Crunch for the Crunch Gods:
Bar LongShanks
Fear Ensurers Loyalty:
Everyone eventually slows down, gets old, and has to stop adventurering. That happened to LongShanks, he detested it, his hair was white, beard white and long, and his animal companion long dead. It had been over a decade since he had hefted a shield and sword, and it showed. His Tattoes had been the last thing he had renewed, already having bought replacement gear. The White Spider on his left arm reminded him of the duels he had won as a Witch Guard, The Blue Scorpion on his right arm was there to tell all who saw it that he had lead men into battle as an officer of some renown. His chest had a roaring snow lepoard clawing its way out of his chest, this represented that he had never been defeated by any foe, no matter the number or the number of troops he had. On his back was a Soaring Snow Owl, shrieking with talons out, this was a representation of the Witch he had served long ago. When she had died, part of him had as well, he had left the Guard soon after, traveling far away to be with his thoughts. Snow his bear had died last year, with him dead, he had skinned him and worn his hide, forever would Snow be with him, nothing had ever parted them after they had come together, and nothing now would make them part. His joints hurt as if a cold wind blew over him, and he had struggled for some time, even walking outside and screamed at Death to leave him be, he wasn't going to fight anymore. That changed when he found a single Snow Owl feather on his front steps, much like snow, it had awoken him; just like him he had awoken with the need to kill something, to tear it apart, to destroy it. Whoever played this trick thought him too hold, too tired, to carry on. Picking up all his gear he headed into town, looking for "Adventurers" to tag along with that were heading North, where he would find anwsers. The Commissar Demands Perfection: 10 minute Background: This is in Addition to the written background and isn't just another 'formatting'. The information in this small sentences are here to give life and color to your PC so please add different content from the previous Background. This section has the following steps: -Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
2: Samantha Von Snowflake, daughter of the Winter Witch that he failed, and supposed charge that he must take up.[I will most likely be taking Leadership in order to have her around] 3: Darsanga, Human Barbarian; he was a lover of Elizabeth Von Snowflake, and blames LongShanks with losing his love, as well as the fact that she left him as he was a rather boring fellow. -Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
@Gm Frosty The Drawback is Vain, and having played in a majority of campaigns I know the likelyhood of an NPC talking to anyone or everyone in the party grows with the decrease in the party size, the more often I fail a charisma check the harsher the penality gets, making it a great liabilty. I choose tireless avenger as it seemed incharacter to have and not just something on pen and paper that made him better, since its unlikely that I will be required to actually track someone for days on end its just a neat little trait that may or may not come up http://www.d20pfsrd.com/traits/faith-traits/tireless-avenger Would you rather see a character that can fail, or one that on average will succeed in everything he does?
Crunch, sometimes it starts here, othertimes it doesn't:
Bar LongShanks Human (Ulfen) ranger (witchguard) 1 (Pathfinder Player Companion: People of the North) N Medium humanoid (human) Init +3; Senses Perception +6 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield) hp 18 (1d10+8) Fort +3, Ref +5, Will +0 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee gauntlet (from armor) +4 (1d3+3) or heavy shield bash +4 (1d6+3) or rapier +4 (1d6+3/18-20) or unarmed strike +4 (1d3+3 nonlethal) Ranged shortbow +4 (1d6/×3) Special Attacks favored enemy (humans +2) -------------------- Statistics -------------------- Str 16, Dex 16, Con 12, Int 12, Wis 10, Cha 7 Base Atk +1; CMB +4; CMD 17 Feats Tribal Scars, Two-weapon Fighting Traits cosmic caravan (the lantern bearer), restless wayfarer, tireless avenger Skills Acrobatics -3 (-7 to jump), Bluff -2 (-4 for 24 hours when you fail an opposed Charisma based check), Diplomacy -2 (-4 for 24 hours when you fail an opposed Charisma based check), Disguise -2 (-4 for 24 hours when you fail an opposed Charisma based check), Intimidate -2 (-4 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +5, Perception +6, Profession (soldier) +4, Profession (Tracker) +4, Sense Motive +4, Spellcraft +5, Stealth +1, Survival +6 Languages Aquan, Common, Goblin, Skald SQ track +1, vain, wild empathy -1 Other Gear scale mail, shield spikes heavy steel shield, arrows (20), iron-tipped distance arrow[UC] (20), pronged arrow (20), rapier, shortbow, whistling arrow[UC] (20), backpack, bandolier[UE], bedroll, belt pouch, camouflage netting[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, signal horn[APG], signet ring, snuffbox, tin[ACG], tattoo[Witch Guard, face, back, chest, arms, legs] [UE], torch (10), trail rations (5), waterskin, winter blanket, wooden holy symbol,Snow Shoes, Snow Goggles, Bear Skin Cloak -------------------- Tracked Resources -------------------- Arrow, iron-tipped distance - 0/20 Arrows - 0/20 Light (3/day) - 0/3 Pronged arrow - 0/20 Torch - 0/10 Trail rations - 0/5 Whistling arrow - 0/20 -------------------- Special Abilities -------------------- Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes. Track +1 Add the listed bonus to survival checks made to track. Vain -2 to Cha checks for 24h after failing an opposed Cha check Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Fluff for the Fluff Gods!!!:
Everyone eventually slows down, gets old, and has to stop adventurering. That happened to LongShanks, he detested it, his hair was white, beard white and long, and his animal companion long dead. It had been over a decade since he had hefted a shield and sword, and it showed. His Tattoes had been the last thing he had renewed, already having bought replacement gear. The White Spider on his left arm reminded him of the duels he had won as a Witch Guard, The Blue Scorpion on his right arm was there to tell all who saw it that he had lead men into battle as an officer of some renown. His chest had a roaring snow lepoard clawing its way out of his chest, this represented that he had never been defeated by any foe, no matter the number or the number of troops he had. On his back was a Soaring Snow Owl, shrieking with talons out, this was a representation of the Witch he had served long ago. When she had died, part of him had as well, he had left the Guard soon after, traveling far away to be with his thoughts. Snow his bear had died last year, with him dead, he had skinned him and worn his hide, forever would Snow be with him, nothing had ever parted them after they had come together, and nothing now would make them part. His joints hurt as if a cold wind blew over him, and he had struggled for some time, even walking outside and screamed at Death to leave him be, he wasn't going to fight anymore. That changed when he found a single Snow Owl feather on his front steps, much like snow, it had awoken him; just like him he had awoken with the need to kill something, to tear it apart, to destroy it. Whoever played this trick thought him too hold, too tired, to carry on. Picking up all his gear he headed into town, looking for "Adventurers" to tag along with that were heading North, where he would find anwsers. More Fluff, for the Fluff Gods: 10 minute Background: This is in Addition to the written background and isn't just another 'formatting'. The information in this small sentences are here to give life and color to your PC so please add different content from the previous Background. This section has the following steps: -Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 1:Getting older has worn away his skills, but that doesn't mean that he can't gather them again. 2:Hunting down those that would endanger those he cared about was a driving force in his life, in fact one of the only forces, now however its revenge. 3:Stand talls the old oak, 6 foot 7 inches tall, white of beard and hair, skin like new milk, Cold and piercing are his blue eyes, and his aura is of confidence and Cold. 4:There are few lands that the older man hasn't been too, it might take a bit but he can remember things about almost all countires given time. 5:The older man reserves hate for those that strike women, arcanists the most, as it bring back memories of battles long fought. -Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
3: Darsanga, Human Barbarian; he was a lover of Elizabeth Von Snowflake, and blames LongShanks with losing his love, as well as the fact that she left him as he was a rather boring fellow. -Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Crunch!:
Bar LongShanks
Human (Ulfen) ranger (witchguard) 1 (Pathfinder Player Companion: People of the North) N Medium humanoid (human) Init +3; Senses Perception +6 -------------------- Defense -------------------- AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield) hp 18 (1d10+8) Fort +3, Ref +5, Will +0 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee gauntlet (from armor) +4 (1d3+3) or heavy shield bash +4 (1d6+3) or rapier +4 (1d6+3/18-20) or unarmed strike +4 (1d3+3 nonlethal) Ranged shortbow +4 (1d6/×3) Special Attacks favored enemy (humans +2) -------------------- Statistics -------------------- Str 16, Dex 16, Con 12, Int 12, Wis 10, Cha 7 Base Atk +1; CMB +4; CMD 17 Feats Tribal Scars, Two-weapon Fighting Traits cosmic caravan (the lantern bearer), restless wayfarer, tireless avenger Skills Acrobatics -3 (-7 to jump), Bluff -2 (-4 for 24 hours when you fail an opposed Charisma based check), Diplomacy -2 (-4 for 24 hours when you fail an opposed Charisma based check), Disguise -2 (-4 for 24 hours when you fail an opposed Charisma based check), Intimidate -2 (-4 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +5, Perception +6, Profession (soldier) +4, Profession (Tracker) +4, Sense Motive +4, Spellcraft +5, Stealth +1, Survival +6 Languages Aquan, Common, Goblin, Skald SQ track +1, vain, wild empathy -1 Other Gear scale mail, shield spikes heavy steel shield, arrows (20), iron-tipped distance arrow[UC] (20), pronged arrow (20), rapier, shortbow, whistling arrow[UC] (20), backpack, bandolier[UE], bedroll, belt pouch, camouflage netting[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, signal horn[APG], signet ring, snuffbox, tin[ACG], tattoo[Witch Guard, face, back, chest, arms, legs] [UE], torch (10), trail rations (5), waterskin, winter blanket, wooden holy symbol,Snow Shoes, Snow Goggles, Bear Skin Cloak -------------------- Tracked Resources -------------------- Arrow, iron-tipped distance - 0/20 Arrows - 0/20 Light (3/day) - 0/3 Pronged arrow - 0/20 Torch - 0/10 Trail rations - 0/5 Whistling arrow - 0/20 -------------------- Special Abilities -------------------- Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes. Track +1 Add the listed bonus to survival checks made to track. Vain -2 to Cha checks for 24h after failing an opposed Cha check Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Fluff for the Fluff Gods!!: Everyone eventually slows down, gets old, and has to stop adventurering. That happened to LongShanks, he detested it, his hair was white, beard white and long, and his animal companion long dead. It had been over a decade since he had hefted a shield and sword, and it showed. His Tattoes had been the last thing he had renewed, already having bought replacement gear. The White Spider on his left arm reminded him of the duels he had won as a Witch Guard, The Blue Scorpion on his right arm was there to tell all who saw it that he had lead men into battle as an officer of some renown. His chest had a roaring snow lepoard clawing its way out of his chest, this represented that he had never been defeated by any foe, no matter the number or the number of troops he had. On his back was a Soaring Snow Owl, shrieking with talons out, this was a representation of the Witch he had served long ago. When she had died, part of him had as well, he had left the Guard soon after, traveling far away to be with his thoughts. Snow his bear had died last year, with him dead, he had skinned him and worn his hide, forever would Snow be with him, nothing had ever parted them after they had come together, and nothing now would make them part. His joints hurt as if a cold wind blew over him, and he had struggled for some time, even walking outside and screamed at Death to leave him be, he wasn't going to fight anymore. That changed when he found a single Snow Owl feather on his front steps, much like snow, it had awoken him; just like him he had awoken with the need to kill something, to tear it apart, to destroy it. Whoever played this trick thought him too hold, too tired, to carry on. Picking up all his gear he headed into town, looking for "Adventurers" to tag along with that were heading North, where he would find anwsers. |
