Crow

rainbow33's page

Organized Play Member. 12 posts (54 including aliases). No reviews. No lists. No wishlists. 6 aliases.


RSS


aka Voronoy

Player Questionnaire:

1. What time zone are you in? GMT (UK)

2. How long have you been playing TTRPGs? 20+ years

3. What’s your favorite part about playing TTRPGs? 100% the fluff. The longer between dice rolls the happier I am (as in we RP without dice, not that days pass between posts)

4. What do you expect from this game? A mix of story and combat - a game that finishes and ideally has the same players from the outset

5. What do you expect out of your fellow players? Regular posting and notice if they're away for any reason. A willingness to entwine back-stories

6. What do you expect out of me? Keep us moving and to finish the story :)

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? I'm fair game with anything that serves the story


Introducing Voronoy


Dotting for absolute interest. Will have a character ready on Monday


Offering Mellori...

Mellori Orru

Background:

Mellori had worked harder than most to get the opportunity she had been given. Many aspire to be an Eagle Knight. Fewer still can realistically aspire to join the Golden Legion. And only a relative handful each year might hope and dream to become a Steel Falcon (or Gray Corsair).

Mellori’s ambitions were even loftier – and she’d passed her basic training with such aplomb that she’d been approached to become a Twilight Talon. Not that anyone knew that, and it was not something she was at liberty to share. Extensive training had led her to possess a special set of skills and she was assigned to put them to the test investigating the Lumber Consortium.

Hence, she arrived in Falcon’s Hollow, eager to integrate into the village and amass as much intelligence as possible.

Appearance:

Mellori is above average height with a wiry as opposed to muscular frame. She has red hair and irises so deep a shade of blue they are almost indigo. She usually wears her hair tied back and dresses in dark clothing, typically leather jacket and trousers.

Crunch:

Mellori Orru
Female human rogue 1
CG Medium humanoid (human)
Init 8; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d8+1)
Fort 0, Ref 6, Will 1
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 10, Int 14, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 13
Feats Alertness, Improved Initiative
Skills Acrobatics +8, Diplomacy +6, Disable Device +7, Intimidate +6, Linguistics +6, Perception +7, Ride +5, Sense Motive +7, Sleight of Hand +8, Stealth +8, Use Magic Device +6
Languages Common, Dwarven, Elven, Gnome
Other Gear 180 gp
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Offering Kapra Havran...
 

Appearance:

Kapra is above average height with a wiry as opposed to muscular frame. She has dark hair and irises so deep a shade of blue they are almost indigo. She usually wears her hair tied back and dresses in dark clothing, typically leather jacket and trousers.

Summary:

Kapra is an Andoran archaeologist, treasure hunter and sometimes tomb raider. Born to a well-to-do family, Kapra is generally disinterested in upper class society, finding it stifling and boring. She takes far more interest in delving into the secrets of the past and finding what is believed to not even exist.
 
Kapra's expeditions have led her to search for some of the most powerful and dangerous places in the Shining Kingdom as well as uncovering some of the most mysterious places too.
 
Kapra's exploits have garnered a reputation, though occasionally that reputation is less than flattering.

Background:

When Kapra was very young she travelled with her parents on many of their archaeological expeditions which helped to shape the woman she was becoming.
 
It was on one of these expeditions that her mother vanished and was presumed dead and when her father presumably took his own life a few years later, she inherited a small fortune, giving her the means to attend the finest of schools – and satisfy her desire to learn as much as she could about ancient relics and technologies, looking to find out which legends were based on fact.
 
Following her formal education, Kapra travelled the Shining Kingdom, seeking out the places she’d hitherto only read about. On one such adventure, she was stranded in Darkmoon Vale. A truly dangerous wilderness, she became separated from her group in the Candlestone Caverns, an extensive cave system home to kobolds, duergar, undead, and more. Her ultimate survival enabled her to develop from an untested young woman to a survivor.

Unknown to Kapra:

Her parents were not wealthy socialites – as she had been led to believe. Rather, they were both agents of Twilight Talon, and their marriage a front to keep their identities a secret. Kapra was an unexpected by-product of their cover.
Her mother was murdered by the Lumber Consortium and her father feigned his own death to keep Kapra safe.

Joining the Clan Tolorr museum masters:

Kapra’s expertise at investigating archaeological sites and her extensive knowledge of the area led to her meeting Ria, an oread gnome curator – and accepting the opportunity to study with their museum masters and learn so much more about the Clan’s 10,000 years of history.

Crunch:
 

Kapra Havran
Female human rogue 1
CG Medium humanoid (human)
Init 6; Senses Perception +6
--------------------
Defense
--------------------
AC 17, flat-footed 12 (+2 armor, +4 Dex)
hp 16
Fort +3, Ref +9, Will +6
--------------------
Offense
--------------------
Speed 25 ft.
Ranged light crossbow +4 (1d8 P/19+)
Melee dagger +4 (1d4-1 P or S/19+)
Melee scimitar -1 (1d6-1 S/18+)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 14, Wis 12, Cha 14
Base Atk +0; CMB -1
background - conservator
[b]Feats
nimble dodge, quick repair
Traits
Skills Acrobatics +7, Arcana +5, Crafting +5, Deception +5, Diplomacy +5, Intimidation +5, Medicine +1, Nature +4, Occultism +5, Peformance +2, REligion +4, Society +5, Stealth +7, Survival +4, Thievery +7, Accounting Lore +5
Languages Common, Dwarven, Elven, Undercommon, +1
Other Gear tbc
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Rogue’s racket - thief
Surprise attack
Natural ambition
Multilingual


Ferious Thune wrote:
It’s important to point out that new scenarios are only being released for PF2. There are a lot (a lot!) of PF1 scenarios out there, many of which are great, but PF2 is the system for the current season.

Again, many thanks for the further clarification - the scenario will make it easier to make the distinction. Think I'll create a character for each and then I can be ready when an opening arrives.


NielsenE wrote:

Both versions are played. This is probably obvious, but just in case, if its labeled PFS2 then its for PF2 and vice versa for PFS1. I just peeked in on the Recruitment forum here though and only about 1/2 the threads were obviously labelled by their title, so you might need to read the opening post or ask the GM if its unclear.

For games played elsewhere (such as VTT games through the OPO lodges), or in person local lodges, both types that tend to use Warhorn it is much more obvious which version a given game is using.

Many thanks for this. It surmised as much, but the lack of differentiation on the Recruitment forms made me wonder.


The great news is that there is so much information in the forums about the Pathfinder Society.

The not so great news is that there is SO MUCH information in the forums about the Pathfinder Society.

My question is basic, but I have struggled to find a definitive answer:

Which version of PF is used in Pathfinder Society? If both, is there a difference in the Recruitment boards for each version?

Many thanks for the patience of the person that responds.


rainzax wrote:

@rainbow33,

New to the community or not, a good place to chase games is HERE. If you "dot and delete" the Gameplay thread to put it on your dashboard, you can scope prospective games via the Recruitment tab, and ask anybody anything in the Discussion tab.

Cheers!

Appreciate the tip - thanks :)


Dotting due to absolute interest. Seasoned RPGer but new to Pathfinder (both 1e and 2e). See this as a great way to learn the crunch.

I'll be picking something quite vanilla therefore - human/half-elf and a rogue or fighter.

I'll have a character prepped ahead of the deadline for sure.

EDIT...just spotted that recruitment is closed. Looks like I'll craft a new character now and wait for the next opportunity :(


Adam Warnock:

Many thanks for the heads up - I'm still coming to terms with character creation and I'll drop elven and add those two languages instead.


A little late to throw my hat into the ring for the party, but hopefully worthy of consideration:

Description:
 

More often than not, it is difficult to describe Koraka – as she is covered from head to toe in winter clothing and furs. And the furs are typically local to the north, so their pale colours provide camouflage against the snow and ice.
When indoors or the rare occasion she’s in warmer climes, she dresses in hide trousers and shirt and her hair is long, blonde and tied in a ponytail. Her high cheekbones reveal her Jadwiga heritage and her lithe and muscular frame point to her Ulfen roots. Her eyes are a very dark shade of blue – almost indigo and her skin is pale, like so many from the north.

Background:
 

Passion brings its own rewards but sometimes there is a price to pay. A chance encounter between a Jadwiga woman and a handsome Ulfen skaldic wayfarer produced a child that provided an equal measure of both before it was even born. You see, when the woman in question is a White Witch and can trace their lineage to the Witch Queen Baba Yaga, the prospect of an offspring that is not pure Jadwiga is not tolerated.
Despite her evil heart, Koraka’s mother cared too much for her unborn child to terminate the pregnancy. Instead she hid away until the baby was born – refusing to even look at her child – or know the sex, less she fell in love with it.
It transpired the baby was a girl and she was spirited away to Algidheart and raised, like other Ulfen people, subject to the cruel whims of the Jadwiga nobility. They say the handmaiden that took the baby from the witch was killed a matter of hours after she handed it over in case she ever talked. And the guard that killed the maid was in turn murdered by an ice giant as he returned to Glacier Lake.
The little girl was named Koraka by her adoptive parents – a caring couple with little money but plenty of love. She never knew her real mother or father’s name, though by the age of ten, she had managed to deduce from overheard conversations how and why she had ended up in the city. Did she hate or love her true parents? Sometimes these emotions crossed her mind but as she got older, all she felt was curiosity. Did they even know she existed? Would they come looking for her one day? Would her mother one day become queen?
Unlike typical Ulfen, she lived her life with just the one name – Koraka. Traditionally a boy’s name, she deduced that her parents called her that to ensure she wasn’t found by anyone who came snooping. Anyone looking for a young girl would not look twice at a young boy. And she was dressed and raised more like a boy than a girl – learning to hunt and use a bow from a very young age.
With no official mother or father she could not take the traditional byname (typically derived from one or other of her parent’s names). Nor did she take a second name based upon any of her features. Nor did she feel comfortable considering a Jadwiga name – despite being officially a member of the Elvanna. And as she grew older, she learned to love her unusual name – it was different, just like her.
Her childhood years meant she would never assume the role of a White Witch – and she never missed what she didn’t know – but it spurred her to hunt down and destroy what she couldn’t become. Deep down she hoped she would have shunned the life of a White Witch – she could never be evil. But at low moments, she wondered if she would have had the same outlook if she’d been raised in the palace? Could she have become what she so despises? There but for the grace of the gods go I,” she would regularly muse.
In her homeland, those who can survive nature's icy ferocity are held in high regard. For Koraka it was always a surprise that it should be so, as it came so naturally to her. Survival in these harsh climes wasn’t easy, but with precautions it was relatively straightforward. Extreme cold can be a killer but equipping yourself with a cold weather outfit and furs helps stave off all but the worst the winter can throw at you.
Moving on ice was similarly easy if you understood you couldn’t perform acrobatics. Cleats were a real boon and wearing simple Boots of the Winterlands was over half of the battle.
Koraka grew up knowing that her people were slaves, at the very bottom of the social hierarchy, existing only to serve the Jadwiga and the Jadwiga's monstrous allies. So when she was old enough to fend for herself, Koraka left the family home. It was a wrench to leave her adoptive parents behind – they had invested all of their love in her and she had loved them in return. But she could not remain in a life of servitude and feared that her sense of injustice would one day spill over and that could only risk the lives of the people closest to her. So, using the skills she’d largely taught herself she headed off into the wilderness – deep into the province of Bleakmarch – framed by the Iceflow and Rimeflow rivers to the west and south, Glacier Lake to the east, and the Winterwall Glacier to the north.
Once Koraka spied the Glacier Lake, a huge expanse of ice – well over 100 miles wide. On the cliffs of the lake's north-eastern shore, was Queen Elvanna's Royal Palace – situated atop a 200 - foot-tall ice spire rising up from the lake it self. She wondered if her mother was in that palace – and if she ever thought of her.
She moved from settlement to settlement, spending little time anywhere populated – in case the local White Witch became aware of her and set some terrible creature on her. Instead she picked up essential rations and spent her time tracking and killing the snow goblins and winter wolves that plagued the locals.

Koraka’s story:
 

More recently Koraka travelled the northern reaches of Avistan from the Lands of the Linnorm Kings in the west, through her homeland of Irrisen – the land of Eternal Winter, to the Realm of the Mammoth Lords in the east.
Recent frigid temperatures coupled with howling winds and deep snowfalls that had even buried a village she passed had taken its toll on Koraka’s health. Permanent winter can be unforgiving to the health of those who must live in it, and Koraka knew she’d contracted Chillbane Fever. Fortunately not the far more potent earlier strain that swept across Bleakmarch during the reign of Queen Velikas, the infectious disease was characterised by the sufferer's constant shaking.
And so it came to pass that she happened upon a clearing in the middle of a neat circle of barren and blackened trees. And in the centre of the clearing were a man and a woman. A witch-hunter and a White Witch. Koraka didn’t know why she knew who was facing off in front of her – she just knew.
The witch was taunting the man facing her and he was wielding a strange sword – and wondered how he was carrying it so lightly. She didn’t even consider the possibility that she could be seen, she was mesmerised by the dance that was unfolding in front of her. It was, sadly, a short dance. The witch cast a spell the man failed to avoid and the sword tumbled from his hands. Koraka cried out and ran forward and was immediately hit by a spell herself. The witch fled – leaving her for dead. Yet Koraka wasn’t dying. She didn’t know why, but the evil witchcraft that touched her failed to kill her. Perhaps it was her White Witch blood? Maybe she was blessed by a goodly spirit or just doggedly determined not to die. But it was clear she had some resilience against the power of the dark arts.
The man did not fare so well. She never knew his name – his dying words were too precious to share this information. He begged her to kill the witch and use his sword to avenge his death. He also pressed a nail into her hand. It was thick, 6-inch-long and forged from cold iron. ”Keep it close and it may help you.”
And with those final words he died.
Koraka tracked the witch for months and practiced with the sword as she travelled further and further south. It was impossible to use at first and at odds with the grace with which she carried her bow – but she grew to like the power it offered as it tended to end a fight a lot quicker than the many small cuts her daggers usually inflicted.
So she followed the witch all the way to Southern Taldor and finally defeated her in a hideout in the Border Wood – using that sword to deliver the final blow and claiming retribution for the death of the unnamed witch hunter. Koraka would have liked to have found out what she was doing there but the witch died before she could interrogate her.
And that is how Koraka ended up in a small village named Heldren and found her way to its single inn, called the Silver Stoat, for some hot food and a welcome draft of ale.

Personality:
 

There are two words that sum up Koraka more than any others. Caring and dogged. She’s always had a way with animals and has regularly put her life on the line for strangers she knows nothing. And her pursuit of the Winter Witch was a case in point where her determination to see things through was most evident.

Crunch:
 

Koraka
Female human rogue 1
CG Medium humanoid (human)
Init 6; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort 0, Ref 6, Will 1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +4 (1d8 P/19+)
Melee dagger +4 (1d4-1 P or S/19+)
Melee scimitar -1 (1d6-1 S/18+)
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 10, Int 12, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 13
Feats Martial Weapon Proficiency (scimitar), Weapon Finesse
Traits reactionary, vigilante witch hunter
Skills Acrobatics +8, Diplomacy +5, Disable Device +7, Escape Artist +8, Fly +5, Perception +5, Ride +5, Sense Motive +6, Sleight of Hand +8, Stealth +8
Languages Common, Elven
Other Gear leather armor, light crossbow, 176 gp
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

About me:

RPGer with plenty of experience but none with PF (either version) so will be heavy on the fluff and lighter on the crunch as I feel my way (hence a desire to start PbP).
And I've chosen a different sort of party member - and the background is for fluff, unless it offers any interesting plot hooks.

Thanks for considering my character