About Aramant Drakkuskail
How much experience do you have in RPG's?
Probably something around twenty five years.
How many PbP games are you currently in? GMing?
Have you played, GMed or read Reign of Winter? Note that experience will not rule you out.
Can you post at least once per day M-F 90% of the time?
Would you, if requested, provide an actual email for contact if you ghost the game?
As there any other information you would like to share?
Do you understand that you need to track XP and other resources for yourself?
Who would you cast to play your character?
Aramant was born in the North to two Ulfen parents. With the death of his father, Patroclo, when he was still a baby, his mother - Magdalene, member of the Pathfinder Society - traveled far towards Taldan to fill the tasks of the Society, and Aramant got used to the nomadic life between the different lodges and not-too-adequate babysitters that came with it. Yet, he grew strong and agile, and it was natural for him to join the same group of his mother. He paint on his shield the heraldry of his parents - the sabertooth tiger, a proud memory of his northern ancestry - and started accompanying the group.
Patroclo was a miner on the frozen lands of the north - a dimdweller, and with a natural passion for exploration of the underground. Aramant liked a lot more the work of his mother, but to make gold in-between the missions, he adopted the same job as his father, and slowly became a proficient miner. If the months inside caves digging for iron somewhat affected his sight, every time he'd be called it was a natural bliss. The adventures of the Society were interesting and, by times, dangerous, and he appreciated it. He felt it was, again, something burning strong on his cold veins; the essence of his ancestors.
Such heritage was already quite obvious on his physique, but during an adventure - while still not even of age - Aramant was exposed to intense cold, and somehow resisted well to such. His mother had similar characteristics, but no idea where it came from. Such specialization pushed the Society to assign them to missions much closer to the lands they were originally from, and by the age of nineteen Aramant and his mother were already back on parties with skalds and other northmen. By that time, different than his mother - an arcane spellcaster - the young man assumed a more druidic role, and Gozreh guided him to become a shifter focused on the tiger of his frosty roots.
Almost a decade passed, and it was during a separate mission that Magdalene disappeared together with all the rest of her group. They were investigating some fey on the far lands of the south, near the village of Heldren - but this was all that Aramant could gather. He was working on the Taldan mines when the news arrived, but the Society didn't have more to offer in terms of information. The man then took a leave of absence and went to investigate on his own, without much information of what could be happening; And, on his path, somehow he had the impression that the cold of his northern ancestry was closer than he could ever dream...
Appearance and Behavior:
Aramant is taller than the average, although not as towering as some individuals. He's bulky but not exaggeratedly muscular - he fights more with agility, despite his solidly built fists. His skin is more on the pale side with small light blue eyes, probably reminding a British man with some viking ancestry. His hair is brown and long, and he uses equally long beard - with traces of white; despite his age (27), the frost giant heritage affects him in this matter. He usually dresses comfortable clothes over his armor, but the past travels to the north made him collect cold weather gear and furs.
He is a gentle man, fiercely loyal to his friends, but not exactly charismatic: in fact, he's more silent and contemplative. His eyes give the impression that he is wise beyond his years, and he tries to lend his thoughts every time a friend is in need of council. He misses his mother and prays to Gozreh constantly, but will immediately shy when asked about it.
Human (Ulfen) shifter (weretouched) 1 (Ultimate Wilderness 26, 83)
N Medium humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +7 (+9 while benefit from concealment or full concealment due to darkness or dim light)
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 trait)
hp 12 (1d10+2)
Fort +4 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +5, Will +3
Resist cold 2
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+2) or
. . sickle +4 (1d6+2) or
. . unarmed strike +4 (1d3+2 nonlethal) or
. . 2 claws +4 (1d4+2)
Ranged dart +4 (1d4+2) or
. . dart +4 (1d4+2) or
. . dart +4 (1d4+2)
Special Attacks lycanthropic aspect (tiger[UW]), shifter claws
Str 14, Dex 17, Con 12, Int 10, Wis 16, Cha 7
Base Atk +1; CMB +3; CMD 16
Feats Racial Heritage[APG], Weapon Finesse
Traits defender of the society, northern ancestry
Skills Acrobatics +3 (-1 to jump), Handle Animal +2, Intimidate -2 (+0 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (nature) +4, Perception +7 (+9 while benefit from concealment or full concealment due to darkness or dim light), Profession (miner) +7, Stealth -1 (+1 while benefit from concealment or full concealment due to darkness or dim light), Survival +7
Languages Common, Druidic, Skald
SQ dimdweller, shifter aspect (minor: 4 min./day), wild empathy +5 (tigers and dire tigers)
Other Gear lamellar (horn) armor[UC], heavy wooden shield, dart (8), dart, dart, sickle, bandolier[UE], blanket[APG], cold weather outfit, flint and steel, furs[APG], hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, trail rations (5), traveler's outfit, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1 gp, 6 sp
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Racial Heritage (Giant, Frost) You count as another race for the purpose of prerequisites.
Shifter Aspect (4 minutes/day) (Su) Gain abilities of selected animal aspects.
Shifter Aspect (Tiger, +2 Dex) (Su) Minor Form: +2 enhancement bonus to Dexterity. Major Form: dire tiger.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.