brother and is now nursing a drink in the Silver Stoat. Surely the next phase in his life shall prove safer than what he just experienced fleeing through endless caverns and tunnels? Assuredly.


Pathfinder Adventure, Adventure Path Subscriber
Zemsta Oririe wrote:
I am assuming that applies to Eidolons as well?

Yes indeed.

Here's an updated list of submissions. For anyone still contemplating submitting a character, you still have plenty of time! Submissions will close at 11:59pm EST on Monday, February 18.

Garran Oakthorn, Human Cleric of Iomedae
Doctor Gii, Aasimar Inquisitor (Living Grimoire)
Therric Morant, Human Bloodrager
Linge Hagebak, Human Arctic Druid
Darmok of Averaka, Half-orc Fighter
Viktor Rusnak, Human Paladin (Sacred Shield)
Sigrun Barstad, Human Magus (Skirnir)
Anina, Aasimar Witch (Winter Witch)
Ceckal, Half-elf Summoner (Stormcaller)
Ellie, Elf Rogue (Counterfeit Mage)
Lanyssa, Half-orc Arcanist
Adula Osherri, Human Witch (Hedge Witch)
Egil Forkbeard, Human Skald (Fated Champion)
Solace, Half-elf Investigator (Empiricist)
Zemstra Oririe, Half-elf Summoner
Glim Murnig, Svirfneblin Alchemist

And here are the characters that have submitted either a stat block or a background:

Nippy, Kobold Hydrokineticist - missing a background
Aakif al-Sahba, Human Ranger - missing a background


A lot of competition! Definitely looking forward to see how this turns out.


Here's Aakif al-Sahba's background.

Background:
Aakuya and Sahba are well-known merchants from the Katheer region of Qadira. Both are already in their mid-40's and are eager that one of their children will continue the family legacy of trading. Their eldest is a woman of great potential, already helping in the family business as soon as she already knew how to count. The youngest seems to have taken the opposite role, as he is nowhere near the prowess of his older sister.

Aakif never wanted to become a trader. He believes his life is meant to be outside of Qadira where the real world is. He never liked it when his parents enrolled him and his sister in the Imperial School of Business in Katheer but he studied nonetheless so as to not disappoint his parents.

Destiny happened when a band of raiders looted their market and Aakif was captured to be a slave of the raiders. He was brought to different regions in the Inner Sea serving them and knowing of the different customs. Though he has stepped foot outside of Qadira, this life was not what he had in mind.

One night, he snuck out of their camp and was able to meet a group of rangers who are devoted to Gozreh. He learned and adapted their ways and has been adventuring alongside his fellow rangers. Hoping to cover his tracks and lose the raiders, he has traveled north and crossed the Qadiran borders to settle in Southern Taldor.


Personality:
Aakif has the typical complexion of a Keleshite, but his days in the wilds left him in an unkempt appearance. He prefers to stay on the outdoors, being very uncomfortable in urban settings. During combat he prefers to keep distance between himself and the enemy, but he won't hesitate to aid in close range when needed. He keeps quiet when socially interacting with those of high status, but is active when things pertaining to the wilds are discussed.

Silver Crusade

Hello everyone,

I've decided to withdraw my entry for this campaign.
I honestly think that it could be a really cool and really creepy campaign, but I don't really 'feel it'. Probably that has to do with the character I submitted, I don't know.

Anyway, have great fun, people! And thank you, Shalm, for your kind messages.


Life's a circus--it moves on.

Hi, I'd like to submit Arvanya Pertovi for the running! After a sordid and harrowing journey through the wilds of Varisia and beyond, she finds herself in southern Taldor with her pet wolf and only a few scattered friends. Mechanically, she is a vanilla hunter. She'll focus on archery, but won't be shy to use her glaive and daggers when in tight corners.

Arvanya participated in a previous PbP of Reign of Winter that made it about halfway through the first book, which is why she has more background than required. I really love what I've seen of this campaign and am excited to play more of it.

Please let me know if you'd like any other info, and thanks for the consideration!


1 person marked this as a favorite.

Greetings!

I would like to introduce my character submission - Honsul, the fractured mind spiritualist halfling, and his twin sister, Gritil, the kindness phantom. Below you will find their backstory, looks and personality and character sheets!

Backstory:

Twenty-two years ago, in the sleepy Taldan village of Heldren, halfling twins, a boy and a girl, were born. Celebrated by many in the hamlet as a divine miracle, Hans, a local woodcutter’s assistant, and Christina, a server at the Silver Stoat inn, relished the joys of parenthood. As the twins, Honsul and Gritil grew they became a unit – spending days exploring with their father in the woods surrounding Heldren, and nights with their mother helping to cook and clean at the Silver Stoat. Perhaps the other residents of Heldren found the twins’ inseparable bond a little odd, but none could deny the love and connection that the Andersen twins shared. In particular, the more astute observer might notice that Gritil seemed more kind-hearted and protective while her brother appeared the more dominant and sociable.

During the twins’ 13th summer, strange happenings began to occur in and around Heldren - a few supplies and animals had gone missing and the old butcher swears there were a couple of days he has no memory of (“the dangers of alcohol”, Christina Andersen would warn her children). As Honsul and Gritil headed out for their daily adventure in the woods, their father, half-jokingly, reminded the twins to stick together. A couple hours into galivanting, the twins came across a frail old woman gathering herbs.

“Oh, my dearies, I thought I sme…” The old crone paused briefly before continuing, “I thought I sensed some children heading my way. I hate to be a bother but can you sweet children help me take these back to my cottage.”

Before Honsul could object, Gritil had readily volunteered their services. As the twins arrived inside the cottage, they immediately smelled the stew that was brewing in a large cauldron in the center of the home. After setting the herbs on a rickety wooden shelf, Honsul heard a thump as Gritil’s unconscious body hit the floor. Honsul only barely processed what had happened before the old woman, moving unnervingly quickly, scooped up Gritil’s body and tossed her into the cauldron. Immediately blinding light and anguish overwhelmed Honsul’s mind and charged the space around him - the last thing Honsul noticed before losing consciousness himself was a figure stepping out of the light and engulfing him.

It has been almost a decade since the unconscious body of Honsul Andersen was carried into town by the ghostly presence of Gritil Andersen, and almost a decade since the village of Heldren gained its first and only incorporeal inhabitant. Upon investigation of the cottage, the village, led by the local wise woman, discovered that the twins had happened across the lair of a green hag that had recently taken residence in the woods. To the best of the wise woman’s ability, she divined that so pure and true was the bond between Honsul and Gritil that the gods intervened to keep the twins together during their arcane assualt – binding her spirit to Honsul. Recalling the blinding light and overwhelming sensation, Honsul (and by extension Gritil) began to believe that perhaps Sarenrae herself had intervened and “saved” them from the green hag. Over the past decade, Honsul and Gritil have become stewards of the Inheritor’s light and miracles in Heldran sharing space with the worship of Erastil in the village temple. Furthermore, the twins, forever an inseparable unit, have continued to explore the woods and continued to help their mother at the Silver Stoat – life goes on.

Looks and Personality:

While fraternal twins, Honsul and (the incorporeal, psychically created manifestation) Gritil look strikingly similar. They both stand at exactly three feet tall, and they share the same bright, toothy grin. Both their straight hair and their eyes gleam with a rich cinnamon color. Compared to other halflings and villagers of Heldren, they are unremarkable looking (outside of the whole “one of them lacks a corporal body” thing). Honsul and Gritil typically dress in earthen colored loose-fitting shirts with trousers. Since her manifestation, Gritil has remained relatively demure and quiet, yet kind to a fault – typically following Honsul’s lead and asserting herself only after Honsul has done so. Honsul, while not known for his quick wit nor his intellect, is almost universally well-liked in Heldern due to his pleasant and amicable nature which overcomes what reservations others might have about his unusual situation. As a steward of Sarenrae’s light, the pair are known for their service towards others and the light they bring to other’s lives. However, the incident has left the pair a little cautious and are not known for being particular risk takers.

(Note - Though currently unknown to Honsul and Gritil, Gritil’s current form has nothing to do with Sarenrae or divine intervention. In fact, as per normal, Gritil’s soul passed directly into the river of souls. However, the bond between Honsul and Gritil was so great that it caused Honsul’s mind to splinter and a portion of his latent psychic energy began to manifest itself as Gritil – so unimaginable was the thought of existing alone. During the campaign, I can see this potentially becoming uncovered as the pair grow more powerful and encounter new places and people).

Character Sheets:

Honsul, Fractured Mind Spiritualist

Gritil, Kindness Phantom

Roles: In combat, Honsul and Gritil provide combat support, both through spells and abilities, light melee combatant capabilities as well as some healing and restorative services for the party. Out of combat, the pair can act as a party face due to high diplomacy skills. Their build can be flexible to work around and better support others' builds!

Thank you so much for your time and consideration. If you have any questions please feel free to ask. I look forward to your decision on February 18th.


I'm debating between a couple of different similar concepts, either a barbarian or alchemist. Either would be natural attack focused. Just depends whether I want to get my natural attacks via rage powers or mutagen, whether I want to get pounce via rage power or mutagen, etc. Alchemist definitely has more flexibility, but barbarian makes for a better frontliner. Decisions, decisions...


Wow, I love that take on Hansel and Gretel! :D

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