Wild Watcher

Ioun Cloud's page

15 posts (292 including aliases). No reviews. No lists. No wishlists. 4 aliases.


RSS


I'm interested in this idea. I'm running a CotCT PbP here and playing in Motteditor's Kingmaker campaign (and I heartily recommend him as a DM).

I'll second Nightflier's interest in non-Golarion settings/games; unfortunately, I don't own any of those mentioned, which I imagine could be a common problem if we're rotating DMs. Although if a common world/setting is agreed on, I'd buy it.


Rolling starting gold:

3d6 ⇒ (3, 2, 2) = 7 x 10 gp = 70 gp

Ylvan should be pretty much finished, I'll go post over in the OOC thread.


Sounds good! I'll finish up the stats and create a separate profile for Ylva.


Just since I like creating characters, I'll flesh out the witch concept a bit more:

Whatever her given name was, the woman now known as Ylva doesn't remember it. She tries not to think of those times before she met Hugin. Hugin found her in the woods, a scared child running from the flames of a burning village into the dead of winter. The raven guided her, showed her where to find food, where the warm water bubbled out of the ground to keep her warm, and more than anything, was a friend to the traumatized young girl. She knew little of the wild, but knew that ravens were a sign from Odin and she named this one that could talk to her Hugin, since it must have come from Odin himself. Even with Hugin's help, she barely survived until spring.

When the snow melted, she finally stumbled out of the woods into the pasture of the Rosterkins, who took in the near-feral girl and the raven that she insisted was sent from the gods. They named her Ylva, since she looked as wild as a she-wolf when she appeared on their farm. When she reached an age suitable for marrying, she had few suitors, as she had no dowry, no great looks and a disposition much different from most maidens. This suited her fine, she had little interest in the men of the village anyways.

Eventually she took up living in an abandoned cabin at the far end of the Rosterkin's land. She gathered and raised food, trading herbal remedies and her healing skills with the townsfolk for tastier morsels. She subsisted this way for many years, she and Hugin delving deeper into the mysteries of nature, the magical inhabitants of the woods, and other secrets normal folk left alone.

The townsfolk generally viewed her as eccentric, but useful, she served as a midwife for many births and her healing skills were unsurpassed in the village. But her peaceful existence came to an end when, shortly after a new chief was named, a plague took the village. The new chieftain was a superstitious, cruel man. He was also eager to make a name for himself and deflect any blame to those outside his village. He drove Ylva from her hut and would have hung her for "bringing the plague upon the village", if the women of the town had not stepped in, united behind Ylva for her help over the years. He settled upon banishment, and not wanting to lose a valuable warrior, thought it a fine jest to send her as his House's representative on the quest.

Rolling attributes:

4d6 ⇒ (3, 5, 6, 5) = 19 = 16
4d6 ⇒ (6, 2, 5, 6) = 19 = 17
4d6 ⇒ (3, 4, 3, 6) = 16 = 13
4d6 ⇒ (4, 2, 4, 6) = 16 = 14
4d6 ⇒ (2, 1, 3, 6) = 12 = 11
4d6 ⇒ (1, 2, 4, 2) = 9 = 8


GREAT work on this! I've thoroughly enjoyed it and it's opened my eyes to a lot of possibilities for playing witches.

One minor note, you might want to re-consider re-rating Hold Person, since witches get it as a 2nd level spell, not 3rd like wizards/sorcerers. It's still not great, but a lot better as a 2nd level than 3rd. Personally I'd rate it green.


My apologies for intruding on the OOC thread, but since it's in the recruitment section, I figured that I'd go ahead and state my interest in this game. I'm a big fan of the Viking/Scandinavian settings and I've got a couple of character concepts that I think would fit well with the group:

A witch, a wise woman that was exiled from her village by the superstitious rulers of her House. This quest was a convenient excuse.

Alternatively, a bard, I've always liked the skald concept and the Savage Skald archetype seems tailor made for this setting.

Let me know if you're looking for more players, I'd love to play if you have room!


My 2 cents:

Obviously, the point of this build has to be for a skirmisher. As such, the tactics are charge and attack, then try to get into flanking position. This has the drawbacks that you've mentioned (low HP, relatively low AC), basically it's the same drawbacks as any melee rogue after the initial charge to get SA.

I think that it could be improved by using a reach weapon (say lucerne hammer) and aiming for spring attack. I'd drop Arcane Strike (since you can't take it anyways) and Weapon Focus for Dodge and Mobility. Then use the 6th level rogue talent for Spring Attack. Then if the charge is cut off, you can get into flanking position easily without AoO. And you can stay out of reach of melee combatants more easily while still doing damage. You're still not going to do the damage that a fighter would, but hey, it is a rogue after all.


I've actually had a decent experience picking abjuration as an opposition school for an EK. It hurts a bit at the lowest levels with missing Shield, but after that, Mirror Image/Blur/Greater Invisibility can be much better options. And if you're an EK, your AC is not going to be great, so I figured it was better to just not worry about it and focus on other defenses.

At level 6 now and the only spells that I've missed having easy access to are Protection from Evil and Dispel Magic, but since there is another wizard in the party, it's not a big deal.


Vistarius, at this point we're going to proceed with the current party. Thanks for the interest and I'll post back here if we need anyone additional in the future.


Good to hear that we've still got a largely intact cast. I'll take this game over. I'll post more details over in the discussion thread.


Hmm.... I might be willing to pick this up. I have the first part of this AP, but haven't had a chance to run it with my regular group. Let me read over it again and look over the current set of characters.

I'll post back later today after I've had a chance to do my research.


I'll second Dragonchess's advice.

Also, grabbing a level of barbarian works out fairly well for any mobile melee combatants: +10' movement, acrobatics as a class skill, and 5-6 rounds of rage. You just have to start saving up for that mithral full-plate.


I just saw that the final Magus playtest version was posted. Is this something that you would allow? The light armor, free hand fighting flavor seems to lend itself well to a swashbuckling type campaign.

If not, no worries, I've wanted to try out the APG fighter archetypes for a while now.


Leshok wrote:

Full explanation of setting will be posted tonight, meanwhile short hand version.... with a new rule.

Since the King's death a strange event seemed to happen across the land. Following that fateful day, no longer has any female child been born to any mother within the boundaries of Orensden. This has led to a very harsh environment for any still living women, with many being forced into slavery, treated as property or worse fates we shall not mention. Over the past twenty years, this has caused a decline in population of Orensden, as less women are born to be mothers, many women flee the country, while others are kept as slaves or even killed.

Interesting twist, this would make it difficult for the stereotypical womanizing swashbuckler spending his formative years in Orensden ;)

I should have my basic background and stats up in a separate profile later this evening. And thanks for DMing!


I'll throw in a fighter (probably using the Mobile Fighter archetype). I'm also interested in knowing more about the setting for the character background.