The Dungeon Maestro's Reign of Winter Campaign Re-Recruitment (2 Open)


Recruitment

51 to 82 of 82 << first < prev | 1 | 2 | next > last >>
Shadow Lodge

Is that in regard to the spoiler or reusing the name Lies?


Decided to go with Lies, crunch is in her alias now, will work on fluffy bits tomorrow.

Naturally, Elizabeth Verity isn't her true name, just the alias she uses in her human form. Of course thanks to Realistic Likeness she can take the form of any human she meets, so there's nothing to say that she doesn't have other aliases, this makes the nickname Lies oddly fitting as you shouldn't believe much of what you hear from her.

It's worth noting that with all of her gear, and due to low strength, Lies is considered to be in a heavy load, she likely needs a beast of burden.

I also didn't purchase cold weather gear, I was hoping to utilize Lies' Thrown-Together Fashion trait to change her entertainer's outfit into cold weather gear. It's only a DC 15 Disguise check, which she can make taking 10, and will take her 50 minutes. This however requires a Basic Sewing Kit, or a Disguise kit, she is 25 gold short of the disguise kit, and basic sewing kits aren't listed in any resource.


Alright, I think I'm done, so allow me to present Tobias Johansen (and Kaveri). I still need to work on an appearance and personality, but I have crunch and a backstory, so I think that's enough, right?

Speaking of the backstory, I apologize for the length. I can supply a TL;DR version if it makes your eyes glaze over.

Crunch:

Tobias Johansen
Human (Taldan) hunter (primal companion) 1 (Pathfinder RPG Advanced Class Guide 26, 97)
NG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +3 (1d8+3/19-20)
Ranged shortbow +2 (1d6/×3)
Hunter (Primal Companion) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, lead blades[APG], summon nature's ally I
. . 0 (at will)—create water, guidance, know direction, light
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise, Spirit's Gift[ACG]
Traits ambush training, fast-talker, restless wayfarer
Skills Acrobatics -2 (-6 to jump), Bluff +5, Craft (leather) +5, Handle Animal +4, Heal +6, Knowledge (nature) +5, Perception +6, Stealth +2, Survival +6
Languages Common, Skald, Varisian
SQ animal companion (wolf named Kaveri), nature training, primal transformation, wild empathy +1
Other Gear hide armor, buckler, arrows (20), longsword, shortbow, artisan's tools, backpack, bedroll, belt pouch, coffee beans, ground (worth 0.16 gp, 2 lb), coffee pot, flint and steel, holly and mistletoe, torch (3), trail rations (5), waterskin, 42 gp, 2 sp
--------------------
Special Abilities
--------------------
Ambush Training +1 to weapon damage in surprise rounds.
Animal Companion (animal companion (wolf named Kaveri)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirit's Gift (Life, Animal Companion) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Prerequisite: Animal companion class feature or familiar class feature.

Benefit: At the start of the day, you can choose to
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Kaveri
Male Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4); fast healing 1
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +1 (1d6+4)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Power Attack
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Flank, Heel
Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, attack, attack any target, come, defend, down, flank, heel
Other Gear blanket, dandy brush, mess kit, pot, saddlebags, silk rope (50 ft.), torch (7), 1 gp, 1 sp
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Backstory (warning: long):

Civilization offers comforts, yet some always long for the wild places of the world.

Such is the case with Tobias. Born to an ex-member of the Ulfen Guard and an Opparan leatherworker, he grew up learning his mother’s trade, learning how to work cured leather into finished products – gloves, packs, belts. It was slow and tedious, as he was a restless child and bored easily, but he took to it well enough, eventually finding joy in the act of crafting.

When his father had time, he taught him the way of the sword, teaching him to fight, the importance of covering his allies. While he never expected his son to have to use such lessons, the boy enjoyed them – though he often got into trouble. After all, his mock-fights with other youths sometimes became just a little too real, forcing him to learn to talk his way out of trouble.

Though working with cow and goat leather was fine, as he grew older, Tobias’ imagination was captured by the more unusual hides his mother worked from time to time – badger, wolf, and bear. Once, even the hide of a crocodile, fashioned into a pair of tall boots for a particularly eccentric nobleman. These great beasts enraptured the young Tobias, and at sixteen, he decided he had to leave Oppara and find such beasts for himself.

The journey from home didn’t go as well as his youthful imagination had fancied. He found himself waylaid by bandits, savaged by a wolverine, and chased out of a hamlet after a dalliance with the miller’s daughter. He was bloody, broke, and starving when he limped into the Border Woods, and was on the verge of collapse when he stumbled across a wolf eating its kill.

The predator stared him down, and Tobias stared back, locking eyes with it. I’m dreaming, he thought. I’ve died, and I’ve found the creature to take me to the Boneyard. But the hunger in his belly was real, so he took a step toward the dead deer, then another, until he sank to his knees beside it – and the wolf.

To his surprise, the wolf moved aside, allowing him access to the fresh meat. He ate hungrily, not caring who he was sharing it with, not caring where he’d been, only caring about surviving for this little while longer. When he at last finished, wiping the blood from his mouth, he chanced a look at the wolf, which stared back, unblinking, for what seemed like minutes. Then it turned, and walked away.

Tobias allowed himself a sigh of relief, before he realized the creature had stopped, and was looking back at him expectantly. Curiosity overtook self-preservation, and he clambered to his feet and followed.

The wolf led him first to a small stream, where he slaked his thirst and washed the blood from his face, then to the hollow of a fallen tree, where he slept, still wondering what strange fate had befallen him. When he woke, the wolf was still there, ready to share a rabbit. After the strange breakfast, he followed the predator again, to the edge of the woods – to the town of Heldren.

There he collapsed, exhausted from his ordeal.

When he woke, he was in the temple of Erastil – just in time to hear Elder Natharen Safander telling Argus Goldtooth for presumably the nth time that leeches weren’t going to do any good. Mercifully, there were no leeches involved in his recovery, though it was a while before his limp smoothed out. As the weeks wore on, he was left to wonder whether his encounter with the wolf was just the delirious imaginings of a starved mind.

Eventually, needing to earn coin, he headed back into the Border Woods – wiser, and better-prepared. Heading out for a day or two at a time, he learned the wilds, their secrets, and their denizens. Each night he spent sleeping under the stars was another night strengthening what felt like a natural connection to the land – as if he’d always been meant to be there. He heard whispers in the soil, the stone, and the life that steeped the place.

And after several weeks, he found the wolf again. That it was the same creature was undeniable – a young male, with lopsided ears, a brindle coat, and a scar on his muzzle. Only this time, he was bleeding heavily from a bite wound in his throat.

Hesitantly, Tobias approached; the wolf slunk back, ears flat against his skull, staring at him. Eventually, his fingers touched flesh; a spark of white magic leapt between wolf and man, a sudden spike in his heartbeat sending him scrambling backwards – yet when he dared look back at the wolf, the ragged wound was closing before his eyes.

When he finally climbed to his feet and continued walking, this time, it was the wolf who followed him.

He couldn’t shake the creature. When he set up camp, it sat across the fire from him, watching. When he woke, the wolf was next to him, sleeping soundly. And when he hunted, the wolf was next to him, dragging prey to the ground for him to finish quickly.

Tobias spent three weeks in the woods that time, with the wolf – whom he named Kaveri, or ‘friend’ in his father’s tongue – always with him. He learned to harness the strange magic that grew within him – learned to find his way through the woods, to create light, to draw water from thin air. He learned how to harness the spirits of the wild, drawing them into Kaveri, granting his friend extraordinary strength, or the ability to recover from his wounds effortlessly. And he learned how to awaken the primal heart of the beast, and how to hunt as one with his friend.

When he returned to Heldren, it was with Kaveri at his side. He stayed just long enough to trade hides and furs for supplies, before leaving again, his friend in tow.

Tobias and Kaveri have been a regular feature in Heldren for five years now. The children love seeing the extraordinarily patient wolf, and Vivialla and Tessarea are grateful for what he brings. Occasionally, the pair stay at the Silver Stoat for a night, snoozing by the fire and leaving by morning, but unless the weather is particularly inclement, wolf and man alike prefer the outdoors. “Sure, the winters are cold,” Tobias tends to shrug, if asked, “but there’s nothing quite like a bed of pine needles under your bones and the stars over your head.”

I'd love to know what you think, GM. Any feedback, be it good or bad, is greatly appreciated. =)


Oooooh, also! In attempting to choose spells (a huge weakness of mine), I found a not-terribly useful but highly thematic 0-level spell, from Deep Magic by Kobold Press. Would you allow it?

The spell:

TAN HIDE
School transmutation; Level cleric/oracle 0, druid/
shaman 0, ranger 1, witch 0
Casting Time 1 standard action
Components V, S, M (ounce of salt)
Range close (25 ft. + 5 ft./2 level)
Target one piece of skin or animal hide up to 15 lbs.
Duration instantaneous
Saving Throw none; SR no
Tan hide treats the target as if a trained tanner has
cured it over a period of days. Each casting cures up to
15 lbs. of skin or hide into leather of quality sufficient for
creating items with the Craft (leather) Skill. The skin or
hide must be freshly slaughtered (no less than 1 day old),
and cut into pieces no more than 15 lbs. in weight. The
uncured hide of an adult dragon typically weighs about
50 lbs, for example, meaning it would need to be cut into
four pieces for four separate castings. If the target is any
heavier or older, and the casting fails.

As you can tell, it's really more for flavour than anything else. I only found it because I'd forgotten to turn off the 'Deep Magic' box in Hero Lab...


how do you feel about word casting? I would love to bring in a blasty sorcerer and have been waiting to try this out


Dylos, would you mind posting Lies' background? I'm one of the players and I'm curious as to what her story is.


Going to try and post everything today. Was going to do it before work, but my boss had me clock in the moment I stepped inside. :(

Sorry about this. I'll try and post on my break.

Shadow Lodge

AdamWarnock wrote:
Dylos, would you mind posting Lies' background? I'm one of the players and I'm curious as to what her story is.

Just as soon as I write it :)


1 person marked this as a favorite.

Here we go! Sorry I'm late posting this. Beware the walls of text!

Stats:

Lyrev
Female Half-Orc (Ulfen) sorcerer 1
NG Medium humanoid (orc, human)
Deity: Arshea
Height: 6'8"
Weight: 199 lbs
Init +2, Senses darkvision (60 ft.); Perception +2
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 10 ((1d6)+4)
Fort +1, Ref +2, Will +4

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee shortspear +1 (1d6+1)
Ranged shortspear (thrown) +2 (1d6+1)
Melee greataxe +1 (1d12+1/x3)

Sorcerer Spells Known (CL 1st; concentration +4)
1st(4/day)-icicle dagger, magic missile
0th(at will)-acid splash, detect magic, ray of frost, read magic(DC ), resistance(DC 13)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 13, Dex 14, Con 12, Int 13, Wis 15, Cha 16,
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Toughness
Skills Diplomacy +4, Knowledge (Arcana) +6, Spellcraft +5,
Traits Failed Winter Witch Apprentice (Spellcraft), Winter's Soul, Arcane Temper
Languages Common, Draconic, Hallit, Orc, Skald
SQ bloodline arcana, bloodline powers, bonus sorcerer spell, boreal bloodline, cantrips, cold steel, darkvision, intimidating, orc blood, orc ferocity, weapon familiarity,
Combat Gear rations (trail/per day) (3), cheese (hunk) (2),
Other Gear shortspear, greataxe, cold-weather outfit, backpack, common, bedroll, blanket (winter), orc trail rations, survival kit (common), waterskin (filled), holy symbol (wooden), spell component pouch, 31.7 gp
=================================================
SPECIAL ABILITIES
=================================================
Arcane TemperYou have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bloodline Arcana Whenever you cast a spell with the cold descriptor, increase the spell's save DC by 1.

Bloodline Powers Your connection to primeval winters grants you a mastery of cold magic that few can match, and a savagery that fewer still can withstand.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Boreal Bloodline Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter's night.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Cold Steel (Sp) At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for 1 rounds. You can use this ability 6 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eschew Materials

Failed Winter Witch Apprentice (Spellcraft) As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen's White Witches, or you had an altercation with one of your teachers, or maybe you were just ill suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Sorcerer Spell Level 0

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Winter's Soul The eternal winter of Irrisen is as much a part of you as it is the land. You may cast Ray of Frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Background:

Lyrev was born in the mountains of Irrisen, the daughter of an Ulfen father and a half-orc mother. At a young age, Lyrev was different. She would play in the snow even on the coldest of days, while other children huddled for warmth in their homes. To her, ice and snow were beautiful. Her father would sometimes call her his ‘Winter Strider.’ Her family and the beauty of winter were Lyrev’s entire world. But sadly, that world would be forever shattered by a harsh one…

The Winter Witch, Nazhena Vassilliovna, great-great-granddaughter of Queen Elvanna, passed through Lyrev’s village, searching for someone she had heard had a strange affinity with the cold. Nazhena wanted to mold this gifted person into another winter witch or even a cold sister. She was a bit surprised to see that the person she sought was a half-orc village girl. Lyrev’s father went into a rage when the winter witch demanded that his daughter come with her. His family had already suffered a great deal, having been brought low during the Winter War, and he refused to let the damned children of Baba Yaga take his only child. Nazhena struck down the brave Ulfen warrior with shards of deadly ice right before Lyrev’s eyes. The witch then ordered that the rest of the villagers be slain. As the witch’s guards began to unsheathe their weapons, Lyrev begged Nazhena to spare her people and that she would gladly come with the winter witch. The witch agreed, and she and her entourage left with the half-orc, but before leaving, Nazhena had the right ear of all of the villagers cut off, to serve as a reminder that she and the rest of the Winter Witches of Irrisen were not to be trifled with. Lyrev had learned that winter was not always beautiful.

For several years, she studied under Nazhena, but as time went on, the half-orc eventually learned that her powers were different from most other winter witches: hers came from within herself as if her very blood was infused with the powers of ice, snow, and winter. This didn’t help much with her training. Lyrev saw firsthand at how evil the rulers of Irrisen were. It disgusted the half-orc as her winter witch mentor tried to sculpt the young sorceress into a true winter witch. However, this was, thankfully, not to be. One day, Lyrev was sent to command a few frost trolls. When she saw the frost trolls torturing a young man who had been accused of being a spy, the half-orc had had enough. She demanded that they stop or else. The trolls merely laughed. Young Lyrev unleashed the full fury of winter’s wrath on the trolls, horrifying them that they should have resisted her magic as she killed them. Her actions were enough to give the prisoner a peaceful death, thanking her with his final breath. Nazhena was enraged. Lyrev told her exactly how she felt and thought about the winter witches. Stunned and even angrier than to start with, the winter witch told the half-orc that she was weak like her dead Ulfen father. And that was when Lyrev did something that no one had ever done before, thus shocking everyone present: the half-orc punched the Queen’s great-great-granddaughter in the face, knocking out several teeth in the process. Then, someone struck her in the back of the head and darkness overtook her. When she came to, she was bound in chains with a very angry Nazhena standing over her. The winter witch informed her failure of an apprentice that she had thought about killing her, but decided on something else. Using magics inherited from Baba Yaga, she cast a curse on Lyrev, turning the female half-orc into a hermaphrodite. The half-orc was then tossed into cold night as her former mentor laughed and told her that her village was no more, having been destroyed by a white dragon. Now, Lyrev, alone, cursed, and afraid, left her homeland of Irrisen.

She traveled to other lands, hoping to find some way to either remove the curse or avenge her family and village, but she could not find what she was looking for. As she passed through Varisia, she was at her lowest. The depression and sorrow were going to kill her, and then as luck would have it, or the will of fate steeped in to deliver her, a group of mystery cultists of Arshea passed by. Seeing the half-orc in such distress, the empyreal lord’s followers took pity on Lyrev and nursed her back to health, physically, emotionally, and spiritually. After hearing her tale, the mystery cultists were able to help her to cope and even accept her new hermaphroditic state and not view it as a curse. Lyrev even remembered that sometimes the villagers had said that her mother must have been a male orc in a past life because of her strength. Now strengthened by both the teachings of the Host of Delectation and the strength inherited from her mother and father, Lyrev recovered quickly and vowed that she would be strong enough to take down Nazhena and avenge her family. Thanking the mystery cultists, Lyrev left to complete her mission, her confidence and spirit stronger than ever, but before setting off, the mystery cultists gave her a holy symbol to aid her in her darkest moments and to remind her that the Spirit of Abandon would always be watching over her. Lyrev smiled as she looked forward to settling things the winter witches, especially her former, yet still vile mentor.

Description:

Lyrev Winter Strider is a tall, curvy, slightly muscular half-orc with grayish-green skin and black hair that she keeps in braided clumped tangles. Her right eye is icy blue, while her left eye is amber. While Lyrev appears to be female, she is exactly a hermaphrodite, having been cursed by her former mentor, the winter witch Nazhena. She dresses in blue, gray, purple, and white robes that show off her cleavage a good bit yet her clothes are trimmed with wolf and bear furs. She carries a greataxe with her, which makes many (especially bandits) to incorrectly assume she’s a barbarian or fighter. When she starts casting magic, they realize their mistake.

Personality:

Lyrev is a kindhearted and passionate half-orc sorceress who defends her friends and total strangers to the best of her abilities. The curse placed on her nearly destroyed her, but with the teachings of Arshea, she has fully accepted her new hermaphroditic status, although she longs to fall in love with one who will see past her physical body and know the warmth in her heart and soul. Winter witches and those who harm children quickly suffer her ire like no other. While strong and fierce in battle, she is friendly and easy to get along with.


Lies' background, appearance, and personality are now ready for review in her profile, they are also included below.

Background:
Beauty is everywhere if you look hard enough; these are the teachings of the Goddess Shelyn, whom the Kitsune who often referred to herself as Elizabeth “Lies” Verity worshipped. However, “Lies” knew very little about beauty growing up as a Kitsune in Chu Ye. Although Kitsune had some traits in common with the ruling Oni, mainly the ability to change their physical form, Kitsune are not Oni and they were looked down upon just as the humans were in Chu Ye. In fact, “Lies” was a slave in Chu Ye, bound to an Oni master who knew her true name. When serving her master, “Lies” was not allowed to take on the guise of a human, she had to remain in her Kitsune form so that others would know exactly what she was; one could say that the Oni was proud to display his white-furred Kitsune slave. Even if “Lies” did take on her human guise, her master could recognize her, causing her to stay up long nights wondering how she would ever escape slavery and indeed Chu Ye.

One day, the chance she had waited for came, but it was not something she had expected. While running an errand for her master, “Lies” encountered an odd man, dressed in strange clothing; this man was a priest of Shelyn. The priest and the Kitsune soon became quick friends, and each day “Lies” would sneak off to hear more from the priest. Sometimes she would visit under the guise of her human form, and sometimes she wouldn’t, depending on how she felt at the time. As “Lies” began to see the beauty the world had to offered, she soon learned that she wasn’t limited to a single human guise like most Kitsune, not only could she take on the guise of other humans she encountered, she also learned how to create mundane disguises, and she began to realize that escape might be possible. However, one day when she went to visit the priest, she found that he was no where to be found…

Days went by, and then weeks, but “Lies” neither heard from the priest nor saw him any longer, and when she asked around about the man, none seemed to know about him, and soon, she would discover why. “Lies” master had learned about her meetings with the man, and when the time came, he revealed to her that he had kidnapped the man and slaughtered him, showing the young Kitsune what would become of anyone who tainted her thoughts with ideas of beauty and freedom. But “Lies” master did not know that she had learned how to disguise herself through mundane means and had the ability to assume the guise of other humans, and so she still had her chance for escape. Within a week of discovering what her master had done, “Lies” finally got the chance she was waiting for, the chance to escape to freedom.

“Lies” was told that she would be accompanying her master to Goka, an important trade city on the continent of Tien Xia, a city large enough to get lost in. “Lies” began planning, her idea was that on her first chance in the city, she would become separated with her master, and then she would assume a guise that her master did not recognize, one she could possibly learn in the large city. Surely enough, shortly after entering Goka, “Lies” got her chance, and she took the form of a young Ulfen woman before losing her master in the crowds. However, “Lies” was not free just yet, slavery was legal in Goka, and a runaway slave would be returned to their master if found out, which meant that she had to leave Goka, and Tien Xia as a whole, behind.

The journey to the west was not an easy one, especially for one as poor as a runaway slave. Still however, “Lies” managed to stowaway on a ship which left Tien Xia, and in time would bring her to Avistan. The journey across the Embaral Ocean was a long one, but the scenery was truly beautiful. Life on a ship as a stowaway for such a long time was difficult, but thankfully it was made easier thanks to “Lies” ability to assume the form of others, she soon learned the schedules of many on the ship and would act as others to get food when she needed. But the journey would be longer then the young Kitsune had anticipated, for the ship’s destination was not simply across the Embaral Ocean, it was also across the Obari Ocean, for its destination was the Isle of Kortos, and the city of Absalom. It would be months before the ship docked for anything other then replenishing its supplies, and in time, the young Kitsune was discovered.

Discovered while under the guise of the human form which belonged only to her, when asked her name, the young Kitsune introduced herself as “Elizabeth Verity”. Elizabeth was informed that if she didn’t want to be turned over to the authorities once they reached Absalom, she would have to work for her share, just as was expected of everyone else aboard the ship, but the young Kitsune had few skills that would benefit a life on the sea, and thus she was made to entertain the crew by dancing. Now, Elizabeth was not a bad dancer, but neither was she a great one. However, the crew liked her dancing, and the opportunity to relax, so she made it to Absalom safely and without much trouble.

In Absalom, Elizabeth was able to live a fairly peaceful life as an entertainer of sorts, developing skills along the way, and eventually bonding with a white fox which she kept as a pet. After a couple years however, the young Kitsune grew tired of big cities, she wanted to explore more. She had heard of an area on the southern border of Taldor which had a beautiful forest with friendly folks, and so she decided she would head there, to the village of Heldren.

Appearance:
In her human form, Elizabeth is a young woman with light hair. She wears the clothes of an entertainer, and on her shoulder rests a white fox she calls Lucine. When she walks, she does so with such grace that it almost seems as if she is dancing, every move calculated, and every step synchronized with some imaginary rhythm. Her form is sturdy but physically weak, not appearing to be able to lift much of anything.

In her natural Kitsune form, Lies has snow-white fur, and her eyes are a pale eerie blue. She is slightly shorter in this form, but her physique is mostly the same. She still has the same grace and rhythmic walk.

Personality:
“Lies” is a secretive person, who tends to speak in half truths and riddles when asked about her. She does however keep her half truths and blatant lies consistent, having skill as a liar and would likely make a decent spy. “Lies” enjoys the beauty of the world, and finds beauty in each and every form, especially those she takes herself.


So, I guess our GM has had a busy day... Possibly reading through all the awesome applications here, right? (That's my story, and I'm sticking to it.)


Sorry about that... it was a busy day. New job with nights... Anyway, will get back to you guys tomorrow. Trying to adjust and my brain isn't taking it well... See you tomorrow. ^_^


Ah, yes. We all have those days. Rest up! You have a lot of reading to do! :p


Darrian Masters Dungeon Maestro wrote:
Sorry about that... it was a busy day. New job with nights... Anyway, will get back to you guys tomorrow. Trying to adjust and my brain isn't taking it well... See you tomorrow. ^_^

It's cool. I'm a patient person. I know the feeling myself actually. Work at a bookstore.


Thank you guys for your submissions! I will review them all as soon as I can and confer with my players about our choices.


Here is the Crunch for my skin-walker Monk Master of Many Forms submission. He is a Standard Skinwalker but has strong preference for the feline forms and will be multiclassing with druid to gain the ability to wildshape into more "pure" feline forms. In arctic conditions he will be in white siberian tiger form prowling about protecting his friends.

background and appearance will be created and submitted tomorrow

Statistics:
Monk Master of Many Styles 1
LN (Good Tendencies) Medium Male Skinwalker
Init +7; Senses Perception +7 , low light vision
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 13 (+3 wis, +2 dex)
hp 10{8,+2Con}
Fort +4 {+2 Base,+2 Con}
Ref +3, {+2 Base,+1 Dex}
Will +5,{+2 Base,+3 Wis}
CMD 13
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +3;
Base Atk +0
Melee+3 {+0Base, +3Str }

In Bestial form w/ +2 Str Melee Claws +4+4 (1d4+4/x2)

In human form +3 (1d6+3/x2)

In Dragon Style add +50% of str mod to dam of first strike each round

------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 9

------------------------

---------------

----------------
Race Traits
------------------
Standard Racial Traits
Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2Intelligence, and +2 to one physical ability score while shapechanged (1 RP).  While in their bestial form, they gain a +2 racial bonus to eitherStrength, Dexterity, or Constitution (see Change Shape).

Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.

Base Speed: Skinwalkers have a base speed of 30 feet.

Feat and Skill Racial Traits
Animal-Minded (2 RP): Skinwalkers have a +2racial bonus on Handle Animal and wild empathychecks.

Magical Racial Traits
Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2racial bonus to either Strength, Dexterity, orConstitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
>2 claw attacks that each deal 1d4 points of damage
>Darkvision to a range of 60 feet.
>+1 racial bonus to natural armor.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charismaand Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages) allow skinwalker characters to select from different sets of bestial features.

Spell-Like Ability: Skinwalkers with a Wisdomscore of 11 or higher can use speak with animalsonce per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.

Senses Racial Traits
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

[spoiler=Feats]
-------------
Feats
----------------
lvl1 Feat: Improved Initiative
lvl1 Monk Master of Many Styles 1: BF Stunning Fist, BF Dragon Style,BF: Improved Unarmed Strike

Traits:

Magical Knack: +2 CL up to Character lvl

Warded against Witchery: +1 vs spells, spell-like abilities, supernatural abilities of evil arcane spellcasters. +1 to spellcraft checks to identify spells cast by evil arcane casters

Reactionary: +2 to initiative

Skills:

--------------
Skills (4 points, 0 INT)
-----------

Climb*(Str)____+2{+0rank,+2Str, +0Class}
Perception(Wis)____+7{+1rank,+3Wis, +3Class}
Stealth* (Dex)____+6{+1rank,+2Dex, +3Class}
Survival(Wis)____+7{+1rank,+3Wis,+3Class}
Swim*(Str)____+6{+1rank,+2Str+3class}

Languages:
Common

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------

Monk (Master of Many Styles) 1
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds hisWisdom bonus (if any) to his ACand his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk isflat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strengthbonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed onTable: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. 
This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as aswift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. 
This ability replaces flurry of blows.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Gear/Possessions:
Will be completed if chosen
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 150 GP 0 SP 0 CP

To be completed if chosen

Background:

Appearance and Personality:


Alright, I've finally managed to craft and type my character's appearance and personality. They're below, and I've reposted his statblock and backstory for convenience.

Crunch - Tobias Johansen and Kaveri:

Tobias Johansen
Human (Taldan) hunter (primal companion) 1 (Pathfinder RPG Advanced Class Guide 26, 97)
NG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee longsword +3 (1d8+3/19-20)
. . dagger +3 (1d4+3/19-20)
Ranged +2 (1d6/×3)
Hunter (Primal Companion) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, lead blades[APG], summon nature's ally I
. . 0 (at will)—create water, guidance, know direction, light
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise, Spirit's Gift[ACG]
Traits ambush training, fast-talker, restless wayfarer
Skills Acrobatics -2 (-6 to jump), Bluff +5, Craft (leather) +5, Handle Animal +4, Knowledge (nature) +5, Perception +6, Stealth +6, Survival +6
Languages Common, Skald, Varisian
SQ animal companion (wolf named Kaveri), nature training, primal transformation, wild empathy +1
Other Gear hide armor, buckler, arrows (20), dagger, longsword, shortbow, artisan's tools, backpack, bedroll, belt pouch, coffee beans, ground (worth 0.16 gp, 2 lb), coffee pot, flint and steel, holly and mistletoe, torch (3), trail rations (5), waterskin, 42 gp, 2 sp
--------------------
Special Abilities
--------------------
Ambush Training +1 to weapon damage in surprise rounds.
Animal Companion (animal companion (wolf named Kaveri)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirit's Gift (Life, Animal Companion) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Prerequisite: Animal companion class feature or familiar class feature.

Benefit: At the start of the day, you can choose to
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------

Kaveri
Male Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4); fast healing 1
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +1 (1d6+4)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Power Attack
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Flank, Heel
Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, attack, attack any target, come, defend, down, flank, heel
Other Gear blanket, dandy brush, mess kit, pot, saddlebags, silk rope (50 ft.), torch (7), 1 gp, 1 sp
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Backstory:

Civilization offers comforts, yet some always long for the wild places of the world.

Such is the case with Tobias. Born to an ex-member of the Ulfen Guard and an Opparan leatherworker, he grew up learning his mother’s trade, learning how to work cured leather into finished products – gloves, packs, belts. It was slow and tedious, as he was a restless child and bored easily, but he took to it well enough, eventually finding joy in the act of crafting.

When his father had time, he taught him the way of the sword, teaching him to fight, the importance of covering his allies. While he never expected his son to have to use such lessons, the boy enjoyed them – though he often got into trouble. After all, his mock-fights with other youths sometimes became just a little too real, forcing him to learn to talk his way out of trouble.

Though working with cow and goat leather was fine, as he grew older, Tobias’ imagination was captured by the more unusual hides his mother worked from time to time – badger, wolf, and bear. Once, even the hide of a crocodile, fashioned into a pair of tall boots for a particularly eccentric nobleman. These great beasts enraptured the young Tobias, and at sixteen, he decided he had to leave Oppara and find such beasts for himself.

The journey from home didn’t go as well as his youthful imagination had fancied. He found himself waylaid by bandits, savaged by a wolverine, and chased out of a hamlet after a dalliance with the miller’s daughter. He was bloody, broke, and starving when he limped into the Border Woods, and was on the verge of collapse when he stumbled across a wolf eating its kill.

The predator stared him down, and Tobias stared back, locking eyes with it. I’m dreaming, he thought. I’ve died, and I’ve found the creature to take me to the Boneyard. But the hunger in his belly was real, so he took a step toward the dead deer, then another, until he sank to his knees beside it – and the wolf.

To his surprise, the wolf moved aside, allowing him access to the fresh meat. He ate hungrily, not caring who he was sharing it with, not caring where he’d been, only caring about surviving for this little while longer. When he at last finished, wiping the blood from his mouth, he chanced a look at the wolf, which stared back, unblinking, for what seemed like minutes. Then it turned, and walked away.

Tobias allowed himself a sigh of relief, before he realized the creature had stopped, and was looking back at him expectantly. Curiosity overtook self-preservation, and he clambered to his feet and followed.

The wolf led him first to a small stream, where he slaked his thirst and washed the blood from his face, then to the hollow of a fallen tree, where he slept, still wondering what strange fate had befallen him. When he woke, the wolf was still there, ready to share a rabbit. After the strange breakfast, he followed the predator again, to the edge of the woods – to the town of Heldren.

There he collapsed, exhausted from his ordeal.

When he woke, he was in the temple of Erastil – just in time to hear Elder Natharen Safander telling Argus Goldtooth for presumably the nth time that leeches weren’t going to do any good. Mercifully, there were no leeches involved in his recovery, though it was a while before his limp smoothed out. As the weeks wore on, he was left to wonder whether his encounter with the wolf was just the delirious imaginings of a starved mind.

Eventually, needing to earn coin, he headed back into the Border Woods – wiser, and better-prepared. Heading out for a day or two at a time, he learned the wilds, their secrets, and their denizens. Each night he spent sleeping under the stars was another night strengthening what felt like a natural connection to the land – as if he’d always been meant to be there. He heard whispers in the soil, the stone, and the life that steeped the place.

And after several weeks, he found the wolf again. That it was the same creature was undeniable – a young male, with lopsided ears, a brindle coat, and a scar on his muzzle. Only this time, he was bleeding heavily from a bite wound in his throat.

Hesitantly, Tobias approached; the wolf slunk back, ears flat against his skull, staring at him. Eventually, his fingers touched flesh; a spark of white magic leapt between wolf and man, a sudden spike in his heartbeat sending him scrambling backwards – yet when he dared look back at the wolf, the ragged wound was closing before his eyes.

When he finally climbed to his feet and continued walking, this time, it was the wolf who followed him.

He couldn’t shake the creature. When he set up camp, it sat across the fire from him, watching. When he woke, the wolf was next to him, sleeping soundly. And when he hunted, the wolf was next to him, dragging prey to the ground for him to finish quickly.

Tobias spent three weeks in the woods that time, with the wolf – whom he named Kaveri, or ‘friend’ in his father’s tongue – always with him. He learned to harness the strange magic that grew within him – learned to find his way through the woods, to create light, to draw water from thin air. He learned how to harness the spirits of the wild, drawing them into Kaveri, granting his friend extraordinary strength, or the ability to recover from his wounds effortlessly. And he learned how to awaken the primal heart of the beast, and how to hunt as one with his friend.

When he returned to Heldren, it was with Kaveri at his side. He stayed just long enough to trade hides and furs for supplies, before leaving again, his friend in tow.

Tobias and Kaveri have been a regular feature in Heldren for five years now. The children love seeing the extraordinarily patient wolf, and Vivialla and Tessarea are grateful for what he brings. Occasionally, the pair stay at the Silver Stoat for a night, snoozing by the fire and leaving by morning, but unless the weather is particularly inclement, wolf and man alike prefer the outdoors. “Sure, the winters are cold,” Tobias tends to shrug, if asked, “but there’s nothing quite like a bed of pine needles under your bones and the stars over your head.”

Appearance & Personality:

Tobias stands at five feet, nine inches tall, with his father's brilliant blue eyes and strong shoulders, and his mother's thick black hair and full lips. He's handsome in a wild sort of way, with a strong jawline, typically Ulfen brow, and a slightly crooked nose from an old break. His hair hangs straight, reaching just past his shoulders, worn in two braids on either side of his face with the rest pulled into a messy pony-tail at the base of his skull. Weeks at a stretch in the woods also leave him with a scruffy beard and moustache - he usually visits Argus to have everything neatened while he's in town, when he can be bothered, that is.

He has a lean figure, well-muscled but not bulky, honed by a rough lifestyle rather than endless weapon drills and military training. He has more than his share of scars, on almost every part of his body - scars from his prey, from other predators, and from too-rough play-fights with Kaveri. The worst include the deep puncture scars of a wolf bite on his right forearm, the ragged slash marks of bear claws over his heart, and a savage mess of scar tissue covering half of his left leg, from the wolverine attack that nearly claimed it. Unfortunately for his pride, he bruises easily, and usually sports a few in varying stages from his outdoorsy life, primarily on his ribs and upper back.

Tobias dresses for his environment, wearing layers of green, brown, and grey clothing that help him blend in with the woods he now calls home. In winter, he wears more layers; in summer, fewer, though he never neglects his armour in case of other predators. The armour is several pieces of thick hides taken from other woodland denizens - his favourite part being his fur-lined boots and bracers from the bear that gave him his chest-scars. He keeps teeth and claws from his favourite kills woven into his belt, and has a pair of soft deerskin gloves he wears at almost all times.

Tobias is a friendly man, if somewhat aloof at times. His long stretches in the woods have given him some odd habits - for example, he doesn't think twice about his modesty when bathing or changing, as he doesn't spend much time around people. He also tends to act almost like an animal in some respects, such as freezing at a small sound, slinking low to the ground when attempting a stealthy approach, or growling menacingly when threatened. Despite this, he knows he's very much human, speaking in perfect Common with the barest hint of his father's Ulfen accent, politely and respectfully. His voice is surprisingly soft for one so rough, as he's used to making as little noise as possible, and he tends to use his hands to convey simple messages if possible, as he's managed to teach Kaveri some such things.

He's used to living rough, and doesn't complain about sleeping on a floor or eating hard biscuits for dinner, though he'll supplement his meals with game and wild fruits if possible. He also tends to smell like smoke, wood, and wolf, though he makes a point of bathing when he can. He does enjoy human company, despite his solitary lifestyle - after all, wolves are pack animals - though he values Kaveri above any person.

Tobias is a watchful person, usually scanning his environment for signs of movement or danger. When on watch, or to keep warm, he drinks hot coffee to stave off fatigue. And he likes to spar, to keep his skills up, usually with his lupine friend.

In affairs of the heart, Tobias tries to be sweet, but he's a more direct, primal person at heart, showing his affection through protective behaviour such as interposition and general fussing. If he's fond of someone, romantically or platonically, he makes sure they know, and he's fiercely loyal to those he cares about.

Kaveri is an adult male wolf, with a heavy brindled coat, a white belly and paws, lopsided ears, and a scar on his muzzle. His eyes are a rich chocolate brown, and he wears bags on his flanks similar to saddlebags, which Tobias fills with sundries when he carries his hides and furs back to Heldren. His coat is warm and sleek, his figure healthy, and he seems to shine with vibrant life - a result of the spirits Tobias binds to him each morning.

Much like his companion, Kaveri is a loyal beast, quick to leap to the defense of a friend or ally, and never complaining about living rough. Intelligent for a wolf, he also seems to know when Tobias is embarrassing himself, usually nudging him out of such foolish behaviours.

And to clarify my question above, if you'll allow it, I'll take tan hide as a 0-level spell in place of guidance :-)


Finally done. This is my complete submission Toran Oakfriend. I'm pretty happy with how he turned out. After 1rst lvl he will progress as a monk and druid

Statistics:
Monk Master of Many Styles 1
LN (Good Tendencies) Medium Male Skinwalker
Init +7; Senses Perception +7 , low light vision
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 13 (+3 wis, +2 dex)
hp 10{8,+2Con}
Fort +4 {+2 Base,+2 Con}
Ref +3, {+2 Base,+1 Dex}
Will +5,{+2 Base,+3 Wis}
CMD 13
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +3;
Base Atk +0
Melee+3 {+0Base, +3Str }

In Bestial form w/ +2 Str Melee Claws +4+4 (1d4+4/x2)

In human form +3 (1d6+3/x2)

In Dragon Style add +50% of str mod to dam of first strike each round

------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 9

------------------------

---------------

----------------
Race Traits
------------------
Standard Racial Traits
Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2Intelligence, and +2 to one physical ability score while shapechanged (1 RP).  While in their bestial form, they gain a +2 racial bonus to eitherStrength, Dexterity, or Constitution (see Change Shape).

Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.

Base Speed: Skinwalkers have a base speed of 30 feet.

Feat and Skill Racial Traits
Animal-Minded (2 RP): Skinwalkers have a +2racial bonus on Handle Animal and wild empathychecks.

Magical Racial Traits
Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2racial bonus to either Strength, Dexterity, orConstitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
>2 claw attacks that each deal 1d4 points of damage
>Darkvision to a range of 60 feet.
>+1 racial bonus to natural armor.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charismaand Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages) allow skinwalker characters to select from different sets of bestial features.

Spell-Like Ability: Skinwalkers with a Wisdomscore of 11 or higher can use speak with animalsonce per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.

Senses Racial Traits
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

[spoiler=Feats]
-------------
Feats
----------------
lvl1 Feat: Improved Initiative
lvl1 Monk Master of Many Styles 1: BF Stunning Fist, BF Dragon Style,BF: Improved Unarmed Strike

Traits:

Magical Knack: +2 CL up to Character lvl

Warded against Witchery: +1 vs spells, spell-like abilities, supernatural abilities of evil arcane spellcasters. +1 to spellcraft checks to identify spells cast by evil arcane casters

Reactionary: +2 to initiative

Skills:

--------------
Skills (4 points, 0 INT)
-----------

Climb*(Str)____+2{+0rank,+2Str, +0Class}
Perception(Wis)____+7{+1rank,+3Wis, +3Class}
Stealth* (Dex)____+6{+1rank,+2Dex, +3Class}
Survival(Wis)____+7{+1rank,+3Wis,+3Class}
Swim*(Str)____+6{+1rank,+2Str+3class}

Languages:
Common

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------

Monk (Master of Many Styles) 1
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds hisWisdom bonus (if any) to his ACand his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk isflat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strengthbonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed onTable: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. 
This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as aswift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. 
This ability replaces flurry of blows.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Gear/Possessions:
Will be completed if chosen
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP

To be completed if chosen

Background:

Toran Oakfriend is the sole surviving child of Joran(Druid/Monk) and Tylee Oakfriend (Druid Tiger Shaman) of the Green Faith sent North to protect the Lands of the North by the Druids of the Wildwood Lodge.

After many years living peacefully in the region Joran and Tylee felt secure enough in their surroundings to start a family. Toran and his twin sister Jaylee were born strong and healthy on the night of the summer solstice under the light of a full moon.

Toran and Jaylee were strong and healthy 5 year olds the night of the attack. A coven of Winter Witches and their minions attacked their home. Their parents fought valiantly to protect Toran and his sister. His Father leaping forth in the form of a Huge Dire Tiger and his Mother calling forth white artic tiger allies. Many of the Winter Witches and their allies were killed by his parents, but there were too many!

After his parents were killed the last memory of that night is the sight of his crying sister being flown away in the arms of a Winter Witch.

The next weeks of his life were that of nightmares. He was tortured and used as a test subject for the arcane experiments of the Winter Witch who kept him captive.

The last dying act of his mother the Tiger Shaman was to send her companion the tiger Tyra for help. Tyra traveled the long distance from the North to the Wildwood lodge in the Verduran Forest. She traveled the long distance with no thought in her mind except the need to get help to rescue “her cubs” Toran and Jaylee. She arrived after weeks of travels exhausted, emaciated, her once lustrous coat in tatters and relayed the horrid tragedy to the first member of the Green Faith she could find.

Tyra died of exhaustion on the spot right after relaying the tragedy to the Druid of the Wildwood Lodge.

A rescue mission was launched and after months of torture and arcane experimentation he was rescued from the Clutches of the Winter Witch Jezzelea. Unfortunately, the Evil Witch escaped and his twin sister Jaylee was never found.

The orphan Toran grew up with the Druids of the Wildwood lodge. As he grew and approached puberty a temper and darkness grew within him. Concerned with this growing temper and darkness the Druids sent him to be apprenticed to the Hermit Monk. The last student that the Hermit Monk had taught was his father Joran 40 years prior.

The HM was a tough taskmaster. But he knew this discipline is what was needed to help master and control the beast within as he too was a fellow Skinwalker. HM taught Toran the master and control the urges within through the Disciplined Art of the Forest Fist.

The Forest Fist is an unarmed martial art where the disciple learns to observe and mimic the forms of the animals around him and incorporate those movements into an effective fighting style.

Toran took to this training with great vigor learning harness his Skinwalker heritage changing his form to a more Beast like form with claws and incorporate it into this martial style.

As part of his training he has been introduced to the folk of Fusil to learn that people other than Druids and followers of the Green Faith can learn to live in balance with nature.

Fusil is a town in far-eastern Andoran surrounded on all sides by the Verduran Forest. Ages ago, the inhabitants of the hamlet made a pact with the local druids and fey-folk. In exchange for the location of a rich gem mine, the citizens of Fusil pledged that no one would chop down a single tree of the forest. The terms of the agreement have not been breached, and the inhabitants make a decent living from the mine, use only stone in the construction of their homes, and rely on peat fires for warmth.

Contrast that with the Andoran part of the Verduran Forest.

In the Andoren part of the forest, druids and fey are in a constant friction with loggers and woodsmen, and the two sides frequently come to blows. Logging is a major industry of Andoran, which is comfortable allowing the wholesale logging of forests.[4] Much of the Andoren portion of the forest is controlled by the powerful Lumber Consortium, whose cruelty and greed keep the poor citizens of Bellis firmly in their grasp.

Toran has taken part in attacks against the logging industry who continue their rapacious assault on the forest.

For the first time in his life since being rescued by the Druids, Toran has left Verduran Forest. He has been sent to investigate concerns that Alexius Demetri and Lycio Vallant owners of the Hedren Sawmill are shortsightedly overlogging the forest.

Heldren Sawmill – Heldren’s sawmill stays busy day and night cutting timber harvested by the village’s woodcutters into planks for shipment to Zimar and other cities, and stacks of lumber are always heaped outside. Partners Alexius Demetri and Lycio Vallant oversee the sawmill’s operation, which makes them two of Heldren’s wealthiest residents. Their large house on the north side of town is easily Heldren’s largest private home, nicknamed “Sawmill Manor” by the town.

This being the first time that he has been outside the forest he finds it strange that despite traveling the road south, he finds his gaze drawn not South to his destination but to the North and not North to his forest home, but further north to where his parents where killed and his twin sister Jaylee was lost. And as he does this, a fell shiver travels down his spine. (see Warded against Witchery campaign trait)

Appearance and Personality:
Toran is tall and strong with tousled dark hair and bushy sideburns. He dresses simply in functional clothes in colors of the forest. He travels light, despite his strength preferring freedom of movement.

Bestial Form:Skinwalkers' features vary greatly when they shapechange. They gain a bestial visage evoking the creatures they emulate; the snout elongates, teeth become more prominent, claws emerge from fingertips, and skin toughens into hide.

He is more comfortable in the company of animals than with strangers. He has mastered his rage and yet it is still there. It comes to the fore in a controlled manner when he sees nature defiled or disrespected.

He is more concerned with the balance of nature than in morality, yet will respect others when respect is given. He obeys natures Laws and will not actively seek to break the artificial laws of civilization. He does have good tendencies that I hope will be strengthened as he has more experiences in the world.


Sorry about my lack of posting... On top of working nights now, I've had a few health issues and its hard for me to focus on anything for any length of time. I promise that I will try to get everything together monday or tuesday, but before then I don't think I will post much if at all.

Talk to you guys later and good luck with submissions.


Darrian Masters Dungeon Maestro wrote:

Sorry about my lack of posting... On top of working nights now, I've had a few health issues and its hard for me to focus on anything for any length of time. I promise that I will try to get everything together monday or tuesday, but before then I don't think I will post much if at all.

Talk to you guys later and good luck with submissions.

Sorry you're not feeling well. I hope you get better. I'll keep you in my thoughts and prayers.


No worries DMDM, rest up and get better; hope the new work shift evens out for you as well!


In the interests of trying to be useful, I've compiled all applications below. Hope this helps everyone; if I've missed you, please let me know!

Luke_Parry - Snjórinn Verkirsson - male elf magus (bladebound/hexcrafter)
drayen - Vilgier Isliefson - male Ulfen fighter (viking) - backstory here
Wolfgang Rolf - Brynjar Kilaanti - male Ulfen/Chelaxian bloodrager (arcane bloodline)
Balacertar - Samuel Soulkeeper - male human gunslinger (musket master)
WabbitHuntr - Toran Oakfriend - male skinwalker monk (master of many styles)
ToxicDragon - Pyrhha Snowfrost - female arctic elf witch (winter witch)
SCKnightHero1 - Lyrev - female half-orc sorcerer (boreal bloodline)
Hassan Ahmed - Djack - male human rogue
TheCelticCircle - Grimkell, Son of Ogmundr - male sylph skald
Jing the Bandit - Vincent Fleming - male tiefling inquisitor (witch hunter) of Kurgess
The Thing from Beyond the Edge - Otto Otto von Kielson - male half-orc investigator (empiricist)
Ellipsis - Wyln Fitch - male human bard (archaeologist)
Nickadeamous - Isavara - female half-orc investigator (empiricist)
Lady Ladile - Calli McDaniel - female human alchemist (grenadier)
Dylos - Elizabeth "Lies" Verity - female kitsune rogue (unchained carnivalist)
El Ronza - Tobias Johansen - male Taldan/Ulfen hunter (primal companion hunter; wolf companion)


Ooops, I had completely forgotten that I had finished applying for this thread and that I needed to bow out since I got in into another Reign of Winter game. I hope you all have fun with this one. The group seems pretty awesome. Good luck everyone.


El Ronza wrote:


drayen - Vilgier Isliefson - male Ulfen fighter (viking) - backstory here

Thanks for this, but my back story is now included in the alias.


Vilgeirr Isleifson wrote:
El Ronza wrote:


drayen - Vilgier Isliefson - male Ulfen fighter (viking) - backstory here

Thanks for this, but my back story is now included in the alias.

Sorry, I missed that. I'll note it (and remove Grimkell) when I'm at my desktop tomorrow night!


El Ronza wrote:

In the interests of trying to be useful, I've compiled all applications below. Hope this helps everyone; if I've missed you, please let me know!

Luke_Parry - Snjórinn Verkirsson - male elf magus (bladebound/hexcrafter)
drayen - Vilgier Isliefson - male Ulfen fighter (viking) - backstory here
Wolfgang Rolf - Brynjar Kilaanti - male Ulfen/Chelaxian bloodrager (arcane bloodline)
Balacertar - Samuel Soulkeeper - male human gunslinger (musket master)
WabbitHuntr - Toran Oakfriend - male skinwalker monk (master of many styles)
ToxicDragon - Pyrhha Snowfrost - female arctic elf witch (winter witch)
SCKnightHero1 - Lyrev - female half-orc sorcerer (boreal bloodline)
Hassan Ahmed - Djack - male human rogue
TheCelticCircle - Grimkell, Son of Ogmundr - male sylph skald
Jing the Bandit - Vincent Fleming - male tiefling inquisitor (witch hunter) of Kurgess
The Thing from Beyond the Edge - Otto Otto von Kielson - male half-orc investigator (empiricist)
Ellipsis - Wyln Fitch - male human bard (archaeologist)
Nickadeamous - Isavara - female half-orc investigator...

Thanks for this. It makes this a little bit easier.


Happy to help. I've usually seen someone do it in recruitment threads, and it looks like it was my turn :p


Sorry, I haven't had a chance to update the list. Been posting from my phone, it's been a busy week! Hope your health issues are clearing up, DM.


Alright. My players have spoken!

Lies and Tobias have been selected to replace our missing players.

This is a link to our discussion thread, where you shall receive further instruction and get a chance to talk to your fellow players.

To those who weren't chosen, I am sorry to not be able to take you in and play together, but I hope that you will follow my campaign and have someone else take it upon themselves to take in your wonderful characters for a game.

Goodbye to you and good luck! ^_^


:O

:D

*scootches over*


Thank you for the opportunity! I enjoyed designing Lyrev and I wish those who were selected good luck and lots of fun!

And I'll try to follow along and see what happens!


Thanks for the consideration! Congrats to the selected and have a great game :)

51 to 82 of 82 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Dungeon Maestro's Reign of Winter Campaign Re-Recruitment (2 Open) All Messageboards

Want to post a reply? Sign in.