Re-recruitment for Reign of Winter, 1-2 Level 2 characters needed.


Recruitment

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Hello Paizo PbP players!

Spoiler Alert!
First off, don’t read this recruitment unless you’re ok with minor spoilers for certain parts of “The Snows of Summer”. This recruitment is for the final quarter of “Snows of Summer”, so I need to mention character requirements, and describe where we are, which include said spoilers. Ok? Cool!

Summary
I am in need of 1-2 players to round out a Reign of Winter party that has suffered from some character attrition. The characters are in the process of infiltrating the Pale Tower, and are at level 2, on the cusp of attaining level 3. Current characters are a tiefling investigator with a fighter dip, a tiefling witch, and a Kellid hunter who is currently sans animal companion (there was a tough fight). They could use a divine caster and a front liner, or possibly just a divine caster. (I hate to be so specific, but ROW can be tough if you’re missing a particular resource, I’ve found.)

Link to gameplay is here: GM Axolotl's Snows of Summer

Posting Frequency and Style:
Please check out our gameplay thread to get an idea of our interactions and progress. We’re a friendly group, and ideally, people don’t simply post a die roll, but actually move the game forward and add a little of their character’s life to the game with each post. I’d like 1 post/day with the usual understanding for life getting in the way.

Background/Fluff: I would like 10 minute backgrounds as part of your submission. Unlike Level 1 characters, you don’t have to be from Heldren! However--I would like a reason why you’re in Irrisen and are, unbeknownst to the other characters, in the Tower. Another infiltrator, a prisoner, a turncoat, etc (another portal?). (also, see Crunch; there’s an NPC that you could PC-ize.) However, you DO have to have agreed to the quest in question, accepting a geas from The Black Rider to find Baba Yaga. This will have to figure into your backstory somehow. You don’t have to be linked to the other characters, either, but if you wish that, write it in. I would like 10 minute backgrounds as part of your submission.

Crunch: Level 2. 1000 gp starting wealth - note that you will need snowshoes and cold weather clothing!
Class: Ideally a divine caster or front liner, but I’ll look at other ideas if you sell ‘em well. One option that no one is obligated to take: there is an NPC sylph cleric that can be turned into a PC. If anyone goes down that road we can discuss.
20 point buy. Nothing dumped below 8, pleeze.
Most races acceptable with explanation (please no drow, strix, svirf or other overpowered/xenophobic races)
2 Traits. 1 must be a Reign of Winter Campaign Trait. You cannot have two Campaign Traits. No Drawbacks. Forbidden Traits: Leadership and Tribal Scars (them Tribal Scars are too powerful), although other People of the North stuff is flavorful.

Thank you!


What would you say to a fire kineticist? :)

Scarab Sages

I would definitely be interested. How would you feel about a Spiritualist? While a psychic caster they have what is basically a divine caster's spell list. Will work up the character tonight.


@Nikolaus: we had a flame sorcerer before, so that's certainly viable.

@Belabras: go for it, I say.

Thanks for the early enthusiasm!


It's obviously up to the GM, but my opinion is the party could really use someone pretty melee oriented, especially if we're adding on two players. My investigator isn't melee capable enough to be our front liner and the hunter is ranged-focused.

This thread is about melee kineticists...
http://paizo.com/threads/rzs2stsc?I-want-to-make-a-melee-kineticist


Heh, I was gonna say—I value my players’ input on having a front liner.


Hi GM and fellow current players,

May I present Chakam, my Suli Enlightened Paladin, for your consideration?

Cheers :)


I have a proposal: Oskar, an Oracle of Water (focused on ice-based abilities), capable of healing and also lending a hand in melee. I'm happy to write up a longer background, but here are the main story beats I was thinking of:

- Born to an ambitious witch, who is still alive and well (possible spare antagonist)
- An embarrassment to his mother (born male, with no magic abilities)
- Abandoned in the snow when he was 7-8, as his mother wanted to focus on his newly-born sister
- Miraculously survived, and returned with odd powers
- Never moved back in at home, and has been doing odd jobs in Helgren (shoe shining, etc.) since then.
- Recently arrested for breaking curfew and/or preventing a Troll from snacking on an unclaimed human


I played in a short-lived Reign of Winter meatspace game that didn't finish the tower before the group fell apart due to scheduling problems, and I'm actually more interested in the idea of fleshing out and playing the NPC sylph than should be reasonable. I'm curious about how you would want to handle that as far as applying as such and what I could do with changes and all that good stuff.


@Chakam--dang, that was quick. A paladin is a wonderful choice.
@spectrevk--an Oracle is great. Bear in mind that ice-based attacks will run up against a lot of enemies that are resistant to cold, but there are ways around this.

@The Frightmare: the NPC sylph in question is Jairess Sonn, a 3rd level sylph cleric of Gozreh with the Air and Animal Domains. An applicant would have to build her at 2nd level, and would, narratively, lose her raven swarm (perhaps after losing favor with the rulers of the Pale Tower). There's potential for a little roleplayed PVP before she joins the party. There are references to her being harassed by Radosek in the module, and I've emphasized this in my gameplay as a reason for her to dislike him (and, clearly, a reason to turn against the Pale Tower.)

I don't see the stats for Jairess online and don't think it's fair to Paizo to copy and paste them here, but they are basically irrelevant, as this would be a rebuild. Let me know if you have more questions!


Hi, I haven't played in a pbp for a long time (since I did a few on the penny-arcade forums) but my understanding is that people on the Paizo forums tend to be much more committed. If you don't mind a veteran pathfinder player who happens to have minimal pbp experience, I'd very much like to apply. I have two young kids so continuous play time is very rare for me (I'm permitted to play in one game - right now I'm actually running curse of the crimson throne for some friends). Reign of Winter seems really interesting, and I might have an appropriate character for the game.

I'd like to play a human Goliath druid with a dip of one level into ranger (trapper) and possibly one level into barbarian (armored hulk). It seems to fit appropriately into the reign of winter mileau, and fits your criteria of divine and front-line at the same time (including the requisite animal companion). I'd like to run him as a quiet, small young man that is fascinated by giants and their strange connections to the elements. He would have grown up as an ulfen slave to a capricious but kindly (rare) fey family that taught him to harness his inner gift for elemental magic into Druidic practice. He was eventually set free and found his way as an adventurer and tracker, with his druid training and hardy constitution giving him an edge over typical frackers of irrisen.

If this seems interesting to you, let me know and I can expand on it. I'm reading the entirety of the gameplay log to see if my tentative background makes sense, and if not I'll modify it with appropriate changes. Thanks Axolotl!


We got up to that encounter so I know her basics, but cool okay so some kind of rebuild, and I guess some creative license to mess around with the backstory a bit and give her more than whatever her probably short in-book write-up might be? I may do that. A sylph cleric isn't really optimal in like any direction and Gozreh isn't an amazing god mechanically, but that to me screams of a weirdly interesting challenge to want to try and make work.


@Litejedi: I'm happy to have veterans in the group. I'm no expert on multiclassed characters--I always seem to mess them up, myself--but go for it, I say. We had a druid/barb who was quite interesting. I understand Goliath Druids are pretty powerful and fun to play, and there is a "Blood of Giants" trait that makes this thematic. Or not!

@Frightmare - Yes, exactly, you may mess with backstory and flesh it out. Also, feel free to switch the god around if you find something more apropos. (Although I personally see some good domains with ol' Goz--Air/Wind for the affinity, and Growth for some smashing) Here's a bit from the Guide to Pathfinder Races, at Zenith Games:

Guide wrote:


Cleric: Even without a Wisdom bonus, sylphs make excellent Clerics thanks to their Air Affinity ability. You get +1 caster level for all Air domain-related abilities, and that includes the sweet Wind subdomain. Make sure to switch out your racial electricity resistance for Thunderous Resilience since you’ll get better electricity resistance later on.

Scarab Sages

For your consideration, Sir Duriel Keth - psychic caster, healer, and front line fighter.


Hmm... I think I've got an idea for a Divine frontliner, but let me check a few things, see if it works, and get the backstory readable before I commit too hard.

EDIT: First idea doesn't pan out, but I do have a plain old frontliner I've been itching to try. Going to revise them.


@Belabras - oh, very interesting. I hadn't heard of the Phantom Blade archetype before. Well done!


GM Axolotl wrote:

@Litejedi: I'm happy to have veterans in the group. I'm no expert on multiclassed characters--I always seem to mess them up, myself--but go for it, I say. We had a druid/barb who was quite interesting. I understand Goliath Druids are pretty powerful and fun to play, and there is a "Blood of Giants" trait that makes this thematic. Or not!

@Frightmare - Yes, exactly, you may mess with backstory and flesh it out. Also, feel free to switch the god around if you find something more apropos. (Although I personally see some good domains with ol' Goz--Air/Wind for the affinity, and Growth for some smashing) Here's a bit from the Guide to Pathfinder Races, at Zenith Games:

Guide wrote:


Cleric: Even without a Wisdom bonus, sylphs make excellent Clerics thanks to their Air Affinity ability. You get +1 caster level for all Air domain-related abilities, and that includes the sweet Wind subdomain. Make sure to switch out your racial electricity resistance for Thunderous Resilience since you’ll get better electricity resistance later on.

Thanks for the interest, I'll try to get something up more concrete later tonight or tomorrow morning.


Alright! I should've gone to bed instead of finishing this, TBH, but here he is: Asfeld Hatisen. Mechanically, not super interesting, but very sturdy and easy to work with. Personally, I think, pretty well suited for the Quest for Baba Yaga, and hopefully actually interesting as a human being, but I don't always hit that nail right on the head.


DBH Here with my Cleric of Desna. Still need to work out her background some more, but the crunch and equipment is all there for your scrutiny.

Marni Thollsdottir:

MARNI THOLLSDOTTIR

Female Human (Ulfen) Cleric 2. CG Medium humanoid (human)

Init +1; Senses Perception +9,
Aura Aura of Chaos, Aura of Good,
Languages Common, Draconic, Skald, Sylvan

DEFENSE

AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield, )

hp 20 (2d8)+4. Fort +4, Ref +1, Will +6

OFFENSE

Speed 30 ft., Agile Feet (6/day), Liberation (2 rounds/day)
Melee shield, light steel -2 (1d3)
Melee shortspear (cold iron) +2 (1d6+1)
Ranged shortspear (cold iron/thrown) +2 (1d6+1)
Melee dagger (cold iron) +2 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+1/19-20)
Ranged masterwork crossbow, light +3 (1d8/19-20)

Special Attacks Channel Positive Energy (1d6, DC 13, 5/day),

Prepared Spells Prepared Spell List
Cleric (CL 2nd):
1st - bless , endure elements (DC 14) , longstrider (DC ) , protection from evil (DC 14)
0th - create water , detect magic , light , spark (DC 13)
*: Domain spell.

Deity Desna; Domains Liberation, Travel,

STATISTICS: Str 13, Dex 12, Con 12, Int 13, Wis 16, Cha 14

Base Atk +1; CMB +2; CMD 13

Feats Fast Learner, Selective Channeling

Skills
Appraise +1,
Bluff +2,
Craft (Untrained) +1,
Diplomacy +7,
Heal +7,
Knowledge (Local) +6,
Knowledge (Religion) +5,
Perception +9,
Sense Motive +8,
Spellcraft +5,
Survival +3,

SQ Agile Feet (6/day), Aura, Aura of Chaos, Aura of Good, Bonus Feat, Liberation (2 rounds/day), Orisons, Skilled, Spontaneous Casting,

Possessions shield, light steel; shortspear (cold iron); cold-weather outfit; masterwork breastplate; holy symbol (silver); Wrist Sheath [ Dagger (Cold Iron); ]; Backpack, Masterwork [ Snowshoes; Grooming Kit; Healer's Kit; Mess Kit; Survival Kit (Masterwork); ]; Masterwork Crossbow, Light ;

SPECIAL ABILITIES

Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Aura of Good (Ex) You project a moderate good aura.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 5 times per day.

Domains

Liberation (Su) You have the ability to ignore impediments to your mobility. For 2 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Restless Wayfarer (Knowledge (Local)) 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 what makes 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).

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Background:

Marni Thollsdottir.

Description:
Height 5.10
Weight yes.
Hair Red, long and braided.
Complexion Fair.
Build Tall and toned, with some muscle keeping her from being slender.

Marni is a tall, young woman of clear Ulfen blood. Born in Trollheim To Gunilla and Tholl Firebeard. She is the youngest of three children and the only female. From an early age it was obvious that Marni was destined for the clergy of Desna, her mother often half joking she needed to tie the girl down to stop her wandering.

Marni joined her father and brothers in serving on the border against the Winter witches in the endless war. Though she plans to travel as far as she can once her term of duty is served.

Marni is pleasant company, friendly and easy going, though growing up with two older brothers has made her competitive and prone to settling arguments with her fists if she has to.

Campaign role.

Marni is more the healer than a frontliner, though she can fight if needed, she was there to support the Blackravens with her magic rather than her muscle.

At some stage she will take a dip into Ranger for added survival skills in her travels.

As for how she got there I think a prisoner is the best option, caught on a border raid and kept for some unpleasant reason. She's been keeping her ability to escape hidden until she has a good opportunity.


Ye be proud fer you to have me ax


Pathfinder Adventure Path Subscriber

I'm interested as well. Is there a timeline on this? Won't be able to build a PC before next week.
Playing the sylph cleric also seems interesting.


I submit Fjeor is a melee druid healer with a bear animal companion to bring both. He has been in Reign of Winter a little for continuity.


@Hayato Ken - yes, I think I'll wait until midweek or so to decide. I don't have a strict deadline as of yet.

I'll compile a list of concepts and submissions when I can. A minor point on crunch: you'll get an automatic +1 on one ability due to the blessings of the Black Rider.

Thanks again, all! I've been reading through these and this will definitely be a difficult decision, as there are already many excellent submissions.


I’ll dot Elaith , he was just made for dr evil recruitment for level 2 reign of winter, lol. So I didn’t have to really change anything I’ll still update some stuff after I read more of the thread tonight . I am willing to change the archetype to fey Courtier if you think luring piper is too strong in reign of winter I just felt it fit good. Let me know if you have any questions


Do you have a specific set of questions you want us to answer for the 10 minute background? I've seen a few different variations on the idea online.

Stats:
Oskar was born to an ambitious witch and her docile husband.

Oskar
Oracle (Winter) 2
Favored Class: Oracle (+1hp/level)

Str 14
Dex 14
Con 14
Int 08
Wis 12
Cha 16
AC 20, Touch 12, Flat 18
HP: 22
Fort +2 Ref +2 Will +6
Traits: Warded Against Witchery, Seeker (+1 to Perception, class skill)
Feats: Extra Revelation, Toughness
Curse: Haunted
ATTACKS
Mwk Morningstar +4 (1d8+2)
Light Crossbow +3 (1d8, 19-20)

REVELATIONS
Child of Winter: You gain the constant benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.
Ice Shape: You are able to sculpt ice and snow into almost any shape. This ability functions like stone shape, but targeting only ice and snow, not stone. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

SPELLS
0: Mage Hand, Ghost Sound, Stabilize, Guidance, Light, Spark, Create Water
1 (5/day): Endure Elements, Cure Light Wounds, Comprehend Languages, Shield of Faith

SKILLS
Craft (Int)
Diplomacy (Cha) +7
Heal (Wis)
Intimidate (Cha) +7
Knowledge (history) (Int)
Knowledge (nature) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Perception (Wis) +6
Profession (Wis)
Sense Motive (Wis)
Spellcraft (Int)
Stealth (Dex)
Survival (Wis) +5

GEAR
Chainmail 150g +6AC 40lbs
Heavy Wooden Shield 7gp +2AC 10lbs
Masterwork Cold Iron Morningstar 316gp 6lbs
Cold Iron Dagger 4gp 1lb
Light Crossbow 35gp 4lbs
20 Crossbow bolts 2gp 2lbs
Masterwork Backpack 50gp 4lbs
Bedroll 1sp 5lbs
Mess Kit 2sp 1lb
50ft. Rope 1gp 10lbs
Waterskin 1gp 4lbs
Climber’s Kit 80gp 5lbs
Small Tent 10gp 20lbs
5 Alchemist’s Fire 100gp 5lbs
4 Potions of Cure Light Wounds 200gp 4lbs
43 gp, 7sp remaining


I like this one: 10 Minute Background

But I don't mind which one people choose.


Oh and I have never done reign of winter what part does the black rider play ? Because he is supposed to be in the background I don’t know his race, aliegnment , what he does , etc


He's LN and a transformed human, acting as a herald to Baba Yaga.


Going to submit Magnus Olafson for your consideration. He's a Hexcrafter Magus who combines the swordplay of his Father, a retired Ulfen guard, and the witchcraft his Mother, a Winter Witch exile.


Couple of quick questions for the GM :

1) Would you consider a wyrwood? Currently my wyrwood is built up as a sorcerer, but I could rebuild him as a divine, possibly an Iron Priest Cleric or a Promethean Alchemist (basically a construct with a construct pet) which could still heal. Probably leaning toward the Iron Priest Cleric. Finally, could do an Oracle of Life with a Level Dip into Impossible Sorcerer (so he can heal himself)

2) Have you ever 'stealth nerfed' a player? By this, I mean accept a player concept and then after 2-3 levels either inform them some core bit of their character or build will not be played by RAW (For example, telling a wyrwood they can not do anything when everyone else is asleep other than read a book or stare at the wall, or let them buy a piece of equipment like boots of the cat, and then tell them 3 levels after they buy it and have just fallen off a cliff that the boots are silly and you don't allow silly magic items in your game). Yes, both of those have happened to me, thus why I'm looking for a new game and asking dumb questions of the potential GM.


@mdt:

1)I Wyrwood would not be allowed, as they fall under the 'xenophobic' category for me.

2) oh gosh, no. I'm sorry you've had those experiences.


1) Fair enough.

2) Thanks, I find it sad I have to start asking that on the PBP boards now.

3) In that case, since you're looking for a front liner, would you consider a dhampir brawler (steel breaker)? I have one that was fun to play right up until the GM did a 'rocks fall, everyone dies' so he could have a god offer us all resurrections in exchange for being their mortal gophers. (Man, the more I remember why I quit playing characters, the worse it gets).


Doing a formal submission, character alias set up. See below for statblock/background.

Background:

Spoiler:
Sven of A ́lfur
1) Sven is originally from the enigmatic town of Sojourner’s Rest, in the Grungir forest in the Land of the Linnorm Kings. His adopted mother Freyja, was a kindly venerable Anhana that found him as an infant in a basket within the forest. When he got older, he would help the people of the Rest with tasks for big folks, and would sometimes break up fights between larger fey.
2) Sven is a tall ulfen human with extremely pale skin, pale red-blonde hair, and crystal blue eyes. He is quiet and terse, and slow to anger. In the heat of battle, he can become more loquacious but he tends to be all business. His mother tried to draw out his more outgoing side with some success, but he does not always know the right way to speak to people.
3) When Sven got too big to fit in Sovereign’s rest comfortably, he was sent to Hagreach to learn the fighting styles common to the Ulfen. He worked as a scout and runner for Freyr Darkwine and the Blackravens out of Blackraven hall. He learned there about some of the machinations of Irrisen, and is loosely familiar with Queen Elvanna. He saw a few frost giants during his scouting trips, which stirred within him a sense of … belonging that he had never felt before. There he converted to Gorum, though he isn’t a strict devotee. After a stint as a scout, he returned to Freyja and asked her about giants. She explained what she knew of them, but also explained that they were not common in the Grungir forest. She speculated that he may be long-descended from giantish folk, but that if Sven wanted more information that he might have to venture into Irrisen and ask the winter witches. She also asked that he look into some type of corruption of the fey in Irrisen towards malice and evil, where even typically friendly creatures were being drawn to the unseelie court.
4) He set out towards Irrisen to address the stirring in his soul, and in his travel he came across a small stag that had separated from its herd. The stag and Sven took a liking to each other immediately, and Sven named the stag Georg, after a kind and curmudgeonly uncle (a brownie) of his in Sojournour’s Rest. He travelled with Georg to Irrisen, slipped past their wards (he isn’t sure how he wasn’t spotted) and they made their way through the wilds, taking notes about whatever odd fey behavior he could document and trying to keep a low profile.
5) Most recently, he’s been acting as a mercenary for some folk in the pale tower by acting as a scout and hunter for their ulfen guards. More comfortable with the enigmatic fey than most Ulfen, he sometimes serves as an intermediary for their squabbles. He has spent little time in the tower. He recently was sent to try and find “The Black Rider,” which he was told little about. He has recently had a series of odd dreams that resulted in him getting a terrible headache when he thinks about the dreams, and he feels as if something terrible has happened. He does not know how to stop them!
Step 2: Goals
1) Sven would like to stop the corruption of the fey to the extent that such a thing is possible, at the behest of Freyja. He would also like to discover more about his heritage and background, and stop the terrible dreams and headaches that have just sprung up.
2) It would be cool if he could fight some giants!

Step 3: Secrets!
1) He does not actively tell people of his significant familiarity with the fey, but people may have their suspicions as he usually refers to any fey as “nuncle” or “auntie”.
2) Sven’s ulfen family did not intend to lose him in the forest. They were ambushed by some unseelie and it was only through the intervention of Freyja that Sven wasn’t killed. His family escaped but they assume he is lost forever to the dangers of the woods when they were able to return and find him.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 4: Relationships!
1) Freyja is Sven’s adopted mother. She is an Anhana of some renown with the ear of the king of the pixies, which is why Sven was spared a gruesome fate at the hands of the more malicious fey working for Bjarma.
2) Bjorn is a friend of Sven’s that worked in the Blackravens with Sven. Bjorn was a lithe, snowcaster elven ranger that was very adept with a bow, and taught Sven everything he knew about archery. It wasn’t clear why Bjorn was working with the Blackravens, and Sven was never able to get a straight answer from him. They ranged together for a year, until Bjorn unexpectedly had to return to Elfmeet.
3) If it had been up to the crone Bjarma, Sven’s infant entrails would have decorated her hut in the frozen part of the Grungir Forest. Bjarma is responsible for the death of some of Sven’s family and abandonment of Sven in the forest, but nobody else knows this. Bjarma is a winter hag/witch that has thirsted for Sven’s death ever since the intervention of Freyja many years ago. She hates Freyja and thirsts for giantish blood of Sven for her dark arts, but no one in Sovereign’s rest knows of her hatred. Freyja never leaves the Rest, and warded Sven with protective charms until he was 18. Bjarma has not been heard from in the Grungir forest in some time.
Step 5: Memories, quirks, and mannerisms!
1) Sven always starts out friendly with fey, though this is typically a cover as he sizes up their motivations. He is very good at picking up on their tricks! He calls them “nuncle” and “auntie” even if he hasn’t met them before.
2) Sven is very protective of Georg, and only lets kindly fey ride him. He has a feeling Georg is more than a typical stag, and has started growing. He sleeps and eats with Georg, and sees no reason George shouldn’t accompany him everywhere.
3) Sven is unknowningly still haunted and traumatized by Bjarma’s attack. He was older than an infant when it happened but has suppressed his memories. He is very suspicious of older, crone-esque women, and quick to anger if they slight him.
4) Sven hates people being imprisoned or captured (for any reason). For enemies, he prefers to dispatch his foes with a clean kill. Imprisonment is largely pointless in the harsh environs of the north in his mind. There isn’t enough food or time to take care of everyone, and there is definitely no legitimate authority to turn to. He similarly believes in the freedom of good folk to make their own path.

Statblock:

Spoiler:
Sven of Alfur
Male human (Ulfen) druid (goliath druid) 1/ranger (transporter) 1 (Pathfinder Player Companion: Giant Hunter's Handbook 20, Pathfinder RPG Ultimate Intrigue 43, Ultimate Wilderness 187)
CN Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 20 (2 HD; 1d8+1d10+5)
Fort +6, Ref +4, Will +5; +2 racial bonus vs. cold climates or slipping, +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron warhammer +3 (1d8+3/×3) or
. . mwk greatsword +4 (2d6+4/19-20)
Ranged longbow +3 (1d8+1/×3)
Special Attacks favored enemy (fey +2)
Druid (Goliath Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—heightened awareness[ACG], obscuring mist
. . 0 (at will)—create water, guidance, mending
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +3 (+4 sunder); CMD 15 (16 vs. bull rush, 16 vs. overrun, 17 vs. trip)
Feats Alertness, Fey Foundling[ISWG], Power Attack
Traits blood of giants, weapon training
Skills Acrobatics +0 (+2 in slippery conditions), Climb +4 (+6 in slippery conditions), Diplomacy +3, Handle Animal +3, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Perception +9, Profession (herbalist) +7, Ride +4, Sense Motive +5, Stealth +4, Survival +7
Languages Common, Druidic, Skald, Sylvan
SQ heart of the snows[ARG], hideaway, nature bond (megaloceros [bodyguard] named Georg), primal bond, primal empathy, primal size, primal summons, shared vigilance, track +1, trailbreaker +1, wild empathy
Combat Gear scroll of cure light wounds, scroll of endure elements, reagent, magnesium (10), tracking powder[ACG]; Other Gear lamellar (leather) armor[UC], shield spikes darkwood heavy wooden shield, cold iron warhammer, longbow, mwk greatsword, cleats[APG], masterwork backpack[APG], snowshoes[APG], spell component pouch, tindertwig (2), 7 gp, 6 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. fey foes.
Fey Foundling Magical healing works better on you
Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling.
Hideaway (Ex) Over 1 hr (with DC 20 survival), -10 to spot those in shelter and shielded from scent/tremorsense.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Track +1 Add the listed bonus to Survival checks made to track.
Trailbreaker +1 (Ex) Increase Survival DC to track your group by listed amount.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

Georg CR –
Megaloceros (bodyguard) (Pathfinder RPG Bestiary 2 187)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee gore +2 (1d8+1)
Ranged throwing axe +0 (1d6+1)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Alertness, Combat Reflexes
[b]Tricks
Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+11 to jump), Perception +8, Sense Motive +4, Stealth +7
SQ attack any target, combat riding, shared vigilance
Other Gear leather armor, throwing axe (2), bear trap[APG], bedroll, grappling arrow[UE], journal[UE], pack saddle, piton (10), silk rope (50 ft.), winter blanket, wire[UE]
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.


"Unlike the others that have shunned their heritage or tried to put distance between them, he had embraced it. The heritage of the Abyss is writ large across his form and mannerisms, barely hidden under the toughened skin— almost hide— that bore scars from encounters prior. He was standing close enough to reach across the line that separated "man" from "monster", if he so chose. Certainly the pairs of vestigial horns and the way his teeth suggest fangs spoke of his heritage, in ways that he did not have to. How appropriate then, that desires the mantle of the Red Rider— were it to be by force, that would not be unsurprising. It is an uncertain thing, that he seems to oppose the encroachment of winter... Or perhaps he just opposes the encroachment of Winter into a domain that he may consider his.

Could he be demon enough to deny even winter? Or was he man enough to seek the cause and end it?"

- Tiefling(Pitborn) Savage Barbarian
Variant Ability: 1d100 ⇒ 18 (DR 2/bludgeoning)

That was the image that I had in my head. Not quite Evil, but it has certainly recently been in his heritage


Presenting Ogon, a hobgoblin Pyrokineticist whose tribe were wiped out in a Winter Witch & Wolf ambush twenty years ago. The young, brash and (in this case) rather stupid Ogon attempted to kill the Witch leading the other side and was imprisoned in solid ice for his trouble. Nazhena Vasilliovna decided to keep the frozen hobgoblin as a trophy and Ogon has languished in the Pale Tower for the last twenty years - kept just alive by the fire within his blood.

Basically cryogenically frozen for twenty years. I imagine the party could come across his frozen form on display somewhere in the Pale Tower, perhaps with a sign saying 'Danger - do not touch' (since we know adventurers always obey such signs!) His hatred of witches, and desire for revenge would make him an easy recruit for the party and his heavily armoured, flame wielding fighting style should cover the role of 'tank' pretty well, with 21 AC and 23 HP at level 2 (it'll only get worse once he takes toughness!). :)

Side note: he could be a decent secondary healer if the GM would allow him to take Kinetic Healing (its meant to be for Water and Aether, but there's always the softer 'warming' element of fire which could justify it?) I'd be happy to take it if it helped the party!

Crunch:
Ogon Magehunter
Male Hobgoblin Pyrokineticist
LN Humanoid (Goblin)

Init +1
Senses: Perception +7.

DEFENSE
AC 21, touch 11, flat-footed 19 (+7 armor, + 2 shield, +1 natural, +1 dex)

HP 23/23 ([8 + 4]+ [5+4] + 2FCB)

Fort +7 (3 base, +4 Con)
Ref +4 (3 base, +1 Dex)
Will +2 (0 base, +2 Wis)

OFFENSE
Kinetic Fire Blade: +4 (vs. touch AC), d6+2 (1/2 con), x2.

Spd 30 ft .
Space 5 ft.; Reach 5 ft.

Base Atk +1 (+1.5 Kineticist)
CMB 1 (1 BAB, 0 Str)
CMD 14 (10, 1 BAB, 3 Dex, 0 Str)

STATISTICS
Str 15 (+2)
Dex 12 (+1) [10 base, +2 racial]
Con 18 (+4) [16 base, +2 racial]
Int 8 (-1)
Wis 14 (+2)
Cha 10 (0)

FEATS
Weapon Focus (Kinetic Blast) [Level 1]: You get +1 to hit using your chosen weapon.

TRAITS
Vigilant Witch Hunter (Campaign): You don’t trust witches. They deal with otherworldly beings, consort with beasts, and brew vile poisons in their cauldrons. Whatever the reason, you now hate witches, and have dedicated your life to ferreting them out and exposing their wickedness for all to see. You know that the North is full of winter witches, and should you ever find yourself there, you’ll relish bringing your justice to them as well. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you begin the campaign with 1d4 hex nails. Hex Nails: 1d4 ⇒ 4
Awakened from Stasis (Regional): As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

SKILLS
Perception +7 (2 ranks, + 2 Wis, +3 class)
Sense Motive +8 (2 ranks, +2 Wis, +3 class, +1 trait)
Use Magic Device +5 (2 ranks, +0 Cha, +3 class)

Total Points: 6 [2x(4 Kineticist - 1 Int)]
AC penalty is -9

LANGUAGES
Common, Goblin.

EQUIPMENT
Banded Mail (250gp)
Heavy Steel Shield (20gp)
Explorer’s Outfit (8gp)
Survival Kit [Masterwork] (50gp): A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Tanglefoot Bags x2 (100gp)
570 gold 20 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Magehunter: Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.
Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.

Favored Class Bonuses: 2x Hit Point

Burn: At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Courtly: The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.
This ability alters the kineticist’s class skills.
Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Elemental Blade: At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 3rd level, the kinetic knight gains the blade rush infusion.
At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities.
At 9th level, she gains the blade whirlwind infusion.
At 11th level, she gains the whip hurricane infusion.
At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.
Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Kinetic Blade (Burn 1): You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Elemental Warrior: The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.
Elemental Bastion: At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power.
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).
This ability alters elemental defense.
Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
Cold Adaptation: Level 1; Burn 0
You are constantly protected by endure elements against cold temperatures only.
You gain cold resistance equal to twice your current amount of burn.


Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Ogon is a hobgoblin who hates magic and wields the power of fire – Irrisen is something close to hell for him! Only hobgoblin discipline keeps him there and he will accept almost any allies to further his chances of surviving.
2) Duty and discipline are Ogon’s defining elements, not only because of their role in hobgoblin society as a whole but because he nearly killed his parents as a child when he lost control of his flames and he consequently resists the chaotic impulses of fire as hard as he can.
3) He apprenticed to an older fire-wielder and had been making good progress before his tribe were attacked by White Wolves as they travelled through Irrisen. Largely due to their fire-wielders they drove the wolves off but were slaughtered when the wolves returned with their Winter Witch ally, Naxhena Vasilliovna.
4) His intended mate – a young hobgoblin woman called Ursina, was taken by one of the winter wolves who destroyed his tribe. Ogon doesn’t remember much about the wolf except that it was missing an ear and he still has hopes of recovering Ursina, although whether she’d remember him after the twenty years which have passed is open to debate.
5) Trying to kill Nazhena Vasilliovna was simultaneously the bravest and stupidest thing he’d ever done. He managed to get a hex-bane nail through one of her hands, but the Winter Witch was much too powerful and imprisoned him within a solid wall of ice. She had the ice immediately around the attacker chiseled down and displayed his frozen body in her tower as a trophy – never believing that the heavily armoured Ogon might still be alive inside his icy prison!

Step 2: List at least two 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) Ogon is twenty years out of time and drastically out of culture. I’d like to play with this somewhat – having him expect to meet people/places that aren’t there any more. Meeting a middle aged Ursina would be a good example and might help develop his character from ‘unbreakably controlled warrior’ to something a little more…. Human.
2) Ogon (and I) would love a properly climactic duel between Ogon and Nazhena – revenge is a major driving force for him!

Step 3: List at least two 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. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) (Known) Ogon never understood his tribe’s xenophobia and had planned to leave his tribe and apprenticeship, once he felt he had learned enough to control the fire inside him effectively.
2) (Unknown) Ogon (and most of his tribe’s fire-wielders) were the descendants of a red dragon, which has interbred with their tribe several times over the centuries. The dragon still lives and may keep an eye on its offspring.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Ursine, Ogon’s intended mate was captured by a White Wolf and taken to the Howlings where she still lives a life of servitude.
2) Elder Torvuk – Ogon’s fire-wielding mentor was old for a hobgoblin but retained power and prestige by virtue of his toughness and superb control over flame as well as his knowledge of the old stories. He often told the tales of the great Linnorn Kings, as well as the tales of Baba Yaga and her daughters – the Ice Queens. Ogon loved those stories, and Torvuk, if he were still alive, could be a valuable source of nearly lost information and knowledge.
3) The Winter Wolf without an Ear, as Ogon thinks of him, took Ursina and helped to destroy Ogon’s tribe. Ogon nurses a burning personal hatred of that particular wolf – although the wolf likely doesn’t even remember him, or know that he exists at all!

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Although many hobgoblins scarify themselves to prove their toughness Ogon’s scars are accidental – the result of early mishaps with fire. Thus he’s not actually proud of them the way most hobgoblins are – viewing them as reminders of his lack of control, rather than badges of honor.
2) After twenty years frozen inside ice Ogon has an intense fear of being held immobile and suffers flashbacks if affected by spells such as ‘Hold Person’ or even during dreams where he feels that he cannot move.
3) Ogon still carries the talisman he was making for Ursina and their mating, an ice boar’s tooth which he was personally etching with runes to show their commitment and family histories. It hangs, half finished, around his neck even now – although he doesn’t like to answer questions about it, and will NEVER finish it until he finds Ursina again.

Hope you like. Apologies if the race is too high on the Xenophobic scale - I'm very happy to deal with the RP consequences of that, but I can restat him as a human if you'd prefer :)


@mdt - dhampirs are fine, as long as you have a plan on healing!
@me'mori - there are two tieflings in the party, so there would be sympathy for another tiefling.
@Nikolaus - Hobgoblins should be ok as you've written Ogon; how will you handle arcane casting in other characters?


So--here's the submissions we have so far. If I missed someone, please let me know!

Chakam - Suli Enlightened Paladin
Sir Duriel Keth - Human Phantom Blade Spiritualist
Asfeld Hatisen - Human Fighter
Marni Thollsdottir - Human Cleric of Desna
Grulyn Ironfoot - Dwarven Fighter
Fjeor Stonebreaker - Dwarven Nature Fang Druid
Elaith Craulnober - Human Luring Piper/Faith Healer Bard
Magnus Olafson - Human Hexcrafter Magus
Sven of Alfur - Human Goliath Druid/Transporter Ranger
Ogon - Hobgoblin Pyrokineticist

+ several people working up concepts

A few people have asked for a little more time, so I'm going to let this run into next week.


Risbeth

Picture

Background:

Risbeth is the offspring of a Vampire Queen and a living mountain of a man from the northern wastes. The man claimed to be a half-giant, and it's entirely possible that is true, for Risbeth is over six and a half feet tall, towering over those around her. She travels using her father's last name, but her mother's title (von). Her mother has sent her out to gather information on the world. Her mother keeps tabs on her via scrying, and Risbeth keeps notes in a small book that automatically mirrors writing back to a matching book her mother has.

Risbeth's mother is an honorable woman, even if she's not very nice. Risbeth too is honorable, even if she's not very nice (although nicer than her mother! Usually). Risbeth's father died a few years ago of old age, but had always refused to be embraced by his erstwhile on again off again lover.

Risbeth has an evil sense of humor, but is usually easy to get along with.


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Good luck guys :)


1 person marked this as a favorite.
GM Axolotl wrote:
@Nikolaus - Hobgoblins should be ok as you've written Ogon; how will you handle arcane casting in other characters?

As a necessary evil. He doesn't like arcane casters full stop, but Winter Witches are by far the worst, so whatever methods are required to deal with them can be excused.

If he gets saved then he will feel a certain obligation to his saviours as well, which would serve to prevent conflict - although anyone who casually uses magic unnecessarily might get a stern talking to about the dangers thereof!


(Since the roll seemed a bit declarative rather than random)
Variant Tiefling Ability Roll: 1d100 ⇒ 83
"Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage."
HP: 1d12 + 2 ⇒ (4) + 2 = 6
Random Feature: 1d100 ⇒ 55 Scaled Skin

Concept:
"Unlike the others that have shunned their heritage or tried to put distance between them, he had embraced it. The heritage of the Abyss is writ large across his form and mannerisms, barely hidden under the toughened skin— almost hide— that bore scars from encounters prior. He was standing close enough to reach across the line that separated "man" from "monster", if he so chose. Certainly the pairs of vestigial horns and the way his teeth suggest fangs spoke of his heritage, in ways that he did not have to. How appropriate then, that desires the mantle of the Red Rider— were it to be by force, that would not be unsurprising. It is an uncertain thing, that he seems to oppose the encroachment of winter... Or perhaps he just opposes the encroachment of Winter into a domain that he may consider his.

Could he be demon enough to deny even winter? Or was he man enough to seek the cause and end it?"

Mormenon:

Mormenon (the ???)
CN Male Tiefling(Pitborn)
Barbarian(Savage Barbarian) 2
Init: Perception:
16, 13, 15, 9, 12, 14
------------------------------
DEFENSE
------------------------------
AC 15, touch 13, flat-footed 14 (+0 armor, +1 dex, +2 shield, +2 NA)
HP 20
Fort +5, Ref +1, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +5
Ranged +3
------------------------------
STATISTICS
------------------------------
Str 16, Dex 13, Con 15, Int 09, Wis 12, Cha 14

Base Atk: +2; CMB +5; CMD 14
Traits: Blood of Giants +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers., Flair for Destruction +1 trait bonus on weapon damage rolls made against objects and constructs.
Feats: Armor of the Pit

Skills (6, A+R+C)
Climb* +7=(3 + 1 + 3)
Intimidate +6=(2 + 1 + 3)
K.(Nature) +3=(1 - 1 + 3)
Perception +7=(1 + 1 + 3 + 2)
Survival +6=(1 + 2 + 3)

Acrobatics, Craft, Handle Animal, Ride, Swim

ACP -2
*ACP applies to these skills

Languages: Common, Infernal

------------------------------
SPECIAL ABILITIES
------------------------------
{R} Native Outsider, Darkvision, Skilled (Disable Device, Perception), Fiendish Resistance, SLA Shatter
{C} Fast Movement, Rage, Uncanny Dodge, Guarded Stance
Favored Class: Barbarian


@Me'mori and everyone else: is that a rolled HP for Level 2? We're using PFS style of (1/2 Hit Dice + 1) for hit points above 1st Level. Forgot to mention that.


I did Risbeth's as 1/2 + 1, so hers should be correct.

Also note, with regards to her healing, she bought a wand of inflict to deal with that. She may need to hand it off to someone though. :) I'll probably pick up a couple of potions of inflict if picked, she's got the money for it, as backups.

Liberty's Edge

I'll be dropping an application here in the next day or so I think. Probably a Half-Orc Goliath Druid VMC'ed with Magus! (if VMC is okay).

Is that free potion idea from the original recruitment still on the table, or has that been subsumed into the 10 minute background?


@DinosaursOnIce:

Oh, the free potion! Sure, that's allowed.

I haven't dealt with VMC; should be ok.


Concept:

"Unlike the others that have shunned their heritage or tried to put distance between them, he had embraced it. The heritage of the Abyss is writ large across his form and mannerisms, barely hidden under the toughened skin— almost hide— that bore scars from encounters prior. He was standing close enough to reach across the line that separated "man" from "monster", if he so chose. Certainly the pairs of vestigial horns and the way his teeth suggest fangs spoke of his heritage, in ways that he did not have to. How appropriate then, that desires the mantle of the Red Rider— were it to be by force, that would not be unsurprising. It is an uncertain thing, that he seems to oppose the encroachment of winter... Or perhaps he just opposes the encroachment of Winter into a domain that he may consider his.

Could he be demon enough to deny even winter? Or was he man enough to seek the cause and end it?"

Mormenon:

Variant Tiefling Ability Roll: 1d100 ⇒ 83
"Once per day, exposure to fire heals you 1d6 hit points of damage. This ability does not negate fire damage."
Random Feature: 1d100 ⇒ 55 Scaled Skin
Not Random Feature: Smoking Breath

Mormenon the Breaker
CN Male Tiefling(Pitborn)
Barbarian(Savage Barbarian) 2
Init: Perception:
16, 13, 15, 9, 12, 14
------------------------------
DEFENSE
------------------------------
AC 15, touch 13, flat-footed 14 (+0 armor, +1 dex, +2 shield, +2 NA)
HP 23
Fort +5, Ref +1, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +5
Ranged +3
------------------------------
STATISTICS
------------------------------
Str 16, Dex 13, Con 15, Int 09, Wis 12, Cha 14
Base Atk: +2; CMB +5; CMD 14
Traits: Blood of Giants +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers., Flair for Destruction +1 trait bonus on weapon damage rolls made against objects and constructs.
Feats: Armor of the Pit +2 Natural Armor

Skills (6, A+R+C)
Climb* +7=(3 + 1 + 3)
Intimidate +6=(2 + 1 + 3)
K.(Nature) +3=(1 - 1 + 3)
Perception +7=(1 + 1 + 3 + 2)
Survival +6=(1 + 2 + 3)

Acrobatics, Craft, Handle Animal, Ride, Swim

ACP -2
*ACP applies to these skills

Languages: Common, Infernal

------------------------------
SPECIAL ABILITIES
------------------------------
{R} Native Outsider, Darkvision, Skilled (Disable Device, Perception), Fiendish Resistance, SLA Shatter
{C} Fast Movement, Rage, Uncanny Dodge, Fiend Totem(lesser)
Favored Class: Barbarian


10 min Background:

Concepts:
Monster in human skin. Has the fire of the Pit within him. Rails against order being imposed on him. desires the challenge of crushing power. Delights in breaking things.

Goals:
(Character) Be feared.
(Player) Claim a Mantle of one of the Riders and use its power to crush any opposition.

Secrets:
• (Known) Mormenon has not made many friends, and is aware that some want him dead just for his heritage. He welcomes their attempt.
• (Unknown) While he has no patron, he is being watched by the one that sired him for... Reasons.

Ties:
Kahurangi Tennfjord: Bandit turned Crime Boss, often employed Mormenon when something needed breaking, and Mormenon was his favorite Enforcer.
Ana Sigurðr: Irregular Companion. One of the few that were not scared of him in the slightest, and strong enough to be attractive. Novel
Eindride Christiansen: Zealot. Religion is not for every man, and he is more fervent than most. For one reason or another (that Tennfjord would deny if asked), they blame Mormenon and want to see him brought to justice.

Quirks:
• He can feel the heat of the Pit inside of him and is warmer than most— not that anyone gets close enough to touch him.
• He used to dream of the Pit, and it used to scare him. Over time, those dreams became normal, and he wonders if those dreams are portentous.
• Crushing things in his malformed hand makes him feel great.


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Hey all! This re-recruitment will close on 11 am PCT Wednesday, May 16th. Please have your submissions in, revisions to crunch and fluff if you need them, by then. I'm consulting with players and thinking and whatnot. I will try not to keep anyone in suspense and have a decision by Thursday.

I'll post a list of submissions ASAP. Thank you again!


I couldn't quite work out the Sylph in a way that I liked very much, but I did cook up some other ideas that led to some other interesting places, so I'm going to try and work out a different Cleric tonight/tomorrow in that vein.


After reading Irrisen handbook and the People of the north, I decided to change my character background I could not find out a good reason to work in the black rider into my background so I decided that I would play the black riders son if it is ok, where the geas is to seek out Baba Yaga to take the mantle, and that is where the Bard archtypes and feats come from the Fey augmented heritage. where when I use the fey courtier community ability it is with the authority of the possible new black rider.


An alternate submission:

Orik Rostov - Ranger 1/Cleric 1 of Erastil
Backgound

Spoiler:
Orik Rostov
1) Orik is from Tamrivena, in the southern part of the hold of Belkzen. His father, Piotr Rostov is an Ustlavian varisian human bard of the Pathfinder Society that was traveling through the town on a caravan and mother, Katrica was a half-orc ranger inhabitant of Trunau that originally moved to the town to escape from her tribe, the Haskodar. Piotr and Kat adventured together for years until their retirement to Piotr’s home in Tamrivena. They've raised three children children at their inn a few miles outside of town catering to well-behaved Orc traders, lastwall crusaders, other adventurers. Kat is renowned within the county for the size and deliciousness of the squash she grows, possibly as a result of her connection faith in Erastil.
2) Orik is a small half-orc with raven black hair that has been tied back into a short ponytail, and a full black beard around a prominent toothy maw. His skin is olive-grey and eyes are like pits of coal. He is friendly and generous but is usually quiet, and tends to speak plainly and truthfully. He is comfortable in smaller towns and villages, and in the the boundary areas on the outskirts of civilized lands. He tends to speak in aphorisms that can sometimes unsettle people that aren't used to their unusual nature.
3) Orik learned rangerly things from his mother (he doesn't take much after his father) and learned how to hunt well. Understanding the prejudice that half-orcs frequently receive, Kat trained Orik to fight humans more effectively. She also gave him secret training that was past to her from her grandfather, an orcish shaman. He's competent at wrangling beasts though he sometimes lets them get the better of him inadvertently, and he's not as competent as other rangers due to a different training. He learned some of the tales of wandering pilgrims from his father, and internalized the tales as part of his devotion to Erastil
4) He was a nominal follower of Erastil until he came across some Usalav city slickers that had come south for a beast hunt from Lozeri. They began hunting the game to extinction in the area around the inn, and despoiling the land. Orik got into a fight with one of the youths, and badly maimed the young man. He left Ustalav when the youth's family threatened to ruin his parents financially and has been wandering northern astavan ever since.
5) While ranging through Varisia, Orik met Solvan, another wanderer and a cleric of Erastil. Solvan taught Orik more about Erastil and how to use some of the gifts in a more practical way to help the holdfasts that he encounters. Solvan and Orik travelled together for some time, until Orik heard rumors of dangerous spirits eminating from Irrisen. He managed to sneak across the border and made his way to Winterhome. While few people within the city appreciated an Erastilian, he was popular with the inhabitants of the villages (like Waldsby) and towns in the nearby environs, where he has been travelling. He has an ornery musk ox named Sasha that he bought in Whitehome and managed to train for simple tasks. He rides Sasha and uses her as his pack animal, and thankfully has not gotten into many fights with the loyal beast at his side. While travelling between towns (healing what frostbite and other injuries he could) he came across the fabled Black Rider, escaping from unknown foes. Orik healed the Black Rider's fatigue and as a gift, the Rider gave him a blessing (and curse) to meet up with some adventurers at the Pale Tower near Waldsby. He went there and was captured after managing to evade detection for a few weeks. He has been imprisoned, as even in Irrisen it's seen as bad luck to kill a cleric of Erastil, until the Baroness of the area can figure out what to do with him.

Step 2: Goals
1) Orik would like to help the people of Irrisen, as he sees they are under constant threat of pain and death due to the oppressive winter.
2) Orik would like to advance into the hinterlander prestige class and learn to be an excellent archer.

Step 3: Secrets!
1) Orik does not tell many people about his familial relationship with the tribes of Belkzen, even when it would be advantageous.
2) Orik is the grandson of a powerful shaman of the Haskodar tribe that has been looking for him for years. The shaman has been watching Orik from afar and is secretly proud of his child and grandchildren for abandoning the savage ways of the Haskodar.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Step 4: Relationships
1) Solvan is a friend of Orik's, and a fellow cleric of Erastil. Solvan remains in northern Varisia.
2) Darya is Orik's sister, and is a physician and alchemist. Orik and Darya were very close as children, but grew apart somewhat when Darya left to attend Lepidstadt University. Darya's competence and intelligence managed to earn her enough money to keep the Rostov family afloat against the machinations of Vladmir.
3) Vladmir Sevastyanova is a minor noble that hates Orik for maiming him, and is waiting for his return to Ustalav to exact his revenge.

Step 5: Memories, quirks, and mannerisms!
1) Orik tends to couches his advice in odd aphorims such as "Like grandma Throateater says, a warbeast in the stable is worth two crushing your skull."
2) Orik compulsively tries to help small communities because he's uncomfortable in cities. He is a wanderer and his refusal to set down roots has caused problems for him. He will get increasingly anxious the longer he stays in very populous areas.

Statblock

Spoiler:

Orik Rostov
Male half-orc cleric (foundation of faith, varisian pilgrim) of Erastil 1/ranger (dungeon rover) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder Player Companion: Elemental Master's Handbook 8)
LG Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +7 (+9 in underground environment to notice traps, potential cave-ins and dangerous flora)
Aura enlarge
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 19 (2 HD; 1d8+1d10+4)
Fort +8, Ref +6, Will +7
Defensive Abilities bastion, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron battleaxe +3 (1d8+2/×3) or
. . handaxe +3 (1d6+2/×3) or
. . warhammer +3 (1d8+2/×3) or
. . bite -2 (1d4+1)
Ranged composite longbow +3 (1d8+2/×3)
Special Attacks caravan bond, favored enemy (humans +2)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—calming touch (1d6+1)
Cleric (Foundation of Faith, Varisian Pilgrim) Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless[D], divine favor, shield of faith
. . 0 (at will)—create water, detect magic, mending
. . D Domain spell; Domains Community, Plant (Growth[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 17, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Additional Traits, Endurance
Traits fate's favored, magical knack, restless wayfarer, tusked
Skills Acrobatics -1 (-5 to jump), Climb +3, Diplomacy +3, Handle Animal +5 (+7 vs. Sasha while worn), Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (religion) +5, Perception +7 (+9 in underground environment to notice traps, potential cave-ins and dangerous flora), Ride +0, Sense Motive +7, Stealth +3, Survival +7
Languages Common, Giant, Orc, Skald
SQ dusksight, orc blood, stone scouting, vermin affinity
Combat Gear oil of bless weapon, wand of cure light wounds (3 charges), alchemist's fire, caltrops; Other Gear mwk breastplate, heavy wooden shield, arrows (20), cold iron battleaxe, composite longbow (+2 Str), handaxe, warhammer, cleats[APG], grappling arrow[UE], masterwork backpack[APG], masterwork tool, snowshoes[APG], spell component pouch, sunrod (3), tindertwig (5), wooden holy symbol of Erastil, musk ox, bear trap, bear trap, bit and bridle, blanket, feed (per day), feed (per day), leather barding, piton, riding saddle, saddlebags, silk rope (50 ft.), training harness, winter blanket, wire, 10 gp, 6 sp
--------------------
Special Abilities
--------------------
Bastion (Ex) Add Constitution bonus to CMD and DC to be Intimidated.
Calming Touch (1d6+1 nonlethal damage, 6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Caravan Bond (4 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 4 travelling companions within 30 feet.
Cleric (Foundation of Faith, Varisian Pilgrim) Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric (Foundation of Faith, Varisian Pilgrim) Domain (Growth)
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Vermin Affinity +0 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.

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

Sasha CR –
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 15 (+2 armor, +4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ combat riding
Other Gear leather armor, bear trap[APG], bear trap[APG], bit and bridle, blanket[APG], feed (per day) (2), feed (per day) (10), piton (6), riding saddle, saddlebags, silk rope (50 ft.), training harness[ARG], winter blanket, wire[UE]
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.

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