DM Delmoth's Reign of Winter (Inactive)

Game Master Delmoth

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A character concept: briefly explain who they are and what they bring to the party.

A tough and tenacious young dwarf, enamored with the idea of being a hero, so much so that he's gotten really good about telling stories of exploits that he hasn't yet done. He is a Jack-of-All trades, as befitting a bard-type (Skald, Boaster archetype). He will provide buffing, some healing, front-line combat (more a tank than a damage dealer), and a fair amount of knowledges and skills.

Backstory: A brief overview of your character's history, showing what motivates them.

His family hailed from Kravenkus, and his parents died defending it while he was still a young. He was with a group of refugees, who lost track of him in Dalaston, and didn't look too hard to find him. He grew up on the streets, doing whatever he honest work he could for food, money or a place to sleep. He found other dwarf refugees, but none of them kept or claimed him as theirs, offering a night or two under their roofs, and a coupe of meals at most. He learned what he could of his people by listening to stories told by the elderly dwarves. He loved hearing tales of glorious battles against goblins, orcs, and giants. He decided that he would one day be a hero, and the most important part of that process was name recognition. He started practicing the art of story-telling, weaving words into imagery of his fantastic deeds. He then needed to travel. A dwarf who lived in one town his whole life wouldn't have much of a story to tell.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

Heldren is just another small town Dawrbrün happens to be passing through. He's stopping long enough to tell some tales, earn some coin, re-stock his rations and be on the road to the next small town.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.

The Profile on this avatar is pretty much complete. Dwarf/Skald/Boaster, click on the Profile for the specifics.


DM_Delmoth wrote:
Ash.. wrote:

Dot.

@gm are you familiar with path of war? I’ve been thinking about trying a warder fluffed as a descendant of a taldan knight who only knew that their grandfather was a courtly knight. If not, it’s no big deal I can make her a Paladin, but it’s hard to be an int paladin focused on history.

Sorry but no. I like their mission statement at the very least. I've got enough on my plate right now, I don’t have the bandwidth to assess an alternative rule set.

More than fair. I’ll figure something out on my end, you have plenty to do on yours!


Simeon wrote:
Are changelings a playable race? They don’t have an RP listed but flavor-wise they’re tailor-made for Reign of Winter.

It's fairly easy to derive. Changlings are 9 rp.


A character concept: briefly explain who they are and what they bring to the party. An Int-based full caster with decent passive defenses for when the enemy targets the squishy with a nasty spell or a sneaky back-rank attack. Most unsportsmanlike! Teamwork feats to achieve this, with some ability to share them with the rest of the party. Anybody else who wants to take different teamwork feats and cast Shared Training would find my wizard a valuable ally thanks to Auspicious Birth (Conjunction). And, if there are no allies with the feats nearby, he'll cast Ally Across Time. In terms of spell selection, he'll focus on divinations and abjurations, with an eye towards neutralizing enemy casters. Maybe even Counterspelling.

Backstory: A brief overview of your character's history, showing what motivates them. Rhamiel (tentatively named) does not want to die. He is a half-elf, and he knows that within a century he will die while his father is still young. This seems monstrously unfair, and so he has decided that he wants to live forever. There are legends of wizards who have discovered the secret of immortality, of course, so Rhamiel set out on that path. And, he knew of another path. His father heard tales of a distant elven kin who had similarly married a short-lived human. That couple found they could overcome the problem of their differing lifespans by leaving for the First World and entering the service of the Eldest known as Shyka the Many. Rhamiel journeyed to the First World, made his way to the House of Eternity, and met with Yael, the seneschal of the Many. It was there that he was told that immortality could indeed be his, if he would attend to a task for the Eldest. It seemed that one who "might become or might have been among the Eldest"* had a problem. This part was unclear; Yael did not seem to perceive time in a linear manner. Nor was the specific nature of the problem disclosed. Rhamiel was told that in order to serve Shyka, he should go to Heldren.
*Baba Yaga has a small realm in the First World and has some unclear relationship to the Eldest.

Rhamiel is a cautious fellow. He believes in planning and preparation (hence his preference for divination and abjuration), and dislikes impulsive risks. However, if completing a difficult task for Shyka can grant him immortality, it is a risk worth taking.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

Because that is where Yael (Shyka's seneschal) stated that he should go. He has been in town a week, and is bored out of his mind. He is staying at the Silver Stoat, and has read every book in the town twice. This place is terrible. If he was immortal, he wouldn't want to waste another week of eternity here.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild. Half-elf wizard (Divination school). I am strongly considering the Chronomancer archetype, but the loss of the bonded item hurts the "Swiss Army Knife" goal I usually have for wizards. Depends who else is in the party, I guess. Almost certainly taking Conjuration as an opposed school and skipping Grease, Glitterdust, Stinking Cloud, etc.


If 15 and below races were optional, i'd like to build a Gathlain kineticist.

Either phyto or cryo. More details on the background somewhere tonight.


Based in the initial response and quality submissions I'm going to shorten the deadline to 6/27. Sorry for the runaround folks but from what I've seen so far I have 5 of the 6 slots filled and don't want to draw it out unnecessarily.


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Junior and Tristan being silly in the frozen north? Ok, I want in. I haven't thought at all about characters yet, or looked at what anyone else is pitching, but my first thought would be maybe a gnomish sorcerer with a bunny familiar, taking the mauler familiar archetype so that at 3rd level it could be medium sized and they could use it as a mount? Or maybe something completely different?

I'll give it some thought. Will you give us some warning if the high volume of interest causes you to move up the deadline? edit: well, talk about a quick answer! I'll try to think fast (and to remember to check for ninja posts when I wander away from the computer halfway through typing something).


A character concept: briefly explain who they are and what they bring to the party.

Rye Mus’afir is a young shaman who is busy coming to grips with the responsibility bestowed upon him by his people: a young goat named Thagha’an. A vessel for wisdom and ancestral knowledge, Thagha’an needs to travel and see the world to fulfill its potential. Meanwhile, Rye has to prove he is worthy of being a spirit shepherd.

Rye is a young and inexperienced shaman. At low levels he will mostly supplement the party with buffs, healing, and spells that blast and disable foes. As shamans are super versatile, Rye can flex into spirits (and thus hexes and spells) on a daily basis from level 4 and on. The goat can talk, will grow significantly smarter over time, and can make untrained knowledge checks. If the situation is dire, it can even dish out gore attacks.

Backstory: A brief overview of your character's history, showing what motivates them.

Rye is the scion of a family renowned for its affinity to the spiritual world. He has as much to prove to his family and people as to Thagha’an and the Spirits that guide them. While not a fool, Rye is young and not well-traveled, and the goat makes it a point to drag him out of his comfort zone in order to create learning opportunities. Since it can talk, it will happily tell a cute girl that Rye fancies her if it notices Rye looking at her. It only does so when it thinks it helps Rye learn and grow as a person and shaman, not to embarrass him. Any possible embarrassment is a happy coincidence.

Rye is hell-bent on overcoming the trials Thagha’an puts him through and returning to his family with the knowledge that he is ready to (spiritually) lead their people as a spirit shepherd

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

Happenstance! Or, more specifically, Rye has just left Qadira after getting ready for his spiritual journey. This journey is all about seeing as much of the world as humanly possible until Thagha’an has grown into an adult spirit goat, and is ready to assume its role as a ‘yurshad’: a spirit guide for Rey’s people. Rye lets the goat decide where they go next, and Thagha’an insisted on going north, to Taldor and beyond.

Perhaps the Spirits have sent him to Heldren for a reason.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.

Human shaman. Balanced stat spread, early bonus feats and traits go into HP and saves, but I might switch it up depending on the party make-up. Ancestor spirit gives the goat the ability to speak Common, and opens up solid buffing options later on.

Shamans are flexible and when you combine their core spell list with the options granted by the spirits, Rye can always flex into useful spells.


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Well someone seems to be expected to do The List!

Elyn Fisker Female Human Skald (Fated Champion) Infomatic
Barnaby Bastien Bridge Male Gnome Hunter 1 Dorien Grey
Mughana Mountainrise Female mountain dwarf (Desert Dwarf) shifter (feyform shifter) 1 Lapyd.
Bryndís Raelyosradinsdóttir Female Half-Elf Bloodrager (Urban/Primalist) 1 rdknight.
Aurinkuu Tettyakka Female Human Winter Witch 1 Jeremy Packer.
Teldrene half-elf cleric (evangelist) of Shelyn Sarabian
Haytham male human (Taldan) fighter. Arjuna332.
Orik Reznov Male Human Inquisitor (Witch-Hunter) 1 Chuck8.
Linge Hagebak Female Human Arctic Druid Ythiel.
Droguk "Many Scars" Human (Kellid) (Unchained)Barbarian (Invulnerable Rager) 1 Javell DeLeon
? Human gunslinger (pistolero) Remnar
Alvur Hornsen Human (Ulfen) ranger (witchguard) 1 Dslak
Tuong Kinh Tuong Kinh, human monk of the Stalwart Fist Phlynn
Gavinia Hornsten Female LN Oread Warpriest 1 Rabscuttle.
Hekla Nornsdottir is a snow may changeling Occultist (haunt collector) zefig
Dawrbrün Amberbasher Dwarf Skald (Boaster) 1 Cuchulainn.
Rhamiel (tentatively named) Half-elf wizard (Divination school) Aldizog
Rye Mus’afir Human shaman 1 Solicitor

Well that sucked! I only listed completed submissions; not concepts/ideas.

The obligatory apology for smurfing it up!


I just noticed that I have two traits giving the same trait bonus, which of course won't stack. I'll fix it sometime today.


Thanks for the list Dorian! It seems you were Smurf ed!


I enjoy the S....ing for special occasions!


Concept: A rogue who can do sneaky & scout stuff, the usual flanking and sneak attack package, and later on added alchemical utility and attacks.

Backstory: Varaan is a white scaled kobold (his throwback white dragon heritage has given him the Northern Ancestry campaign trait) ; he was exiled from his tribe of forest kobolds (in the Verduran) for being the wrong color (not green-scaled; might also have had something to do with his alignment). He ended up in Oppara where he was working a job he doesn’t particularly like: being a runner in the underworld for a drug chemist. He has learned a few things from the alchemist, and earned some trust (or is that he was considered expendable). Either way, when said chemist needed a message carried to his suppliers in Katheer, Varann got handed the job…
He’s a curious sort and would really like to find a better job than helping humans poison themselves. Not to mention his draconic heritage makes him greedy (Avarice drawback) and he’s always on the look out for a big score. So rescuing some important lady seems like a good idea, especially as the cold doesn’t bother him…

Why Heldren: Was travelling down the coast carrying a message to Katheer (didn’t take a ship – gets seasick), got caught in the weird weather and took shelter in Heldren.

Crunch (partial/incomplete):
Kobold Rogue (Underground Chemist, ???) (1-4?) / Alchemist (Vivisectionist, ???) (5?+)

Stats:

Varrann Whitescale
CG Male Kobold (Favored Class: Alchemist)
Rogue 1 (Unchained, Underground Chemist, ???)
Init +3 = +3 (Dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 19 = 10+3 (dex) + 4 (armor)+1 Natural Armor+1 size
HP: 10 = 8+2 Con
Fort +3 = +0 Rogue 1+2(Con) +1 trait
Ref +3 = +2 Rogue 1+3(Dex)
Will +2= +0 Rogue 1+2 wis
+2 trait vs Charms and Compulsions
Cold Resistance 2

CMD : 12 =10 +0 (bab) -1 size + 3 (dex) - 1 (str)

Offense

BAB : +0
Melee:
Ranged:
CMB : = +0 (Bab)-?(str)

Stats
Str 8 = 10 (0 pts) -2 racial
Dex 16 = 14 (5 pts) +2 racial
Con 14 = 14 (5 pts)
Int 16 = 14 (5 pts) +2 racial
Wis 14 = 14 (5 pts)
Cha 10 = 10 (0 pts)

Feats : Weapon Finesse (URog 1), ?Point Blank Shot? (1st)

Traits : Northern Ancestry (Campaign), Firebug (Combat), Avarice (Drawback), Birthmark (Faith)

Skills (8+3(int) /lvl ) (Ranks, skill roll. NOT INCLUDING ACP)
Perception +8= 1 rank +3 trained +2 wis +2 racial (+1 vs traps)
Stealth +11= 1 rank +3 trained +3 Dex +4 size
Disable Device +7= 1 rank +3 trained +3 Dex (+1 vs Traps)
Bluff +4 = 1 rank + 3 trained
Diplomacy +4 = 1 rank + 3 trained
Intimidate +4 = 1 rank + 3 trained
Sense Motive +6 = 1 rank + 3 trained +2 wis
Escape Artist +7= 1 rank +3 trained +3 Dex
Climb +3= 1 rank +3 trained -1 str
K Dungeoneering +7 = 1 rank +3 trained +3 Int
Use Magic Device +4 = 1 rank + 3 trained

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (Trapmaking) +9= 1 rank +3 trained +3 Int +2 racial
Craft (Alchemy) +7= 1 rank +3 trained +3 Int

Languages : Draconic, Common (int), Undercommon (int), Gnome (int)

FCB: No levels in Alchemist yet

Class Abilities:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Race Abilities:

+2 Dexterity, –2 Strength, +2 Int: DM_Delmoth's house rules
Reptilian: Kobolds are humanoids with the reptilian subtype.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light. : DM_Delmoth's house rules
Languages: Kobolds begin play speaking Draconic. Kobolds with high Intelligence scores can choose from the following languages: Common, Dwarven, Gnome, and Undercommon.

Equipment (150 gp, not done):

Liberty's Edge

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Concept: A young, idealistic errant knight, preparing to head out on her own into the wider world for the first time. In combat, a Dex-based striker and tank, plus some healing and debuffing abilities later on. Out of combat, has the skills and Charisma to be a decent face in most circumstances. As a person, she's daring, impulsive, and burning with a need to prove herself as a warrior for good.

Backstory:
The youngest daughter of her family's seven children, Alethea was always a bit unusual, even compared to her siblings. Her two brothers had no interest in taking up farming like their father, so one went off to Oppara to study at the Kitharodian Academy, while the other remained in Heldren as a wainwright. Her oldest sister, it turned out, was the one most passionate about following in their father's footsteps, while the others all learned unique trades and scattered off to the four winds as each of them found a husband or wife of their own.

Alethea, who had been raised on the heroic stories and songs her oldest brother brought home on his visits, didn't want to be a craftswoman, or a farmer, or an entertainer. She wanted to be a fighter. Nearly as soon as she could manage it, she would often be out running around with a wooden stick, pretending to swordfight with anyone who would humor her (and imaginary opponents if they wouldn't). No one took her martial ambitions seriously, however, until she was nearly thirteen.

That day, Alethea's entire family had gathered in Heldren proper for the wedding of one of her sisters, along with (in her opinion) half the prefecture. She remembered it being obscenely hot, and so she had stepped outside to rest in the shade of a tree and escape the crush inside the temple. Conveniently, this also allowed her to escape the sight of her mother, who was aghast that Alethea had insisted on wearing a wooden practice sword with her dress. Not everyone in attendance had the same reaction, though.

The woman who come to town specifically to officiate the wedding had followed her outside, wanting to speak with her. After first convincing Alethea that the girl wasn't in trouble, the woman asked about her sword, her interests, and her hopes for the future. By the end of the conversation, Alethea felt for the first time like someone had taken her seriously, instead of treating her like an amusement or embarrassment.

Later that week, the woman reappeared at Alethea's home, identifying herself as a paladin of Falayna and asking to take the girl as a squire. What followed was a rush of tearful goodbyes, a long journey to Oppara, and years of hard training. Now a grown adult, and no longer a squire, Alethea has returned home to her family before taking her final pledge as a paladin of Falayna in her own right.

Why Heldren: Heldren is Alethea's hometown, and she is visiting her family after years away as a squire.

Crunch: Human Rondelero Swashbuckler 1/Virtuous Bravo Paladin of Falayna X. Traits are Warded Against Witchery and Fencer. If drawbacks are allowed, then Overprotective and Unscathed.


A character concept: briefly explain who they are and what they bring to the party.

Uncomplicated, curious, and undaunted. Lyudmilla is an academic at heart but a chef in practice. While the young Ulfen woman failed out of magic school she does offer the best arcane pastries one can find this side of the Inner Sea. Knowledge monkey, crafter, and walking good luck charm. She'll offer a fully stocked carriage food cart for travel as her mission is to find new recipes for her cook book, whose ingredients are mostly exotic beasties gathered by actual adventurers. Yellow Spore Tea, Yeti Dumplings, Beholder stalk kebab, Sweet and Sour Roc with rice. Nature has a bounty, and Cotton means to collect!

Backstory: A brief overview of your character's history, showing what motivates them.

Orphaned at youth and then adopted by her Aunt Amalia, an educator at the lonely college hamlet of Czarny Las, she grew up at the Bloodstone Conservatory. While her knowledge of magic far exceeded her skill, her analytical mind came to love the science of magic, and measuring it's quantifiable underpinnings. She became a chemist focusing on the outlet of food magic, a comfy escape from her traumatic upbringing surrounded by snooty cruel casters. Everyone eats after all, even witches.

Despite excelling as her aunt’s assistant and staff kitchen witch, she took to the road working at inns and restaurants until she could afford her foodcart. Now she works freelance writing a recipe newsletter for Rune Puffin Publishing, hoping to gain enough adventuring experience(and protection) to bring more authenticity to her food.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

Her book tour has taken her to many a small town but few have an apothecary with access to a genuine Remorhaz egg! A rare ingredient which would possess intrinsically fascinating chemical properties and must retain at least a smidgen of magic worth cracking open. In fact it’s such an impressive find that Lyudmilla largely doubts the veracity of the claim, though not enough to not detour to the village. At worst she’d have a pit stop to raise brand awareness or trade notes with the rural alchemist.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.

Lyudmilla is an Ulfen Human Gingerbread Witch but can honestly work just fine as a Gnome. She focuses on luck hexes and helping the party with spell buffs/summoning, potions or harvested monsters.

Lots of background info on this profile including extended backstory, appearance, food cart, previous game experience, etc. but I haven’t adjusted crunch yet. For Lyudmilla I pulled together a character from a Jade Regent game and tweaked her to be more Slavic focused(the fairy tale of Vasilisa feeding Baba Yaga was great inspiration).

So far I only seen two witches in Submission and if both got picked(Hello Coven hex!), I wouldn’t mind working it out so no toes are stepped on. Lyudmilla could be the 'Anna' to @Aurinkuu Tettyakka ‘s 'Elsa'. Lol But whoever gets picked, I see some amazing characters and wish everyone the best of luck!


Not sure what to submit, but I note a lack of thief-y submissions... I hope you don't mind recycled aliases xD

A character concept: briefly explain who they are and what they bring to the party.
A mighty sneaky hero! And her human.
Broulnindre the eidolon is essentially a rogue; one that can actually risk her "life" to scout ahead, disarm traps, etc with much less at stake than usual.
Frank will be a bit of a jack of all trades, mostly B's support out of combat. In combat, he'll mostly rely on his summon monster SLA, a very powerful and versatile ability.

Backstory: A brief overview of your character's history, showing what motivates them.
TL;DR:
1) "Franky" & Broulnindre are wandering treasure hunters.
2) Frank did a oopsie and instead of saving his lover he made rezzing her impossible. Also he has B now.

Longer version:
Frank grew up the son of a traveling merchant. Sometimes his father moved valuables recovered by treasure hunters long distances. Frank, always loved to hear the harrowing stories of the adventurers and their dungeon delves. After a bit of accidental magic, Frank realized that he might be a sorcerer. Maybe he could go and do heroic things too! He was, however, gifted in the arcane arts. He wasn't much for spelunking. He needed a partner. Luckily for him he was just coming of age as his family was arriving in a big city. Even luckier (or so Frank thought at the time), a little lady from a village called Heldren had moved there, and she found him while trading with his dad. Azalea had run away from home to become an adventurer some years ago, recently heard a rumor about treasure in the mountains, and thought Frank could help her find out what was supposedly guarded by magic. He was a magician, it would be easy. What could go wrong?

They got along all too well, and became lovers during the long trip to the mountain cliffs that the crypt was dug into. They also made a good team, Frank could conjure distractions for the occasional wild beast they encountered, while she took care of breaking into the crypt. All was going well until they came to a particularly impressive door near the back. She... failed to disarm one of the more lethal devices. She didn't appear injured, but something had sucked the life right out of her. Frank tried to take her corpse and what few valuables they found outside of that vault back to town. He thought he might have enough to buy her life back.

The cleric back in town told him that he not only didn't have enough cash, but he had taken too long to get back to town. Frank didn't give up, though. He could bring forth all sorts of creatures with his magic, why not Azalea too? Frank devised a ritual where he would get extraplanar help to bring her back, but something went wrong. Instead of Azalea, Frank got Broulnindre. Somehow Azalea's spirit had fused with the outsider's, and Broulnindre was born. Forever bound together by Frank's ritual gone wrong, Frank and Broulnindre have been treasure hunting and wandering the land together ever since, though they don't always get along.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?
Frank recently decided to visit the town, hoping that retelling stories of the town or seeing it might do... something. That Broulnindre might remember something.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.
Human / Unchained Summoner Eidolon (Agathion) / "Rogue-ish"
Please ignore the aliases for now, the crunch will be similar-ish but I need to rebuild and refluff xD


Goes by: Droreck

Formal name: Inneal-Smàlaidh Guzitest Onack Lasair Naomh Boldoson Zedeson Gobha-Sagart de Chlachan Glòrmhor de Kaltafarr

"Gifted" nicknames from youth back home: Cabhagach / Pòg Pàrtaidh / Droreck Pòg

A character concept: briefly explain who they are and what they bring to the party.
Droreck is a young, emotional, lava gnome, looking for new experiences and unusual opportunities. His sub-species is infamously hot-headed and ready to take insult. I also see them as more emotionally fluid, flowing from one emotional state to another with little provocation and less inertia. They have a reputation for angry responses because such tend to be more widely visible and memorable than acts of kindness. Especially with the entire sub-species having the pyromaniac racial trait. Anger can be quite visible, and destructive.
Droreck is a blast sorcerer, built to help clear out groups of bad guys. Especially ones focused on cold . . ..

Backstory: A brief overview of your character's history, showing what motivates them.
Droreck grew up in the underdark lava gnomish village of Chlachan Glòrmho, which lies below the Southern Range of the World's Edge Mountains, adjacent to the magma stores which feed Mount Kaltafarr.
The citizens of Chlachan Glòrmhor depend heavily upon magic to protect their homes from the destructive properties of magma, but they also use it as a never-ending supply of energy. Their smithies and forges turn out some truly amazing work, most of which never reaches the surface, so very few citizens of Taldor know the village exists. This tribe is almost always at war with the Gouged Eye orcs, fighting from below while the Taldorian army fights them from above.
Droreck had a wonderful childhood: learning, exploring, and developing his innate magical abilities. As he reached the age of majority, though Droreck found himself falling into predictable patterns, found himself putting up with maintaining his known experiences instead of seeking out new ones. He decided to go out into the world and learn more, see more, do more, to ensure that he would live the long life he deserves. So, effectively, he is fleeing The Bleaching. He hasn't begun fading, but that hasn't kept him from being afraid of doing so.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?
Geography. As he comes out from under the Southern Range, the Taldorans he meets generally identify the metropolis of Oppara as a place where he will find all kinds of new things to see and do. Getting to the best road to Oppara requires that he go (at least very close to) Heldren. Having him go through it is a simple enough case.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.
Race: Lava Gnome with additional racial trait modifications of Dimdweller and either Gift of Tongues or Explorer. Not sure, yet. Please note these are story choices, as I don't think the benefit from Dimdweller is going to prove very useful. The other two might. <shrug>
Class: Sorcerer (no archetype) with Elemental Fire bloodline.

Sidenote: I'm using online translation to Gaelic to provide simple names that aren't immediately obvious as that simple.


This is Ouachitonian's submission:

A character concept: briefly explain who they are and what they bring to the party.
Skarphéðinn is a Pyrokinetic Knight, ready and willing to stick a fiery sword in the bad guys. In essence he's a rather unique sort of front-line fighter, who should be especially effective in this winter-themed AP. (At least, I'm hoping he will be.)

Backstory: A brief overview of your character's history, showing what motivates them.
Skarphéðinn is the son of a retired Ulfen Guard who remained in Taldor after freeing and marrying an Ifrit dancing slave he'd fallen in love with. Skarphéðinn has grown up in this hot southern land all his life, but he knows well his father's tales of a boyhood near the Irriseni border, and the cruel and loathsome ice-witches that rule there. He hopes to prove himself worthy of following his father in the Guard. While he isn't exactly your typical northern berserker, he thinks that that will actually improve his chances with the guard, because he brings unique and unusual abilities to the table. At least, that's what he tells himself. And really, no one but an Ulfen will be able to tell much difference; he throws himself into combat with the reckless abandon of any raging barbarian in hopes of catching the eye of someone who'll get him closer to the Guard.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?
In hopes of making his reputation as a guard, Skarphéðinn has been taking jobs as a short-term bodyguard or caravan guard all over Taldor. He just finished escorting a caravan to Heldren, and is looking for his next gig.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.
Human Kinetic Knight (Pyrokineticist). He's a melee fighter who can summon something akin to a lightsaber; a blade made from pure elemental fire. Over time he'll develop more abilities along the fire theme, and maybe branch out into other elements. (I haven't decided yet what his expanded elements will be at 7 and 15. Plenty of time to see if inspiration strikes mid-campaign, though I suppose doubling down on fire would be the default.) At 2nd level he'll be able to wear heavy armor and carry a shield, so from then on he'll be a good tank, also having a high Con and lots of HP. His skills aren't great, but they're still better than a traditional fighter.

There's more background, personality, and a full statblock in the alias.


GM, before i put something together, are you even open to a character that can fly? Otherwise i'd take a different race and make something different.


Hi everyone, I am throwing my hat in the ring for this one!

A little crunch
Half-Orc Swashbuckler 1/Investigator (Empiricist) X
Rapier wielding, potion totting, acrobatic skirmisher.

A character concept
From level 2/3 he can reliably become the group's scout/infiltrator if necessary, otherwise the character functions as a Dex based skirmisher with a plethora of strong skills, knowledges, and alternatives to deal with different encounters. Couple that with Investigator Extracts and we get a very interesting, versatile character, who can also perform well in a scuffle. In alternative, the character can be made STR based (in case the grp is already topped off with Dex based combatants) with minimal loss of versatility. He is hardened and callous, morose about many things in his past.

Backstory and Why Heldren?
I envision the character as being originally from Heldren, with a past filled with violence and resentment between him and his adoptive father (he was after all an half-orc raised by two humans), prejudice from some of the local inhabitants, and sadness from his adoptive mother at living a life without love. When the situation at home got extreme, he had to kill his own adoptive father to defend his mother. He was sent to prison, but released after it was proven his actions had been in his own defense and of his mother.
The violence and horror of it all brought a wedge between himself and his mother, even if none of them were to blame - they became increasingly distant from one another, and even more so from the inhabitants of Heldren. He had many times thought about trying to rekindle the relation with his mother, trying to become a part of the community in the village, but he kept postponing it, making friends only with Threon, who taught him how to wield a blade.
He forfeited all his opportunities for redemption with his mother when she recently, and suddenly passed away from a terrible pneumonia - he had traveled to Zimar with Threon for a few days, to find her dead in her house when he returned.... A few showed up for her funeral just a week ago, but not many had any interest in talking to the bastard half-orc...
He has been keeping himself busy by cleaning out his mother's house, intent on selling it and going away forever. His mindset is somber and grim, thoughts of what he should have done frequently assaulting him. He did find a very curious tome hidden under a floorboard, detailing what seem to be some alhemical writings. The penship is definitely his mother's, but he is unable to understand most of it.


4 people marked this as a favorite.
Chyrone wrote:
GM, before i put something together, are you even open to a character that can fly? Otherwise i'd take a different race and make something different.

Make the character you want to make. If you don't make the character you want and get in, you won't be happy which means an unhappy table. If you do make it and don't get in, you have a character easily adapted to another game down the line.


3 people marked this as a favorite.

The Lazy Person's Updated Submissions List!

Elyn Fisker Female Human Skald (Fated Champion) Infomatic
Barnaby Bastien Bridge Male Gnome Hunter 1 Dorien Grey
Mughana Mountainrise Female mountain dwarf (Desert Dwarf) shifter (feyform shifter) 1 Lapyd.
Bryndís Raelyosradinsdóttir Female Half-Elf Bloodrager (Urban/Primalist) 1 rdknight.
Aurinkuu Tettyakka Female Human Winter Witch 1 Jeremy Packer.
Teldrene half-elf cleric (evangelist) of Shelyn Sarabian
Haytham male human (Taldan) fighter. Arjuna332.
Orik Reznov Male Human Inquisitor (Witch-Hunter) 1 Chuck8.
Linge Hagebak Female Human Arctic Druid Ythiel.
Droguk "Many Scars" Human (Kellid) (Unchained)Barbarian (Invulnerable Rager) 1 Javell DeLeon
? Human gunslinger (pistolero) Remnar
Alvur Hornsen Human (Ulfen) ranger (witchguard) 1 Dslak
Tuong Kinh Tuong Kinh, human monk of the Stalwart Fist Phlynn
Gavinia Hornsten Female LN Oread Warpriest 1 Rabscuttle.
Hekla Nornsdottir is a snow may changeling Occultist (haunt collector) zefig
Dawrbrün Amberbasher Dwarf Skald (Boaster) 1 Cuchulainn.
Rhamiel (tentatively named) Half-elf wizard (Divination school) Aldizog
Rye Mus’afir Human shaman 1 Solicitor

Varrann Whitescale Kobold Rogue (Underground Chemist, ???) (1-4?) / Alchemist (Vivisectionist, ???) (5?+) pad300
Alethea Human Rondelero Swashbuckler 1/Virtuous Bravo Paladin of Falayna X Losonti
Lyudmilla Cotton (Lyudmilla Papaver Kesinya) Ulfen Human 1st Gingerbread Witch Sancuris.
"Franky" & Broulnindre Human / Unchained Summoner Eidolon (Agathion) / "Rogue-ish" ScegfOd
Droreck Lava Gnome Sorcerer (no archetype) with Elemental Fire bloodline hustonj
Skarphéðinn Njálsson Human Kinetic Knight (Pyrokineticist) Ouachitonian
? Half-Orc Swashbuckler 1/Investigator (Empiricist) X Albion, The Eye

Well that wasn't as sucky! I only listed completed submissions; not concepts/ideas.

EDIT!

There are smurfing a lot of smurfing submissions here! Everyone wants to go to THE WALL!

Just watched that episode last night...lol!


1 person marked this as a favorite.

This is Greta’s submission.

A character concept: briefly explain who they are and what they bring to the party.
John Bryant is a disciple of words and symbols. Words have power, they convey beauty in both their well-formed appearance and the meaning they so adroitly convey. The right words and symbols can even unlock fantastical magical power. John studies these words diligently and brings to the party his skills as a linguistic, sage, and spellcaster.

Backstory: A brief overview of your character's history, showing what motivates them.
John Billings Bryant was born the middle of 5 sons in a minor noble house. He has no expectation of any inheritance, but his privileged upbringing afforded him the luxury of reading, studying, and learning calligraphy while other children were helping with family farms and learning trades. Because he wanted for nothing as a child except more words to feed his hungry mind, he remains curious and is motivated more than anything else by the desire to learn new things.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?
The ‘main’ (more prestigious and prosperous) branch of John’s extended family lives in Oppara but his grandfather was banished assigned to Heldren to oversee the family’s logging interests there after a a public disagreement with his older brother. The family has been there ever since and, thus far, John has had sufficient access to written information that he hasn’t felt the need to leave (though that has been growing less true of late as his curiosity begins to surpass what’s left to learn in the small town).

A little crunch: This should at minimum be a race/class/archetype combo.
John is an emberkin aasimar exploiter wizard, though he has the scion of humanity racial trait and therefore appears human. He worships Irez (the Empyreal Lord of scribes, calligraphy, and runes) and will multi-class into living grimoire inquisitor at some point on his way to a very unusual mystic theurge.

That’s all I have time for at work right now but I’ll start working on his profile this afternoon. Please ignore what’s in it right now as that is all from a previous character.


I want to play but so do others, so I'll bow out. Good luck in your adventure and I'll keep an eye out in case someone drops. My young daydreamer will cheer you on.


Repeating myself, but doing so to provide an alias with full build. Because I do enjoy the build process.

A character concept: briefly explain who they are and what they bring to the party.
Droreck is a young, emotional, lava gnome, looking for new experiences and unusual opportunities. His sub-species is infamously hot-headed and ready to take insult. I also see them as more emotionally fluid, flowing from one emotional state to another with little provocation and less inertia. They have a reputation for angry responses because such tend to be more widely visible and memorable than acts of kindness. Especially with the entire sub-species having the pyromaniac racial trait. Anger can be quite visible, and destructive.
Droreck is a blast sorcerer, built to (eventually) help clear out groups of bad guys. Especially ones focused on cold . . ..

Backstory: A brief overview of your character's history, showing what motivates them.
Droreck grew up in the underdark lava gnomish village of Chlachan Glòrmho, which lies below the Southern Range of the World's Edge Mountains, adjacent to the magma stores which feed Mount Kaltafarr.
The citizens of Chlachan Glòrmhor depend heavily upon magic to protect their homes from the destructive properties of magma, but they also use it as a never-ending supply of energy. Their smithies and forges turn out some truly amazing work, most of which never reaches the surface, so very few citizens of Taldor know the village exists. This tribe is almost always at war with the Gouged Eye orcs, fighting from below while the Taldorian army fights them from above.
Droreck had a wonderful childhood: learning, exploring, and developing his innate magical abilities. As he reached the age of majority, though Droreck found himself falling into predictable patterns, found himself putting up with maintaining his known experiences instead of seeking out new ones. He decided to go out into the world and learn more, see more, do more, to ensure that he would live the long life he deserves. So, effectively, he is fleeing The Bleaching. He hasn't begun fading, but that hasn't kept him from being afraid of doing so.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?
Geography. As he comes out from under the Southern Range, the Taldorans he meets generally identify the metropolis of Oppara as a place where he will find all kinds of new things to see and do. Getting to the best road to Oppara requires that he go (at least very close to) Heldren. Having him go through it is a simple enough case.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.
Race: Lava Gnome
Class: Sorcerer (no archetype) with Elemental Fire bloodline.
Full specifications in profile.

Sidenote: I'm using online translation to Gaelic to provide simple names that aren't immediately obvious as that simple.


Thanks for the list, Dorian!

It's a lot of love for DM Delmoth :) I really like some of the creative backgrounds I'm reading.

And, let's smurf all the winter long!


4 people marked this as a favorite.

John's profile should be completely switched over and is basically done. His spells/spellbook are meant as an example of the type of spells that I was planning on preparing, but I'm hoping that (if selected) I'll have the opportunity to tweak them based on what kind of spells other people in the party have and whatnot. I also took the extra exploit feat and didn't specify the exploit, I was hoping that I could choose that after seeing what the party looks like (and therefore having a better idea what would be useful).

Good luck, Delmoth! I've done recruitments with a huge response before and I know how hard it is.

Now to wait and pretend I'm being patient and not obsessively checking the thread every chance I get...


A character concept: briefly explain who they are and what they bring to the party.

Liam is a born survivor. He would be a juggernaut of battlefield control and tanking ability. Some survival skills and travel experience would also be part of the package. Above and beyond that, he doesn't want to see people needlessly hurt. Not when he can be a bulwark.

Backstory: A brief overview of your character's history, showing what motivates them.

He was cast out by his people for a mark on his body and ended up living as a scrawny beggar.
At least until he was taken in by a con artist with a heart. He fed the boy, got him up to an impressive fighting weight, and groomed him for his role as a bodyguard. Initially they only got a few jobs, but as he performed well they got more work. Things were finally turning around for both of them. Until his mentor ran afoul of some mages for touting his resistance to spells. His mentor died to a gut wound in a dark alley, living just long enough to see his ward manage to survive.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?

His mentor was from there. He took the body home and is looking for work. Be it actually mercenary work or chopping wood for food and a place to sleep in the hay. Lost and aimless.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.

Human of mixed heritage playing an armored hulk barbarian. Going to pickup Auspicious Mark rage power (At 2nd.) and Auspicious Tattoo trait along with the Warded Against Witchery campaign trait. Less of an AC tank and more of a "don't effing die" tank. Can take advantage of combat maneuvers on occasion. Will probably pickup related feats at some point. Will likely take the extra traits feat to pickup bred for war and another trait. I've built it before but didn't get into the campaign I was aiming for.


A bit of music for ambience.

Thank you for experiencing the anxious thrill of the Winter to come....


A bit late I know, but here's my submission! Rent Bergwerth, Oracle at your service! Healer, control caster, and somewhat tortured soul.

Crunch:
Rent Bergwerth
Human Winter Ghoul(Wendigo) Oracle [Favored Class Oracle +1 Skill point]
HP:9|BaB:0|AC:17 T:11 FF:16 |Fort:2 Ref:1 Will:4
Str: 10 +2
Dex: 12 +1
Con: 13 +1
Int: 10 0
Wis: 14 +2
Cha: 16+2 +4

Human:
+2 Cha
+1 Skill focus at 1st, 8th, 16th
+1 Skill point

Skills: Ranks Stat Class Misc Total:
Heal 1 2 Y 3 9
Sense Motive 1 2 Y 0 6
Knowledge Plains 1 2 Y 0 4
Survival 1 0 Y 2 6
Diplomacy 1 4 Y 0 8
Stealth 1 2 Y 0 6
Background:
Profession(Medic) 1 2 Y 0 6
Linguistics 1 0 N 0 1

Cool Class Features:
Winter Revelation
-Child of Winter: Constant Endure Elements for cold, can move across snow with no penalty, heavy snow only costs 2 squares, no penalty for moving on ice, cannot be tracked in ice and snow unless desired, +2 to reflex and initative
Ghoul(Wendigo) Curse
-Begin starving after 12 hours. Take -5 to checks to avoid starving, additional yucky bonus, but will never do it
Eldritch Heritage:
-Wasting Ray 7/day: Make a Con save DC 10(+1 per previous round) If failure, takes 1d6 nonlethal. Full round action to quench hunger and thirst, and the damage stops. 1/creature/24 hour period

Languages
Halit
Common
Aquan

Traits:
Restless Wayfarer: Does basically nothing here, but knowledge local is a class skill, +1 language
Resiliant: +1 to fort saves

Feats:
Human: Skill Focus Heal
1st: Eldritch Heritage Daemon(Wendigo)
3rd Healer's Hands
5th: Skill unlock heal
7th Combat Casting
9th: Spell Pen?
11th: Divine Interferance
13th: Improved Eldritch Heritage

Stuff:
Cold Weather Outfit (Free)
Hide (15)
Heavy Wooden Shield (7)
Potion of CLW (50)
Dagger (2)
Healer's Kit (50)
Boline (10)
10 rations (5)
1 small tent (10)
Thigh Bone
1 gp

Spells:
Orisons: Guidance, Light, Create Water, Mending
1sts(Can spont into CLW)4/day: Restore Corpse, Shadow Trap


Questions:

Who is Rent? Rent is first and foremost a pacifist. Now living rough in Golarion isn't condusive to rigid pacifisim, but he'd much rather talk things out than hurt people. He'd much rather use his skills as a healer, either magically or with herbs. Helping people is Rent's passion, but when harm needs to be brought on someone, he tries to use non-lethal incapacitation techniques. Like his ability to freeze someone's shadow to the ground, (reskinned shadow trap) or the ability to temporarily transfer over the hunger that Rent suffers from. More on that to follow. Rent is also a deeply devout man, beleiving that the empyreal lord Tolc took pity on him, and helps him keep his curse at bay. There is at least some evidence that this might be true, due to the young man's ability to heal wounds with a touch.
What do I bring? Rent brings basically nothing at first level. Not a great fighter, a not terrible AC tank, but he'd much rather not be on the front lines of combat. He's got a few usual social skills, and the ability to face pretty well with diplomacy and sense motive. Perhaps most interestingly, he provides both magical and mundane healing, and a solid ammount of battlefield control with his wasting abilities. Eventually, he'll be able to throw around a ton of save or suck type spells, which fits into his pacifistic nature of trying to avoid direct damage, and instead hinder the bad guys so much that they just want to give up.
Backstory:Rent was from a now destroyed town from way up north. A caravan of varisian merchants found the boy at the age of no more than 12. The signs were all there to those who were aware of such things, a Wendigo had stalked and ultimately destroyed the village, either through it's own claws, or through the madness that it brought upon the townsfolk. Strangely enough, Rent seemed to have escaped physically unharmed from this ordeal, although mentally he was gravely wounded. For whatever cruel reason, the Wendigo had spared him from it's canibalistic madness. Rent had to beat off family and friends who hungered for his flesh for days. Left without food or water, and naught but the corpses of his dead community members to keep him company he certainly would have fallen to the beast's influence had the wandering merchants not made their bi-yearly pilgramage out to his town. They took Rent from that place, but it was too late. The Wendigo's presence had been enough to permanently alter the physiology of the young man. Normal food never satisfied Rent. Fresh meat was the only thing that beat back the hunger. And only briefly. Rent had the unpleasent suspicion that only human meat would satiate his hunger. However, the thought nauseated him beyond belief, and he vowed to himself that he would never succomb to the same madness that took his first family.
Rent was also very cold. Always cold no matter where they went. The Varisians were kind to him, and he began to think of them something like a second family. They supported him in his dream to protect life, and taught him medicine, as well as ways to tap into the magic of his curse in a more productive way. Everyone was surprised then when after 6 years of staying with the Varisians, that Rent announced his intention to set off on his own, in an effort to bring a helping hand to those who were injured. Rent had always intended to travel south, maybe find himself in warmer lands, but no matter how south he went, he never could shake the unspeakable chill, and the terrible hunger. Something in the North still called to him, something still had a peice of his soul. Perhaps Rent can find some closure by traveling up there, and reclaim whatever part of his soul he left behind there, or perhaps he will find himself overwhelmed by the evil that he only barely escaped all those years ago. Will Rent be able to withstand the Wendigo's hunger enough to make use of it's gifts for good, or will he become a living ghoul, a twisted perversion of the healer he so longs to be?
Rent is in Heldren to offer services as a wandering healer, and maybe begin to plan a trip north.


Don’t think you are late - recruitment is supposed to go at least until the 4th of July, I believe?


Albion, The Eye wrote:
Don’t think you are late - recruitment is supposed to go at least until the 4th of July, I believe?

I shortened it to 6/27 because I had all but one seat placed fairly quickly. I think I have enough submissions for two tables now, not that I'm going to do that. I know my limits.


even if the recruitment were still going to 7/4, with this many good submissions anything else that comes in can definitely be described as some variation of "late" XD
I even felt like mine was a bit late xD

crosses fingers


Yeah, I saw he believed he had all but one picked before I got mine posted, and just kind of resigned myself to the idea I've not really got a chance.

Because at that point I'm probably dependent on him choosing to bump somebody rather than have me fill the hole. Odds aren't good.


DM_Delmoth wrote:
I shortened it to 6/27 because I had all but one seat placed fairly quickly.

Shame on me - I missed that :)


So what happened was Person's Updated Submissions List!

Elyn Fisker Female Human Skald (Fated Champion) Infomatic
Barnaby Bastien Bridge Male Gnome Hunter 1 Dorien Grey
Mughana Mountainrise Female mountain dwarf (Desert Dwarf) shifter (feyform shifter) 1 Lapyd.
Bryndís Raelyosradinsdóttir Female Half-Elf Bloodrager (Urban/Primalist) 1 rdknight.
Aurinkuu Tettyakka Female Human Winter Witch 1 Jeremy Packer.
Teldrene half-elf cleric (evangelist) of Shelyn Sarabian
Haytham male human (Taldan) fighter. Arjuna332.
Orik Reznov Male Human Inquisitor (Witch-Hunter) 1 Chuck8.
Linge Hagebak Female Human Arctic Druid Ythiel.
Droguk "Many Scars" Human (Kellid) (Unchained)Barbarian (Invulnerable Rager) 1 Javell DeLeon
? Human gunslinger (pistolero) Remnar
Alvur Hornsen Human (Ulfen) ranger (witchguard) 1 Dslak
Tuong Kinh Tuong Kinh, human monk of the Stalwart Fist Phlynn
Gavinia Hornsten Female LN Oread Warpriest 1 Rabscuttle.
Hekla Nornsdottir is a snow may changeling Occultist (haunt collector) zefig
Dawrbrün Amberbasher Dwarf Skald (Boaster) 1 Cuchulainn.
Rhamiel (tentatively named) Half-elf wizard (Divination school) Aldizog
Rye Mus’afir Human shaman 1 Solicitor

Varrann Whitescale Kobold Rogue (Underground Chemist, ???) (1-4?) / Alchemist (Vivisectionist, ???) (5?+) pad300
Alethea Human Rondelero Swashbuckler 1/Virtuous Bravo Paladin of Falayna X Losonti
Lyudmilla Cotton (Lyudmilla Papaver Kesinya) Ulfen Human 1st Gingerbread Witch Sancuris.
"Franky" & Broulnindre Human / Unchained Summoner Eidolon (Agathion) / "Rogue-ish" ScegfOd
Droreck Lava Gnome Sorcerer (no archetype) with Elemental Fire bloodline hustonj
Skarphéðinn Njálsson Human Kinetic Knight (Pyrokineticist) Ouachitonian
? Half-Orc Swashbuckler 1/Investigator (Empiricist) X Albion, The Eye
John Billings Bryant, of the Cassomir Billingses Wizard [exploiter] 1 Giant Halfling
Liam Torm Human of mixed heritage armored hulk barbarian SqueezeMeNow.
Rent Bergwerth Human Winter Ghoul(Wendigo) Oracle Kazmanaught.

Well that wasn't as as sucky! I only listed completed submissions; not concepts/ideas.

Winter is Coming!


Yeah the competition is fierce, almost 30 submissions? Thanks for collating them Dorian.


Your welcome, but not playing an Int character this time around. Barnaby may not know what collating means...

Ant-icipation probably does though. He is a really smart ant!

You're most welcome!


Then a simple thank-you nod, it was a big job! (And prompted me to notice that my last update of Elyn got overwritten, I’ve fixed her now and she should have her gear and spells again)


So, on the way to the market, a gnome (bundled in brown and white furs) and his giant ant are seen on a frosty corner. They seem to be dreaming of a winter wonderland....


A character concept: briefly explain who they are and what they bring to the party.

Who:
Waelow is a whimsical and curious fey from the Borderwood near Heldren, who has of late become troubled by the sudden shift in climate conditions in the forest where she lives.
While some Gathlain are not particularly inclined to either, Waelow identifies as female.
I've seen pictures of both male and female Gathlain, hence.
She likes the occasional practical joke if she can pull one off, but is otherwise a careful person. While considerate towards companions, she's not afraid to speak her mind.

In her natural form she looks like a youngster sized woman with light green skin and leaf green hair. Wings made of vine and a leaf membrane stick out of her back.

What she can bring to the party:
Waelow is gifted with at will Disguise Self, and can use that for tasks of intrigue. In the fey court she is part of, in the Borderwood, she's developed talent for diplomacy, but more so in lying. Some pranks require a solid poker face. She is slightly studied in topics related to nature. She'll develop focused in social skill and compulsion spells. She's got less developed leg muscles than other people, so in disguised non winged form, she moves 20ft on land. In a winged form she flies just a feet or so above the ground instead of walking, if speed of travel requires it.

Backstory: A brief overview of your character's history, showing what motivates them.

Waelow, when still a seed some 20 years ago, was carried on the winds into southern Taldor. More specific, the Border Wood. She was found by a local fey, Delilah the dryad, and brought to their court to be raised. Out of many young fey, she was more inquisitive about anything new, and was always fascinated by the stories of traveled fey about their past journeys.
The drive to discover and experience led her to become a somewhat independent minded fey. Not unkind at all, but very much focused on the thrills of new experiences of all kind.
Others would discourage her to travel a a young age, but she decided she'd come up with her own way for traveling.

Why Heldren: Why is your character in the small town of Heldren in southern Taldor?
There used to be a fey touched gnome recluse from Heldren, who would visit Waelow's home from time to time. At GM's discretion.
When the sudden change in climate befell the forest, and their gnomish friend suddenly stopped coming when they should, the court discussed quietly investigating. Before any decision was made, Waelow had left on her own already, leaving a message that she was volunteering...in advance.

A little crunch: This should at minimum be a race/class/archetype combo. I don't need full crunch at this time, but if that's your thing go wild.

Gathlain Whimsy Oracle, with the Elemental Imbalance curse.

Details thus far:

Waelow

F Gathlain Oracle, [Whimsey Mystery/Elemental Imbalance Curse]
Small sized fey

HP: 10 (1d8 +1 Con +1 FCB)

Ability scores:
Str 8 Dex 16 Con 12 Int 12 Wis 10 Cha 18
Languages: Common, Draconic, Sylvan

Racial features:
Low-Light Vision: Gathlains can see twice as far as humans in dim light.
Natural Armor: Gathlains have a +1 natural armor bonus.
Spell-Like Abilities: 1/day—entangle, feather step (caster level equals the gathlain’s character level).
Symbiotic Imbalance
Source Legacy of the First World pg. 8
Occasionally the conditions for a gathlain seed’s growth heavily favor the plant portion of its body, causing more nutrients to go to the building of its vine wings and fewer to developing the gathlain’s legs. These gathlains have larger wings than normal. They have a base speed of 20 feet and a fly speed of 40 feet (average). This racial trait alters the gathlain’s speeds. This replaces the normal movement speed.
Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc.
------------------------------
Defense:
AC 15/15/12 (10 +3 dex, +1 size, +1 Natural)
Fort +1, Ref +3, Will +2 (+1 to saves from evil arcane casters)

Offense:
BaB +0, CMB -1, CMD 12

Melee: +0
Club +0 (1d4-1)

Ranged: +4
Light crossbow +3 (1d6)

Skill ranks: (5 ranks per level)

Bluff +12 [1 rank, 4 Cha, 3 class, 3 Feat, 1 trait]
Diplomacy +9 [1 rank, 4 Cha, 3 class, 1 trait]
Fly +9 [1 rank, 3 Dex, 3 class, 2 size]
Knowledge Nature +5 [1 rank, 1 Int, 3 class]
Perception +4 [1 rank, 3 class]

Background skills
Perform (Sing) +7 [1 rank, 3 Cha, 3 class]
Sleight of Hand +7 [1 rank, 3 Dex, 3 Class]

Traits:
- Trustworthy (Social) +1 bonus to Bluff (for lying) and Diplomacy
- Warded against Witchery (Campaign) +1 to saves vs evil arcane casters

Feats:
Lvl 1 Skill focus [Bluff]: +3 to Bluff checks. Increases to +6 at 10 ranks.

Oracle Curse [Elemental Imbalance, element of choice: water]
You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain vulnerability to acid, cannot benefit from any acid resistance or immunity, and cannot cast spells with the acid or earth descriptors. If you select earth, you gain vulnerability to electricity, cannot benefit from any electricity resistance or immunity, and cannot cast spells with the air or electricity descriptors. If you select fire, you gain vulnerability to cold, cannot benefit from any cold resistance or immunity, and cannot cast spells with the cold or water descriptors. If you select water, you gain vulnerability to fire, cannot benefit from any fire resistance or immunity, and cannot cast spells with the fire descriptor.
At 1st level, add burning hands (fire), grease (earth), hydraulic push (water), or shocking grasp (air) to your spells known.
At 5th level, add frigid touch (water), glitterdust (earth), levitate (air), or scorching ray (fire) to your spells known. At 10th level, add ball lightning (air), calcific touch (earth), ice storm (water), or wall of fire (fire) to your spells known.
At 15th level, add chain lightning (air), contagious flame (fire), flesh to stone (earth), or freezing sphere (water) to your spells known.

Oracle Mystery:
Assumed Form (Sp) You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.

Spells:
Lvl 0 known x4. Infinite per day
Detect Magic, Enhanced Diplomacy, Guidance, Resistance

Lvl 1 known x4. (2 class, * cure, + curse) 4 per day
* Cure Light Wounds, + Hydraulic Push, Murderous Command (DC 14), Protection from [Alignment]


5 people marked this as a favorite.

Is it seriously still not the 27th?!?

…maybe if I just check the thread again in 15 minutes recruitment will be closed the players announced…


John Billings Bryant wrote:

Is it seriously still not the 27th?!?

…maybe if I just check the thread again in 15 minutes recruitment will be closed the players announced…

Lol!


2 people marked this as a favorite.

And the results are in!

Hekla played by zefig
Barnaby Bastien Bridge played by Dorian Grey
Franky and Broulnidre played by ScegfOd
Alethea played by Losonti
Dawrbrün Amberbasher played by Cuchulainn
Lyudmilla Cotton played by Sancuris

Please dot into gameplay and finish up your crunch if you haven't done so already.

I am willing to give feedback to anyone who wants it. I may not have feedback to give as there were many perfectly fine submissions.


It is now, but I suppose we're not doing a midnight release for this game. :D


Congrats to those selected, have a great time!!


Have fun guys!


Have a fun game folks!


Congrats to those selected.


Congrats to those chosen.

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