Recruiting for Reign of Winter


Recruitment


So, I've inherited a Reign of Winter game, and another player has dropped. He was the party healer.

So we need another healer.

Wait! Wait! Come back!

I'm not asking you to be a healbot, but somebody who can dish out some Cures or Channels when the party needs it is a necessity. Feel free to build something that can mix it up in melee, or do some battlefield control, buffing (another party need since the Bard ate it, but less pressing) or whatever you like, but something like a Cleric or Paladin with combat ability and some healing would be great.

For anyone who's interested, some character creation guidelines. Party's still at level 1.

Character Creation:

-25 Point Buy
-Average starting gold for your class
-Starting HP is calculated as 1.5 Full HD (plus Con and other modifiers. So EX a d8 class starts with 12 HP before other stuff)

-Any Paizo race within reason (no you can't be a Gargoyle dammit, but if you look under other races and see like an Android and it tickles your fancy, or one of the other races ~16 RP or less I'll probably allow it), and 3rd party races on a case by case basis.

-Any class (well, any class that can fill a healing role to a decent extent). 3rd party classes again on a case by case, though the Dreamscarred Press Psionics classes are pre-cleared (former healer was a Vitalist, we also have a Psion). Also allowing the ACG Playtest classes if any of those look palatable to you.

-3 Traits. 2 Normal, 1 Campaign Trait (found in the Reign of Winter Player's Guide, free for download from the store)

And some other stuff.

Houserules and Miscellaneous:

-I could not care less about alignment for the most part. If you want a Lawful Barbarian it's fine by me, though try to reflect it in his background in some way. Clerics will still fall for shifting too far from their god. Paladins are Any Good, if you want a Paladin get with me and we'll modify the Code to fit you. I'll be fairly lax on the Code. As long as you act like a good guy (don't murder, don't steal, poison is fine, especially knockout poison as long as you don't use if for evil ends, yes you can Stealth, no using a bow is not dishonorable...and so on).

-Evil alignments allowed as long as you're a team player. Essentially, Lawful Evil is aight if you can play it right, Neutral Evil is pushing it, Chaotic Evil you better have a damn good reason for not being on the bad guy's side.

-Uses a modified Commonplace Guns type of thing. Guns are Martial weapons, prices for Early Firearms reduced. Advanced Firearms are still rare (equivalent to magic items of their general price, and magical firearms are hard to find if you don't get them custom made). Bullets are fairly cheap, and enemies will occasionally be firing muskets and such at you.

-I don't really track encumbrance, but the lower your Str the more incentive I have to go "Nope, you can't carry that without penalty". Stay within reasonable bounds but I'm not going to track everything and most of the party supplies (Wand/potions of healing, stuff you're just going to sell, party gold) can occupy Hammerspace for simplicity.

That's about it, really, that I can remember right now.

A few more things before I wrap up.

-I don't claim to be the best GM ever. I'll be running this AP pretty much by the book with some tweaks here and there, and try to make it fun, but I am by no means perfect. I'll make rules mistakes and questionable calls. Call me on them as you see them, please.

-I currently have a GMPC in the campaign, mostly because, well, it was a regular PC before I took over. He's the party beatstick, a LE Monk (well...Fighter that'll have some Monk levels eventually). If that's a deal breaker for you, we can work something out. I can recruit another beatstick and retire him if I really like your character, but the rest of the party's all right with him currently. He doesn't talk all that much, but I'll have him chime in occasionally in conversations you have amongst yourselves or if you're feeling indecisive. I try to keep metagaming out of it, but he will roll Knowledges he has an share with people.

-I think PbP is a good medium to promote a certain amount of RP. Please, feel free to get descriptive with your actions. Talk in combat and out. I may push the game a bit (RoW book 1 is pretty darn linear, sadly), but I'll always try to leave room to retcon in some conversations and stuff even if we're moving at a brisk pace. Rule of Cool may be rewarding on some occasions. If you make it up, I ca try to assign a DC to it. Stuff like that.

Sovereign Court

I'd like to take a look at your gameplay thread and get a feel for the play style if possible.


posting for interest, would a druid work for you guys?


A Druid could work. They're very light on healing, but they can use a Wand which is good.

Gameplay is here.

Can get a bit silly at times, and I'm trying to catch my stride with all these dropouts, but sorta what it'll be like.

Dark Archive

I have a Changeling Sorcerer, which I created for another RoW, will Reconfigure it to an Oracle (Winter) if that's acceptable?


Tyr is ready to go. He will either go hospitaler or oath of vengenance depending on how all the healing shakes out. First level is a bit tough as the paladin offerss nothing but combat. Tyr just needs to select traits will do if you want him. Also I'm very active, playing in 5 games now. On the boards from 7am-4pm M-F eastern time from work. I post a lot. Weekends are much lighter as I play RL games and do my husbandly duties with the wife.

Dark Archive

Character, Lizabeta (no alias as yet, but should be complete, I think)

Lizabeta:

Female Changeling Oracle
Medium Humanoid (Changeling)
STR 11
DEX 14
CON 8 (-2race)
INT 10
WIS 14 (+2race)
CHA 20 (+2race)

Basic Statistics:

Attack: +0 Melee; +2 Ranged (+2Dex)
AC: 18 (+2Dex, +2 Natural, +4 armour, +1shield)
HP: 11 (12-1Con)
Speed: 30ft
Saves: -1Fort; +2Ref; +4Will

Abilities:

Green Widow: +2 Racial bonus on Bluff checks against creatures sexually attracted to character
Claws: 1d4
Natural Armor: +2 AC
Darkvision: 60ft
Trait: Failed Winter Witch Apprentice: +1 Knowledge (Arcana), +1Spellcraft to identify cold spells, Hallit language.
Trait: Fast Talker: +1 Bluff, Bluff always class skill.
Trait: Focussed Mind: +2 Concentration
Curse: Haunted: Retrieving stored gear requires a standard action, unless would normally take longer. Dropped items land 10ft away in random direction, Mage Hand & Ghost sound added to spells known.
Revelation: Child of Winter (Ex): Constant Benefit of Endure Elements (cold), move across regular snow without penalty, heavy snow costs 2 squares of move instead of 4, move across ice without penalty never requiring Acrobatics. Leave no trail in Ice or Snow and cannot be tracked (unless I desire to leave a trail). +2 Initiative & Reflex during Winter.

Feats:

Mothers Gift: Surprising Tough (Ex): +1 to natural armour bonus

Skills:

4+Int
Languages: Common, Hallit, homeland
-3ACP
Acrobatics(Dex)
Appraise(Int)
Bluff(Cha) C +10 1rank +3Class +5Cha +1Trait (+2vs creatures attracted)
Climb(Str)
Craft(Int) C
Diplomacy(Cha) C +9 1rank +3class +5Cha
Disable Device(Dex)
Disguise(Cha)
Escape Artist(Dex)
Fly(Dex)
Handle Animal(Cha)
Heal(Wis) C
Intimidate(Cha) C +9 1rank +3Class +5Cha
Knowledge (Arcana)(Int) +1 +1Trait
Knowledge (Dungeoneering)(Int)
Knowledge (Engineering)(Int)
Knowledge (Geography)(Int)
Knowledge (History)(Int) C
Knowledge (Local)(Int)
Knowledge (Nature)(Int) C
Knowledge (Nobility)(Int)
Knowledge (Planes)(Int) C
Knowledge (Religion)(Int) C
Linguistics(Int)
Perception(Wis)
Perform(Cha)
Profession(Wis) C
Ride(Dex)
Sense Motive(Wis) C +6 1rank +3Class +2Wis
Sleight of Hand(Dex)
Spellcraft(Int) C +4 1rank +3Class (+1 to identify cold spells)
Stealth(Dex) C
Survival(Wis) C
Swim(Str)
Use Magic Device(Cha)


Spells:

Known: 4x0 2x1
Cast: 4x1

Known 0:
Mage Hand (Curse)
Ghost Sound (Curse)
Create Water
Mending
Purify Food & Drink
Spark

Known 1st:
Cure Light Wounds (bonus)
Command
Shield of Faith

Gear:

Starting Funds: 180gp
Spent 164gp
36gp remaining
Cold Weather Outfit

Javelin (x3) 1d6dmg, x2crit, 30ft, 2lbs
Shortspear 1d6dmg, x2crit, 20ft throw, 3lbs

Alchemists Fire (1d6 fire damage, splash weapon, 10ft incr., 1d6 next round on direct hit, )

Armored Coat: +4AC, +3 Max Dex, -2 check, 20ft speed, 20lbs
Buckler: +1AC, -1 check 5lbs

Kit, Oracles (backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Kit, Grooming (comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder)
Simple Jewelry (25gp worth)

Potion: Cure Light Wounds (1d8+1)

Background:

Lizabeta was brought back from the North by her father, Alessand, who refused to speak of her mother up until the day he died. He worked as a local trader, often out of town taking goods to nearby towns and villages, though in his youth he was an Adventurer, though he never spoke of those days to Lizabeta.
Lizabeta's abilities only started to manifest on Lizabeta's 18th birthday, a month after her father died when thrown from his wagon. She has little understanding of it and hasn't dared tell anyone, instead resolving to head North to see if she can uncover anything on her ancestry that might explain her powers.

Description:

Lizabeta is curved, slender and gorgeous, deep green eyes that seem to pull you towards her and dark black hair that seems almost purple in the sunlight. The only slight flaw in her appearance is that her pale skin seems to have a slight pale green tinge in the twilight, and she's always been a little cool to the touch.
Most of the local boys have fantasised about Liz as she grew into a woman, but while she has been playful she's never had a relationship with any of them, though she enjoys the attention.


@spinningdice: I'd be careful with only 8 Con, everyone in the party has been hit a few times, if only by archers and such. Lizabeta's story seems like it has potential to progress, which is nice.

@Tyrnvald: I like your Code, and I'm a sucker for dead parents. =) Also, that is a LOT of weaponry.


Hmmm, I've been wanting to try out a reach cleric build, and with the evil alignment allowed, I could have some summoning fun with sacred summons. Let me put something together.


i'll sign up


how would you feel about Triaxian race to survive the cold

Grand Lodge

posting interest


Hmm, sure. Triaxian seems balanced enough.

Dark Archive

I don't often dump stat,I can shuffle things around a bit if you think it'll be an issue.


Okay, so a little bit awkward but I've decided to drop the game. It's been driving me nuts trying to keep it together with the original GM leaving, and now this other guy disappearing, and everybody else seems all right with letting it die.

Sorry to waste y'all's time, really.

Grand Lodge

Rynjin wrote:

@spinningdice: I'd be careful with only 8 Con, everyone in the party has been hit a few times, if only by archers and such. Lizabeta's story seems like it has potential to progress, which is nice.

@Tyrnvald: I like your Code, and I'm a sucker for dead parents. =) Also, that is a LOT of weaponry.

Yeah keep in mind that an 8 Con means you're dead at -8! and with your hit point penalty, you get there a lot sooner.


no prob, Tyr is kind of my generic paladin looking for a game :)


Here is my cleric. He adds intimidation to the mix. But I play him to keep all the party up through combat and carefully ration the healing.


Rynjin wrote:
Okay, so a little bit awkward but I've decided to drop the game. It's been driving me nuts trying to keep it together with the original GM leaving, and now this other guy disappearing, and everybody else seems all right with letting it die.

Pity. This guy would have been essentially a drop-in replacement. The campaign he was created for died before it got through the first game day, and I've been keeping an eye open for something suitable ever since.

But your decision is completely understandable, and I'll just keep looking! Good luck with all your other games (whether as player or GM).

Silver Crusade

Are applications still being taken? I did I come too late

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