Valeros

Leandro's page

744 posts. Alias of Treppa.




Ah, Oppara! Is there a better place to be? Oppara's not just about the monuments and structures, though no one can dispute the glory of the Grand Bridge, spanning the mighty River Porthmos, nor the grandeur of the two stone lions that alternately pace, snooze, and roar atop the Lion Gate, Oppara's main entrance. Oppara is also a working city, with two harbors so busy that ships have trouble finding slips. It's a city of art and music, where you might find anything from the magnificent plaza around the Imperial palace to a tiny, secluded jewel of a courtyard, with mosaic paths, a sparkling fountain, and ornate stone benches beneath olive trees, cool in the afternoon heat. Full of art, music, debate, and delicious foods, Oppara is a treat for all the senses. It's difficult to say whether the view of the black cliffs under the sunlight or the thousand lamps of the night streets is the more magnificent sight.

Really, what does it matter that the gold has been stripped from the magnificent buildings it adorned in the past? The marble and stone beneath is still majestic, and the buildings still impressive. And so what if the laws and customs of Taldor seem to be falling behind the rest of the world, as the nobles and politicians quash all the so-called 'advancements' of other countries and governments. There's something to be said for stability, and Taldor has stability to spare.


I'm delighted to be running the politicking and influencing-heavy AP "War for the Crown" for you guys! Let's get this show on the road and start discussing the game and characters.

Background:

AP Blurb wrote:
As the political scene in Taldor explodes into chaos, players take on the role of agents, advocates, and saboteurs working for Princess Eutropia to help secure her claim to the Imperial throne and prevent the Empire from collapsing in on itself in civil war. Along the way, the PCs must uncover hidden secrets of Taldor’s past—many deliberately hidden—and grow from relative nobodies to powerful politicians and spymasters in the deadliest political arena in the Inner Sea.

Player's Guide

Player's Guide (free)

Arenas
Since this was available to purchase in Roll20, we'll have a mapping/combat website there. We will also have a wiki because of the number of characters and non-combat challenges in this AP. I see not many have tried this as a pbp, so I'm hoping we can make it work by being creative and flexible. A lot of the GM threads mention what a blast their group is having with the AP, so be innovative and flexible and have fun!

Prequel
I'm going to start with a quick prequel adventure with very short scenarios. This will help you learn about Taldor, flex your characters, get used to working as a party, and become acquainted with some of the major NPCs in the AP. Combat in the prequel is short, so it'll be easy to do in pbp.

Live sessions?
As we get rolling and into bigger dungeons, I was wondering if you are open to scheduling a dungeon-delving session on Roll20/Discord so we can move through large dungeons in a timely fashion. We can start in pbp and decide as we see how well combat rolls. Since I've purchased the Roll20 packages, it'll be very easy for me to run the combats relatively quickly on Roll20. Keep it in mind and we can decide later. I hate to schedule a weekly session because there's so much RP in this AP, but I can tell you when a big dungeon is coming up and we can decide if we want to schedule an online session when convenient for everyone. Even 2 hours can make a huge difference to the pace of the game.

Builds
Paizo classes, archetypes, and prestige classes allowed. Archives of Nethys will be our general source for what's allowable. No guns or third-party products, please.

Races: Core and planar/planar-descended

Build your character at first level with a 20 point buy, full hit points (of course), max starting gold.

Your character should have two traits. One can be selected (as appropriate for your character) from Paizo products. The other should come from the campaign traits in the pg. If none of those work for your character, we'll come up with something together.

Your backstory should agree with the conditions in the PG, though you do not have to work Martella in. The intro will help things fall together organically.

Skills: Use background skills. This takes some of the skills out of the adventuring group and gives you two extra skill points each level for them.

Hero Points: We'll use them. Start with 1. Hero Point Reference

Planning: This AP is scheduled to move players from L1 to L17.

Advancement: I plan to let you know when to advance your characters, depending on the needs of the AP. I will try to be certain you get enough experience in (combat or skills or RP) to justify the level-up.

Posting: I'd like to generally get one post in from each PC daily during the week. I know weekends and holidays can be tight, but please try to post, especially if we are in combat, so it doesn't drag out too long.

Formatting:
"Character dialogue."
Internal thoughts.
Out of character


My address book shows "50 of 446 addresses" and seven or so pages available, but all the pages past the first are blank. I certainly don't have 446 addresses in my PM directory.


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Life was going along fine. Then, something happened to change that. Then something else. And another thing. Suddenly, you were on the road with nothing but your pack and a little money. Friends, family, fiancees - all have turned their backs on you.

Worse, whatever you tried has failed. New job, new town, new trade - nothing has worked. Did you inadvertently offend some stray, arbitrary god? Did someone lay a curse on you?

You haven’t found a reason for the change yet. Perhaps it is just the vagaries of fate. Or perhaps wandering is no worse than your life before. Whatever the case, the lonely road seems to be your destiny now.


Welcome! Discussion for "Regular Joes" 1E-feeling campaign using basic PF rules.

Character creation:

Stats:
Either: 18, 13, 12, 11, 10, 9

*OR*

One 18 and roll the rest, 4d6 drop the lowest.

Classes:
Build a 1st level commoner (max hp is PF 1st level standard).

Equipment:
Hold off for now. I'll work on it.

No traits. No backstory required. Not Golarion. No standard pantheon - that'll be revealed as we go. Making it all up as I go. If you want to make up some sort of commoner, peasant, low-life backstory, feel free.


Trying to post to this thread. I can enter text and generate a preview, but clicking SUBMIT POST does nothing.

I can post to the discussion thread.

Screen shot after clicking "Submit Post."


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MWAH-HA-HAAA

A gentleman regarded Westchannel and the islands beyond from the vantage of a balcony on the western shore. The sunset behind him shone a brilliant orange on the walls of high vira and palaces of Rego Corna, northernmost of the island sectors of Westcrown, laid out for his view. It illuminated the lesser sectors of Laina and Aerum precisely as beautifully, which the man found amusing. The fresh breeze from the Inner Sea blew the short cape from his shoulders and snapped the pennons adorning the mansion where he resided, pennons proclaiming this house the residence of the highest prelate of the Church of Asmodeus.

The pennons were hardly needed, for the man wore the full splendor of the Cardinal’s robes to which he was entitled. Though not of lofty stature nor impressive build nor exquisite face, the man’s impeccable grooming and posture displayed the impressive red and black garments to their full effect. No passers-by could mistake the gentleman for anything other than what he was: Cardinal Goro Altoviti, late of Egorian, newly named high cleric of Westcrown.

Though most nobles and clergy in Egorian regarded Westcrown as a sort of disgraceful exile, Cardinal Altoviti had requested it, if by requested one understood constant petitioning of his superior for a number of months. She was dismayed to have her most promising protege suffer a transfer to such a mean post, for it reflected badly upon her as well as he, she thought. Nonetheless, she had finally granted his request, persuaded by his smooth reasoning and considerable charm, precisely as he knew she would.

Altoviti had eschewed the clerical chambers in the Qatada Nessudidia, the great temple of Asmodeus in Westcrown, much to the relief of their current occupant. Instead, he had used persuasion and wealth to separate an ancient crone of a near-extinct family from her too-large hereditary mansion - as the last of her line, she had no need of it - and sent her to a more fashionable retirement in Egorian, where she could be entertained by parties and opera nightly in that glittering city. Altoviti now had his own headquarters, secure from the prying eyes of his church’s useless priesthood in this city, where he could quarter his own staff and meet with adherents freely.

He had relocated to this new demesne quite recently, receiving the polite, uncertain bows of the Wiscrani with impassive and precise courtesy. Now he could take a few moments to survey the heathen territory of his new priesthood, with the church at his back and his enemies before him, bathed in orange light. He had scarcely relaxed into sunset musings when a knock came upon the door.

“Enter.” A cloaked, hooded, and gloved figure let itself into the room, gliding over to bow profoundly before the Cardinal.

“Well, what news?” the great man asked.

“They are parochial and suspicious,” the man replied, “And it may take some time to gain trust.”

“That is no surprise; it is just as we thought,” replied the Cardinal, “And you cannot complain of being short of money or support to accomplish your goal. I desire results, not excuses.”

“As His Excellency wishes,” replied his companion, coolly, “As I have no cause to complain about support, neither shall you have cause to complain of my results. Gold opens many doors, and this is a poor city; once a few fall, an avalanche will follow. The old noble house are the worst, yet they must do business with tradesmen and craftsmen, each of whom know a little of their habits. I, though, shall know all their habits together, and you shall know what I do, My Lord.”

“Tread prudently in the city, and I will do the same in the church. When we see the tracks of our quarry, or a stray ear or antler behind a tree, well, then I will summon the huntress.”

The hooded man chuckled. “As you say, Excellency.” At a dismissing wave of Altoviti’s hand, he bowed and withdrew.


MWAH-HA-HAAA

All is dark. Then come the visions, dreams, of Jenivere under sail, canvas snapping in the fresh breeze… a privateer draws close, but the captain and first mate order the crew to the guns, and the pirates are driven off… a storm rolls the ship, passengers staggering to their bunks to strap in while the crew reefs the sails… the magnificent sunrise the morning after the storm… fishing off the side in calm waters while the dinghy ferries passengers from a tiny port… a fresh wind rolls the waters, making balance uneasy and the stomach queasy…

Whisperleaf:
You are at dinner - “mess”, the sailors call it - one of the last you’ll be aboard Jenivere. In a few more days, Eleder will be in sight, along with the end of the voyage. You finish your oddly-seasoned meal and rise to leave the table, but the man sitting next to you scoots back at the same time. The leg of his stool lands atop your foot, a piercing pain…

… that’s real. Stomach heaving, head reeling, your foot is being pinched very painfully. Why are you lying on sand in the pale light of dawn? Or dusk? And what’s making your foot hurt? You raise your head groggily…

Your foot is in the pincers of a giant… thing. Sleek and dripping wet, it has your foot in the grasp of one of its two pincers while an ominously sharp-tipped tail rises above its back. As you stir and sit up, it releases your foot and backs off, obviously startled.

Around you lie people you recognize from on board the ship, other passengers, and even a prisoner. A pile of personal goods lies likewise above the high-tide line, very near your head. You recognize some of your things among the jumble. But none of the crew or officers are here. You’re the only one awake, and you’re all alone with three pincered, stinging things the size of a large dog emerging from the surf, in search of a meal. Your foot is bleeding, and the scent of your blood seems to be attracting the others as the first quickly recovers from its startlement.

You take 1 point of damage from the bite on your foot. You are dressed as you were at the last mess - if that’s armored, you still have your armor on. The pile of gear is nearby and your weapons are there. It’s your turn.

The Beach Map

Round 1:
Whisperleaf
Sea Scorpions

Everyone else is unconscious. Whisperleaf, you are

sickened:
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


MWAH-HA-HAAA

OK, opening discussions for Serpent's Skull campaign. Go!


MWAH-HA-HAAA

Kintargo has always seemed a city apart from the rest of Cheliax. Separated from Cheliax proper by the Menador Mountains, it is physically apart. Filled with ships and travelers from far countries, it is culturally cosmopolitan, very different from the other major Chelaxian cities. And, despite the presence of the Church of Asmodeus, the stubborn independence that characterizes Kintargans keeps the flame of rebellion alive here.

Still, when knights of Iomedae defeated the Hellknights of the Order of the Godclaw and began calling for open revolution against the rule of Asmodeus and House Thrune, the citizens of Kintargo generally thought them naïve and foolish. Over the past few decades, the citizens and rulers of Kintargo have learned a great deal about keeping their heads down and not drawing attention to themselves, simply going quietly about their business and ignoring, as well as they could, inconvenient dictates of Asmodean rule. They feared the call to revolution would result in disaster.

House Thrune acted swiftly to declare martial law in the major cities, including Kintargo; much to the surprise of the citizenry, who had not risen in rebellion at the call of the “Glorious Reclamation”. Thrune sent one of its own, Barzillai Thrune, to be Archduke of Ravounel: a surprising move, since nobles in favor tended to remain in Egorian, leaving those nobles who had made a political misstep to be shipped to the hinterlands in virtual exile. But it was rumored that Barzillai had volunteered to rule the archduchy, and, when Kintargo’s Mayor, Jilia Bainilus, disappeared ten days ago (on a ship bound for Andoran, according to some rumors), he moved in to personally rule Kintargo. To help keep order in case the Glorious Rebellion infected Kintargo, he imported Hellknights from the south and began enlisting loyal Chelaxians in a sort of home guard, called the Chelish Citizens’ Group.

Seven nights ago, outspoken leaders of seditious groups and prohibited faiths disappeared, along with several buildings which were burned to the ground. The Night of Ashes left underground groups leaderless and in disarray. Whatever membership remains of such factions as the Sacred Order of Archivists, the Bellflower Network, the Silver Ravens, and the worshippers of Sarenrae and Milani has gone to ground. Seven proclamations issued by the new ruler have caused tension and unrest in the city, with citizens fearing worse to come. Tension has only increased when minor protests have been dispersed by the new dottari, Hellknights of the Rack.

The first major protest in the week since Thrune took power in Kintargo is rumored to be starting soon. The gathering will be in Aria Park, immediately south of the great Opera House where Barzillai set up his residence. The people plan to gather to protest the occupation of Kintargo’s seat of power by Paracount Barzillai, and the imposition of the seven proclamations. It seems the independent spirit of Kintargo is recovering from the setbacks of the past ten days.

Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning’s light rain, dozens of Kintargans have begun to gather along the facade of the opera house to protest the city’s new lord-mayor, Paracount Barzillai Thrune. The city’s new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous lord-mayor’s sudden flight from the city — an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo’s dissatisfied citizens here on this overcast morn. There’s been no sign yet of Barzillai Thrune himself, and the opera house’s doors remain tightly closed—as they have since the man chose the landmark as his new home—but judging by the growing sound of the protesters, he surely can’t ignore the scene on the streets below much longer.

The protest has been bruited about for a couple of days, though nobody knows exactly when it is supposed to start or what precisely will happen. Some of the locals move with purpose, assembling into tight groups which are starting rough chants to make their positions known; other citizens wander around between the chanting clusters, curious or perhaps trying to make up their minds about what position to adopt.

Street vendors, taking advantage of the unusual opportunity, set up their carts nearby, and the fragrance of hot food wafts through the air as a few children dash between the protestors, chasing one another with screams and laughter. The event could almost be festive, save for the undercurrent of tension and the silent vigilance of the half-dozen or so guards lined up in front of the opera house's tightly closed doors.

Go ahead with intro posts for your characters, including a physical description and any RP you wish to start with the others. Once everyone has posted, the action will continue.


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MWAH-HA-HAAA

This is the discussion for a "Three Musketeer"-style campaign. I'll start building the campaign info tab soon. My players can feel free to post and start discussing character ideas whenever they like. It's going to take me a little bit to build the campaign, but we can get started with the first encounter fairly quickly once characters are built.

This will be an original and, I hope, organic campaign. A few of us were discussing what made another campaign so fun to play and great to read, and decided that we as players had done a lot of world-building, not waiting on the GM to post and then just relax. Our characters played off one another well and we made up a lot of incidental things that the GM rolled with beautifully. Though this will be set in Golarion in a specific timeframe, I hope players will feel free to help build the world, particularly in setting and feel, but also in NPCs, events, vendettas, etc. Because it's original, there's a good chance I can weave them into the story.

So get ready to buckle some swashes! Be bold and daring! Our adventure begins SOON.


Welcome to the discussion thread for the Hell's Rebels Campaign. Please look at the Campaign Info tab for background information and rules about character creation.

To begin character creation, click on "My Account" in the top line menu of the Paizo Forums. You will be prompted for a signin even if you are already signed in (to verify that you are you before account changes are allowed).

The third box in the left column is for Messageboard Aliases. To start a new character, click the "Create New Alias" switch at the bottom of the Messageboard Aliases box. All you need to create the alias is a character name. You can select a picture later, and you can change the name until you have made 10 posts under that name. You do not need a faction.

Once you have created the alias, it will be displayed on your alias tab, visible when you click on your name on the top menu (Hello, Name). When you click it from the alias list, you will be on the information panel for that alias. You can edit the alias with the button on the upper right and store all sorts of information there, from stats to gear to spellbooks - whatever you like. By convention, we put our stats first. Here is a good, brief example of a formatted stat block. Formatting features like italics and [/b]bold[/b] are described at the bottom of each text entry box, under "How to format your text." Click the Show button to display the list of tags allowed in the posting.

Right now, I am preparing the campaign and recruiting a few mentors for those who have not played Pathfinder before (or who have not played much). You can discuss questions/concerns here, or you can PM your mentor for specific advice/information.

Welcome! Feel free to talk about character creation outside this forum, on Vent or other personal chats. A lot of the base classes and races should look familiar to you, though their roles may differ from what you expect based on how the character is tailored. A fighter can be a tank, but so can a cleric, who also heals, etc. We'll stick with core classes and races to make it simple.

Getting Started!

1. Download and read the Hell's Rebels Player's Guide. The link is under Player Resources on the Campaign Info tab.

2. Think of a name and create an alias with that name.

3. Post here and introduce yourself!

Don't worry too much about a lot of the stuff in the Campaign Info tab. We'll take time to get the characters built and the party equipped, and we'll go slow enough that you'll get the hang of things.


I created two new Campaigns here and here. I populated all the campaign threads and the info page, we've been planning in both threads, and now I can't make the initial post in either Gameplay thread.

I get the empty box as usual. When I paste the text there, it allows me to use the Preview button, but nothing shows up besides the populated text box. I can Submit, it takes some time, then nothing displays but the empty text entry box again. No new entries appear on the Messageboard sidebar log, either.

When I created the campaigns, I did have to put a first post in Gameplay, which I subsequently deleted after the rest of the campaign was set up because I didn't have the first real Gameplay post ready.

It's not an emergency because we won't start until 2/1, but I would like to be able to use these two campaigns without having to set up new ones.

Thanks for your help!

ADDENDUM: I disabled Oladon's Campaign Tools extension for Chrome and re-tried it. No joy.

I also tried using the ADD POST tool instead of just typing in the empty text box. No joy.

I did notice at one point that the url ended in "gameplay#2", so I may have dorked it up by deleting the first post. D'oh.


Invitation-only campaign. Reserving this thread for split-party activity.


MWAH-HA-HAAA

Discussion thread for the daily posting Hell's Rebels campaign. Feel free to start discussing party/character builds!

And please do coordinate party composition (roles). There's no need to build characters in a vacuum and then have them not function well together. And for once, I'm not running a GMPC healbot - not with two games to run. I also won't have a big stable of prebuilts to flesh out the party, as Council of Thieves provided. If everybody stays in this track, you've got a classic 4+1 setup, leaving that sweet "fifth-class" slot for somebody who enjoys support or versatility.

I'm looking forward to seeing what you guys come up with. I'm still planning on getting the initial posts up the weekend of the 30th/31st so you can take off running on 2/1.

Though my target is daily posting, it seems like people with those "real lives" things sometimes have trouble posting on weekends. If that's the case here, that's cool; gives me time to catch up with other things or to put up larger, scene-setting posts.


Invitation-only game. Please use the Discussion thread for ooc chatting. This one will be reserved for split-party activity.


MWAH-HA-HAAA

I'm currently gathering players and prepping material.

If you want to keep your Darkness character, check the HRPG first for background material, then decide about your old character. You'll need to change the backstory and traits to fit Hell's Rebels.

I'm considering making this a hybrid campaign and scheduling a Skype/TTop session when we get into combat, so we roll through more quickly. Any thoughts on that idea? I can post a summary of the combat in the gameplay thread after the session.

I'm very happy some of the Darkness crew are interested!


I have pumpkin spice bread in the oven and a pot of coffee brewing. My Scrivener outline is done. It's time to start typing!

Anybody else participating this year? Want a writing buddy? I'm jsbell on NaNoWriMo if you'd like some encouragement and/or competition.


A giant has passed. If you have never read any of his work, stop by the library, pick up one of his works, then just try to shelve it and walk away. His strange, lovely, horrible, beautiful stories will haunt you.


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I run a game with some of my friends and have managed to get my boyfriend interested in playing, but recently realized he may be feeling uncomfortable about gaming alone with so many women. That got me thinking.

Do males play RPG's? Sure, I see a lot of boys... er, males... er, men (What is politically correct? I don't want to be offensive) at Gamestop and the other video game stores, but it seems to be strictly ladies' night at the gaming table and VTT.

So, do males enjoy role play? You know, beyond hitting stuff and blowing it up? I want to make my game fun for everyone, not just for women. How do I get them engaged in the game when we're not killing things?

Is there anything special we should do at the table to make males feel comfortable? Obviously, the talk about 'Aunt Flo' needs to stop when men are present. Do the scantily-clad, sexy pictures of the characters we girls identify with make men feel uncomfortable? Maybe we should cover our gaming books?

And what about male characters? I realized that my male NPC's tend to be stereotypically aggressive, smelly jerks. What should I do to make them more human... you know, more like a woman?

I appreciate any advice. I want the games I run to be welcoming to the other 49% of the population.


MWAH-HA-HAAA

Westcrown is bustling on Fireday afternoon. Merchants close up shop and people leave work a little early to spend an extra hour in taverns and restaurants before hastening home to bar the windows and doors against the shadows. A cold breeze from the north chills despite the generally moderate climate of the Inner Sea.

A boarded-up tavern sits near the pier where one of the island ferries disgorges passengers commuting to their mainland homes from their jobs on the island. None many can afford to live in Parego Regicona, and few would be welcome to. Despite its prime location, the tavern has a rather weathered but neatly painted wooden sign on the front: Under New Management. Closed for Renovations. Former regulars give their old haunt wistful glances as they wonder when the place will be open again, but easily find another spot for a plate of stew, fresh bread, and a glass of wine. Visio's has been closed for quite some time now. Apparently the new owners had plenty of money to buy the place, but not enough for all the changes they wanted to make. Don't know why they need to change things. It was fine the way it was, when the Visio family ran it.

A group of Hellknights clop through the city past the tavern as the bells strike three times, pedestrians scattering from their path. They seem to be in no hurry and look around casually as they trot past, alert for trouble.

Knock on the alley door when ready.


Several of us have had issues lately wherein the dice differ either between our preview and our committed post, or a prior post and the post seen the next day.

I don't have proof but will try to catch it with screen caps. It's possible it is a mass delusion.

This is the first place we noticed and commented upon it, since all the initiatives were eight at first, then they weren't.


This thread is for the introduction and discussion of new character concepts for A World Without End.


MWAH-HA-HAAA

This thread is to discuss the new Council of Thieves campaign and characters. Please check out the main tab for background and character creation information. Become familiar with Westcrown as you are able given time constraints. We'll be learning a lot more about the city, but it's helpful to start out with the basics in the campaign's Player's Companion. Links to info are on the main tab.

Please post to check in when you receive this, and welcome!


I'd prefer indefinite suspension if you can do that, otherwise please cancel. Thank you!


CoT was engrossing enough that my players did not want it to end, ever. I'm running a followon campaign in which Lord Mhartis is Mayor Pro Tem, elections are scheduled in about two months, and Chammady Drovenge survived and aided the party. The PC's managed to convince Admiral Vourne that they had thwarted a threat not only to Westcrown, but a potential plot against the queen. Why? Because the Church of Asmodeus is entirely silent in the AP.

My question is - why? The plausible theory my players came up with is that the church is in league with Mammon's forces, since Mammon is a servant of Asmodeus. Otherwise, why wouldn't they aid the party against the usurper? The PC's figured this was a first step for a total church takeover of Cheliax, with deniability on the part of the Church of Asmodeus if it failed. They convinced Vourne of this as well, and have been summoned to Egorian to Abrogail's court to receive some sort of honors/reward. [You should have seen their faces when they read the imperial summons, heh heh heh.]

I find their logic rather convincing. Has anybody else played it differently? Is there an official explanation I've missed? Any other good theories?


Only five books per post, but I don't see rules against multiple posts. Enjoy!


Has anyone encouraged/prohibited classes in this AP?

I had one gentleman who wanted to play a paladin but thought it might make the AP too easy. He's switching to fighter/ranger, which should be fine.

I have another who wants to play a necromancer, and I'm worried that he won't have any fun. I don't see much in the way of undead he'll be able to command, even in the first book. Besides, creating undead does not endear one to the populace, so I worry about what it will do to trust levels if he's found out.

We're planning on doing without a cleric or paladin entirely. I'll run a GMPC bard to buff and heal.

Those of you who have started already, any thoughts on the above?


We can't come, so please refund my 3-day badge and make it available for somebody else's enjoyment. Paizo credit is fine.

I haz the sads.

Thanks!
Treppa


Our drive ist kaput - Phillips LiteOn drive. I can buy one new online for $50 with a month warranty, but swapping the PCB with the flash memory requires desoldering and soldering the connections to the drive. They'll do it for me for $10, but I have to send the old one in and that'll take some time. The new drive ships overnight weekdays and it wouldn't take long to install.

Has anybody done this successfully? If so, does the replacement last? Ths box isn't even 1-1/2 years old yet and the drive is shot. It's very disappointing and, naturally, out of warranty.


OK, so it's the beginning of What Lies in Dust and I have a player who followed up socially with Chammady Drovenge after the mayor's dinner. She, knowing he's part of the group who's been foiling her plans, seduced him successfully and they now have a hot and heavy secret affair going. This is based on her actions detailed in the final book with the priest of Abadar, so it's in character.

I figure she'll use him and/or the party to do what *she* wants done as long as she can pick the things that will float their boat. So I'm looking for ideas that will advance her ultimate agenda. Here's what I've come up with so far:

1. Sian is still out and about. I think she'd use Sian to assassinate the priest of Abadar's family, then try to point the party that way to kill Sian and tie up that loose end, knowing they could do it.

2. She might send them on ventures to get them out of the city and disrupt the activity of the Hellknights, who are still a force for law and order and troublesome to her plans.

Anybody see other things she could point them toward, preferably which tie in with the ultimate plot targets? Not having run this before, I'm not sure which events in books 4-6 work out well and which could be changed or swapped using the party as an unwitting tool of the Drovenges.


Now I want one!

Mass science, FTW!


After three years, three months, and eighteen days, my group finally finished Shackled City. It would have been a lot shorter but also a lot poorer without all the wonderful, imaginative additions from generous DMs here. You guys rock!

I disagreed with Paizo's "Adimarchus is wholly evil and unredeemable" dictate in the last adventure. That sort of thing does not sit well with my happy ending-loving party. Reinstatement into the ranks of heaven didn't seem right, either. And the whole "Adimarchus is dead and you're all done now!" was pretty abrupt. Here's what we did.

The party remembered even before the final fight that he'd reappear lying in state on Occipitus, so after killing him in Skullrot, they placed the body into bags of holding and rested up prior to a trip to Occipitus to dispose of the bodies in the pillar of fire.

When they arrived in Occipitus (with Nidrama in the party), I used Delvesdeep's dream sequences as a basis for the exposition of Adimarchus' fall, all created from the stuff of Occipitus by his restless, insane spirit. They appeared not in an osseous forest or celestial wreckage, but in a green, sunny field with an angelic Adimarchus beseiged by hordes of demons. They promptly decided to aid the lone figure and wiped the floor with the demon horde. Adimarchus thereby began indifferent to them and they won a VP by making him so. Once Addy saw his lost love Nidrama, the scene shifted, mirroring Adimarchus' memories, to effectively a stage setting of the Nidrama/Adimarchus meeting on Celestia. After a few minutes of talk and role play, he'd frown, shake is head, and say, "Wait, that's not right," and the scene would dissolve to the next one. So, in this case, two "angels" formed right behind him, sprouting from the ground but obviously formed by it, and attempted to arrest him.

They did all the right things to make him friendly, protecting him from arrest while urging him to submit to the will of heaven. Confused but swayed by their high Diplomacy roles, he agreed to let them help him. They teleported to the base of the skull, only to find it looking like the top of Skullrot, where the scene with Athux in the cage and Graz'zt trying to bargain Addy into the trap played out. Again, they interrupted, attacked Graz'zt on his behalf, removed Athux from the cage (and boy were they surprised when he transformed to a mini-Graz'zt) and kept Addy cool through the whole thing. Once both aspects were dead, he came to himself for a brief time and led the way into the skull, asking their advice on what to do next.

They voted that he should make things right with heaven and submit to their justice. They hadn't missed a single VP in the whole thing, so he agreed. They offered to plane shift him to Celestia (though I don't think any of them had the key to the plane so I'm not sure what they were planning?). He said he had a better way and would try to repair the damage he'd caused if they let him. They agreed, and he stepped into the pillar of fire. As he immolated, the flames licking his body changed from red to white, and white flame slowly grew in the red pillar until the entire thing roared white. The skull became filled with blinding white light. Eventually, the light faded, the roaring diminshed, and the pillar dwindled to nothing. They looked around to find themselves on a green hillside in Celestia, the Cathedral of feathers barely visible a long way downhill from them. There was no sign of Adimarchus. A host of angels (and eventually a few deities) gathered and told the party he'd given up his substance to rejoin the fallen parts of Celestia to the realm, his substance returning to the stuff of Celestia in the process. Their gods met with them and they were thanked and rewarded. I'm asking for a synopsis from each of what their character would want to do after their return to Cauldron (and all of them elected to return even when offered a free trip to paradise). We'll meet over dinner next week and wrap up their life stories.

It went amazingly well. I had three outcomes planned based on their VP's from the various scenes:

1. Rekill both his forms and dump them into the fire.
2. Get him to a neutral state where he'd agree to call off any wars on heaven or the material plane but would remain in Occipitus and war with his fellow demons (remain fallen).
3. Rejoin the celestial realms, giving himself in the process (best redemption I could see him having).

Addy even rolled a nat 20 on his petition to heaven to allow scenario 3! I guess it was destiny.

The stuff formed from Occipitus was not real, so did not have the same properties as the original. The baddies could do only what Addy could do himself either fallen or in a good form. I took his angelic form from the AP and transformed it to good powers/spells (with a longsword and shield rather than the claw and whip). Graz'zt and Athux came from Hordes of the Abyss, modified to only be able to do what Addy could do magically. Physically, I left 'em alone, since he could create what he damned well pleased from his own plane.

Many thanks to everyone here who contributes in any way. My players are walking on air, and I owe a whole lot of the campaign's success to your additions, questions, answers, and opinions. I hope the above might give others ideas for their own campaigns. I even thank the Paizo booth guys who hard-sold me into buying the hardcopy at Gencon all those years ago. Thanks again! :-D

Treppa

Full Name

PFS #: 84816

About Selena Snoe Yelizaveta

Name: Selena Snoe

[ooc
Status
HP: 66/66
Spells; -/5/5/5/4/4/2
of;-/5/5/5/4/4/2
A Pool; 5 (5/8)
[/ooc

Prepped Spells (spontaneous)
Cantrips
(Light)(Mending)(Message)(Detect Magic)(Detect Poison)(Ray of Frost)(Stabilize)(Touch of Fatigue)(Daze)
1st
(Command)(Chill Touch)(Mage Armor)(Obscuring Mist)(Reduce person)
2nd
(Ironskin)(Cure Moderate)(Aggressive thundercloud)(Alter Self)(Drain Construct)
3rd
(Dispel Magic)(Disable Construct)(Gloomblind Bolts)(Arcane Sight)
4th
(Black Tentacles)(Wall of Ice)(Beast Shape 2)
5th
(Reincarnate)(Khain's Army)
6th
(Janni's Jaunt)

DESCRIPTIVES:

Race: Female Halfling
Age: 16 yo (Young adult)
Size: Small Size, 2' 9" 28 lbs
Type: Humanoid (halfling)
Level:
Classes: Witch (Winter Witch)2/arcanist (unlettered arcanist)5/ Prestige Winter Witch 4
Favored: Witch
Social:
Faith: Irori
Alignment: LN
Home: Irrisen
Jobs: Apprentice Witch Jadwiga
Languages: Common, Draconic, Sylvan, Skald

CORE STATS:

Str 12 (+1)
Dex 16 (+3)
Con 12 (+1)
Int 16 (+3)
Wis 12 (+1)
Cha 14 (+2)

Senses; Normal Perception +11
Aura None (see detect evil)
Init +3; Speed 30 ft.
BAB +7; CMB +7; CMD 20

Concentration +14 (d20+CL+ab mod)

Fort +9, Ref +10, Will +11
Immune:
Conditional: +2 vs fear & death
AC: 14, ff 11, touch 14; (+? Armor, +? Deflection, +3 Dex, +? Dodge, +? Natural, +? Shield, +? Sacred, +1 Size)
w/ Ironskin: 18, 15, 14.
w/ Ironskin and Mage Armor: 22, 19, 14.

HP: 73 ( HD: 13D6+1d10) (6@1st, 12*4=48 1*5=5 added HD, 14 con*lvl)

DR: None
Resist: Cold 9,

SKILLS:

Total Skill Name (Ranks) Class (Ab Mod) [Bonus] {conditional}
+12 Acrobatics(6)3(3)[]
+? Appraise()()[]
+? Bluff()()[]
+8 Climb(4)3(1)[]
+? Craft:
#+6 Leather(1)3(2)[]
#+7 Cloth(2)3(2)[]
+4 Diplomacy(2)(2)[]
+? Disable Device()()[]
+? Disguise()()[]
+? Escape Artist()()[]
+5 Fly(2)(3)[]
+? Handle Animal()()[]
+7 Heal(1)3(1)[2]
+? Intimidate()()[]
+12 Knowledge: Arcana(6)3(3)[]
#+9 Subskill; Nobility(3)3(3)[]
#+5 Subskill; Engineering(1)3(3)[]
+? Linguistics()()[]
+11 Perception(5)3(1)[2]
+? Perform:
#+? Subskill()()[]
+? Profession:
#+? Subskill()()[]
+? Ride()()[]
+4 Sense Motive(3)(1)[]
+10 Sleight of Hand(4)3(3)[]
+10 Spellcraft(5)3(2)[]
+15 Stealth(5)3(3)[7]
+11 Survival(5)3(1)[2]
+7 Swim(3)3(1)[]
+6 Use Magic Device(1)3(2)[]
+? Wild Empathy()()[]

PASSIVE ABILITIES:


    RACE
  • Fey Thoughts, perception and stealth are class skills
    RACE
  • Keen Senses and Halfling Luck, +1 saves, +2 perception
    RACE
  • Fleet of Foot, 30' speed
    TRAIT
  • Northern Ancestry; +1 fort, Cold resist 2
    TRAIT
  • Unscathed; Any energy resistance improves by 2.
    DBCK
  • Pride, When someone threatens, accuses, or challenges you, you take —2 on Diplomacy & Sense Motive for that creature till it apologizes.
    TRAIT
  • Reincarnated; +2 vs fear & death effects.
    CLS1
  • Endure Elements vs cold; Constant
    CLS1
  • +1 DC for cold spells
    CLS1
  • Transformation Patron
    CLS1
  • Ray of Frost added to spell list
    CLS1
  • Hex: Healing
    CLS2
  • Hex: Cloth Control
    CLS1
  • Exploit: Dimensional Slide
    CLS3
  • Exploit: Quick Study
    CLS5
  • Exploit: Counterspell
    CLS1
  • Winter Witchcraft: Stack with witch for hexes
    CLS2
  • Freeze and Thaw: 5' cube ice/10' cube snow, melt or freeze, uses = 1/2 cls per day
    CLS2
  • Hex: Flight
    LVL1
  • Self-sufficient +2 heal & survival
    LVL3
  • Proficiency Longsword Can wield longswords.
    LVL5
  • Imp Unarmed Strike
    LVL7
  • Craft Wondrous Item
    LVL9
  • Blind fight
    LVL11
  • Silent Spell
    CLS4
  • Hex: Snow Form (reflavored Mud Witch)
    CLS6
  • Hex: Disguise
    CLS6
  • Blizzardsight
    CLS1
  • Grit
    CLS1
  • Deed: Quick Clear
    CLS1
  • Gunsmithing feat as bonus


ACTIVATED ABILITIES:

At Will
Hex1 Healing cure moderate 2d8+cl, use at will but tgt affected 1/day max
Hex2 Cloth control
Hex3 Flight
Hex4 Snow form (reflavored mud witch)
Hex5 Disguise

# Per Day

Per Pool Point (PP)
CLS2 - Arcane Reservoir,
8 - Max cls lvl +3
5 - Renew daily, set to one half cls lvl +3
CLS2 - Un-named, can spend one PP to increase the caster lvl or the DC of a spell by 1.
CLS2 - Consume Spells, expend a spell slot, gain that spell lvl in PP
CLS2 - Dimensional Slide, 1 PP, can teleport 10' per cls lvl (50'), counts as 5' and is used as part of move or withdraw action.
CLS5 - Quick Study, can swap prepped spell, 1 PP, full round action

By Spell Slots
DC +1 for cold spells
Witch
LVL 0 (9 prep slot) - per day DC 12
LVL 1 (5 prep slot) 5 Per Day DC 13
LVL 2 (5 prep slot) 5 Per Day DC 14
LVL 3 (4 prep slot) 5 Per Day DC 15
LVL 4 (3 prep slot) 4 Per Day DC 16
LVL 5 (2 prep slot) 3 Per Day DC 17

SPELLBOOK: Cantrips:

Note: All spherical areas are listed by radius.
(P) after duration means it explicitly can be made permanent.

  • Name: casting time | components | range/area/tgts | duration | save | spell resistance | school Effect.

    Cantrips


    • Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
    • Bleed Cause a stabilized creature to resume dying.
    • Dancing Lights Creates torches or other lights.
    • Daze A single humanoid creature with 4 HD or less loses its next action.
    • Detect Magic Detects all spells and magic items within 60 ft.
    • Detect Poison Detects poison in one creature or small object.
    • Guidance +1 on one attack roll, saving throw, or skill check.
    • Light Object shines like a torch.
    • Mending Makes minor repairs on an object.
    • Message Whisper conversation at distance.
    • Putrefy Food and Drink Makes food and water inedible.
    • Ray of Frost 1d3 rta cold dmg
    • Read Magic Read scrolls and spellbooks.
    • Resistance Subject gains +1 on saving throws.
    • Stabilize Cause a dying creature to stabilize.
    • Touch of Fatigue Touch attack fatigues target.

  • SPELLBOOK: 1, Expert spells:

    1st SL

    • -Abstemiousness: Cast | Comp. | tgt | Dur | save | SR | Schl Desc.

    • -Air Bubble 1min/cl air around head or 2h large object

    • -Chill Touch 1 touch/cl 1d6 neg and 1 str dmg, on undead: fear effect for 1d4+1 rnds

    • -Command 1tgt-1rnd, single word command, limited to: approach, drop, fall, flee, halt

    • -Comprehend Languages 10min/cl understand any language

    • -Cure Light 1d8+cl pos

    • -Forced Quiet 1rnd/cl, muffle sound, sonic DC -2, +2 vs sonic, +4 stealth

    • -Frostbite 1touch/cl, 1d6+cl non-lethal and fatigue, fatigue ends when dmg healed

    • -Icicle dagger 1min/cl in hand, dagger with +1 cold dmg, higher lvls gain power, cl6 +1 frost dagger, cl 11 gains returning

    • -Jump bonus to jump checks

    • -Mage Armor 1hr/cl, +4 armor

    • -Obscuring Mist 1min/cl, 20' spread, obscures sight beyond 5'

    • -Reduce Person 1min/cl, shrink size

    • -Shadow Weapon 1min/cl in hand, if disbelieved 1 dmg only, sr can dispel

    • -Sleep 4hd of creatures

    • -Snowball rta 1d6/cl cold

    • -Unseen Servant 1hr/cl, str 2, spd 15, hp6, always fails saves

    SPELLBOOK: 2, Masterwork spells:

    2nd SL

    • -Aggressive Thundercloud: 1SA | VSM/DF (piece of tree struck by lightning) | 100+10/cl (2.5'r sphere) | 1 rnd/cl | Ref | SR | Evo. (Ele) Spherical stormcloud, moves up to 20' as directed by caster via move action. When it encounters a creatures it stops moving and deals 3d6 dmg, ref negates. Also provides 20% concealment within cloud. Can be moved via wind effects as per a small creature.Illuminates area as a candle.

    • -Alter Self Change appearance

    • -Cure Moderate: 1SA | VS | Touch | Inst. | Will (harmless) | SR (harmless) | Con. (Healing) Lay hand on tgt, 2d8+(1/cl) max cl 10 positive energy.

    • -Drain Construct 1SA | VS | Close | Inst. | Will negates | SR No | Necromancy You weaken a target construct, temporarily sapping its animating force and limiting its normal functionality. If the construct fails its saving throw, for the duration of this spell, it loses any damage reduction and fast healing it had and its base speed is reduced by half. Additionally, the construct takes a –4 penalty to Strength while this spell is in effect. This penalty increases by 2 for every 3 caster levels beyond 3rd (maximum –14). If the construct is normally immune to magic, this spell’s sapping effect is less penetrating and the construct receives a +4 bonus on its saving throw.

    • -Force Sword: 1SA | VS | 0' | 1 min/cl | NA | SR | Evo. (Force) Create a longsword of force. +1 enhancement per 2+(cl/5) cap at cl 13. Per creature with SR, first strike, if fail to beat SR the sword is dispelled, if beat SR no more SR checks vs that creature for duration of spell.

    • -Ironskin: 1sa | VSMDF (pinch of forge soot) | personal | 1min/cl | | Trans. [earth] Skin hardens providing a +4 to any natural armor plus 1 more for every .


    SPELLBOOK: 3, Grand Master spells:

    3rd SL

    • -Arcane Sight: 1sa | VS | Pers. (120') | 1 min/cl (D, P) | NA | NA | Div. See magic auras within sight (no cone, no concentration) akin to Detect Magic. Within LOS can make a spellcraft check like Detect Magic. Can study a creature to determine if it can spells or spell-like abilities. Still can't discern properties of artifacts.

    • -Disable Construct: 1sa | VS | Touch | 1 rnd/cl (D) | Will | NA | Trans. You can make a melee touch attack to send a pulse into the target, interfering with the magic that endows it with life. If the construct fails its saving throw, it becomes helpless, but it receives a new save each round at the end of its turn to shake off the effect. If the construct is normally immune to magic, the pulse is less effective and the construct receives a +4 bonus on its saving throw.

    • -Dispel Magic: 1sa | VS | 100+(10/cl) TGT | Inst. | NA | NA | Abj. End, supress, or Counter magic. Can dispel but not counter SLAs. Target ongoing effects, end the highest cl effect beat by the dispel check. Can also specify a specific spell, but failure to dispel will not effect lower cl effects. Conjured creatures or items can have the conjuring effect end. Item effects are supressed rather than ended, for 1d4 rounds. Automatically succeed against any spell cast by one's self. Artifacts and deities are unaffected. Can make a dispel check to counterspell actual spellcasting.

    • -Gloomblind Bolts: 1sa | VS | 100+70' | Inst. | Ref | SR | Conj. (Creation Shadow) One bolt per (cl-1)/4, cap cl 13, standard multi-target rules. Each bolt deals 4d6. Reflex or blinded. (the description matches negative energy but isn't explicitly named as such)

    • -Guiding Star: 1 min | VSM (spool of thread/string) | Pers. (plane) | 1 day/cl | NA | NA | Div. Attune to location this spell is cast (only one location). As a standard action one can always discern direction and distance to attuned location, which also counts as very familiar for teleport and similar.


    SPELLBOOK: 4, Supernatural spells:

    4th SL

    • -Black Tentacles: 1sa | VSM (squid or octopus tentacle) | 20'radius area up to medium range | 1rnd/cl | no save | no SR | Conj. (creation) Creates a field of rubbery black tentacles which indiscriminately grapples all creatures in the area. Each round the tentacles make a CMB grapple check with +4 (str) +1 (size) +CL to the roll with a +5 vs already grappled creatures, though it can't move nor pin targets. A success deals 1d6+4 to grappled creatures. Grappled creatures can't move without breaking the grapple. CMD is 10+CMB. Entire is difficult terrain while the spell lasts. The tentacles can't be dmgd but can be dispelled as normal.

    • -Beast Shape 2

    • -Medusa's Bane: 1sa | VSM (mirror fragment) | personal | 1rnd/cl | | Abj. Eyes become like silver. Gain immunity to all gaze attacks. Can end the spell to reflect a gaze attack back upon the gazer, bypassing it's normal immunity to it's own gaze.

    • -Wall of Ice: 1sa | VSM (quartz or rock crystal) | Medium rng | plane 10'/cl or hemisphere radius 3'+1/cl | 1 min/cl | Ref negates | SR yes | Evo. [Cold] Create anchored plane or hemisphere of ice. Cannot form in occupied area. Surface must be smooth and unbroken when formed. Adjacent creatures can make a save to disrupt the spell. Takes full dmg from fire (instead of the half for inanimate objects). Suddenly melting creates a cloud of fog lasting for 10 minutes. A plane is 1 inch/cl thick and requires two opposing anchoring surfaces for non-vertical walls, or just one for vertical. If broken through, a sheet of frigidness remains dealing 1d6+cl cold to any passing through. A strength check to breach is DC 15+cl. Hemisphere does not deal damage to those passing through a breach. Both have 3 HP/inch of thickness and no hardness.

    SPELLBOOK: 5, Fantastical spells:

    5th SL

    • -Khain's Army: 1sa | VSMDF (handful of ghoul's teeth) | 5' range | 1rnd/cl | Fort for half | SR no | Necro. [evil] Creates 1d4+1 ghouls led by a ghast all of whom follow the caster's commands. If a ghoul is destroyed (except by the spell ending), it will detonate in a burst dealing 1d6 negative energy to all adjacent. If the ghast is destroyed, it deals double the burst dmg. When the spell ends, any remaining ghouls/ghast fade to dust without bursting.

    • -Reincarnate: 10 minutes | VSMDF (oils worth 1000GP, piece of dead body from time of death) | one dead creature touched | Instant | none | SR yes harmless | Trans. Bring back a dead creature up to one week after death. Willing souls only. New body and thus no afflictions. During one hour a new body is created. Creature takes two permanent negative levels, and 50% of losing any prepared spells (need to be reprepped). A wish or miracle can return creature to original form. Adjust physical traits to remove old physical traits and gain new body's traits (ability score adjustments, vision types, flight, etc, but not non-physical traits like intelligince modifier.) Check table for new body's race.


    SPELLBOOK: 6, Legendary spells:

    Template
    6th SL


    SPELLBOOK: 7, Mythical spells:

    SPELLBOOK: 8, Epic spells:

  • -Name: Cast | Comp. | tgt | Dur | save | SR | Schl Desc.

  • EQUIPMENT:

    Worn/Equipped: 8 lbs
    Outfit: Explorer's Outfit (8 lbs)[free]
    Necklace: Braided 7 strands of Delraga's hair.
    Magic Item Slots:

    • Location: Name Desc

    Non-Slotted Items: - lbs


    • Signet Ring (- lbs)[5]

    Carried: 5.5 lbs


    • Melee: Dagger 1d3 10' +3, 20x2, P 1 lb [1]
    • Melee: Icy MiniGlaive 1d3 10' +3, 20x2, P 1 lb [1]
    • Melee: +1 Longsword 1d6 0', 19x2, S 4 lbs []

    Belt Pouch #1: (0.5 lbs)[1] .5 lbs


    • Ioun Torch (- lbs)[75]
    • Vial, steel (- lbs)[1]
    • Flint & Steel (- lbs)[1]
    • GP {77}

    Type:Masterwork Backpack with waterproof bag as liner (4 lbs)[50] 10.5 lbs


    • Blanket (1 lbs)[.5]
    • Hammock (3 lbs)[.1]
    • Mirror, Small Steel (0.5 lbs)[10]
    • Waterproof Bag (.5 lbs)[.5]
    • Magnet (.5 lbs)[.5]
    • String 100' (1 lbs)[.02]
    • Wrapped and sealed Thief's head
    • Small Grimoire
    • GP {22.6} 2.4 + 432 remaining

      Type:Adventurer's Sash (3 lbs)[20] 12 lbs

    • Rope, Silk 50-ft (5 lbs)[10]
    • Waterskin (4 lbs)[1]

    Complete load = 36.5 lbs [565.6]
    Capacity
    STR (9) —
    light: 30 (x1/3), medium: 60 (x2/3), heavy: 90 (x1), LOG: 180 (x2), Drag: 450[225-1800](x5[x2.5-x10])

    BACKGROUND:

    Appearance
    Selena has a light and acrobatic build, mildly pale skin, and long white hair in a braid. She has good calf high boots, loose leg pants, a shirt with billowy sleeves, a vest with lots of pockets, a broad sash as a belt with pouch, gloves, a cloak with hood, a scarf, and a headband. Everything is colored in various shades of white, light grey, with dark grey or black accents with the exception of two out of place red ribbons. Her eyes are pale blue and silver. A silver fox follows her around closely.

    She carries a well made longsword and a dagger with a copper pommel with a strange mark stamped into it.

    Background
    10 minute Background:
    -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.
    Umm, reincarnated witch,
    she is worried about taking her place as a winter witch because of her reincarnated form,
    young in an older body (she was a child reincarnated into a young adult body),
    far from home (slowly making her way north),
    with her teacher dead she has been studying on her own and creating a unique style of casting magic,
    open mind (she has seen much traveling so young and has a greater appreciation than most for things different from the familiar).

    -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.
    Selena wants to go home and retake her place and to bring her teacher back to life.
    I the player have no specific goal beyond seeing her progress. I don't make specific plans, the character becomes almost real, like a whisper in my mind. I discover the character through play. I don't write stories, I discover them, and watch them unfold in my mind's eye.

    -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!

    Umm, secret one, she is something unique, with the features of a winter creature, however, aside from her teacher and some others involved in handling the stolen book and her parents no one else knows that yet and she intends to keep it that way till she gets back home.
    Secret 2, she doesn't know that when she burned the thief's body (aside from the head she is taking back as proof of his death) as an insult to him, that she now possesses that one thing required to resurrect him, and others want to resurrect him. She also has a dagger with sentimental value, the thief's only connection to the family he lost, if he gets brought back, he'll want it.

    -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.

    - Delraga, dead teacher, has what she needs to bring her to life save the diamond dust and a capable caster.
    - The Hinna family, traveled with them for several weeks till they stopped going north.
    - The thief's companions/employer/followers, Selena has his head and as an insult burned his body. She also took some of his stuff and the book he was hired to procure. Definitely enemies.

    -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.

    - Disciplined with great strength of character yet childish in many ways.
    - Strong sense of fairness.
    - Having faced and overcome her fears, they don't bother her. (I also can't potray fear since I don't know it, nor understand it having never felt it, not even in the face of death.)

    Lineage; Descended from Yelizaveta, 13th queen, the last queen prior to the current one.

    History
    Selena is one of jadwiga, the ruling class of Irrisen. Her family were not immediately related to the current queen, but they did have under their care some important artifacts and materials as Selena's mother studied such things in crafting new spells and sometimes her father would get to study for his crafting of magic items.

    As a child of about 12, a few thieves broke into the castle where Selena lived. They stole a book. Selena had snuck out of bed and was on the roof enjoying the night as she often did. The thieves meant to leave that way and so encountered her. They easily tossed her aside, but then ignored her. Selena took the chance, meaning to push one over the edge, she went over as well. Both died upon the rocks below.

    Delraga witnessed this and quickly reincarnated Selena. Selena's new form was not only older but also unfamiliar, not only to Selena, but to everyone who found out. She was still humanoid, but had the features of a winter wolf, silver and grey fur. Her new form also possessed unfamiliar innate powers.

    Delraga was tasked with tracking down the thief and retrieving what was stolen, a small but important grimoire. As Selena was the only one who had clearly seen the thief's face, she went along as well, purely to identify the thief. Delraga was also to teach Selena what she could during the journey.

    They tracked the thief to Jalmerey, where they confronted him. Delraga and the thief fought in the thief's own house, which was trapped in many places. The thief managed to shove Delraga into a spiked pit with a reverse gravity that shoots the victim up only to fall repeatedly. As he gloated over his victory, he let his guard down, forgetting about Selena, until she shoved him into the trap in turn.

    After a bit of work and creative recovery attempts, Selena managed to pull the bodies from the trap. She took the thief's head as proof of his death, then she took seven hairs from Delraga in the hope someone could bring her back, and finally she took the stolen book and a strangely simple dagger from the thief. She put the thief back in the trap and tossed an oil lamp to light him on fire.

    She has since slowly made her way north, traveling to get back home. Stopping from time to time do odd jobs for a bit money to survive.

    She refuses to sell a small ioun torch her mother gave her at parting with Selena's name engraved on it, and treasures it having seemingly lost everything else.

    familiar:

    Fox CR 1/4

    XP 100

    N Tiny animal

    Init +2; Senses low-light vision, scent; Perception +8

    Defense

    AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

    hp 5 (1d8+1)

    Fort +3, Ref +4, Will +1

    Offense

    Speed 40 ft.

    Melee bite +1 (1d3–1)

    Space 2-1/2 ft.; Reach 0 ft.

    Statistics

    Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6

    Base Atk +0; CMB +0; CMD 9 (13 vs. trip)

    Feats Skill Focus (Perception)

    Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10 (+14 in snow), Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

    Ecology

    Environment any

    Organization solitary, pair, or skulk (3–12)

    Treasure none

    Foxes are small, doglike carnivores with narrow snouts and bushy tails.

    As familiar: +2 reflex saves

    First lvl advancement choices:

    Figuring out via inference, in progress
    class: Witch (Winter witch) 1
    Hex: Healing
    d6 hp
    4 skill points: Nobility, sleight of hand, survival, UMD

    second lvl advancement choices:

    class;arcanist (unlettered arcanist) 1
    1st exploit; dimensional slide
    d6 hp
    4 skill points
    2 to stealth
    2 to diplomacy

    third lvl advancement choices:

    class;arcanist (unlettered arcanist) 2
    feat: Magical Tail (disguise self)
    d6 hp
    4 skill points
    2 to nobility
    1 to diplomacy
    1 to acrobatics

    fourth lvl advancement choices:

    class;witch (winter witch) 2
    d6 hp
    hex; dancing cloth (homebrew, like prehensile hair but cloth)
    4 skill points, Spellcraft, K Arcana, Heal, Perception
    2 spells, comprehend languages, shadow weapon

    fifth lvl advancement choices:

    class;arcanist (unlettered arcanist) 3
    feat: Imp Unarmed Strike
    d6 hp
    exploit; quick study
    4 skill points, Spellcraft, K Arcana, Sleight of hand, Stealth
    2 spells, air bubble, Snowball

    Sixth level and rebuild choices:

    lvl 6: Arcanist 4
    4 skills, Perception, Spellcraft, K Arcana, Craft Leather
    new race is halfling
    change 3rd lvl feat from magical tail to longsword proficiency.
    2 new spells, arcane sight, gloomblind bolts

    purchased,
    3rd: guiding star and dispel magic
    2nd: ironskin, alter self, cure moderate, aggresive thundercloud, force sword
    1st: 3 previously known (to keep things in line with altered spellcasting without forgetting spells)
    (25*3)gp+(150*5)gp+(375*2)=2325 gp cost of spells
    2825 per reincarnation token, 2 purchased, 1 used.

    Also added Jump spell(gained from patron at 2nd witch lvl)

    Seventh lvl choices:

    Class=Arcanist 5
    Exploit=Counterspell
    Spells(2)= Disable Construct, Drain Construct
    Feat=Craft Wondrous Item
    Skills= K Arcana, Spellcraft, Craft Cloth, Perception

    Eighth lvl advancement choices:

    class: Winter Witch (prestige class) 1
    d6 hp
    4 skill points: Acrobatics, Spellcraft, Arcana, Perception

    Ninth lvl advancement choices:

    class;Winter Witch (prestige class) 2
    Feat: Blind-fight
    Hex: Flight
    d6 hp
    4 skill points: Acrobatics, Perception, Sleight of Hand, Craft Cloth
    2 spells: Black Tentacles, Medusa's Bane
    gained patron spell bears endurance

    Tenth lvl advancement choices:

    Class: Winter Witch 3
    Skills: Survival 2, Stealth 2
    Spells: Wall of Ice, Deathless

    Eleventh lvl advancement choices:

    Class: Winter Witch 4
    Feat: silent spell
    Hex: Snow form (reflavored Mud Witch)
    Skills: Survival 2, Acrobatics 2
    Spells: Khain's Army, Reincarnate
    gained patron spell beast shape 1

    bringing ab scores to 20 point buy
    base: 14,14,12,14,11,12 ; cost 5,5,2,5,1,2
    race: -2,+2,__,__,__,+2
    tot : 12,16,12,14,11,14
    4th lvl ab+: int
    8th lvl ab+: wis
    fin : 12,16,12,15,12,14

    Twelve lvl advancement choices:

    Class:Winter Witch 5
    Ability+: Int
    Skills: 2 fly, 3 sense motive
    Spells: teleport, secure shelter

    Thirteenth lvl advancement choices:

    Class:Winter Witch 6
    Feat: Reach Spell
    Hex/exploit: Disguise
    Skills:3 climb, 2 swim
    Spells: Raise Dead, Janni's Jaunt

    Fourteenth lvl advancement choices:

    Class: Gunslinger
    Deed: Quick Clear
    Skills: acrobatics, climb, k engineering, sleight of hand, swim, spellcraft, k arcana

    Template lvl advancement choices:

    Class:
    Feat:
    Ability+:
    Hex/exploit:
    Skills:
    Spells:

    Plan, reach spell next
    Shadow Transformation