Sigma and Co.'s Reign of Winter

Game Master Justin Harrell 615

Six best friends go on a dimension hopping adventure to save the witch-queen from certain doom.

lodge


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Good afternoon everyone. I've been DMing at the table top level for a good five, six years now and I'm always looking to run more games. I just love it and my home game feels we have too many campaigns running to start a new one (too be fair, five is a bit much). So I've come here to fill my need of running a new game and Reign of Winter has always called out to me to run. It will be my first time running a pbp so it may be a little rough in the beginning while I find my proper footing.

Character requirements are as followed.
Race Restrictions: None. Well... not really any. Let's just say the more fantastic your race the more work you'll have to put into his background on being there.
Class restrictions: Also none. ACG beta classes are a go too but I expect them to be updated once the book comes out. End of September gives you plenty of time to get the book.
Point buy: 20 points. 7 and 18 are the min and max for a stat before race mods. Nothing crazy.
Traits: 2 traits. 1 must be campaign. If you don't have a copy of the player's guide you can get it here for free. You can have at most 1 drawback to gain an extra trait if you so wish.
Starting Gold: Average starting gold for your class.
All paizo material is legal, no third party stuff.

Posting requirements are 1/day, 1/weekend. The more often the better. I myself will be checking often. Heads up about unavailability is always appreciated. I don't think i really forgot anything but if you have any questions, feel free to ask and I'll answer as soon as i think of one.

edit: Oh! I'll be recruiting either 4 or 6 people. I don't care much for 5 character parties.
edit 2: herp. Also forgot that i want a little synopsis of your character. Like a paragraph or two or more if you want. Just something to tell me about your character and what he's doing in the starter town of Heldren.
edit 3: Applications close probably Sunday, 8 EDT. I'll let you all know if I extend it ahead of time.


I would be interested in joining, going to look at the players guide and build it up. i can post many times a day, but will only post when appropriate and not try to overshadow others with my posts

Dark Archive

Dot.

It's been awhile since I looked at the player's guide for this, so I'll take a look at it before I put something together.

-e-

After a quick look, I'm thinking maybe a Dwarf Sword Saint Samurai (though I'll be changing most of the fluff to more of a dwarven order of knights, but I'll expound on that later!). Would grab the Warded against Witchery campaign trait. I've got a bit of an idea about that, too. :)


This is who I'll be submitting, crunch will be up tonight maybe even the synopsis.


Submitted for candidacy, BENNEVY INNSWELL, an archaeologist bard searching for dark, forbidden knowledege.

Liberty's Edge

Submitting Arthrax Bellringer. Everything should be on his profile, GM Sigma. Can definitely meet posting requirements.


I'd like to submit Zarsh. Zarsh's father was the shaman of an orc tribe. Zarsh spent his childhood training to take his father's place, but he did not have magical talents. His father was so disgusted that he had the chief sell Zarsh into slavery. Eventually, Zarsh wound up as a gladiator in Cheliax, but he was eventually able to escape. He is currently on the run from henchmen of his former owner who are attempting to bring him back to Cheliax. He has a vendetta against arcane spellcasters because of how his father abused him.

Zarsh:

Male half-orc barbarian [invulnerable rager] 1
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3);
Fort +5; Ref +3; Will +1; +1 trait vs. spells/SLAs/Su abilities of evil arcane spellcasters, +4 Fort vs. nonlethal from cold/hot, +4 Fort vs. suffocation
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee dire flail +5 (d8+6) or dire flail +3/+3 (d8+4/d8+2) , or kukri +5 (d4+4/18-20)
Ranged shortbow +2 (d6/x3)
Special Attacks rage (6 rounds/day)
STATISTICS
Str 18, Dex 14, Con 15, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats EnduranceB, Two Weapon Fighting
Traits Armor Expert, Warded Against Witchery
Skills Craft (weapons) +4, Linguistics +1, Perception +4, Spellcraft +4 (+5 to ID spells cast by evil arcane spellcasters);
Languages Common, Orc, Skald
SQ chain fighter, orc blood, sacred tattoo, shaman’s apprentice.
Combat Gear arrows (20); Other Gear hide armor, dire flail, kukri, shortbow, barbarian’s kit, 1gp
SPECIAL ABILITIES
Chain Fighter
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman’s Apprentice
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.


Hello!

I would like to submit this char, which I made for another winter campaign that died just after our first quest.

I'll have to adjust the stats and level, but every other information is there.


this is pavaan here is my char, a witch. her info is in the profile.
here is the bio for now.

bio:

Cyithar loves to travel see new places, she makes a memory of each new place she finds with a doll that best represents the memory's she made at that place. From time to time she sends the dolls home in what ever way she can so as to not risk them in her further travels.

she is a young soul at heart viewing everything with wounder, she is a bit naive at times but believes that it will all work out in the end, and she will get some new dolls out of the experience.

A low power caster she does not like to fight if at all possible, but is willing to aid her current ally's in what ever way she can.

her current travels bring her to heldren


I'm liking what I'm seeing so far. A couple more things I wanna say before I sign off for the night.

1. Don't fret over your encumbrance too much. Just don't be crazy and I won't call you out over it. (the only time I'll really care is if you take str damage)
2. Don't worry about keeping track of your mundane ammunition. Even gunslingers. I hate having to keep track of my ammo and I don't wanna force you guys to do it either. Special ammo though you need to keep track of.
3. Just so you guys know my own posting frequency, I post a lot a day. This is mainly cause my job is really laid back about me being online. That will change though in about two weeks when I start a new job. Should I falter in posting frequently to keep the game going, feel free to harass my inbox.


Dotting.


Grok
male half-orc
True Primitive Barbarian (northern ancestry)

background:

Spoiler:

Grok was born in the Realm of the Mammoth Lords, where he spent the first dozen years of his outcast life as an orphan in the harsh climate. Usually this meant being half frozen and near starvation, trying to scavenge and forage from the wilds and fringes of primitive tribes, but accepted by neither humans or orcs.

Grok has no clear memory of exactly how he survived his youngest years. There is no evidence of a father or mother ever being in his life. Charity and luck were infrequent, but the rare occasions of both prevented Grok from becoming a casualty of the environment. Someone obviously did rear Grok as an infant and toddler, but that history is unknown to him.

What Grok does remember is being alone from a very young age. Cold, hungry, and alone.

Grok's fortune shifted when he was discovered by a well to do Taldan adventurer, who took him in as a curiosity. Grok was brought south to be dressed up in hides and displayed during fancy dinner parties as a legitimate primitive of the north. He adopted rudimentary common language, and accepted his new life, even if he did feel out of place. Six years later the novelty of the primitive grown too familiar (perhaps Grok had become too cultured), and he was cut loose.

Now on his own, Grok has few talents to rely on in the civilized world. Removed from his element, Grok is strong and healthy, but without a trade. Grok has begun seeking work with adventuring groups and mercenaries to avoid the life of meager scavenging that was once his reality. Having no real idea where to go Grok has wandered randomly from Zimar all the way to Heldren, still looking for work.

description:

Spoiler:

Grok favors his human side in facial features, though brutish with rough dark olive skin. The barbarian is just over 6'0 tall, with thick muscular features. His experience with high society in Taldor has left him slightly more personable than the average half-orc conversationally. What Grok lacks in vocabulary and diction he makes up for in tone and personality. Though illiterate Grok has assimilated to most civilized customs. When angered, however, his rage brings out all the primal instincts and personality of a desperate survivor. Grok has also come to appreciate hot baths and soap.

stats:

Spoiler:

Grok
Half-Orc Barbarian (True Primitive) 1 (Pathfinder RPG Ultimate Combat 0)
N Medium humanoid (human, orc)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +0
Defensive Abilities orc ferocity; Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee greatclub +5 (1d10+6) and
unarmed strike +5 (1d3+4 nonlethal)
Ranged sling +3 (1d4+4)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Power Attack
Traits northern ancestry, reactionary
Skills Appraise -1, Climb +5, Perception +4 (+6 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Survival +4; Racial Modifiers +2 Appraise, scavenger
Languages Common, Orc
SQ favored terrain (cold +2), illiteracy, orc blood, weapon familiarity
Other Gear hide armor, greatclub, sling, sling bullets (20), 84 gp, 9 sp
--------------------
TRACKED RESOURCES
--------------------
Orc Ferocity (1/day) - 0/1
Rage (6 rounds/day) (Ex) - 0/6
Sling bullets - 0/20
--------------------
Special Abilities
--------------------
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Terrain (Cold +2) (Ex) +2 to rolls vs Favored Terrain (Cold).
Illiteracy May never learn to read or write any language.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.

Dark Archive

Actually on second thought, thinking about making some kind of Cleric of Nethys. Versatile channeling and all that good stuff.


Crunch and fluff

Feinmeir Azast:
Male Dwarf Slayer 1
NG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision 60 ft; Perception +6
----------------
Defenses
----------------
AC 17, touch 13, flat-footed 14 (Armor +4, Dex +2, Dodge +1)
hp 12 (1d10+2)
Fort +5, Ref +4, Will +2; +2 vs Poisons, Spells, and Spell-Like Abilities
Resistances Cold: 2
Defensive Abilities +4 Dodge Bonus vs Giant Subtype
----------------
Offense
----------------
Speed 20 ft.
Melee Battleaxe +4 (1d8+3/ x3)
Throwing Axe +4 (1d6+3)
Ranged Throwing Axe +3 (1d6+3)
Sling +3 (1d4+3)
Special Attacks Favored Target +1
----------------
Statistics
----------------
Str 17, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16 (+4 vs Bull Rush and Trip)
Feats Dodge
Talents
Traits Axe to Grind & Northern Ancestry
Skills Heal +6, Knowledge: Dungeoneering +4, Perception +6, Sense Motive +6, Stealth +3, Survival +6; Racial Modifiers Appraise +2 (Greed), Perception +2 (Stonecunning),
Languages Common, Dwarven
SQ Hatred (+1 Atk vs Goblins and Orcs), Greed, Stonecunning, Stability
Combat Gear Alchemist's Fire (2), Acid (2)
Other Gear Hide Armor, Battleaxe, Throwing Axe(3), Sling (20), Backpack, Bedroll, Winter Blanket, Crowbar, Flint & Steel, Grappling Hook, Small Steel Mirror, Trail Rations (7), Silk Rope, Soap, Waterskin, Whetstone, 34 gp, 1 sp, 8 cp

Feinmeir on the move:

I'm lost, as sad as it is to say I'm very lost. Ever since that weird red goblin and told me Del was dead I've known where I was going, I was going to go hunt down that dragon and kill it and every last kobold in its employment. But here I am somewhere in the middle of nowhere, and all I can do is keep walking east and hope I run into something. Pharasma help that bastard of a wizard who sold me the teleportation scroll I used to get here. “It'll get you to the Hungry Mountains.” Lying piece of crap I haven't spotted a single mountain since I've gotten here, it's all flat greenery and- by Torag is that town?! Thank you Torag for guiding me I just hope I didn't teleport in the opposite direction, like to southern Taldor.


Would you be ok with an awakened animal? Scath was created for a homebrew campaign where the GM vanished on us, then someone else took over, then she had too much work commitment to continue. I really liked the character. He'd be following the Creatures as PCs rules from the bestiary. He's not overpowered by a long shot. :) I could remake him at 20 pts (I believe he was made at 15 but I'd have to go back and check the original recruitment thread). I might need to tweak his back story a bit. He was the animal companion to a very aged elf druidess, who awakened him as she got older and couldn't get along on her own. In game, she would have died recently, and he would have carried out her last wishes to have her remains and some personal belongings dragged to her relatives (she was a hermit). Leaving Scath to explore the world and make his own way as best he can, caught between animal and human worlds.


Hey Scath!

Submitting Elxurian, which was selected for a previous RoW campaign that died. Her profile is made according to the requirements.

She's in Heldren simply seeking evil to destroy, while traveling north to later get back to Falcon's Hollow, if fate permits.


Heya. :)


Would like to submit a peri-blooded aasimar wizard with the fire elemental specialization. Crunch and background to follow upon the morrow.


Oooh! I'm so on this. I poat daily and can do so often. Now: who to play ...


Okay, here's Doctor Gii, Cleric of Nethys.

He's a calm, composed sort, who values little more than the study of magic. He's really curious about the Winter Witches, and that's why he chose to come to Haldren in the first place. He's staying in town as a Missionary of Nethys, as well as acting as a healer and scholar.

Crunch stuff:
Mechanics-wise, Gii is going to be my first foray into the ever-maligned full caster archetype, with a bunch of channeling to back it up, and a healthy amount of skills as well. I'm going to try and play him mostly as support, but being able to wade into melee and clock somebody with his quarterstaff if need be.

The Exchange

Submitting a character here. To be clear, she is only taking her first level in witch. She's actually going to primarily be a magus and secondary melee fighter. I may submit a full caster later as well. Haven't given her items yet because I'd really like to wait until after recruitment before I start hunting down useful mundane items.

Maja Molotov(Got carried away with background):

Maja remembers little of her life before the apprenticeship. She remembers a small village. She remembers long rides to Whitethrone on her father’s tiny caravan. But beyond that hardly anything. She does not remember names, and she barely remembers faces. She does, however, remember her mother’s stories about their “relatives”. Those in particular stand out to her. Her relatives, her mother would tell her, were monsters. They were women who could glide across the snow as easily as a bird could fly in the air. They were women whose flesh was so cold it could burn flesh. They were women whose glares were so deadly, they could freeze a man’s heart before he next blinked. If Maja were not a good girl, her mother would warn her, she would call her relatives and have Maja spirited away to become monsters like them. Having been told these things, one could only understand Maja’s fright when one night someone came rap rap rapping at her door. One could only picture her face as it turned out to be one of her relatives and they demanded a child to eat. One could only imagine her horror when as was taken out of her home and spirited away on the back of a Cold Sister while her parents ran after her futilely.

Instead of eating her, the sister instead made her an apprentice. If she failed her Sister, Maja was told, she would be eaten. To ensure her new apprentice’s cooperation, the Sister enchanted Maja. She bound a spirit, she called it a forbidden beast, to the poor girl’s hair to act as her jailer and protector. When Maja was threatened, it would lash out, attacking anything that strayed too close. When Maja would try to escape, it would become stiff and heavy, pinning her until her Sister could catch up to her. Despite this, and unbeknownst to her Sister, Maja began learning how to control the beast. It was hard at first, but little by little, she willed her power over the beast within. She was hardly pressed for time — the crone of a sister barely taught her anything. What few arcane arts she did master she mastered on her own in spite of the witch’s best efforts to keep her ignorant and subservient.

When she was old enough, and sure that the beast was fully under her control, she escaped. It was not easy. Irrisen was an unforgiving land for traitors and travelers alike, and Maja unfortunately was both. It was not long before she began hearing whispers in the markets and taverns of the cities she took refuge in of a rogue Jadwiga apprentice. There was a Cold Sister who wanted more than anything to find and eat the poor long-haired girl. Fearing for her life, she smuggled herself out of Irrisen on a Taldan caravan and followed it nearly to the end of the continent.

She arrived in Heldren near death and emaciated. It was a miracle that she had been able to leave Irrisen, and an act of god that she made it as far as Taldor. The people of the town were as accepting of her as they could be to such a haggard looking girl with ankle length hair, and treated her as if she had been born there all along. Within a few weeks she began living with the family of Menander and Kale Garimos, a local beer crafting family and tavern owners. Going from an apprentice of witchcraft to an apprentice of beer craft was a surprisingly easy transition for Maja, and her hosts treated her as if she were one of the family without hesitation. But on cold nights, especially during this wintery summer, Maja cannot help but feel she has unfinished business in Irrisen; she cannot help but feel like her Sister and her past will eventually come back for her; and she cannot help but feel that if it is her destiny to go back to Irrisen, she will do it on her own terms, and she will fight if she has to.

Crunch:

Maja Molotov
Human (Jadwiga) Witch (White Haired Witch) 1 (Pathfinder Player Companion: Dragon Empires Primer 0; Pathfinder RPG Advanced Player's Guide 65)
Medium humanoid (human)
Init +2; Senses Perception -2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +4 (1d4+4)
Special Attacks white hair
Witch (White Haired Witch) Spells Prepared (CL 1st; concentration +5):
. . 1st—rime frostbite[UM] (2)
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 14, Int 18, Wis 7, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Combat Reflexes, Rime Spell[UM]
Traits failed winter witch apprentice, magical lineage
Skills Heal +2, Intimidate +4, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Spellcraft +8 (+9 to identify spells or magical effects with the cold descriptor.)
Languages Common, Skald
SQ patron spells (vengeance)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Failed Winter Witch Apprentice (Spellcraft) +1 to Spellcraft when identify spells or magical effects with the cold descriptor.
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.

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Aha! I've got it. I'll be submitting an Inquisitor of Groetus; nobody gets to end the world but the Lord of Ends. Crunch to come soon.


Dotting and adding Yuki Tsune. Female Rogue Kitsune Trickster

Face character. Sneaky and a bit of a klepto when it comes to momentos. Want to take, much later, thief of legend feat

Will put down history in a bit

Crunch:

Ruki Tsune
Female Kitsune Rogue (Kitsune Trickster) 1 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Bestiary 4 0)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -5 (1d4) and
. . rapier +0 (1d6/18-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Realistic Likeness[ARG]
Traits coincunning (janderhoff), fast-talker, restless wayfarer
Skills Acrobatics +9, Appraise +6, Bluff +11, Diplomacy +10, Disable Device +9, Disguise +10, Escape Artist +7, Linguistics +6, Perception +3, Sense Motive +1, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +7; Racial Modifiers +2 Acrobatics
Languages Common, Dwarven, Gnome, Sylvan, Tengu, Tien
SQ change shape, fast shifter, hedonistic
Other Gear rapier, decorative trim, pathfinder's kit, pocketed scarf, thieves' tools, masterwork, 9 sp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Coincunning (Janderhoff) +2 to Perception to notice valuables. Automatic check if you pass within 10 ft.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


My submission:

Name: Jordan D'Aquiterre of Mons Savall.
Race: Human (Taldorian)
Class: Bard (Sound Striker)

Crunch:
Stats: STR 10 | DEX 14 | CON 14 | INT 14 | WIS 10 | CHA 16
Feats: Skill Focus Perform String, Lingering Performance.
Traits: Adaptive Magic (+1 Knowledge Arcana / Use Magic Device, Intense Artist (+1 on Perform Sing / String)
Skills: Perform Sing, Perform String, Use Magic Device, Acrobatics, Linguistics, Perception, Intimidate, Knowledge Local, Knowledge Arcana.
Languages: Common, Taldorian, Celestial, Infernal, Abyssal, Sylvan.

Attacks:
Whip +0 (1D3)(20 x2)(Slashing)
Short Bow +2 (1D6)(20 x3)(Piercing)

Spells Known:
0: Prestidigitation, Light, Detect Magic, Read Magic.
1: Cure Light Wounds, Saving Finale.

Alternate Racial Traits:
1 Focused Study: (Skill Focus feat at level 1, 8 and 16)
2 Silver Tongued: (+2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled)

Role: Jordan is a support character who, as he grows in levels, will become a veritable swiss army knife: ranged damage, buffs, debuffs and spellcasting. At lvl1 he'll use inspirage courage to buff his companions, rock his whip to aid another companions and spells to keep his companions out of Pharasma's embrace.

Personality: Intense, passionate, curious, easy-going.

Background: He was born in Oppara, the gilded city, capital of Taldor, the third son of a paint-maker and his wife, a talented painter. It is in Oppara where young musical talent is praised, but once the novelty of their looks and music fade so does their career. Few manage to make it to the top and stay there. Jordan was not one of them. What the rich wanted to hear and what Jordan wanted to play were not compatible and soon he found himself without a job, unwilling to sacrifice his artistic integrity for simple coin. He couldn't stand the social pressure of his failure to make it and left the city, bringing with him what little coin he had earned, not knowing where to go next. The taverns buzzed with stories of opportunity up north, where the people had thrown off the shackles of oppression and were forming their own government.

Without a clue, knowing that his artistic intregity could very well become the oblong box he'd be buried in, Jordan ventured north.

.. just a very basic background for now!


Sweet. Awesome morning to wake up to. I see some cool new character with awesome back stories. Didn't realize it was going to be this hard to pick a team.

@ scath - sorry, awakened animals is one of the few things I don't allow. That and leadership (obviously).

@ Elxurian - looking over your character, I'm pretty sure you don't get celestial anymore. Scion of Humanity gets rid of it unless you use linguistics to get it back since your more human-like. Also, true speaker gives you two languages per rank in linguistics instead of one not two in addition to the one from the rank. So, unless i'm missing something, you should have three languages instead of five.


Are Society traits okay?


Any input on Ruki? stat wise and concept wise?

Grand Lodge

Presenting Merisiel

Female Hedge Witch (Endurance Patron) 1
Medium Samsaran / Humanoid (Samsaran)
Init +1; Senses Perception +1, Low-light Vision

==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 8 (1d6+1)
Fort +1, Ref +1, Will +2
Defensive Abilities Lifebound (PFCaS: DrEG)

==OFFENSE==
Spd 30 ft/x4

==STATISTICS==
Str 8, Dex 12, Con 12, Int 20, Wis 10, Cha 10

BAB +0, CMB -1, CMD +10
Feats Extra Hex (PFAPG 160)

Skills Bluff +1, Diplomacy +1, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +1, Spellcraft +9, Use Magic Device +4

SU Healing Hex, Slumber Hex (PFAPG 66)

MC Witch Cantrips (PFAPG 65 - 66)

Traits Magical Lineage (Magic) (PFAPG 329), Northen Ancestry

Languages Aquan, Auran, Draconic, Ignan, Samsaran, Terran, Tien

Racial Mystic past lives

-----
Merisiel is the Daughter of the Shieldmaiden Hladgerd, her mother's career as a warrior began when Freyr, Jarl of Holgabruor invaded and took over the town of Gesta and killed its Jarl Siward. Freyr put the women of the dead Jarl's family into a brothel for public humiliation. Hearing of this, Sinarilsen Treesinger, an elven warrior of some reputation came with an a few good friends to avenge his sworn brother Siward. Many of the women Freyr had ordered abused dressed themselves in men's clothing and fought on Sinarilsen side. Chief among them, and key to his victory, was Hladgerd.
Impressed with her courage, Sinarilsen courted her from afar. Hladgerd feigned a passing interest and as Sinarilsen arrived during the Yule Festival when human-and-elf unions occur, bidding his companions wait in the Gaular valley, he was set upon by a bear and a great hound which Hladgerd had guarding her home. He killed the bear with his spear and choked the hound to death. The night of the festival had passed and he had to wait the following year to present his request and the gift of the bear skin.

Merisiel was the result of the happy union. She lived happily trough a better part of her childhood raised within the Elven lore her father taught her. As she became a woman in her own right her Father left one night, soon after, never to return. While he did care for his child in a matter of sense he didn't feel any emotion besides obligations to her as many years had passed slowly due to her delayed ageing from her elven ancestry her mother had already passed away.

Or this is a close as she could remember from her last past life.

Now a witch in her own right living in south Taldan she remembers and long for the north. A land she spent many lives, heading to the town of Heldren she had promised her friend Helena who lived there that she would attend her wedding.


@ Nazard - I don't see why not so long as the character is a part of that faction. I'd also expect your rping to reflect the factions goals as well. Just keep in mind this isn't for PFS credit.

@ Seth - I kinda laughed when i saw it cause in one of my home games we have a kitsune with the hedonistic drawback, but he plays a bard. Everything looked good for your character. I personally would have gotten weapon finesse as my level 1 feat unless you're going to skill monkey rouge route and i missed it.


Social character 1st. Then ill go finesse. Plus I get rogue talents. So at lvl2 ill get finesse :)


Wasn't thinking faction specific, but Havoc of the Society, the sorcerer trait. Was thinking of trying the cross blooded sorcerer dip blaster wizard combo that people race about to see what it's like.

Have to check whether Havoc would stack with Pyromancer aasimar racial trait.


@ seth - ah. When I'm a player, i like being able to hit things. I typically play fighters and barbarians and i can't wait to play a bloodrager. That being said, I"m also really excited to try out a shaman, the only full caster to really peak my interest. probably because i loved the D&D 4e shaman.

@ nazard - sounds interesting. Can't wait to see what you got.


Never mind on Havoc trait. Unscathed is a great one for aasimars. +2 to all energy resistances.


I have a lot of heavy hitters. Hence im trying something out of my normal range of things


@ nazard - nice.

@ seth - I can respect that. i like my heavy hitters but occasionally try other classes as well. Inquisitor, cleric, gunslinger, i think i got a sorcerer too somewhere... I have a special place in my hear for the magus class, especially the kensai archtype. I'm going to stop now before i fill up my recruitment thread with just random, somewhat off-topic chatter.


Ah well.


dotting, will submit something if my gaming limit isn't full, as I'll know about a couple of games if I'm in or not tommorrow.

DM, you say nothing is banned, but how do you feel about guns, gunslingers, or archetypes that use a gun? Yes, I know you have a gunslinger character, but it is more a question of how do you feel about them in this campaign?


Early's fine. I haven't looked too much past the first book, so I dunno how we'll do with advanced guns, but I suppose we'll cross that bridge when the time comes. I know there's advanced guns in bk. 5, but i also know there's plenty of dimension hopping that I'd think advanced guns wouldn't be too far out of the question either.

Like i said earlier, you won't have to keep track of mundane ammo or stuff to make it cause i personally hate that kinda paper work and don't want to enforce my players to do it as well, but if you want to make special ammo, be it magic, alchemical, or adamantine, that you'll need to keep track of.


I've been trying to get into a pbp campaign so I would love to get involved in this one if possible I have a few ideas for characters including a fighter who's primary weapon are his shields or a sorcerer based slightly off of doctor strange. Still need to develop backstories and I can post pretty often.


Hey DG. Maybe eventually we will be in same group if this keeps up :P


I think I need to keep track of the throwing axes I have


Throwing axes aren't ammo so yes, you would need to keep track of them.


do you know when you want to close recruitment, would it be a time, or a number of interested players?


damn, i keep forgetting this. If anyone wants to play a tiefling, the feat for a variant heritage is not mandatory. If aasimars don't need a feat for a variant heritage, neither should tieflings.


okay, another thing. spellslinger it is an archtype for wizard and it is the bonded wizards weapon.
However, it says from other sources that they can cast spells that aren't from his gun. Ie. non ranged touch spells.

What I'm asking about is your ruling on concentration checks if I do that? If I look under bonded object for wizard, it says I need my bonded object to cast spells or I need a concentration of 20, but I do not need to cast spells from my bonded object, just that I need the bonded object itself.


@ pavaan - I'm planning on closing recruitment sunday at 8 EDT. Though if I say someone applies thursday and its now saturday and no one's put in another application, I'll close it early. I don't see me extending time though that is also a possibility, though I'll give a heads up if I do.


@ double - It's a bonded object so as long as the bonded object is on him, he doesn't need to make a concentration check. Kinda like if it was a ring or necklace. He's not casting fireball through his bonded ring, but he needs his ring in order to cast the spell. same for the gun. scratch that, it says under bonded items that weapons need to be held in one hand so you at least need to be carrying your gun to cast the spell. you only need to worry about a concentration check if your gun gets destroyed or you become disarmed or your gun isn't drawn.


Thats the conclusion I came too.


Basic Character idea
Orc
Feral (replacing weapon familiarity and starting languages)

Base total
str 18 22
dex 16 16
con 14 14
int 7 7
wis 7 7
cha 7 7

class fighter

here's where it may by questionable would you allow dual wielding shields

if so two heavy steal shields and scale mail would be his armor and weapons

I would create a backstory as well but I'd like to know if I'm in the campaign first


um, peter, int, wis and cha would all go down to 5 from racials for an orc. And LOL, don't get hit with a spell that requires a will saving throw. The good news is that you can't go below one skill point per level, invest wisely.

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