I have a question about my favored enemy. Are there enough animals to justify taking animal as a first enemy? It would seem to fit his backstory rather well, being a trapper. If not human sort of fits as a Gorumite, he would have an advantage in fighting humans, and undoubtably he and his family would have fought there fair share. It does say in the player's handbook we,ll be fighting animals, fey and humans, but usually unless you're fighting off an army of bears then you won't get too much mileage out of animal as an enemy. I like to balance the backstory of my characters with their usefulness. Or is leaking that sort of spoilery info not something you do?
Recap so far:
? ? lunar oracle
CG Human bardbarian
CN Human trapper ranger (no spells)
Paladin?
If you do want to go arcane you have a lot of freedom
Also, even though can't be a child, you could be on the young side for a sorc. Maybe play them a bit naive, as if they never quite grew up. Then your parent could live in Heldren. Adaptive Magic could be a good trait for that, or warded against witchery. All up to you though
Hmm... According to this trait the weapon I'll have is over 350 years old, as the Rain of Stars happened in 4363 AR.
And it's nonmagical.
How likely is it that a masterwork cold iron greatsword would survive that long? Maybe if it was well taken care of it would work.
If Deekan wants to go with vigilante witch hunter I could go for Restless Wayfarer trait. Probably my parents would be fleeing from robots, so that could explain why we're traveling. If I'm from Numeria then I'd likely be a Kellid human, and as they have a decent number of Gorum worshippers, I'm leaning to the greatsword rather than a greataxe (only wanted one for half-orc flavor anyway). In which case having a cold iron weapon to fight fey would be completely accidental.
Now I need a new favored enemy, this is shaping up to not make sense with fey as a favored enemy.
After a bit of digging, it turns out you need to be from Numeria as a prerequisite for that.
Also it seems to be targeted primarily at barbarians, though that isn't a requirement.
Eh, maybe I can go with the trapper archetype, freeing us of the need for a disabler while providing us with a flexible martial class. I also quite like the idea of a half-orc ranger who doesn't quite trust magic and down-right hates fey. (Maybe witches too? If nobody else wants it witch-hunter could be a good campaign trait for such a character.)
I'm just tossing ideas out there by the way. I want to be accomodating as possible.
GM Deadly Secret: How do you feel about cold iron? A fey-hating trapper needs the tools to fight them after all.
Edit: I really like the skald idea.
After seeing everyone elses posts, I think a ranger would probably fit better than hunter in order to balance out the martial magic mix. Of course if nobody wants to make a disabler I might do something there.
While I'm still on break, what sort of animal companions would be acceptable for this campaign? You mention that the area we start in is not actually cold at all, so I'm wondering how one would justify having one of the suggested companions in the ap player's guide.
Edit: We already have two people who are considering ACs. This might get out of hand.
Hi all, hopefully we can all have fun during this.
Would like to put out there that I am considering a ranger or hunter, though I would like to see what the rest of the party is going for before creation. Will browse every once in a while throughout the day and if we've all made decisions by tonight I'll start working on the concept in more detail.
How much experience do you have with Pathfinder rules?
As of right now I am very rusty. Used to voraciously read pathfinder books whenever they came out.
How much experience do you have with Roleplaying in general?
Just a bit. It's been about five years since I was actually interested in pnp, I gmed a successful We Be Goblins! irl that everyone seemed to enjoy and had a huge plan for Carrion Crown that never made it past part one due to everyone going their seperate ways.
Are you familiar with PbP formatting and how to?
I'll have to look into as I've forgotten entirely.
Have you ever played Reign of Winter before, even just a little? (please be truthful)
Yes. I never made it past part one due to irl things that needed to be sorted out
How many PbP games are you currently active in?
None at all. If you accept me as an applicant and I make it through you will have my full attention.
Will you be able to check the game at least daily or every other day to post? If not explain and we can work with you.
Daily easily. Only during specific times of the day however.
What type of characters do you like to play? Personality, Class, Themes!
Usually a bit stoic. Class, usually a martial class of some sort.(especially ranger. Hunter looks interesting however. My favorite character was a half-orc ranger in SnS that specialized in grappling and spoke in an australian accent. There's not nearly enough crocodiles in SnS btw.
Any additional information you would like to share.
I've been listening to the called shot podcast recently and it's really making me want to scratch that pnp (or pbp in this case) itch, however due to my work I have no way of actually setting up a pnp game any time soon.
If you were to accept me you could expect 110% from me.
Considering your extremely high AC, I feel like panther could be stronger than you say.
Of course after a few hits your GM would likely just stop taking those attacks of opportunity.
Just invoking the "Good is not nice" trope shouldn't by any means give your players the perogative to go around threatening and bullying npcs left and right.
It's more of a gruff dwarf type thing than an I secretly want to play a chaotic evil anti-paladin but will just settle for a bullying good person.
Make sure you remember to have Horgus offer the gold up front.
That is one of the few ways to get him to be tolerated by most neutral characters.
Most good characters should be willing to put up with him as long as he isn't putting anyone in danger.
While making sure you get off a bit of Araveshnial's need to be in charge, make it apparent that he is a quite helpless on his own.
As much as he hates it.
Alright well I'm thinking I'm going to use a whip, with some dazzling display in there. A bit of trip at times, but not too much of it.
The idea is a sort of Indiana Jones-esque character, except without the academic background and more a wanting to give nobles what-for when out looking for artifacts and such than just doing it for knowledge's sake.
Of course, he's somewhat intelligent and realizes that in order to do that, you have to play by their rules.
I'm thinking neutral on account of this, as he's mostly self-centered (though not extremely mind you), and he isn't completely anarchistic in nature so I feel chaotic neutral doesn't quite fit.
Rough ability score crunch for now is as follows.
Spoiler:
STR 14 DEX 12 CON 12 INT 13 WIS 8 CHA 16
The low wisdom will be taken into account while role-playing.
I've done seven before, it was not very pleasant. Not enough room in many dungeons for a group that size to effectively fight.
For example, I would have many players simply passing their turn due to inability to move close enough to do anything.
Ten players seems downright undoable without severely changing the make-up of some of the smaller corridors.
For the above ground I'm pretty sure they mean for you to hit one in between every area above ground.
Not sure if I read this in it, or just made it up.
Obviously I'm not operating with all of the information (and you just as obviously are), but it seems as if the act by the PC's triggers the wash of mythic power, and it directly affects everyone nearby, good and evil in various ways - using the dam analogy written in the scene itself, it seems like a flood in every direction radiating out from the point of rupture rather than targeted streams of water...
When I raised the question of how the mythic power influx works in the "What Do We Know" thread (since the power of all the wardstones at once should be enough to fry the PCs to a crisp on sheer energy levels), I was told/it was noted near the end that given that the wardstones all go kablooey elsewhere and emit their power as well, by definition the PCs can't be the focal point of all the mythic power. They become mythic through their exposure to it/actions regarding it... but not all of it. The action of triggering the wardstones and subsequent exposure is the spark that ascends them. It isn't the source of their power - they already had the potential (assuming the traits were taken). They just need something to trigger it, which may never have happened otherwise.
As far as I can tell, they are only subject to the first wardstone.
On top of that, they aren't evil. The effects would be benign to good characters, and should have little to no effect on neutral characters.
(Unless perhaps if they channel negative energy?)
That or inflict some nausea or indigestion or something.
If they are evil characters though, they probably all just died or something.
It's up to you to make the vermin fights as interesting as possible.
Obviously they won't be too interesting no matter what you do.
However, from a sensible stand-point, it would be rather strange not to have the vermin down there.
I have pretty much decided that my character is based on intimidation.
With overrun as a side effect.
The horse will be powerful enough to stand on its own if unable to be ridden.
When I saw the +20 to charisma-based checks mythic power, I had a nosebleed.
A product of the Goblinblood Wars, Tikhon Zolnerowich did not have a pleasant early life by most human, even hobgoblin standards. He was born to a small tribe in southern Chitterwood on 20 Arodus, 4695 AR, three years before the wars began. As a result he was part of a generation put through aggression training from a younger age than usual for hobgoblin society. Rather small for his age, he learned to become feared in order to make up for his shortcomings.
This all ended 4700 AR, a period of time which saw the Hellknights, Eagle Knights, and Druma’s Mercenary League work together to route the goblins and force them back into the Chitterwood. Not wanting to leave behind the threat of the goblins however, they burned much of it to the ground. Some of this ground happened to be wear Tikhon’s tribe lived, and thus he was forced to flee. So flee he did, as far to the north he could until he could no longer.
As Tikhon was sleeping, he was abducted by cultists of Baphomet. At a mere five years of age, he was unable to fight back, and thus was forced to take part in their perverted ritual. However, this did not quite work out as they expected. Rather than absorb his soul as intended, the ritual’s demonic energy was absorbed into his body. Shocked at this unexpected turn of events, the cultists laid their guard down long enough for him to make his escape, going north and west all the while.
Crossing a small pass to the west of Finder’s Gulch, Tikhon came to the free city of Cettigne. There he was forced to live in the streets and alleys, an outcast who made his living in simple muggings and bully tactics to get food to survive. During his sleep, he was plagued by strange nightmares of the ritual he was forced to participate in. Eking out his meager existence, he survived until 4708 AR, when the nation of Molthune used their resources to save the city from the lawlessness that had taken the city into its grip.
No longer able to hide in the shadows, he was faced with two options. He could either become a slave, or serve in the Imperial Army of Molthune for the next five years to earn freedom. Already acclimatized towards war from his younger years, he decides this that the latter would be his best course of action. It was during this time that he decided to give himself the name Tikhon Zolnerowich, so that he could properly enlist.
For the first year, he was trained extensively in all combat styles, so that they could best decide where to place him. When they placed him on a mount however, he found himself to be a natural rider. Thus they decided he would be a part of the cavalry. Assigned an exceptional powerful steed that was grey with a white mane and white tail, he went on to fight in several skirmishes against Nirmathas over the next few years. He used his ability to inspire fear to great effect, causing the lesser soldiers to give up in fear. Whenever one of these weaker willed men surrendered, he accepted it, not wanting to pass up the chance to earn prestige among those who deal with slaves. His penchant for taking the final blow in an attempt to earn glory earned him the nickname Rostislav.
Nearing the end of his service, he started thinking about what he would do after his service. Still plagued by his nightmares of demons, he wondered if there would be any way to stop them. Learning a bit about the Worldwound through here-say while off-duty, he decided that it would be best to head north to destroy demons. Even if it didn’t stop the nightmares, he could destroy demons aplenty while there.
This is why I should keep watch on this subforum during the weekend.
Too late to submit for a champion path character?
The idea is a prideful Hobgoblin Cavalier.
He does not like demons.
He also has been assigned to military service in the Worldwound (by his own suggestion) by the government of Molthune for excessive terror-tactics on the battlefield against Nirmathas.
I leave it to you to decide if that would fit or whether you would want me to submit.
So I've been looking through Mythic Adventures...
I now have this great mental image of the hobgoblin cavalier entering the abyss and making everything flee in terror.
:)
Especially after seeing Display of Charisma just now.
If anything the suggestion for the squeezing through 5 ft hallways would let the horse at least trail behind, though it wouldn't really be able to engage in combat til they reach the surface.
That or the it runs away and meets up when you get to part three.
Maybe it could be killing weaker things on the surface to explain the sudden jump in levels for the mount.
It's a bit of a stretch for the cavalier's horse to flee if he is in the middle of riding it when the attack happens. After all, they are trying to look their best, would that not include having your mount geared up in the best barding you can afford?
In that case the only option that seems viable to me is feather fall on the mount. While it would seem strange for her to use it on a horse that is seperated from the PC, if the PC is in the middle of riding it she would basically be condemning it to death if she did not.
I think I'll have him actually predicting everything the adventurers do, thus allowing him to leave one of these letters with somebody they know, to be given to them when they finish their work for that chapter of course.
Perhaps his old character loses his stomach for all this creepiness. Then hand-wave a reason for his new character to be in town.
So he tells the new character an easy way to make some quick money is to be his replacement. Depending on the character's motivations it may or may not work.