GM Grog's Reign of Winter


Recruitment

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flesh eater is fine, I have had time to look over it

@Radavel Whenever the 3 taken seats finalize thier character I will give 10 days for everyone else to finish upon that time the three of them, plus myself will pick out the other 3 members of the party

Grand Lodge

GM Grog wrote:

flesh eater is fine, I have had time to look over it

@Radavel Whenever the 3 taken seats finalize thier character I will give 10 days for everyone else to finish upon that time the three of them, plus myself will pick out the other 3 members of the party

okay, thanks :)

Silver Crusade

Dotting in my interest. I will wait until the 3 known players get their characters done. I have a caster concept that could go a lot of directions; I want to make sure I don't try to fill a role that's already full.

Sovereign Court

Ok, I'm one of the "three knowns," I'm currently working on a sorcerer. I've been in discussion with one of the others, we will have a character tie, and that one's going to be a shaman. We're both going to be humans, I think.

Grand Lodge

Jesse Heinig wrote:
Ok, I'm one of the "three knowns," I'm currently working on a sorcerer. I've been in discussion with one of the others, we will have a character tie, and that one's going to be a shaman. We're both going to be humans, I think.

hey, do you mind if i tie in as well... a mute gnoll isn't likely to be accepted wholly. especially if he's alone...

Sovereign Court

My character is unlikely to have a connection to a gnoll, but the shaman might!


Does that mean arcane casters are unlikely to be picked?

Also, I already finished this character, so any feedback on her would be appreciated.


Selena Snoe Yelizaveta wrote:

Does that mean arcane casters are unlikely to be picked?

Also, I already finished this character, so any feedback on her would be appreciated.

I do not prefer reskins. They grate on me, that I must have to look over the entire AP and then asses whether or not it fits is irksome. That and the fact that, that I do not think being anyway related or around the Ruling Famliy is a good thing. As it will at some point put you against the entire party.


I've never done anything with PFS before. How do I get a number?


GM Grog wrote:
Selena Snoe Yelizaveta wrote:

Does that mean arcane casters are unlikely to be picked?

Also, I already finished this character, so any feedback on her would be appreciated.

I do not prefer reskins. They grate on me, that I must have to look over the entire AP and then asses whether or not it fits is irksome. That and the fact that, that I do not think being anyway related or around the Ruling Famliy is a good thing. As it will at some point put you against the entire party.

The last gm suggested the reskin because baba yaga sometimes granted winter wolves the ability to take human shape. I do not mind being a normal kitsune.

As for heritage, she is related to the previous queen, not the current one. Thus, from my limited knowledge of things, she has reason to go either way since the current queen is probably the antagonist and thus is breaking tradition (if her ancestor had to give up the throne, then so should the current queen), which makes what I consider a good conflict of interest for rp and character development.

Sovereign Court

I'm guessing no Background Skills?


Good question?

And may we take a drawback for another trait?


Dorian 'Grey' wrote:

Good question?

And may we take a drawback for another trait?

Yes


Jesse Heinig wrote:
I'm guessing no Background Skills?

Ummm, I am going with no since I don't know the affect it would have on this old AP


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm interested, but confused. If this is for PFS credit wouldn't we be required to follow the PFS character creation rules for a PFS legal character?


CariMac wrote:
I'm interested, but confused. If this is for PFS credit wouldn't we be required to follow the PFS character creation rules for a PFS legal character?

As far as I know, I have to make adjustments to certain sections and fights, what you play as long as its Piazo material will work..

If you care to peruse the FAQ, its probably there

Sovereign Court

I've set up an alias, still working on all the background and personality details (I have them in my head, just ran of time to write everything down so far). Wilhelmina Cascadian is a sorceress from a minor wealthy family who is trying to learn more about the forbidden secrets in her family heritage, which have given her unusual powers and abilities. She is frightened of what she may learn, but also fascinated by it... and now trying to make her way in the world outside to see what she can discover about herself.

All subject to the DM's approval, of course!

EDIT: Whoosh! Added background, personality, and description to the alias!

Here's the whole thing!

Wilhelmina Cascadian:

Wilhelmina Cascadian
Female human sorcerer (crossblooded psychic/starsoul) 1
NG Medium humanoid (human)
Init +1; Senses Perception +1

--------------------
Defense
--------------------

AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 7 (1d6, +1 Con)
Fort +1 (+0 base, +1 Con), Ref +1 (+0 base, +1 Dex), Will +3 (+2 base, +1 Wis, -2 crossblooded archetype, +2 Iron Will feat)

--------------------
Offense
--------------------

Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2)
Sorcerer Spells Known (CL 1st; concentration +3)
Favored class bonus: +1 cantrip
* 1st-magic missile
* 0 (at will)- acid splash, dancing lights, message, prestidigitation

--------------------
Statistics
--------------------

Str 10, Dex 13, Con 12, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 11
Languages: Common (Taldane), Aklo

--------------------
Feats
--------------------

Human
Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Sorcerer 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 1
Logical Spell (Metamagic): You can eschew emotional components by exercising logic.
Benefit(s): A logical spell can be cast without emotion components. Spells that don't require emotion components are not affected.
Level Increase: +1 (a logical spell uses up a spell slot 1 level higher than the spell's actual level.

--------------------
Traits
--------------------

Lesser Noble (Regional): You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp—your “birthright,” such as it is.

Warded Against Witchery (Campaign): Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts.
You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

--------------------
Skills
--------------------

Diplomacy +5 (1 rank, +3 Cha, +1 trait)
Knowledge (arcana) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (nobility) +3 (1 rank, +1 Int, +1 trait)
Spellcraft +5 (1 rank, +1 Int, +3 class skill)

--------------------
Gear
--------------------

Starting wealth total: 170 gp

Traveler's outfit (free)
Courtier's outfit (30 gp, 6 lbs.)
Jewelry (50 gp)
Dagger (2 gp, 1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
* Bedroll (1 sp, 5 lbs.)
* Blanket (5 sp, 3 lbs.)
* Grooming kit (1 gp, 2 lbs.)
* Ink (8 gp)
* Inkpen (1 sp)
* Journal (10 gp, 1 lb.)
* Trail rations, 4 days (2 gp, 4 lbs.)
* Waterskin (1 gp, 4 lbs.)
* 15 gp, 3 sp
]

--------------------
Special Abilities
--------------------

Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer (crossblooded psychic/starsoul) 1

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Chosen bloodline: Crossblooded psychic/starsoul

Class Skills: A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.
Psychic bloodline: Sense Motive
Starsoul bloodline: Knowledge (nature)

Bonus Spells: A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Bloodline Arcana: A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.
Psychic bloodline: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Starsoul bloodline: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.

Bloodline Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.
Level 1: Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Drawbacks: A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.
Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

--------------------
Backstory
--------------------

Description: Wilhelmina is a fair-skinned woman with simple wavy brown hair, often coiffed or styled, and haunted brown eyes. She seems to have a slow mannerism and often appears vexed or nervous.

Hair: Brown
Eyes: Brown
Height: 5' 6"
Weight: 130 lbs.

Personality: Chased by shadows and dreams from her family's dark past, Wilhelmina is often frightened of the strange revelations from her blood inheritance. She is nervous around arcane forces, and afraid of what her abilities portend. Still, she tries to put on a strong face among others, especially when dealing with other well-to-do folk from wealthy social strata. On the occasions when she has an opportunity to be free from worry and care she has a kind and engaging smile, and a lilting laugh, but all too soon events bring her back to her withdrawn and moody demeanor.
Concerns weigh heavily upon her and she sometimes seen withdrawn or introspective, but when disasters strike she does her best to display firm backbone and resolve in the face of adversity. How else could she survive her unwitting family heritage?

Background: The Cascadian family was once, to hear the tale, a wealthy and influential family with much prestige. Now, though, they are a pale shadow of their former selves. Some scandal almost a century ago brought their fortunes low, and they lost much of their property and prestige.
Wilhelmina is one of the inheritors of this mysterious family that now keeps itself ensconced on a family estate, rarely interacting with the outside world. She also inherited the strange fell curses and arcana that have seeped into their bloodline thanks to their old mysteries: The family once included many cultists in its number, all devoted to beings of the Dark Tapestry. It was this devotion that was the family's undoing, as those creatures have no love for humanity and were all too ready to wreak destruction upon their would-be supplicants.
Wilhelmina's odd abilities started to surface as a young girl, and at first she thought them amusing diversions. In her adolescence she learned from her grandmother that her abilities were not mere tricks or toys, but the result of some kind of forbidden drama in the family's past. Though the full details were never explained, it was made clear that her powers were the same kinds pursued by her ancestors - and that those black arts led to their utter ruin and the downfall of the family.
Now a grown woman, Wilhelmina has become increasingly concerned about her burgeoning talents. Unable to find any answers in the family's libraries and scrapbooks, she has packed her best dress, some sensible shoes, and a journal, and sallied out into the world to learn more about her fate - and whether she can escape the eventual curse of madness and death.

This character's party role is as a blaster with a side of communications/mental abilities. Not a lot of skill points, sadly, so she's a bit thin there. Some rich character development opportunities. She is set to advance solely as a sorcerer, picking up feats that will improve her blastin' magic and occasionally getting a debuff or utility spell here and there.


Jesse Heinig wrote:

I've set up an alias, still working on all the background and personality details (I have them in my head, just ran of time to write everything down so far). Wilhelmina Cascadian is a sorceress from a minor wealthy family who is trying to learn more about the forbidden secrets in her family heritage, which have given her unusual powers and abilities. She is frightened of what she may learn, but also fascinated by it... and now trying to make her way in the world outside to see what she can discover about herself.

All subject to the DM's approval, of course!

EDIT: Whoosh! Added background, personality, and description to the alias!

Here's the whole thing!

** spoiler omitted **...

Whats with everyone and psycics...I havn't even completely read the book yet, and got 14 PM's to play some form of it... /sigh

Dark Archive

Where in Golarion will the game start? I want to give my character sufficient background to tie him to the game.


1 person marked this as a favorite.

The AP starts in a small town in Taldor.


minute Background:
-Step 1: Write at least 5 concept elements that you feel are important to your image of the character.

1. concept overview
Thorvald, naturally gifted warrior of the north who has come south to see the lands of the long summer, and to escape local trouble up north.

2. list of important life events
A nearly frozen, yet not frostbite boy, is found wandering in deep snow near the edge of the Feywood. The young boy knew his name was Thorvald and he had been brought by a cold stranger.

The village master wished to turn him out fearing fey meddling, but the village crone warns against it saying that the boy bore the mark of the spirit of cold.

He is taken in by a local farmer who's wife was barren.

Thorvald had a penchant for escaping is duties on the farm to wander the edge of the fey lands. Some of the villagers fear he will insult the fey who live there.

There he discovered a limestone cave and a bastard sword inside it. He trains with he sword in secrecy. What he lacks in formal training he makes up in raw physical ability and warrior spirit.

When the Winters War come to his village he takes up his blade and defends it from traitor Ulfen of Irrisen.

Despite his efforts the Village Master uses coincidence and his apparent resistance to cold to cast suspicion upon him.

Out of fear for reprisals against his aging parents, Thorvald makes the decision to go south where the Crone says he must go to unravel the secrets of his past.

3. physical description
6' 4" 225 pounds of farm hardened Northman
Brown hair and penetrating blue eyes.
He has a noble air to how he holds himself

4. personality profile
Loyal and trustworthy.
Stalwart with an eye for the underdog
Grateful for his adoptive parents he has a soft spot for children in need.

5. Quirk
Thorvald tends to be suspicious of those in power because of his experiences with the Village Master. Not paranoid, but he does like to question the motives of those in power.

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. To find out more of his origins and become a great warrior so that he might return home someday and repay his adoptive parents for their kindness and expose the Village Masters lies.

2. As a player I want to immerse my self in this character and take him to 20th as a pure barbarian.

-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

Known to him - the spirit that brought him to the village was Tolc

Tolc:
Snow-Strider
Empyreal Lord of cold, frozen wilds, and survival
Alignment: Chaotic Good
Domains: Chaos, Good, Travel, Water
Subdomains: Azata (Chaos), Azata (Good), Exploration, Ice, Storms
Favored Weapon: Javelin
Symbol: Caribou antlers cradling a javelin of ice
Sacred animal: Caribou
Sacred color: Icy blue, ivory

Obedience: Kneel naked outdoors at night while dipping your hands in two bowls of tepid water. Slowly raise your hands above your head and hold them there until the water from both bowls has evaporated. Gain a +4 sacred bonus on saves against cold effects.

Cult
Temples arctic outposts, hunting lodges, ice caves
Worshipers arctic rangers, evokers who use cold magic, natives of northern reaches, trappers
Minions celestial ice elementals, frost worms, remorhazes

Boons
1: Frozen Magic (Sp) mount (caribou only) 3/day, chill metal 2/day, or protection from energy 1/day
2: Icy Shards (Su) Three times per day, you can breathe a 15-foot cone of ice particles. The cone deals 1d6 points of damage per HD you possess (maximum 15d6). Half this damage is cold damage, while the other half is slashing damage. A Reflex save (DC 10 + 1/2 your HD) halves damage taken from this attack.
3: Glacial Dark (Sp) You can cast polar midnight once per day.

Tolc is master of the frozen lands, where people struggle daily to survive the harsh elements. He gazes favorably upon those who learn to live within this wild domain and appreciate its fierce beauty.

Tolc stands 7 feet tall and has a stout but muscular figure. His light brown skin always holds a rosy flush, as though the empyreal lord had just stepped in from the cold. Numerous scars mar his broad face, which constantly sports a stern expression, though a kind light occasionally warms his hardened gaze. From his back stretch two arching tusks carved from celestial ice.

Snow-Strider and his agents help worthy individuals struggling to live in cold, inhospitable climes. Many northern cultures credit Tolc with teaching their people to build shelters from ice. Tolc is a sworn enemy of Kostchtchie, and Tolc's champions hone their skills in battle to best combat frost giants and white dragons. On occasion, a mortal champion catches Tolc's attention long enough for the empyreal lord to grant this mortal divine strength and tactical knowledge with which to defend her kinsfolk.

Tolc can sometimes be found in the coldest reaches of Elysium's mountains, but his followers on the Material Plane claim to see Snow-Strider in their temple-longhouses with some frequency. Many believe he assumes the guise of a wanderer in need of respite and leaves flecks of gold in the bedding of those who provide him hospitality.

Not known to him- Thorvald

Words of the Crone- "The white winds call and pacts lie broken. Where the sons of the Ursine ruled they shall again for the North beckons and misery follows those who heed its call! This boy is marked. The eyes of our ancestors are upon him. To cast him out would dishonor our blood and anger the spirits who bore him here."

Thorvald's Family Line:

Thorvald's father: Savol Kodiakborne

The Kodiakborne Line:
Unusual amongst the Ulfen, ancestry is very important to the Kodiakborne who can trace their lineage back to Ungbhol Kodiak friend and champion of the first Linnorm king over 5000 years ago. The Kodiakborne commanded a large territory east of Grungir Forest, much of which was claimed by the witch queen Baba Yaga during the Winter war 1000 years ago. Since that time Ungbhol' s descendants have tried several times to reclaim their homelands and failed and have lost much of their standing. Savol's great grandfather, Yorin, was the last of their line to claim the title of Linnorm king over 150 years ago and died defending against an Irrissen attack. Savol's grandfather, Sabior, was a thane to Hagreach's last successful Linnorm king and his father, Unther, was a powerful chieftain responsible for almost twenty towns directly on the border to Irrisen.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

1. Friendly- his parents Sven and Anna
2. Friendly- Grunhilda the Crone

3. Hostile- Orvald the Village Master

-Step 5: Describe at least 3 mannerisms your character has.

1. Rests his right hand upon his sword pommel
2. Touches his chin when thinking
3. He likes cool crisp air and will often wander outside.

Thorvald
Human (Ulfen) barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +1
Resist cold 2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee bastard sword +3 (1d10+2/19-20) or
cestus +3 (1d4+2/19-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Exotic Weapon Proficiency (bastard sword), Power Attack
Traits armor expert, northern ancestry, suspicious
Skills Acrobatics +3, Climb +3, Perception +5, Sense Motive +6, Survival +5
Languages Common, Skald
SQ fast movement
Other Gear chain shirt, heavy wooden shield, bastard sword, cestus[APG], backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 41 gp
--------------------
Special Abilities
--------------------
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

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Sovereign Court

GM Grog wrote:

Whats with everyone and psycics...I havn't even completely read the book yet, and got 14 PM's to play some form of it... /sigh

Ah, sorry! I thought you were just out on psychic classes, not on the sorcerer bloodline. I can easily rewrite the character to just be a starsoul if you like.


Here is my number 128414

Here is my Alias


I am thinking Hunter thus far....need to study it....its a class i have yet to play, which is a requirement for me....

Dark Archive

gonna bow out. m having trouble getting inspiration for the appropriate character.

RPG Superstar 2009 Top 16

I should have my character's mechanics completed tonight. Going with Shamaness with the Heavens Spirit. Will post with the alias once I do.


Are paladins allowed?


PFS #: 141936, though I don't think you need the actual number at this point, do you?


Pathfinder #222114

What do we do with witches? BURN THEM!

That's the basic idea of this character. Eventually he'll be taking the Scorching Weapons feat tree, allowing him to do fire damage to anything adjacent, and more to anything he strikes with his daggers. Plus his Fire Blessing on top of that. I figure a fire-based character ought to be fun in this AP. He's also a bit of an experiment, I'm wanting to make a TWF/Throwing build, something I've not attempted in Pathfinder before. With the Warpriest's scaling damage and bonus feats, this ought to be as good a chance as any.
Fluff

Spoiler:

Thorfinn was born the son of a retired Ulfen Guard and Ifrit former slave he had purchased and freed in order to marry. Looking mostly human himself, but for his shocking red-orange hair, young Thorfinn might not have known what he was, had his mother not been there to raise him. He grew up a lithe, perceptive young man with a particular skill with common daggers, and likely would've been a thief, had his father not been such a well known and honored citizen of the small Ulfen town he'd retired to. Even so, the young boy learned early that he would never quite fit in at home, amongst the strapping Ulfen lads. Soon he found any excuse to leave, spending months at sea with his uncles on sailing voyages. Eventually, he decided he would follow in his father's steps and travel to Taldor. As it happened, his journey would take far longer than he imagined. In the end he spent decades as a mercenary, joined the cult of an obscure Empyreal Lord in Absalom, and more besides before eventually making his way, at long last, to Taldor.

Crunch

Spoiler:

Thorfinn Einarsson
Male ifrit warpriest of Svarozic 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +4
Resist cold 2, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger -1 (1d6/19-20) or
cold iron dagger -1 (1d6/19-20) or
Special Attacks blessings 3/day, sacred weapon (1d6, 0)
Spell-Like Abilities (CL 1st; concentration +0)
1/day—burning hands (DC 10)
Warpriest Spells Prepared (CL 1st; concentration +3)
1st—divine favor, divine favor
0 (at will)—create water, light, spark (DC 12)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 14, Cha 9
Base Atk +0; CMB +0; CMD 13
Feats Two-weapon Fighting, Weapon Focus (dagger)
Traits fate's favored, northern ancestry
Skills Knowledge (religion) +5, Perception +3, Spellcraft +5
Languages Common, Skald
SQ blessings (fire: armor of flame, fire strike, good: battle companion, holy strike), fire in the blood, mostly human
Other Gear studded leather, cold iron dagger, cold iron dagger, dagger, dagger, dagger, dagger, dagger, dagger, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Svarozic, 114 gp, 1 sp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

PS: This is Ouachitonian's submission, by the way.


Floe PBP wrote:
PFS #: 141936, though I don't think you need the actual number at this point, do you?

I need it for the starting date, which will be the first day a post goes up


Tavarokk wrote:
Are paladins allowed?

yes


Jesse Heinig wrote:
GM Grog wrote:

Whats with everyone and psycics...I havn't even completely read the book yet, and got 14 PM's to play some form of it... /sigh

Ah, sorry! I thought you were just out on psychic classes, not on the sorcerer bloodline. I can easily rewrite the character to just be a starsoul if you like.

I am not sure how the emotions work into the casting or anything to do with the spell casting. As I havn't read the book enough yet.

If you Dragz and our other memeber really want me to look over it let me know if its essential to your character

Sovereign Court

GM Grog wrote:
Jesse Heinig wrote:
GM Grog wrote:

Whats with everyone and psycics...I havn't even completely read the book yet, and got 14 PM's to play some form of it... /sigh

Ah, sorry! I thought you were just out on psychic classes, not on the sorcerer bloodline. I can easily rewrite the character to just be a starsoul if you like.

I am not sure how the emotions work into the casting or anything to do with the spell casting. As I havn't read the book enough yet.

If you Dragz and our other memeber really want me to look over it let me know if its essential to your character

I went ahead and stripped out the psychic bloodline. No trouble at all.


Character currently under construction


#222020

I feel a bit odd, putting forward a relatively plain CS after some of the more peculiar ones I've seen here, but I do want to try my hand at RP-ing a straightforward paladin. It should be said that odds of lawful stupid are minimal given my propensity for selfish and/or ruthless PCs - I'm more worried about potentially eating an atonement due to old habits, although Iomedae's code is reasonable enough that it shouldn't be too much of a risk either.

Also, I've only just joined this forum, so if the CS isn't following some required local conventions, I'd appreciate it being pointed out.

Espher Rivain
Female LG Human Paladin, Level 1, Init 1, HP 12/12, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 15, Fort 5, Ref 1, Will 1, CMB +4, Base Attack Bonus +1
Greatsword +5 (2d6+4, 19-20/x2)
Dagger +4 (1d4+3, 19-20/x2)
Scale mail (+5 Armor, +1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Condition None

Background:
Hailing from one of the small settlements in the spurs of the Southern Range, Espher Rivain was not too different from her peers. Childhood spent playing outdoors and running errands for the adults, education, or the closest approximation of such, from the local priest and a retired soldier living two houses over. Upon becoming a teenager she started learning her father's craft and joined the local militia, as most physically able villagers did at some point - the borderlands were a dangerous place, after all, and while the army responded to larger incursions, fending off wild life and smaller groups often fell on the people themselves.

Other than somewhat uncommon appearance she owed to her northern ancestry, what really made Espher stand out was intensity. No matter how trivial a task, she never worked half-heartedly, waiting to be dismissed. She studied and trained diligently, hours after her peers would deem their effort sufficient and trickle away to play, or, in case of adults, gather at the village pub. Prayer was not a formality to observe, but important time for introspection and meditation. It was not enough to just get by. It was not enough to settle for knowing that the last day at their small community had gone fine, and the next one would probably do, too.

As such, it was hardly suprising when one day at the end of spiring, once the sowing season was over, she told her parents of her wish to seek her calling elsewhere, leaving the family craft to her little brother. The arguments were heard out and rejected, and once the passions calmed down, she gathered the weapons and supplies she'd spent most of her savings gathering, put on the necklace with a wooden symbol of Iomedae she carved out herself, donned her grandfather's armor - to be honest, it looked a lot more impressive than it actually was after all these years, especially being a bit larger than necessary even after refitting - and was off.

The plan was to head towards the shore. While she had the option of signing into the royal army at Zimar, she felt she could do more, had find something more fitting. Her chosen goal was headquarters of paladins of Iomedae in Absalom. The only thing left to do was to gather enough money to pay for transit, which is why Espher found herself moving overland from town to town in search of work. Her next destination was a village called Heldren.

Pretty sad about background skills being ruled out, it'd have allowed to take Profession to match the fluff. Maybe some northern lore, too, like northern fairy tales. It'd have been pretty neat to run into monsters or even characters from the fairy tales Espher heard in her childhood.


GM Grog wrote:
Floe PBP wrote:
PFS #: 141936, though I don't think you need the actual number at this point, do you?
I need it for the starting date, which will be the first day a post goes up

Do you need a character ID too and will we eventually need to slot a new PFS character for the game? Floe is just an alias with no official society ID.

Grand Lodge

Jesse Heinig wrote:
GM Grog wrote:
Jesse Heinig wrote:
GM Grog wrote:

Whats with everyone and psycics...I havn't even completely read the book yet, and got 14 PM's to play some form of it... /sigh

Ah, sorry! I thought you were just out on psychic classes, not on the sorcerer bloodline. I can easily rewrite the character to just be a starsoul if you like.

I am not sure how the emotions work into the casting or anything to do with the spell casting. As I havn't read the book enough yet.

If you Dragz and our other memeber really want me to look over it let me know if its essential to your character
I went ahead and stripped out the psychic bloodline. No trouble at all.

psionics isn't vital to my archetype... It just happens to be in that book...

your character ID is just your pathfinder number and which charicter they are... for example: Fral is # 174351-23, which means he's my 23 character alias... i actually use them to create characters for non-PF games so...

Silver Crusade

Is there a final summary of what the three known PCs will be for this game yet?

Grand Lodge

Here's Mjolbeard's submission! PFS ID is 177216.

I need to finish up some more of his details and get the background together, but here's the bones of the build.

Grand Lodge

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Zin Z'arin wrote:
Is there a final summary of what the three known PCs will be for this game yet?

a gnoll barbarian and two humans, one shaman and one sorcerer

Silver Crusade

Fral Bloodfeeder wrote:
Zin Z'arin wrote:
Is there a final summary of what the three known PCs will be for this game yet?
a gnoll barbarian and two humans, one shaman and one sorcerer

Awesome; thanks. I will work on Crunch/Fluff for a submission tonight.


Is hobgoblin viable?

Hunter hobgob idea...hehe.

Grand Lodge

This is Dorian's submission, although I am just starting it.
Also depending on your answer.

Silver Crusade

I'm starting to build a character in HeroLab, and it won't let me choose 15-Point Buy for abilities if I have PFS selected. In reading up (I'm new to PFS), it seems that PFS is all 20-Point Buy?

What kind of character should I be building here?


In herolab you don't have to click the PFS dot, build it 15 point buy, and run by me any plugin your character needs to work, that way I can see if I have it as well as what books your using

Dark Archive

(This is my submission for Zin Z'arin)

Tchort is a tiefling Investigator, formerly of Irrisen, currently a Qadiran resident, travelling into Taldor to investigate some strange rumors. His infernal ancestry manifests solely in a prehensile tail; otherwise, he generally looks human enough. He dresses in a Qadiran fashion, though many tell him he tends to dress a little heavy for the heat sometimes.

Crunch:
Tchort
Male tiefling investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264)
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6+1/18-20)
Ranged sling +2 (1d4+1)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—darkness
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—heightened awareness[ACG]
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 18, Wis 8, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Traits bruising intellect, cross-knowledge, warded against witchery
Skills Bluff +1, Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +7, Intimidate +8, Knowledge (local) +8, Knowledge (nature) +8, Perception +3, Sense Motive +3, Spellcraft +8 (+9 to identify spells cast by evil arcane spellcasters.), Stealth +8, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal
SQ alchemy (alchemy crafting +1), doubt, inspiration (4/day), prehensile tail, trapfinding +1
Other Gear leather armor, rapier, sling with 10 sling bullets, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], soap, thieves' tools, trail rations (5), waterskin, 5 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Fluff:

Tchort was born in Irrisen to a well-connected family that had a tiefling strain. Irrisen's tendency towards racial purity ensured that Tchort grew up without much fanfare, but the family was still well-off and Tchort was raised with all he needed and more. Early in his life, Tchort found a passion for arcane magic, and grew into an accomplished wizard; an accomplished wizard with his own designs. Fascinated with Irrisen's witchery, and the pure evil that was built into its society, Tchort set out to infiltrate the highest levels of power in Irrisen. To what end, he doesn't quite recall.

And he did it. He was there when... well, he doesn't know what happened then, but he knows it was important, and he knows that it ruined him. He experienced such a high degree of level drain that he has no memory of the events--or even much of his life before. He shouldn't have survived, really, but somehow he did. He fled south with the shreds of his memory that remained, and ended up in Qadira.

For the past few years, he's been putting the pieces together. He doesn't remember much, but he knows he grew up in Irrisen, that he had been a great wizard there, but that he was defeated, and found himself powerless in the wake of it. He remembers no details, no names. He doesn't even remember his own training, the level drain was so thorough. He's worked out some ways to capture magical essences in extracts, but casting a spell seems foreign to him. He's trained himself to research and investigate, and he intends to learn what he's forgotten, and right the wrong that's been done to him.

Sovereign Court

1 person marked this as a favorite.
Zin Z'arin wrote:

I'm starting to build a character in HeroLab, and it won't let me choose 15-Point Buy for abilities if I have PFS selected. In reading up (I'm new to PFS), it seems that PFS is all 20-Point Buy?

What kind of character should I be building here?

Basically, GM Grog is running this for non-PFS characters, but you will be allowed to get PFS credit for it. (I've never done that myself so I presume it involves some kind of business where you get to take the adventure log and give it to one of your existing characters for credit.)

So, the characters we're making are not PFS standard - hence the 15-point buy, etc.


Safe to assume the Sacred Geometry feat is out? Actually since I need two ranks in a skill can't take it before level 3 but I'll still ask. It'll help me plan.


I'll be submitting a tried and true favorite of mine(a barbarian)

Dark Archive

@GM Would you allow the alternate tiefling heritages from Blood of Fiends? I built Tchort as a vanilla tiefling, but there are some interesting options with the other heritages that I'd like to explore.

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