Storyteller-Shadows-Multi-Game-Recruitment II


Recruitment

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I'd like to submit the Witchblade Fighter archetype for consideration.


Hi, this is Jereru presenting Lanyssa the Witch Hunter. Crunch needs to be finished (mostly spells and gear) and fluff is also WIP, still writing the camp scene and then descriptions of Lanyssa.

With this PC I wanted to add some melee punch into the witch coven.

EDIT: Btw, in a date close to the one we are in today in 1692 began the Salem Witch Trials. A quite convenient date to begin a Witch-only campaign recruitment :P I bet how many PCs will bear names linked to that...

Dark Archive

Oop! I came in a little late <_< well, I'm gonna look over my options, because a friend of mine also just opened a game I may not join... But don't hold me to that ^-^


@Shadow: if I use an archetype with the "Witch" name on it, can I combine with another archetype without it? Assuming, obviously, the usual rules of not overlapping ability replacements etc.


Any limitations on race?


I'd like to dot in with a Witch Doctor Shaman.


Chess here with my submission - a white haired witch with a lot more going on. Fluff and crunch are already on the profile - please feel free to let me know if I should add anything else.

Dark Archive

I think I'll go for a lay line guardian Hobgoblin


Here is the alias, working the stuff now...


The Chess wrote:
@Shadow: if I use an archetype with the "Witch" name on it, can I combine with another archetype without it? Assuming, obviously, the usual rules of not overlapping ability replacements etc.

Yes.


Tundran wrote:
Any limitations on race?

Nothing that would unbalance the party so try to keep it within a normal RP range.


I think Tybvar Stonestead is pretty much ready, just let me know if you have any critiques.


servant6 wrote:
I think Tybvar Stonestead is pretty much ready, just let me know if you have any critiques.

I generally wait until Recruitment is over to review submissions. If something is missing I won;t hold it against a submission I like so no worries there.


Lanyssa is a bit more complete now. If I can squeeze some time in, I might expand the camp scene a bit.


This is Lurruk, a melee witch doctor shaman. He can frontline next to a witch killer slayer and also provide some critical divine support between the witch doctor abilities and the half-orc FCB for shaman.

Lurruk:
LURRUK
male half-orc shaman (witch doctor) 1
chaotic good medium humanoid (human, orc)

Init +1; Senses darkvision; Perception +4 (+7 in shadow or darkness)

DEFENSE
AC
17, touch 11, flat-footed 16 (+1 dex, +5 armor, +1 natural)
HP 11 (1d8 +2 Con +1 FC)
Fort +4, Ref +3, Will +6
Special Defenses

OFFENSE
Speed
20 feet
Melee longsword +3 (1d8+4, 19-20/x2, S) or whip +3 (1d3+3, disarm, nonlethal, 15’ reach, trip, S)
Ranged light crossbow +1 (1d8,19-20/x2, 80’, P)
Special Attacks battle spirit 4/day

STATISTICS
Str
17 (+3), Dex 12 (+1), Con 15 (+2), Int 10 (+0), Wis 15 (+2), Cha 12 (+1)
BAB +0, CMB +3, CMD 14

Feats
Alertness:
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Bonus feat from spirit animal
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Bonus feat from racial ability
Ironhide: You gain a +1 natural armor bonus due to your unusually tough hide.

Traits
Fate’s Favored:
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Restless Wayfarer: You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly whatmakes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Skills 4/level (shaman) + 0/level (Int + 2 background)= 6
Diplomacy +5, Knowledge (local) +7, Knowledge (religion) +4, Linguistics +4, Perception +4 (+7 in shadow or darkness), Profession (soldier) +6, Sense Motive +4, Survival +6
AC Penalty -4

Languages
Common, Orc, Skald, Sylvan

Racial Abilities
Shaman’s Apprentice:
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

SQ
Weapon and Armor Proficiency:
A shaman is proficient with all simple weapons, and with light and medium armor.
Spell Casting: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score. Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit: BATTLE A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal: At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one. At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
Battle Spirit Animal: The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.
Battle Spirit: A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Spells Prepared: Caster Level: 1 Concentration: +2
1- comprehend languages, cure light wounds
0 (at will) – detect magic, guidance, light, mending

Spirit Magic
1- enlarge person

GEAR
Combat Gear

longsword, whip, light crossbow, 20 crossbow bolts, scale mail, 1 flask acid

Other Gear
explorer’s outfit, 2 scrolls of shield, shaman’s kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol

Money 2 gp

FLUFF
Description

Lurruk looks like a mercenary at first glance: his weapons and armor show the wear that comes from actual fighting. However, he stands up a little straighter than most in his social class; his table manners and genteel speech stand in sharp contrast to his elaborate tribal tattoos; and his snowy owl companion seems very out of place this far south.

History
Lurruk was born into a wild orc tribe living in the lawless wastes between Geb and Nex. As a child he was apprenticed to the clan shaman who instructed him in the ways of spirits. During his adolescence, Lurruk was “rescued” by some do-gooders from Nex and he was brought back there to be civilized. Confined for many months while he was taught to speak, read, and write properly as well as function properly in society, he used his spare time to learn the ways of human weapons. He eventually proved himself civilized enough to be released into proper society.
Unbeknownst to his rescuers, he hated his life in Nex so he had only gone along with their manners and reading in order to gain his freedom. He had no desire to return to his tribe so he took on with a mercenary company. He traveled around Garund, earning money as a soldier when he needed some or it otherwise suited him and spending that money the rest of the time.
One night as Lurruk was drunkenly standing watch, a mysterious white owl flew right up to him and he immediately recalled the words of his old shaman mentor about how his spirit animal would find him, not vice versa. Lurruk named the owl Beauty and they quickly became the best of friends.
He learned that the owl was native to a land far to the north. He felt sure that he was supposed to bring the owl back to its home, although he couldn’t have said why precisely. The two began travelling northward with Lurruk eventually catching on as a caravan guard moving north from Qadira into Taldor, which is how he came to be in Heldren. Unable to resist the advantages granted by his education, Lurruk has been studying Skald in preparation for his ultimate destination.

Age 18

Deity Desna

Spirit Animal

Spoiler:
BEAUTY
female snowy owl
neutral tiny magical beast

Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 dex, +2 size, +3 natural armor)
hp 5 (1d8)
Fort +2, Ref +5, Will +4
Special Defenses: improved evasion

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9

Feats
Weapon Finesse

Skills
Fly +7, Perception +10, Stealth +15 (+19 in snow); Racial Modifiers +4 perception, +4 stealth, +4 stealth in snow

SQ
Snowy Owl:
Use the statistics for an owl (Bestiary 132). A snowy owl has white feathers that allow it to blend in with its surroundings during winter. A snowy owl receives a +4 racial bonus on Stealth checks attempted while in snow.
Familiar Special Ability: Master gains a +3 bonus on sight-based and opposed Perception checks when in shadows or darkness.
Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


I can't really think of a cool angle with the witch type character to run with on this so sadly I'm going to have to drop out. Have fun everyone :)


That Sean fellow wrote:
I can't really think of a cool angle with the witch type character to run with on this so sadly I'm going to have to drop out. Have fun everyone :)

No worries, I have two more Recruitments coming after this one is complete.


Storyteller Shadow wrote:
That Sean fellow wrote:
I can't really think of a cool angle with the witch type character to run with on this so sadly I'm going to have to drop out. Have fun everyone :)
No worries, I have two more Recruitments coming after this one is complete.

I'll keep an eye out for them for sure :)

You think you might run the upcoming Iron Fang Invasion? Asking out of curiosity, mostly ;)


That Sean fellow wrote:
Storyteller Shadow wrote:
That Sean fellow wrote:
I can't really think of a cool angle with the witch type character to run with on this so sadly I'm going to have to drop out. Have fun everyone :)
No worries, I have two more Recruitments coming after this one is complete.

I'll keep an eye out for them for sure :)

You think you might run the upcoming Iron Fang Invasion? Asking out of curiosity, mostly ;)

No.


Hey Shadow, did you give any thought to my question about two-handing and Spell Combat?


JDPhipps wrote:
Hey Shadow, did you give any thought to my question about two-handing and Spell Combat?

No, at least not much anyway, I'll try to get back to you on it tonight. I was just trying to keep games moving forward this week!


No problem, just figured I'd ask! I know you've had a rough stretch of days with work and all, don't feel pressured to get back to me immediately or anything. If you want to know the reasoning behind why I've heard others allow it, feel free to let me know if that makes it easier on you.


JDPhipps wrote:
No problem, just figured I'd ask! I know you've had a rough stretch of days with work and all, don't feel pressured to get back to me immediately or anything. If you want to know the reasoning behind why I've heard others allow it, feel free to let me know if that makes it easier on you.

Sure rationale for why I should allow it, I hesitate because I would think one hand should be free to cast...


3pp is allowed and there are a few products that allow two-handed magi.


Well, the reason I've heard used is because while you need a free hand to cast, you can also grab and let go of a two-handed weapon as a free action; an FAQ even established this saying that a wizard can let go off a quarterstaff and cast a spell, and then grab it again immediately afterward. The text of the ability describes it like two-weapon fighting in terms of the penalty you take, but nothing actually bars you from wielding a one-handed weapon in two hands. Rationally, it makes sense to me that you could let go as a free action, cast the spell as part of the full-round action, grab his weapon again as a free action, and then make his attacks.

I wasn't aware of 3rd party materials that allows them, I can't speak to that.


JDPhipps wrote:

Well, the reason I've heard used is because while you need a free hand to cast, you can also grab and let go of a two-handed weapon as a free action; an FAQ even established this saying that a wizard can let go off a quarterstaff and cast a spell, and then grab it again immediately afterward. The text of the ability describes it like two-weapon fighting in terms of the penalty you take, but nothing actually bars you from wielding a one-handed weapon in two hands. Rationally, it makes sense to me that you could let go as a free action, cast the spell as part of the full-round action, grab his weapon again as a free action, and then make his attacks.

I wasn't aware of 3rd party materials that allows them, I can't speak to that.

Alright, I'll allow that the idea is that you are not attacking and casting in the same round correct?


Alright, I think that I've got the backstory down well enough. I'm still adding tweaks and finalizing personality and appearance and whatnot, but I think it's good enough to be a full submission at this point.


Well, he would be casting and attacking using Spell Combat, since that allows him to cast and attack together as a full-attack action with a -2 penalty to all attacks. My thought is that the magus is casting the spell and then grabbing his weapon with his off-hand (after casting the spell) and using it two-handed. It's the same logic, just that he does it as a full-round action due to a class feature.


Spell Combat requires a one-handed/light weapon and a free hand specifically, so that FAQ doesn't really apply.


One of the points I made was that you're still technically allowed to use a one-handed weapon in two hands with Spell Combat, nothing is restricting you by RAW. Not allowing two-handed weapons given that context seems strange to me. Of course, it's up to the GM, I've just had others allow it and I've done it myself.


Only if you had more than two hands. There's not really any way to get around the requirement of needing a free hand except for a few circumstances like the Eldritch Archer. Being able to have a free hand for only part of the action doesn't work in this case.

If Shadow wants to allow it for free more power to him. I'm just making comments.

The product I was referring to earlier is Advanced Feats: Might of the Magus by Kobold Press


Heh, well seems I'm not getting all mumble jumbled in all this <_< just being my normal spontaneous witch here.

Sovereign Court

Bastard sword. Post to cast spell with it as a one-handed weapon, then grip with two hands for bonus damage. Or really you can use most one-handed weapons with two hands this way.


I'm dotting with a hedge witch/beast bonded witch. She'll likely be a kindly old woman, eager to have people to treat like grandchildren


Hey, Storyteller! I was wondering if I could have a Drawback for an extra trait, or just a Drawback because I think it will make my character more flushed out.


So I am pretty close to having a submission, though I do have a question. Trying to put together a female Drow Witch Killer (Slayer Archetype) but wondering if you would allow alternate racial traits (specifically Surface Infiltrator and Darklands Stalker). I would be willing to take a drawback trait if you think that she would be too powerful otherwise.


I'm thinking human, but I was playing with the idea of a pure azlanti human that was frozen in an icy tomb only to awaken in a frozen wasteland.

not sure if the race is too powerful though. In any case I will submit a bladebound,hexcrafter magus.


I need to take a look at the archetypes, but seriously considering a Witchguard, Witch Killer, Hexcrafter, something legal but with a more martial bent.


Presenting:
Urgosh The Minotaur
Witch Hunter Inquisitor of Gorum 1
Medium Dwarf / Humanoid (Dwarf)
Init +1; Senses Perception +7, Darkvision 60 ft

==DEFENSE==
AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex)
hp 11 (1d8+3)
SR 6 ; ER Cold 2
Fort +6, Ref +1, Will +5
Armor Steel Lamellar, Medium
Defensive Abilities Defensive Training (PFCR 21), Stability (PFCR 21), Magic Resistant (PFAPG 11)

==OFFENSE==
Spd 20 ft/x4
Melee Greatsword +3 (2d6+4) 19-20/x2
Special Attacks Hatred (PFCR 21)

==STATISTICS==
Str 17, Dex 12, Con 16, Int 10, Wis 16, Cha 8

BAB +0, CMB +3, CMD +14

Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133)

Skills Bluff +3, Diplomacy +3, Knowledge (religion) +4, Perception +7, Sense Motive +8, Spellcraft +7

SQ Slow and Steady (PFCR 21)

SU Judgment (PFAPG 38 - 39), Destructive Smite (PFCR 43), Destructive Smite (PFCR 43)

MC Inquisitor Domain: Destruction (rage) (PFAPG 38), Inquisitor Orisons (PFAPG 38)

Traits Glory of Old (Regional: Five Kings Mountains) (PFCo: DoG 11), Northern Ancestry (Campaign: Reign of Winter) (PFCo: RoW PG 6)

Languages Common, Dwarven

------
Fluff:
A complicated story. Urgosh was born the son of a tavern keeper in Akrabat and the son of a famous dwarven pirate, who he has never met. He was not planned nor wanted. In fact, he was just a burden to everyone he knew before his rebirth. Nine months of pregnancy caused a serious downturn in business for his "mom". Shortly after birth, she she gave him to a wet nurse. Left to his own device he spent most of his time outside running around with orphans and wannabe street thugs. He spent the next decade there. Different from the other kids, he found it difficult to find friends. The other kids were merciless to him. He spent most of his time on daily chores. He ran away for the first time in his teens.
He found his way onto a galley of a pirate ship, but again he was forced into hard labor and treated poorly. His time in the streets and on the ship was not wasted though. It was during this time that he developed his ability to hide and to lie. The "reward" for not performing up to par was always physical abuse. His only escape from this was stealth and deception. Unexpectedly, he hated the sea. He also hated people. He had not met a single person who had attempted to befriend him. One night at port, he abandoned ship.
In Akkrabat once again, he was forced to work in the ore mines to live. Since he was physically stronger than the other workers, his back found the whip yet again. He slowly built up his strength over the next few years in the mines. Life was dark in these days. He turned to drinking, drugs, and gambling. He was not much of a gambler and he soon piled up huge debts. One group got tired of his unpaid debts and took out retribution. Thugs from the local thieves guild found Urgosh in an alley and beat him nearly to death. They drug him into the desert and left him for dead. Urgosh barely survived the assault and ran away once again. He spent the next few days curled up in a cave detoxing from drugs and alcohol.

The next few months wandering in the desert were the toughest. He spent most of the time dehydrated and hungry. He knew that the end was near. One day while wandering in the desert looking for water, he ran into a group of giant scorpions. Ready to die, he walked into the mist of them and raised his arms preparing to die.

All that rage he had been building up for years was hardness during the training. Urgosh was able to place powerful destructive strikes with his weapons. It was also during this time that he learned to use the divine magic that was always a part of him. He learned to control this spontaneous spellcasting ability.


Presenting Nana Ingrid, hedge witch, magician, and kindly old widow!

Stats:

Nana Ingrid
Human (Ulfen) witch (beast-bonded, hedge witch) 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 83, 84)
NG Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged sling +1 (1d4+1)
Special Attacks hexes (cauldron[APG], healing[APG], misfortune[APG])
Witch (Beast-Bonded, Hedge Witch) Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), cure light wounds
. . 0 (at will)—detect magic, message, dancing lights
. . Patron Animals
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 13, Int 18, Wis 13, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Alertness, Brew Potion, Extra Hex[APG], Extra Hex[APG]
Traits adaptive magic, ease of faith
Skills Craft (alchemy) +12, Diplomacy +7, Intimidate +6, Knowledge (arcana) +9, Knowledge (nature) +8, Linguistics +5, Perception +4, Sense Motive +3, Spellcraft +8, Use Magic Device +7
Languages Celestial, Common, Draconic, Halfling, Hallit, Skald, Sylvan
SQ witch's familiar (arctic hare named Snowy)
Other Gear dagger, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Andoletta, 101 gp
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Background:

Born in the Lands of the Linnorm Kings, Nana Ingrid has not had an especially easy life. While her parents were loving and caring, they were cripplingly poor and had trouble supporting Ingrid and her six siblings. As the second oldest, she often had to look after her younger siblings, especially after her brother fled to Hagsreach to become a Blackraven. She had to work to get money for her family, picking up odd jobs wherever she could find them. Her life changed when she met Ummar, a dashing Varki swordsman and adventurer. His considerable wealth from his adventuring career allowed a substantial amount of financial burden to be lifted from her family, and he loved her as much as an Ulfen loves mead. Their life together was idyllic and peaceful, although try as they might, they could never have children. But one day, Ummar went out on adventure into the Grungir Forest and didn’t return. Ingrid held out hope at first, but it became clear that her love was not coming back. She lingered for a while, taking an arctic hare as a companion to try to ease the loneliness, but that only helped for a while. One day, she decided she had to leave the Lands of the Linnorm Kings, and get as far away as possible to leave behind the pain of her lost love. She packed her meager belongings, bid goodbye to her friends and family, and boarded a ship bound for Taldor, as she knew it to be far from the frigid north. She arrived in Taldor, and wandered for a while, never staying long in any particular place. During her travels, she heard whispers in her sleep, seemingly coming from Snowy, her rabbit. She listened to the whispers, telling of the power of magic and the ability to help those in need. She began to understand the forces of magic, casting simple spells. She continued to wander, eventually finding the village of Heldren. Seeing it as a suitable place to end her journey, she bought a small cottage and field on the outskirts of town, and gained a reputation as a kindly but rather mysterious healer, as her accent marked her as from far-away places.

Appearance and Personality:

Nana Ingrid is an older Ulfen woman, who is surprisingly fit for her age, due to her farming. She tends to wear simple Ulfen or Taldan dress, and always wears a simple wooden holy symbol of Andoletta around her neck. She often has a slight smile on her face, and white hair frames blue-gray eyes. She carries a small dagger, used for cutting herbs and self-defense in a pinch. A small leather box hands at her side, used to carry Snowy in dangerous situations.

Ingrid is an incredibly kind individual, always delighted by spreading joy to others and lending a helping hand. However, her kindness should not be mistaken for complacency, as she is more than capable of summoning potent magic to defend herself. She enjoys conjuring up simple magics to entertain children, and working in her herb garden. However, Ingrid is occasionally wistful and melancholic, especially when thinking of her life she left behind. She cherishes a small jade and silver ring, the first gift that Ummar gave her, and by far her favorite. More than most things, she wishes for people to dote over and pamper, to treat them as the children she was never able to have.


JDPhipps wrote:
One of the points I made was that you're still technically allowed to use a one-handed weapon in two hands with Spell Combat, nothing is restricting you by RAW. Not allowing two-handed weapons given that context seems strange to me. Of course, it's up to the GM, I've just had others allow it and I've done it myself.

I'll allow it though part of me objects to the part that is allowing it :-)


Grievous Norn wrote:
Hey, Storyteller! I was wondering if I could have a Drawback for an extra trait, or just a Drawback because I think it will make my character more flushed out.

I'll allow Players the option of taking 1 Drawback but no more for an extra Trait.


The Emerald Duke wrote:
So I am pretty close to having a submission, though I do have a question. Trying to put together a female Drow Witch Killer (Slayer Archetype) but wondering if you would allow alternate racial traits (specifically Surface Infiltrator and Darklands Stalker). I would be willing to take a drawback trait if you think that she would be too powerful otherwise.

I'll allow them both as you have to give up something to get something when choosing them.


Storyteller, do you allow VMC?


Ouachitonian wrote:
Storyteller, do you allow VMC?

I have in the past so I probably will again in this campaign.


OK, here is my submission: Hendra Krammier, LN Female Drow Slayer (Witch Killer). Armed with her scythe and her familial hatred for magic users, no witch shall live long around her... well, except maybe her party members.... if they can at least prove useful.

Edit: Any feedback would be welcome Shadow, though I recognize you have a lot on your plate.


This is Ouachitonian, presenting Cnut Bjornsson, Coldborn Ranger (Witchguard/Shapeshifter) VMC Barbarian. An Irriseni native, Cnut formerly served as a Witchguard, but could not abide the cruel and evil ways of his masters, however much he believed they deserved respect as the lawful authority of the land. So he left, and became a mercenary in the warm southern lands. Little does he know that fate will bring him 'home' again.

A coldborn Shapeshifter/VMC Barbarian, he'll focus on frontline natural weapon combat with claws, though he carries a bow as well. Soon he'll have access to ranger spells, which perhaps most importantly means using CLW wands without needing a UMD check, so he can fill in as a secondary healer. He can fill in as a skillmonkey also. He is generally a law-abiding sort, and respects legal authority, but will not abide those who abuse their power for the sake of selfish gain or simple cruelty.


So compiled a list of submissions so far. All are in order of appearance as far as I can tell, please shout out if I missed you.

Timeskeeper - Frjya Elvanna Witch (Winter Witch Archetype)
Kamenhero25 - Freyr Elvanna Ranger (Witchguard Archetype)
CA Jademan - Grey Eht Witch (Herb Witch Archetype)
Jereru - Lanyssa Inquisitor (Witch Hunter Archetype)
Adsapiens - Gadoongo Heineous Witch (White Witch Archetype)
William Nightmoon - Grievous Norn Witch (Ley Line Guardian)
Servant6 - Tybvar Stonestead Shaman (Witch Doctor Archetype)
Tundran - Lurruk Shaman (Witch Doctor Archetype)
Finn Garrety - Urgosh the Minotaur Inquisitor (Witch Hunter Archetype)
Simeon - Nana Ingrid Witch (Hedge Witch Archetype)
The Emerald Duke - Hendra Krammier Slayer (Witch Killer Archetype)
Ouachitonian - Cnut Bjornsson Ranger (Witchguard Archetype)


The Emerald Duke wrote:

So compiled a list of submissions so far. All are in order of appearance as far as I can tell, please shout out if I missed you.

Timeskeeper - Frjya Elvanna Witch (Winter Witch Archetype)
Kamenhero25 - Freyr Elvanna Ranger (Witchguard Archetype)
CA Jademan - Grey Eht Witch (Herb Witch Archetype)
Jereru - Lanyssa Inquisitor (Witch Hunter Archetype)
Adsapiens - Gadoongo Heineous Witch (White Witch Archetype)
William Nightmoon - Grievous Norn Witch (Ley Line Guardian)
Servant6 - Tybvar Stonestead Shaman (Witch Doctor Archetype)
Tundran - Lurruk Shaman (Witch Doctor Archetype)
Finn Garrety - Urgosh the Minotaur Inquisitor (Witch Hunter Archetype)
Simeon - Nana Ingrid Witch (Hedge Witch Archetype)
The Emerald Duke - Hendra Krammier Slayer (Witch Killer Archetype)
Ouachitonian - Cnut Bjornsson Ranger (Witchguard Archetype)

Why thank you sir!

Of the 14 that voted for Reign of Winter, only four have submitted a PC. Interesting.


I've been lazy, in all fairness.

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