RoW game in need of healer


Recruitment

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Hello all. I just took over a Reign of Winter campaign and we need to replace a player. After some group discussion, we would really like to have someone with a strong healing focus join us. I ask that you use the same methods to create your character as those who are currently playing did so I will share with you what the previous DM had to say on that:

•1st level
•20 point buy for stats.
•Alignment: As a general rule, no evil. I might be willing to accept an evil character, if you can convince me that your character will work well within a group.
•Race: Any from the Advanced Race Guide. Just make sure it makes sense. Alternate racial traits are fine. If you want variant abilities for aasimar or tiefling, you must roll for it.
•Classes: All paizo. Archetypes welcome. No 3pp. Nothing from the Occult Adventures playtest, but Unchained classes are welcome (any summoners must be from unchained).
•Average starting gold.
•2 traits. One must be from the Reign of Winter player's guide.
•Background. It doesn't need to be fancy or long. However I am a sucker for more interesting, well thought out and well written backgrounds. While this can be done in a paragraph, it usually takes more.
•One free skill point at first level that must go into craft, perform or profession. This represents some way you've made a living before adventuring, so make sure it reflects in your character and background.
•Most of all, build a character you care about and have fun!

If you have any other questions, please feel free to ask. I will send the other players over to look at applicants as they come up. Please answer any questions posed to you by one of the current players as well as myself, their opinions are paramount in the final selection. Thank you.

Sczarni

Interested, trying to make a decision on what to make. If I am making a 1st level character, then I assume you are not far along?

Sczarni

I arm really torn between, Druid, Cleric, and Shaman for this one.


I'm currently running RoW for my tabletop group, but also have an interest in playing.

I've been interested in seeing how a hedge witch might play out as a party healer, but if that doesn't work for the group, I'm very comfortable with clerics, and could do something like a Desna or Sarenrae worshipper.


Since it's first level you must not be far in it, how far are you?


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Already some interest! I like it!

Btw, I am one of the players of that game.

@Wondering Monster and Korak: indeed, we are not far along at all. All in all, a single day as gone by in the game and only one battle. By joining now, you would not be missing much of the AP (just a bit of plot exposition, which you could basically read from the earlier posts).

If you know RoW a bit:

The group entered the woods after killing the zombies and discovered the trapped chest... that's all!

@Sarabian: I believe our group was concerned with having healing, restoration and resurrection spells available. If the hedge witch can do that, I think that would satisfy everyone.


I'd be interested in playing in a RoW game. I know Drogeny from another game we play in together. I am a very consistent daily poster and I'm not afraid to move the action forward. Divine focused characters are actually my favorite to play.


Ooh I've been dying to try a Reign of Winter campaign! I have a concept brewing in my head, but I'm only on my mobile so I'll just give a snippet now and a fully developed character when I get home to my PC.

Basically, I'm thinking of a Changeling Oracle with the Spirit Guide archetype so I can pick up the life spirit and access to channeling without going with the Life mystery (I like breaking the typical moulds while still being effective).

Will post more asap!


Ooh excellent. This might be a good time to make a chirurgeon? Any preference on classes? Maybe a witch, gotta check their abilities haven't played a witch yet.


Alright, so here's a basic concept modified for this game and that I think works very well for a witch. I'll go with the winter witch archetype, patron healing with a fox familiar, she's not truly evil, just a greedy b~@#! who's patron saw something else in her, she's fiercly loyal to her familiar being as it's her only friend for most of her life. The fox is always advising her to be helpful, etc, always trying to live a better life than what she does. No names or anything yet I'm afraid.


Pathfinder Adventure Path Subscriber

I give you Vadir, cleric of Sarenrae. Working on backstory, will add soon.

Vidar:

Male Aasimar Cleric of Sarenrae 1
NG medium outsider ( native )
Initiative +1; Perception +10
--------------------
Defense
--------------------
AC 16/18, Touch 11, Flat-Footed 15
HP 9
Fort +3, Ref +1, Will +5
Speed 30 ft.
--------------------
Offense
-------------------
Crossbow, light +1 1d8 19-20 *2
Scimitar +1 1d6+1 18-20 *2
--------------------
Statistics
--------------------
Str 13, Dex 12 Con 13, Int 14, Wis 16, Cha 14
Base +0, CMB +1, CMD 12
Feats
Selective Channeling
Skills
Acrobatics 0+1=1, Appraise 0+2=2, Bluff 0+2=2, Climb 0+1=1, Diplomacy 1+7=8, Disguise 0+2=2, Escape Artist 0+0=0, Heal 1+6=7, Intimidate 0+2=2, Perception 1+9=10, Perform 0+2=2, Profession Woodcutter 1+6=7, Ride 0+1=1, Sense Motive 1+7=8, Spellcraft 1+5=6, Stealth 0+1=1, Survival 0+3=3, Swim 0+1=1
Traits
Seeker, Vigilante Witch Hunter
Languages
Celestial, Common, Halfling, Sylvan
Spells
Detect Magic, Read Magic, Stabilize
Bless, Burning Hands, Shield of Faith
--------------------
Equipment
Backpack, Bedroll, Blanket, winter, Bolts 20, Chalk, Crossbow, light, Pouch, belt, Rations, trail 5 days, Scimitar, Scale mail, Shield, light wooden, Waterskin ( water )
--------------------
Special
Aasimar
Acid Resistance 5, Cold Resistance 5, Darkvision, Daylight 1/day, Electricity Resistance 5
Cleric
Aura, Channel Energy 1d6 5/day, Fire Domain, Healing Domain, Orisons
Fire Bolt, 6/day, 1d6 fire damage, as a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire.
Rebuke Death, 6/day, 1d4 healing, you can touch a living creature as a standard action, you can only use this ability on a creature that is below 0 hit points.

Backstory:

Sczarni

I am making a life shaman, dedicated to healing.


Interested, but will take some time to work something up. :)


Concept updated to hedge witch for spontaneous healing. Okay, still working the crunch but here's the Character. Erril was born to a lone mother, her father leaving her after a single night's fun. Her mother worked hard to provide the small family a living while Erril played in the forests surrounding their home. She was a queer child, barely speaking to anyone but her mother and the animal's she played with. Her mother noticed nothing at first, simply that a white fox had taken to sleeping in her bed.

That itself wasn't unusual as Erril had often brought home small animals.

Her playtimes in the forest started to become longer and longer. Eventually she would come to spend one night in the forest, then two, then three, eventually she stopped coming home.

The white fox had led her deep into the forest through winding paths until the two stood in front of a hut. There was where Erril met her teacher. They weren't together for long, just about a year total before her teacher vanished and Erril took to wandering, the fox always at her side.


Question, can we start with self crafted items? I'm figuring she's been preparing to go to Irrisen and I already took craft alchemy so things like Blackfire clay would be something she'd be stocking up on.


Well, I was going to whip up a hedge witch after doing some research, but I've been beaten to the line on that one! ;P One cleric, coming right up. Unless anyone minds a second hedge witch submission? Or I could try both?


Korak, I don't really care if you start with self-made items so long as A) They are legitimately something you could make at your level and B) The complete crafting costs including all materials is deducted from your starting wealth.

I have no preferences on class/race so long as it is something with adequate information online for me to access when I need to know something about that class/race (or you can tell me exactly what books that info is in and I have access to those books).

Sarabian, you absolutely may also submit a witch, a cleric, or any other class you wish regardless of what anyone else submitted (being able to heal, or course). You may also make as many submissions as you like.

Basics and backgrounds are vital for me, even more so than the numbers just so everyone knows. Ultimately, however, I will go with who my other players like.

I'm hoping to have someone chosen by the evening of the 24th.


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Thanks for the info, Twilight! I'll have something up tonight for you. (Making characters helps distract from the root canal discomfort.)


I would like to present Snjórinn Verkirsson, a healing-focused half-orc Witch(Scarred Witch-Doctor) 1 for consideration :-)


Sarabian wrote:
Thanks for the info, Twilight! I'll have something up tonight for you. (Making characters helps distract from the root canal discomfort.)

Ouch :/ Good luck with that! I look forward to seeing your submission(s)!


Um, hey, might I suggest using background skills since this is still a fairly early campaign?

Here be Crunch

Here be updated and reduxed Fluff:
Erril was born to a lone mother, her father leaving her after a single night's fun. Her mother worked hard to provide the small family a living while Erril played in the forests surrounding their home. She was a queer child, barely speaking to anyone but her mother and the animal's she played with. Her mother noticed nothing at first, simply that a white fox had taken to sleeping in her bed.

That itself wasn't unusual as Erril had often brought home small animals.

Her playtimes in the forest started to become longer and longer. Eventually she would come to spend one night in the forest, then two, then three, eventually she stopped coming home.

The white fox had led her deep into the forest through winding paths until the two stood in front of a hut. There was where Erril met her teacher. They weren't together for long, just about a year total before her teacher vanished and Erril took to wandering, the fox always at her side.

Erril is quiet, not being comfortable talking to people she doesn't know, but has a deep abiding love of animals and is likely to share more with people that have Animal Companions, Familiars, and Pets. She can't stand to see an animal abused but knows some animals are dangerous and need to be put down or driven away. Her tactics until recently when in a confrontation was to blast single enemies with Ray of Enfeeblement or a group with burning hands and then run.

I'll wait to see whether I'm selected before making a character alias.


I'll throw some background your way and draw something up in the meantime. It'll be a male human hedge witch named Vænn Urðrmund (Handsome Hand of Fate, roughly translated).

Beginnings:
Vænn was a mindful child in a remote part of Irissen, his village largely self sufficient and unimportant in the scheme of things.

As if Fate itself chose to spite his ignominity, the young boy joined his father on his first hunt into the northern woodlands.

That evening after a strangely fruitful hunt, the two northerners were visited by a strange woman cloaked in white. Immediately alarmed at the possibility that this was a witch, Vænn's father trained his bow on the broken and bloodied woman.

She smiled and waved her hand, the weary hunter falling asleep and collapsing but his bow loosed its arrow into her chest. She staggered, the blood loss and internal injuries now finally taking their toll.

"Come here, child," she beckoned, blood oozing from the corner of her mouth, "do not be afraid." Something in her beautiful eyes drew the adolescent boy in close.

Her hand caressed his face and as she uttered words of power warmth filled his being and he could feel power radiate from within.

"Use this gift to make a difference," she gagged as blood filled her lungs, "bringing healing and life rather than misery and death..."

Vænn nodded and she smiled breathing her last. A gust of snow swept over the camp and her body discorporated into a flurry of snow.

The boy went on to heal the wounds of his village's injured for a number of years but after a casting of the bones he was sent off into the world to bring his gift to those in need of it.


I'll begin giving feedback to submissions this evening (23rd) and see about getting a list of submissions made up so that we have a good record of who is submitting what. Please don't take my lack of feedback as disinterest, or disapproval. I just prefer wait until there is enough for me to sit down and go through them all at once. I have been reading what's being put up though, and I'm seeing some really lovely ideas. Thank you all for taking the time to submit your ideas.

Korak The Boisterous wrote:

Um, hey, might I suggest using background skills since this is still a fairly early campaign?

Not sure what you mean, elaborate please.


Pathfinder unchained released the Background skills system, it turns craft profession perform and some knowledges into skills on the background list, background of course being who you are and creates two new skills called lore and artistry. every level you get two extra skill points to spend specifically on these background skills because they're not considered as important as adventuring skills like stealth, climb etc etc.


Skimmed it, looks interesting. I'll read it more fully after I've slept and give it some consideration. Thanks!


No prob, the second I read it it became an instant on for all of my campaigns, you may also want to check out the disease and poison variant, quite nice and keeps poison relevant by making it all do HP damage half of it's DC t'would make any poison lover very happy.


Skipping the witches (we seem to have enough!) and putting up Bertrade Kistna, a vudran cleric of Irori with the merciful healer template from Ultimate Combat.

Merciful Healer:
Basically, the Merciful Healer loses some of the offense and flexibility of the standard cleric - they only have one domain, Healing, and can't channel positive energy to affect undead - but they don't provoke AoO from healing spells or the Heal skill to stabilize, get paladin mercies at 3rd level, and can either mercy or reroll 1's on their energy channel at 8th level.

Healer Kistna is orginally from Absalom, but has been wandering the Inner Sea region and providing healing to communities in need whilst doing some motivational speaking as is the wont of those who follow Irori in his guise as the god of self-improvement. It's easy for her to have just come to the village after the other PCs have left, and borrow a horse to play catch up.


Okay! I think I have my character ready. I apologize if the background seems long; I got a little over excited about it.

She may not look healing focused at first glance, but at level 7 she'll gain the ability to channel at the same level as a cleric seven times per day (1+cha mod after level 4 increase+trait bonus) and access to a shaman hex that boosts my cure spells.

I've done straight healers (life oracle, life shaman, healing cleric) and I always find them a little dull after awhile because the party just doesn't need that much in healing, so I thought mixing it up a bit (and maybe actually putting the Heal skill to use) would be a good way to go and this route seemed deliciously flavorful.

As a side note, I took the Additional Traits feat to give me a total of four traits. I really wanted ray of frost as a cantrip... >.>;;


Here is my submission, Nitharian the Life Oracle, the ancient Lorekeeper archetype gives my access to a few Sorcerer/Wizard spells to keep things interesting, Sorry it is so long.

Crunch:
Nitharian Venas Elf Ancient Lorekeeper Oracle of Life -1
Stats Str- 13. Dex- 12. Con- 14. Int- 12. Wis- 6. Cha- 17.
Init +1 Saves Fort +2; Ref +1; Will-1(+2 vs Enchantment) .
BAB +0; CMB+2; CMD 13; AC 17 Touch 12 Flat-Footed 15
HP: 13 (1d8+2+3)
Languages: Common, Elven
Skills
Acrobatics: 1 (+1 Dex)
Appraise: 1(+1 Int)
Bluff: 3 (+3 Cha)
Climb: 2 (+2 Str)
Craft: 0
Diplomacy: 8 (1 Point +1 Trait +3 Class +3 Cha)
Disable Device: 1 (+1 Dex)
Disguise: 3 (3 Cha)
Escape Artist: 1 (+1Dex)
Fly: 1 (+1 Dex)
Handle Animal: 3 (+3 Cha)
Heal: -2 (-2 Wis)
Intimidate: 3 (+3 Cha)
Knowledge Arcana: 6 (1 Point +1 Trait +3 Class +1 Int)
Knowledge Dungeoneering: 1 (+1 Int)
Knowledge Engineering: 1 (+1 Int)
Knowledge Geography: 1 (+1 Int)
Knowledge History: 1 (+1 Int)
Knowledge Local: 1 (+1 Int)
Knowledge Nature: 1 (+1 Int)
Knowledge Nobility: 1 (+1 Int)
Knowledge Planes: 1 (+1 Int)
Knowledge Religion: 5 (1 Point +3 Class +1 Int)
Linguistics: 1 (+1 Int)
Perception: 1 (1 Point - 2 Wis +2 Race)
Perform: 3 (+3 Cha)
Profession: -1 (-1 Wis)
Ride: 1 (+1 Dex)
Sense Motive: -1 (-1 Wis)
Sleight of Hand: 1 (+1 Dex)
Spellcraft: 1 (+1 Int)
Stealth: 1 (+1 Dex)
Survival: -1 (-1 Wis)
Swim: 2 (+2 Str)
Use Magic Device: 8 (1 Point +3 Class +1 Trait +3 Cha)
Feats
Toughness
Traits: Sovaryian Intellectual; Adaptive Magic
Gear: Scale Mail; Longspear; Cold Weather Outfit; 42GP
Special Abilities
Racial: Elven Magic; Elven Immunities; Keen Senses; Weapon Familiarity; Low Light Vision
Curse: Clouded Vision. I cannot see anything beyond 30 feet, but I can see as if I had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, I gain blindsense out to a range of 30 feet. At 15th level, I gain blindsight out to a range of 15 feet.
Revalations
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Spells
0th DC 13: Detect Magic, Read Magic, Spark, Stabilize.
1st DC 14, 3/Day: Cure Light Wounds, Shield of Faith, Endure Elements

Backstory:
Nitharian was born on Castrovel, in the great city of Sovarian. Like many young elves he showed an aptitude for the arcane arts, but that was not enough for him; for Nitharian carried within himself a burning thirst for understanding. So he sought clerical power in the faith of his parents and rose through the ranks of the church of Serenrae, but it he was still not satisfied; for while the gods offered great power and deep knowledge, they offered it through faith, and not understanding; still he continued, learning to wed divine and arcane energies into incredible feats of power, earning himself recognition, praise, and even greater understanding; but it was still not enough. So, in order to perfect his understanding of the cosmos, Nitharian decided he needed to understand the gods; So, in his arrogance, using a dangerous blend of Miracles and Wishcraft, he commanded the goddess to reveal herself to him, so that he might see the truth of her power. It worked, and in that moment when he beheld the true form of the goddess in all her glory, the secrets of creation spoke to him, however mortals are not meant to bear the sight of gods, The revealed power nearly consumed him burning away much of his acquired knowledge and power, leaving him with only fragments, and then he was cast out, a burned and blinded shell of what he was; and then the goddess spoke to him for the last time, saying “You have trespassed on things you were not meant to bear, and broken the trust I placed in you as my cleric. This place shall be your penance, there are others here who need your help, go, seek them out, and earn your redemption.”
Nitharian found himself in and unfamiliar place, filled with strange sounds and scents; a place much colder than his native Castorvel, however, he soon found that he was not helpless, for though his eyes were gone, burned away in the fires of divinity, he found he could still see the world around him, and though Serenrae no longer answered his prayers with magic, he found that a Spark of her divinity lived in his soul, fulling the few magic’s he remembered. So, armed with this power, he set out to fulfill his goddesses last command; then one day, he felt a chill breeze, and smelled magic on the air, which awakened in him his old hunger, perhaps in understanding this new, cold magic, he could find the ones Serenrae had spoken of, or at least stop it so it would get back to something resembling normal before he forgot what it was like to feel warm.


Submitting Kristophe Kristophson, Cleric of Erastil, Gnomefriend and searcher for his father's legacy

Circumstances of Birth:
Kristoph was born on an auspicious evening. A "Winter Moon" was in the sky and it was unseasonably cold outside, something his father Kristoph Svenson was very glad for. Red Kris, as his father was called, was an Ulfen trader from the Land of the Linnorm Kings. He sailed the Inner Sea for many years before settling down in the Taldan city of Cassomir with a beautiful Taldan woman. Kristoph was raised in the city but his father always regaled him with tales of the frozen north and his youth there as well as his adventures at sea. Northern Ancestry trait

Young man's life:

Red Kris doted on his young son and taught young Kristoph many things as he grew up in the large port city of Cassomir. Red Kris provided for his family by becoming a mate on river barges but after Kristoph was born he foreswore going on the long sea voyages of his youth.

Tragedy:

When Kristoph was near his 12th nameday, his world was shattered. Red Kris had taken a job as a bargeman heading down the coast of Taldor from Oppara and the Jalrun River to Demgazi and Zimar. Red Kris's wife Denia was told that on the trip near the Border Wood the barge was attacked by brigands and all hands were lost. Denia was distraught and his son was devastated. The family quickly became penniless and was forced from their home. They moved north, to Denia's hometown of Wispil. Wispil was an interesting place, populated mostly by gnomes and other demihumans, Denia was the adopted daughter of a gnomish couple there. Her family was a woodsman and his wife which has been slain in the Verduran when she was an infant. [ooc] Race trait Adopted: Gnomish trait Animal Friend

The next five years:

For the next five years Kristoph helped his mother Denia and his adoptive grandparents Binknocket and Fliggia Burnswaddle harvest and produce the huge trees that made the Taldan navy. During this important time in his life Kristoph learned much about the natural world and the magic of the fey. This connection grew over time and Kristoph learned to feel the power of the natural world in a way that he thought might please his father, the long dead Red Kris. He felt a calling to the worship of Erastil, the god of his adopted father, Binknocket.

The trip:

As Kristoph approached his 18th name day with an insatiable question. What really happened to my father? He decided to take a trip south, to the Border Wood.

Kristoph’s personality and appearance:
Naive, Brash, headstrong, impulsive. The young man is tall and faired haired a trait he takes from his father. However his skin is darker and his eye color also dark, traits he gained from his Taldan mother. He has a shaggy, almost unkempt appearance.

Mechanics:
Kristoph Kristophson
Male Human Cleric 1
LG medium humanoid
Init +3 Senses Normal Vision Perception +3
DEFENSE
AC 16, touch 13, flat-footed 13
hp 9
Fort 4 Reflex 3 Will 5
OFFENSE
Speed 30 ft
Melee Dagger +0 (1d4/19-20/x2) or Club +0 (1d6/x2)
Ranged Longbow +3 (1d8/x3)
Space 5 Reach 5
STATISTICS
STR 10 DEX 16 CON 13 INT 10 WIS 16 CHA 12
BAB 0 CMB 0 CMD 13
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics 2, Appraise 0, Bluff 1, Climb -1, Diplomacy 5, Disguise 1, Escape Artist 2, Fly 2, Handle Animal 5, Heal 3, Intimidate 0, Perception 3, Logger 7, Ride 2, Sense Motive 7, Stealth 2, Survival 3, Swim -1
Languages Common
Gear Longbow, Dagger, Club, Studded Leather Armor

Human Traits (Core 27)

• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Traits

• Northern Ancestry (APRW 6): You gain a +1 trait bonus on Fortitude saves*, as well as cold resistance 2*.

• Adopted (APG 329): Select a race trait from your adoptive parents race.

• Animal Friend (APG 331): You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must beat least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you*.

Class Features

• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).*

• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Longbow

• Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

• Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (longbow)

• Channel Energy (Su): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 11). You can use this ability 4 times a day.

• Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells.

Domains

• Animal

• Speak with Animals (Sp) (Core 41): You can speak with animals, as per the spell, for 4 rounds a day.

• Community

• Calming Touch (Sp) (Core 42): You can touch a creature as a standard action to heal it of 1d6+1 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 6 times a day.

Feats

• Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

• Precise Shot (Core 131): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard–4 penalty on your attack roll.

• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.

• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*


12 hours between posts why, because I'm bored.


The list so far. Did I miss anyone?

(Webb) Vadir – Cleric of Sarenrae
(Korak The Boisterous) Erill – Hedge Witch
(Luke_Parry) Snjórinn Verkirsson – Scarred Witch-Doctor
(JABIII) Vænn Urðrmund – Hedge Witch
(Sarabian) Bertrade Kistna – Cleric of Irori
(Mimesyne) Zisel Nordstrom – Oracle
(Nathan Monson) Nitharian – Life Oracle
(nilesr) Kristophe Kristophson – Cleric of Erastil

Feedback coming!


This is what I have so far but I'll pause for suspense.


To any and all Witches, I bring forth this suggestion, add Hex channeler that I just found out about. It is a must have for any witch focused on healing. Dreamweaver White Haired witch, medium, and dimensional occultist appear to be the only archetypes it interferes with. I will not update my sheet at this time, but you can officially call Erril a hex channeler


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Vadir – Still awaiting your backstory! You took the trait Vigilante Witch Hunter, I’d like to see that explained in your backstory if you can.

Erill – How did Erill’s mother handle Erill sleeping I the woods for nights at a time, and did Erill say anything to her mother when she finally left home for good? Has Erill returned home at all since then? How old was Erill when she left home? You didn’t put any ranks in the heal skill, is that something you plan to do for the times when your magic has run out or simply isn’t enough?

Snjórinn Verkirsson – I am intrigued by what backstory you have written, and although sufficient for the game I would love to see more of his story. You’ve chosen some good spells and it pleases me to see that you already plan to have cure light wounds prepared.

Vænn Urðrmund – I like where you’re going with the backstory. Still awaiting the numbers and details. A couple of questions, how old was he when he was visited by the witch? How did his father/family/village react towards the changes in Vænn? How old was he when he left?

Bertrade Kistna – I would really like to see more to your background. Tell me a short story about her, some experience she had, perhaps a defining moment that lead her down the path she is on. I like the match-maker idea in her personality, that sounds really amusing but I’m having trouble connecting that with the descriptors of quiet, reserved, and demure. Perhaps you could expand on that some more as well to show how those personality traits work with being a match-maker. Excellent choice of class to fill the healer role.

Zisel Nordstrom – Absolutely do not apologize for the lengthy background, it is a delight to see someone write so much for their background. It really helps me to feel like I know who the character is, and what makes them tick. I’ve seen an oracle in play for RoW before but the campaign didn’t go very far that time. There was a druid in play as well, so healing was pretty evenly split. I think it could be pulled off with just an oracle, though.

Nitharian – As I said to Zisel, don’t apologize for an in depth backstory. It’s by far what I prefer. I found Nitharian’s story enticing. I was a little concerned as I read because, obviously, a first level character would not be capable of such feats but you covered that quite well with the amnesic quality. With such a low wisdom, and no starting ranks in Heal, how will you handle it if your magic has run out or someone is wounded beyond what your magic can handle (at least initially)?

Kristophe Kristophson – I’m not comfortable with you taking the adopted trait and thus the subsequent gnome racial trait with your background as it is. My reasoning is that first he was already 12 when he moved to the gnomish village, and secondly, he wasn’t actually adopted he was still raised by his human mother for the remainder of his childhood years even if it was in a gnomish village. If you want to keep those traits, my suggestion is to kill both of his parents off and make him a few years younger when he went to live with the gnomes.


Erril's mother was concerned but the area was more civilized than most. There were numerous hunting cabins in the woods to help the villages hunters in case they couldn't get back that night. At first her years of playing in the woods had earned her some trust especially since her first disappearances were weeks apart, as her study with the witch intensified, they came quicker and quicker, each return to the village became more stressful until when she was done training the tension was enough that she gathered only a few belongings from her home before vanishing altogether without saying anything to her mother.

Her own strangeness and unsociable tendencies caused few of the villagers to care about her disappearance though they still helped to comb the woods for her when she hadn't been seen for weeks. She let the searchers see her before turning her back to them and running deeper into the woods and beginning her journey in earnest. She hasn't been back since.

She was sixteen when leaving and will be 17 at the start of the campaign.

As for mundane healing at this point she hasn't needed it since she hasn't come across anything she couldn't run away from or distract with her hexes and magic. As she adventures with an actual party and this becomes less true I will likely start putting points in mundane healing though it's mostly useless for anything that's not stabilizing. It seems handier to me for somebody who's not the magical healer to be trained in the healing skill in case something takes out the healer. That way they can nurse them back to health until they can recover enough hit points to wake up again.

I'm also going to reexamine the failed winter witch trait since her mentor features a lot more heavily than I thought s/he would. I may ask in the future about possible winter witches in the AP path to give her an identity.


I'll make that happen when I get home from work tonight!


I'll work on the back story more tonight. This is my alias for him so far and I just need some number crunching for my familiar (who is intended to be a shard of the dead witch's soul watching over him). I'll flesh him out more though per your requests.


Crunch is done. Now for more story.


There we have it. Doing this on my phone atm so I apologize for any mistakes.


Initially my plan for when I run out of magic is to use stabilize to keep them from dying until my spells come back, as soon as I stat to get loot, I will pick up a Cure wand to serve. And as I level up it will become less of an issue.


I've beefed-up Snjorrin's background. Let me know what you think :-)


Re: Trait
Ok, I'll take the Speaker for Erastil trait then.


GM Twilight, please disregard my interest. Turns out work, doesn't give me as much time to create a character as I wished. However, much I wanted to run in this AP.


I really want to play this AP and it happens it crosses to much greatness with a player concept I have been wanting to play for a time now. It also happens I have been following your game for a time since last time GM Jammin made a recruitment, so I am familiarized with the characters and what have you been doing to a extend.

This is Samuel Soulkeeper, a gnome oracle of life from the human town of Heldren, graced by the Flame of Life.

I hope you both like the background and the mechanics I got for him. Do not hesitate to drop any suggestion.


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Ugh, unexpected double shifts are unfun. Anyway, here we go.

Turning Point:

Shishya Bertrade stood in a street corner shadowed from the sun's glare, and watched with her guru Chakota as the two gangs of homeless youths battled for turf. Chakota had spoken at great length on personal strength and perfection - often of his own personal strength and perfection - and the young shishya had learned much from him regarding self-improvement. Sadly, she had learned little else from him, aside from ways in which she did not wish to behave. One of the first sutras of [u]Unbinding the Fetters[/u] spoke of how each person must find their own path, though it be illuminated by the actions of others; most often, her guru spoke and showed her the path she did not wish to walk. This day was no exception.

"Behold," proclaimed Chakota, "how the youths pit their strength against each other in a battle for supremacy. The losers will see their imperfections and attempt to improve. The winners, if they are wise, will realize this and also improve. Conflict is a method by which our flaws may be revealed, so we may burn them from ourselves and continue our path to perfection."

Bertrade said nothing. While she realized there was an element of truth in those words, it mentioned nothing about those too weak to survive conflict, who would thus be unable to improve. She could not simply gainsay the older man's words, though. So she watched the gangs scuffle and bleed, and held back tears so her teacher would not think her weak.

As the brawl concluded, Chakota motioned for Bertrade to follow him. "We have learned all that is useful here. Let us move on." She was about to leave when she saw another pair emerging from concealment. Also dressed in Irori's blue and white, the older of these two began to step carefully among the youths, bandaging wounds, while the younger stood back with a petulant scowl upon his face, flexing his callused fists. Bertrade began to walk to the other pair, when a hand on her shoulder stopped her. "The lesson is done," barked Chakota. "We go now."

Ducking her shoulder, Bertrade quietly rejoined, "The Unbinding states each person will determine their own path," before stepping briskly to the side of the other couple. Chakota followed, his glower more than a match for that of the scowling initiate.

The other healer appeared to be of Keleshite descent, with his tattoos marking him as Qadiran. He glanced up at the newly arrived pair, taking in Chakota and Bertrade, and a wry grin flashed across his face. "Chakota. I suspect our shishya are both done listening, and are ready for actions that neither of us is prepared to take. Perhaps a change is in everyone's best interests?"

Chakota looked at the other student, sizing him up, then nodded; the two departed in short order, leaving Bertrade and her new mentor to their work. Once blood flows were stanched and bruises cooled, Bertrade introduced herself. "I am Sohrab, and I shall be your archya for as long as is needed," the Qadiran replied. "I imagine Chakota brought you here to see the value in conflict?" She nodded, and he continued. "Conflict is an inevitable part of life for most. But appropriate conflict is needed for growth. We would not ask a trainee who is weak in limb to hold the weight of five men over their heads the first day - this sets them up for failure, not growth. My path is to support those who are not yet strong enough to handle the conflicts life throws at them. Perhaps this will be a similar path to yours, Bertrade?"

For the first time that day, Bertrade smiled.

In Hinduism (strongly associated with Indian culture, upon which Vudra and the faith of Irori is based), a guru is one who teaches through imparting knowledge to students, or shishya. In contrast, an acharya is a spiritual preceptor who teaches by being an exemplar, rather than merely imparting knowledge.

Similarly, in many eastern cultures on Earth, marriages are arranged by parents due to the belief that they are the ones who know their progeny better than they know themselves, and will make a match based on what they need for the future as opposed to what they want in the short-term. Bertrade attempts to fill the matchmaker role in this way for her friends - with her keen insight into their personalities and thirst for knowledge combined with the desire to see all on the path for self-improvement, she attempts to match individuals who will encourage each other to strive for greater and greater things. She tends to attempt to be the pebble that diverts the flood, guiding the two together with a single well-timed and well-crafted sentence. This tends to be in stark contrast to the Avistani's convoluted "hook-up" plots, which make gnomish courting rituals seem almost boring by comparison.


Mokshai, no worries! I'm sure they'll be other games.

Everyone who made adjustments to their characters, thank you. I don't have time for more in depth feedback just now but I have read all of the new changes.

Samuel Soulkeeper, a couple of things: 1) the requirements outlined by the previous DM allowed for two traits, one being from the campaign. You have three traits, you'd need to remove one. I'd suggest Faithful Feedback, but only because it provides a heal bonus to those who share your religion but you haven't mentioned religion/deities at all that I saw. Also, I'm not sure why you put the little skill spoiler in your race slot, but you should know that it can't be read because when it is opened the writing bleeds into the surrounding text.

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Since I noticed it on Samuel's character and it didn't occur to me to check on the other submissions, please make sure that your characters match the requirements outlined in the initial post.


Sorry, I got confused for some reason it was 2 traits plus one campaign. I fixed that.

The spoiler with the skills is of invaluable use while playing, as you can easily check what are your bonuses without having to open the sheet. It works nice among the other stats in the stats line, but yes seen in the character profile it looks ugly because I removed the comas to save space. Anyway it is not thought to be checked there.

Thanks for pointing me the errors. Anything else you see, just let me know :)

It seems quite difficult to pick up among all the great submissions.

I also have to say even if I feel fluent in English it is not my native language. Just in case that might be problematic for you or the party.

Dark Archive

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Dotting to steal players when Twi starts the next Reign of Winter game.


First let me thank everyone for their submissions. I thought some of you were really excellent and I am really grateful for the time you all took to alter your characters to my whim.

For this campaign, I had my current players look over everyone and put it to a vote. So, without further ado, Zisel Nordstrom, I'd like to welcome you to the game. I'll send you an email shortly with the link and to discuss your entrance.

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