Recruiting for Reign of Winter


Recruitment

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Grand Lodge

Well, by name alone, it should be assumed your gonna encounter snow, ice based hazards, and cold type monsters, of course the.startimg area actually is a place that doesn't see snow very often, and having a character start with equipment made for snow means 1) your from the north and aren't used to so little snow, or 2) your a woodsy survivalist type who prepares for anything.

Unfortunately, no matter how prepared you are, you cannot be prepared for the challenge to come...

I mean, from the start your facing opponents stronger than what a 1st level party should face, in a disadvantageous battleground for melee combatants, and spellcasters can hardly do anything low level worth while... Although I had a lay-line gaurdian witch who blew through the first encounter with a few well placed burning hands. My only regret was not being able to continue that game T-T


Tme Zone: Central Time Zone

Number Of Active Games: 8 Active Games

Map Preference: I prefer Roll20 since that is the one I'm already signed up with. I am good for whatever though.

AP Familiarity: I know that is is a northern game, deals with a lot of cold survival, and powerful witches. Outside of that, I only know what is in the player's guide.

Character Concept: Baradim is a a Nature Fang Druid, meaning he loses all access to his wildshaping and most empathetic nature abilities in return for Studied Target and the slayer talents as well. With his animal companion, a massive tiger, Baradim will offer a huge amount of combat potential and will only get more dangerous as he levels up. He still has his full ability to cast spells and provide combat support, should it be needed.

All my crunch and background is in the alias. Feel free to check it out.


@GM My Red Sun: Worldseeker is an archetype for the Wizard. It can be found here (archives of nethys).


Sorry, should also add character's description and "full" backstory will also be in the crunch I post later today (planning to finish on my lunch break).


I am a big fan of RoW and want to throw my hat in.

1) Required items:
Time Zone Mostly EST but I travel to CST regularly
Number of PbP games you are currently active in 1
preference for maps (roll20, google docs, etc) Slight preference for google docs. It's easier to use from a lot more locations and requires less setup than roll20.
your familiarity with the Reign of Winter AP I've GM'd a RoW session a year or so ago for some RL friends. We made it about 1/4 of the way through the first book. Happy to say more about exactly where but I don't want to give out spoilers.

Character concept

stat block:

Statistics, class, feats, and traits are all done. Need to finish skills and equipment if selected but I think this gives a good idea of what Nyalis is all about.

Male Elf Alchemist
Favored Class: Alchemist
CG Medium Humanoid (Elf)
Init +3; Senses Low light vision; Perception +3
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+x armor, +3 dex, +0 shield)
hp 9
Fort +2, Ref +5, Will +0
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OFFENSE
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Speed 30 ft.
Melee
Longsword +1 (1d8+1,19-20/x2,slash)

Ranged
Bomb +5 (1d6+6/4splash,x2,20',Fire)

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STATISTICS
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Str 13, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14 (11 flat footed)

Traits
Restless Wayfarer (Campaign): You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and Knowledge(local) is a class skill for you. You can also speak one additional language (Halit).
Focused Burn (Magic): Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb's splash damage.

Feats
(Class Bonus) Throw Anything
(Class Bonus) Brew Potion
(L1) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills
TBD

ACP
TBD

Weapon and Armor Proficiencies
Nyalis is proficient with all simple weapons and bombs, longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows). Nyalis is proficient with light armor.

Languages Common, Elvish, Hallit, Dragon, Sylvan, Skald, Infernal

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-151 lb.
Current Load Carried XX lb.
Money 131 GP 0 SP 0 CP

2. Class and concept: Alchemist. Nyalis thinks of himself as a blaster wizard and uses his fire missiles (bombs) whenever a wizard would normally use a direct damage spell. Recognizing the area-effect nature of a bomb, he will wade into melee combat rather than endanger his party with collateral damage, using his mutagen as necessary. In reality, he is much more of a utility character and will fill holes in other party skills and abilities. Out of combat, he values knowledge and is good at solving puzzles and knowing things.

3. Backstory: Nyalis was an apprentice at a magic academy in Varisia. When he got there, however, he found that he wasn't the best student of traditional magic and came close to getting dismissed from the acacemy due to lack of ability. What he did find, however, was an unusual mentor that lived in a high tower and was nearly always alone. Nyalis and his mentor's personalities meshed well and he got to stay at the academy despite not following standard magical practices. Learning from his mentor, Nyalis found he was adept at another kind of magic. This magic involved mixing fantastic substances, often in a cauldron over fire and heat. This fire and heat was his downfall, however, and while performing some "magic", Nyalis burned down the tower and caused the death of his mentor. Fleeing in shame and horror, Nyalis has wandered the rest of the inner sea area looking to increase his abilities and find a way to raise his mentor. Nyalis has had to move often when fires or explosions get out of control as he learns more about his alchemical/magical abilities. During these wanderings, Nyalis stumbles across the village of Heldren.

Nyalis has a love-hate relationship with fire. He is in awe of fire and what good it can be used for but he is also very afraid of another fire getting out of control and harming his friends.


Pathfinder Adventure Path Subscriber

Hi! My winter witch concept didn't get selected in the other RoW recruitment, but I'm really enamored with the character I built. So thankfully there's still a chance to play her here!

Here's the answers to your questions:

Time Zone
Eastern U.S.

Number of PbP games you are currently active in
Six as a player, two as a GM, but a couple are winding down.

preference for maps (roll20, google docs, etc)
I have a Roll20 account, so that's not a problem. I don't really have a preference.

your familiarity with the Reign of Winter AP
I read over it years ago, played the first couple of books but also years ago, so I don't remember anything but the vaguest of impressions. I did look up Heldren to make sure there was a place for my character's exile.

Here's the link to my character and background.

Nutshell concept: Letitia "Frost" is a winter witch in hiding because her powers as a witch did not blossom in time to impress the queen. She fled Irrisen and settled in the small town of Heldren to escape notice, but fate would draw her back and embroil her in the very future of the icy nation.


this is cuatroespada. i went ahead and made a profile since i'll likely use it eventually regardless. crunch is mostly done and i'll add the background info and a physical description soon.


Seems to be a lot of competition for the ranged combatant with some skills roll. Over 20% of the applications, it seems. Beyond the selfish aspect, I hope one of that group gets selected. Otherwise a bunch of us are way up the wrong tree!

Awful lot of arcane submissions, too, it appears.


Okay, here is Phntm888's submission, Von-Dai Cress, hobgoblin pyrokineticist.

Reposting my answers to the questions from the previous page:

Time Zone: Eastern Daylight Time (because it's currently Daylight Savings Time)/Eastern Standard Time the rest of the year.

Number of Active PbP games: 20 (4 as GM/4 or 5 of which tend to be kind of slow). There are some games listed on my profile that haven't been closed, but are inactive.

Preference for Maps: Google Docs

Familiarity with Reign of Winter: None, although I am currently in a PbP of the module the Witchwar Legacy that will become Reign of Winter once the module is complete.

Concept in a Nuthsell: Von-Dai Cress is a hobgoblin pyrokineticist who's role is that of a scout and switch-hitting skirmisher. His preferred tactic is to avoid combat or engage in combat from an advantageous position that either allows him to use his agility to avoid enemy attacks or succeed at an ambush on them. Most of my choices of feats, infusions and utility wild talents will be to supplement and enhance his ability to fight at both range and melee, as well as his mobility. He will also take the Cold adaptation wild talent at level 2, to both further reflect his Northern Ancestry and because it seems appropriate.

I chose to take average starting wealth for him - when you only get 1d6 x 10, the chances of getting less than average are a little too high for my liking.

Grand Lodge

Grimgisli wrote:

Seems to be a lot of competition for the ranged combatant with some skills roll. Over 20% of the applications, it seems. Beyond the selfish aspect, I hope one of that group gets selected. Otherwise a bunch of us are way up the wrong tree!

Awful lot of arcane submissions, too, it appears.

Possibly because we'll be dealing with some winter witches, and they can be tricky to face without arcane power to counter it.


Kane Callahan wrote:
Grimgisli wrote:

Seems to be a lot of competition for the ranged combatant with some skills roll. Over 20% of the applications, it seems. Beyond the selfish aspect, I hope one of that group gets selected. Otherwise a bunch of us are way up the wrong tree!

Awful lot of arcane submissions, too, it appears.

Possibly because we'll be dealing with some winter witches, and they can be tricky to face without arcane power to counter it.

To be honest, there are only 3.5 "real" arcane submissions. The summoner being the 0.5.

Both bard and magus are melee/ranged combatants before being casters and their spell lists are catered to supporting that or, in case of the bard, general support.

EDIT: To add to my post on the archetype, for my character being a Worldseeker is more about a combination of his own goals and dreams and a training as a wizard than being trained specifically as a worldseeker.
cold, hard cash: 2d6 ⇒ (6, 4) = 10 so 100 gp


Important Roll: 5d6 ⇒ (2, 6, 4, 4, 5) = 21 x 10 = 210gp

Ok, off to shop.


Like a couple others, I'm going to recycle my application to the other RoW (undine druid) here, if that's okay. I'll have to rework him a bit for your creation guidelines - I think starting wealth and background skills are the biggest difference - but it shouldn't be too hard.

Would you allow the undine's Water Affinity trait to apply to druid domain/subdomain? The trait description says clerics, but it seems a bit strange for it to not apply to other classes that can have domains as well.

wealth: 2d6 ⇒ (6, 3) = 90 * 1.15 = 103.5 gp (should we round the .5 away?)

Grand Lodge

Good to see the agressive melee isnt having much competition.

I always believe you should have two melee combatants when forming a party: One an agressive heavy hitter who can lay down the support, typically kicking enemies around, tripping, breaking stuff. And the other a fenesse or tactical build, tripping and dodgeing around. Although the second one could always be a ranged type as well :P

From there you have your soellcasters, arcane to lay down the heat, Divine to support the party as a healer and buffer, and lastly your sneak, the one with the highest damage output, as honestly we all know sneak attack is where the real damage is. When your opponent isnt paying you any mind at all you stab them in the back... usually twice, two weapon fighting :P


Greadra moonscar wrote:
and lastly your sneak, the one with the highest damage output, as honestly we all know sneak attack is where the real damage is. When your opponent isnt paying you any mind at all you stab them in the back... usually twice, two weapon fighting :P

Preach it!

That's why I love the Knife-master! Give up Danger Sense for a pile of d8's to drop on your foes? Yes please!

EDIT: And you better believe TWF was my first feat! ^_^


Well, my druid isn't exactly melee (at least until he gets wildshape), but I'm building around Hydraulic Maneuver, which should be fun.

Grand Lodge

Ah yes, I think the only thing better than dropping sneak attack on your foe is using your critical to drop a myriad of status effects as well as your sneak attack


Time Zone - Eastern Standard Time

Number of Games - I am currently in 9 games and running three more.

Map Preference - Google Docs, Roll20, or anything else

Familiarity - I've run the 1st book in person, currently running the 2nd book on these forums, and played the first book up to the first encounter or two at least twice.

Character Concept - Male Half-Elf Ranger (guide, trapper) 1

Stat Block Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8

Background:

Alec has always enjoyed the outdoors. He probably got that from his mother’s side. He never actually knew her, but from what he heard of elves, it seemed to make sense. He was raised by his father, a simple hunter who traded in animal skins to buy necessities. They lived in a very small village called Heldren, far from the large cities. In fact, he had never been to a city. The largest community he had visited would have been the neighboring town, Demgazi, a few hundred people at most. Alec preferred the simple life. Feeding him self, making his own clothes, being able to survive on his own; these were his success stories. He never dreamed of being a hero or a knight like most of the children he encountered did. He enjoyed being alone in the wilderness, fishing and living off the land.

He and his father had traveled several days into the forest to gather new skins. supplies we're getting low and so was the money they had saved up. They were on their way back with a good haul when his father collapsed. Alec didn't know what to do. He dropped the skins he was carrying and ran to his side. He tried to pick up the fallen man, but his father would not have it. He could barely speak but he told Alec to leave him and return home with the skins. He could not leave him to die, but he needed the skins and the money they would bring. There was no decision for Alec to make, no choice to mule over. Dead or alive, he would not leave his father alone in the woods. He picked up the man and headed for home, intent on making the three day journey without stoping.

It was a few hours later when his father's spirit left its body. Alec didn't notice right away, but when he stopped to readjust his load, he realized the man was not breathing. He dropped to his knees and cried for hours, hugging the body as tightly as he could, begging for him to wake up. He eventually came to his senses, wrapped the body for travel as best he could, and continued on his mission towards home.

He arrived home two and a half days later. He was exhausted, but he didn't rest or eat. He didn't even go inside. Instead he prepared a funeral pyre and set the body to it. He carefully removed all of the clothing. He spent hours cleaning the body with water and rag. He started the fire and fealt the heat from the blaze, fealt the tears run down his face as the world around him grew dark. Within minutes, he passed out from exhaustion.

When he awoke, the fire had run its course and the remains of the pyre were smoldering. He had nothing left in this world that tied him to it. He entered the house that was now his, and his alone. It was so quiet without the sounds of his father's stories or the smell of his pipe. Alec became very withdrawn, very quiet without his father and retreated into the only solace that he had left, the woods. He would spend days out in the forest; hunting, fishing, and trapping. He returned to the work his father taught him. It was the only thing to keep him going for the first few days. He would return to town every few days to trade his spoils for ale. He would drink until he was broke and then he would go out hunting again. It was starting to become an unhealthy cycle.


Starting Gold: 4d6 ⇒ (5, 5, 5, 1) = 16 x 10 = 160g


Ok, so I answered the questions back in a post on page 1 -- here's the character crunch

Callix:

Callix Ingritdottir
Female Human (Ulfen) Warpriest 1
CG Medium Humanoid (Human)
Init: +3, Senses: Perception +3
Languages: Common, Skald.
Deity: Cayden Cailean Blessings: Travel, Good.
Age: 22
Birthday: 7 Desnus
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DESCRIPTION/BACKGROUND
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Callix stands two inches shy of six feet, but her slender frame and long limbs make her appear to be taller. Her long hair is so blonde as to almost be silver in colour, and so fine as to refuse to hold in place, with small random wisps making her always appear unkempt... something that her demeanour and style only reinforce. Her clothes, while of fair quality, hang awkwardly from her thin frame, and the bright colours seem almost to have been selected just to contrast with her pale complexion... which only makes the paleness that much more pronounced. Her small nose and high cheeks are flecked with the faintest hints of freckles, barely a half-shade darker than her skin that seems to have never been touched by the sun. Ever her eyes and lips are pale, her lips a cool pink, and her slightly shaded eyes the cold, blue-grey of a cloudy sky or a frozen ocean. Her angular, lanky build causes her movements to seem somewhat awkward, an impression not helped by the smell of spirits on her, despite her grace and agility.

History:

Spoiler:

Callix Ingritdottir is the daughter of Ingrit Astridottir, a former Blackraven -- which is to say, an Ulfen witch-hunter from the Lands of the Linnorm Kings.

As a Blackraven, Ingrit was a member of a small raiding warband dedicated less to guarding the Irrisen border and more with raiding into the Verge to take back what the witches and trolls had stolen -- especially Ulfen children. Ingrit's warband was largely successful in their missions, rescuing a few score children and killing a few dozen giants and even a handful of the cursed witches... ...until it wasn't. They had no idea what was to come -- it was just another raid, rescuing children before they could be turned into those horrible hut-things, when they ran into not just a witch, but one who claimed to be a Daughter of Baba Yaga herself. The fight was brutal, the witch's magic more than a match for the steel and prayers to Torag. Ingrit managed to injure the witch, who spat out a curse at her before retreating to heal... but not before her fellows were destroyed.

The curse followed Ingrit back to Trollheim, with dozens of those porcelain dolls chasing after her, coming in waves each night until finally, having no choice, she was sent away - for everyone's safety. First by magic, then by sea, far to the south where the curse could not reach her. Ingrit knew she could never return to avenge her companions to break the curse... but when her daughter was born seven moons later, Ingrit knew she had another weapon to turn against the witches.

Callix was born in Oppara, the daughter of a foreigner and one of the unbearded -- although, thanks to coin from the North and her mother's skill at arms, her childhood was somewhat more privileged than most. Her mother, true to her intent, spent years grooming her daughter to take up the fight - to avenge the fallen and break the curse, filling the girl's head with stories of the brave, noble warriors and the beauty of the Lands of the Linnorm Kings. Callix was educated, and trained to fight with axe, shield, hammer and blade... until, finally, when she was fourteen, the weight of her mother's expectations, the repeated litany about her "destiny" and her "mission" grew to be too much, and Callix began to rebel -- cutting her hair and dressing in the Southern style, setting aside the training with weapons, and abandoning the ideals of Torag and Gorum -- embracing, instead, the lifestyle that a large city could offer a fair maiden with a coinpouch.

To say that her mother disapproved would be an understatement, and Ingrit tried to press the girl harder... only succeeding in driving her daughter further away, until Callix left home at seventeen, taking up with a dashing young rogue named Nolus. Nolus was the son of a Knight, with just enough rank to be allowed to grow a short goatee, just enough coin to spend five or six nights a week at a taphouse raising tankards in the name of Cayden Cailean, and just enough skill with his rapier to back up his extreme confidence and arrogance, especially when he was into his cups. Callix loved the freedom of Nolus' lifestyle, where there was no constant talk of mission and destiny, where choices were her own, and the farthest she needed to plan ahead was figuring out how to get back to Nolus' loft when the lot of them could barely walk a straight line. During the day, Nolus would teach her the finer points of dueling with a light blade, or she would spend time at the taphouse, listening to bards or speaking to the owners - who were actually the faithful of the Accidental God. She truly began to find herself there, somehow, in those days, as the mixture of the training she chose for herself, the tales of the bards in the taphouses, the longer, more serious talks with the owners during the day all seemed to awaken something in her - giving her a sense, finally, of who she might actually be.

Unfortunately, that sense also made her have to face the reality of who Nolus was, the petty cruelties he embraced as due to his rank, station and skill with the blade. These began to grate on Callix, somehow worse than the pressures her mother had placed on her, until, one day, when Nolus pushed an unbearded for not getting out of his way, Callix pushed back. Nolus was not prepared for this, especially not from the tart he'd been keeping, but his ego would not allow him to back down, certainly not in front of others. When Callix wouldn't back down or apologize, he drew steel, and she met it, drawing first blood. Nolus' shouts in defeat were cruel, comparing her to the others that had come before her and were happening behind her back -- but Callix just dropped her weapons and walked away, returning to the flat one last time and leaving everything he'd ever bought her: clothing, jewels, even weapons. She left with the garish clothes and the Ulfen weapons she'd arrived with, and felt a strange peace within herself for having done so... and more, a sense of acceptance, even approval, for her actions.

It was that sense of approval that really resonated in Callix, as she realized that such a sense had truly been missing all her life - never having gotten it from her mother, her tutors, and certainly not from Nolus.

Having no other place to go -- certainly not returning to her mother's home -- Callix headed to the taphouse where she'd spent so many days speaking to the owners. They agreed to take her in, giving her a job as a serving girl to pay for her room, board and to keep her in her cups, while also helping her to recognize that she'd been called by the Drunken Hero -- and that it was his approval she'd felt that night. Callix stayed with them for a full season before deciding that it was time to embrace the call, and then spent another two learning not only how to draw upon the gifts that Cayden Cailean had given her, but how to fuse Nolus' dueling style with the weapons of her childhood. Finally, a year after heading to the taphouse, Callix knew that it was time to leave - to head out on her own, to finding her own path, maybe living the sort of adventures that the bards write songs about, the sort of stories that would make her god proud of her.

Unsurprisingly, there was little room for a lone adventurer with a battle axe in Oppara, and so Callix decided to take work as a caravan guard to keep both her belly and her aleskin full. On her fourth long trip, she befriended one one of her charges, a Dwarf named Maral, who traded as much in tales and gossip as he did in spices. When Maral offered her a job as his personal guard at the end of the caravan's route, she accepted - liking the dwarf's tales, company, and spiced ale -- and somehow, also, feeling that it was the "right" decision, in a way she didn't quite understand. She followed Maral back to his home in Zimar, in Taldor's south, and after a few weeks, the two began to travel to some of the smaller towns and villages in the area.... which is how she came to find herself stuck in Heldren, drinking at the Silver Stoat, while waiting for Maral's neglected wagon to have two wheels replaced.

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DEFENSE
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AC 17, Touch 13, Flat-footed 14, CMD 14
(+4 armour; 3 dex)
HP 10 (1HD) [10]
Fort: +5, Ref: +3, Will: +4
Resistances: Cold: 2
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
-Battleaxe +4 (1d8+3/x3) { Slashing }
-Shortsword +3 (1d6+1/19-20) { Piercing }
-Dagger +3 (1d4+1/19-20) { Slashing/Piercing }
-Throwing Axe (melee) +3 (1d6+1/x3) { Slashing }

Ranged:
-Shortbow +3 (1d6/x3), 60' increment { Piercing }
-Dagger (thrown) +3 (1d4+1/19-20), 10' increment { Slashing/Piercing }
-Throwing Axe +3 (1d6+1/x3), 10' increment { Slashing }

Base Atk: +0, CMB: +1
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STATISTICS
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Str 13, Dex 16, Con 14, Int 10, Wis 14, Cha 12
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TRAITS
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Northern Ancestry (Campaign)
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Reckless (Combat)
You have a tendency for rash behaviour, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks and Acrobatics is always a class skill for you.

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FEATS
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Armour Proficiencies: Light, Medium + Shields (no tower).
Weapon Proficiencies: Simple, Martial.

Selected Feats: Weapon Finesse, Slashing Grace (Battleaxe).
Bonus Feats: Weapon Focus (Battleaxe).
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SKILLS (3+int/level) [skilled] 3+FC/
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+6] = 1.0 + 3 + 3 + 1 (Reckless) (-2AC)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+1] = 0.0 + 1 + 0
Climb [-1] = 0.0 + 1 + 0 (-2AC)
Diplomacy [+1] = 0.0 + 1 + 0
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [+1] = 0.0 + 3 + 0 (-2AC)
Intimidate [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Knowledge (Religion)* [+4] = 1.0 + 0 + 3
Perception* [+3] = 1.0 + 2 + 0
Ride [+1] = 0.0 + 3 + 0 (-2AC)
Sense Motive [+2] = 0.0 + 2 + 0
Spellcraft* [+4] = 1.0 + 0 + 3
Stealth [+1] = 0.0 + 3 + 0 (-2AC)
Survival [+2] = 0.0 + 3 + 0
Swim [-1] = 0.0 + 1 + 0 (-2AC)
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MAGIC (Concentration: +3, CL 1)
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Prepared Spells (3 -- 2/-/-/-/-/-)
Level 0: (DC 12) Detect Magic, Guidance, Light.
Level 1: (DC 13) Divine Favour, Shield of Faith.
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SPECIAL ABILITIES
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Aura of Chaos (Ex) You project a strong chaotic aura.

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

Blessings (Su) (Good; Travel) [ooo]
You can call upon the power of your blessings 3 times per day. The DC for these blessings is 12
--Travel: Minor -- Agile Feet (Su) As a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
--Good: Minor -- Holy Strike (Su) You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Orisons (Sp)
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.

Resistance to Cold (Ex)
You may ignore 2 points of Cold damage each time you take cold damage.

Sacred Weapon (Su) [Rapier; Battleaxe]
Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage-this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

Spontaneous Casting (Ex)
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).

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EQUIPMENT
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Carried/Equipped
Battleaxe; Lamellar (Leather); Outfit (Traveller's); Short Sword; Dagger; Throwing Axe; Shortbow; Arrows (20); Holy Symbol (Iron); Spell Component Pouch.

Backpack, Masterwork [ Bedroll, Mess Kit, Silk Rope (50'), Aleskin, 5 Days Trail Rations; Waterskin (empty) ];
Belt Pouch: [ Wooden Holy Symbol; Flint and Steel; Hip Flask ]

Coinpurse: [1pp; 19gp; 15sp; 10 cp]

Current Weight: 57 lbs (Light)
Limits: 58 (Light), 116(Medium), 175 (Heavy).

As I stated on the first page, Callix is a "straight" warpriest -- though she's a finesse fighter, and has really "fused" learning to fight in the style of Taldan swashbucklers with the training with Ulfen weapons beaten into her by her mother (so, yes, she can finesse a battleaxe). [Surprisingly, there are cavalier and paladin archetypes that blend in the flamboyance of a swashbuckler, but if you want to do it as a warpriest, you pretty much need to do it yourself..]

Her role would primarily be as a frontliner (buffing herself and using blessings to "keep up" with the full martial-types, as needed) -- with secondary (emergency) healing -- though as we level and spells become more plentiful (and she gets to know the party), she'll probably be pleased to share her buff spells with the others.

Personality wise, Callix is a strong lover of drink and she's a bit selfish, and very much hates being told what to do -- but, that also means that she believes that everyone should have the right to live as they want -- and is willing to spill blood to ensure that choice doesn't get taken away from those too weak to stand up for themselves. (Plus, really, the tales of heroes had an effect, even the Ulfen ones from her childhood - more than she'd like to admit).

In terms of development, Callix is likely to stay pure warpriest -- though I'm thinking Amateur Swashbuckler feat may be in her future (I might consider dipping down the road, but I don't know that it's worth delaying the warpriest ability progression).


Just a heads up, I will be on vacation starting tomorrow for a week. Will be checking occasionally, but if have a question or need more info, I may not be immediately available.

I don't envy your choices as there are many good submissions here. Best of luck making decisions.


Hello everyone!

Just over 1 day left on submissions before we wrap this up and get started.

There are a lot of really good options put forth. I have read all of them, and have already started the process of trying to put together a group with what I have so far. With 22 submissions and counting, that's not an easy task.

I have decided to run 2 parties of 5. I will make a second campaign page once recruiting finishes up. It may be overly ambitious of me, but I am quite familiar with this AP and think that with this format I should be able to run 2 tables well.

I made this decision partly because it looks like there is a really high demand for this AP which I think is awesome. there are at least 2 other RoW recruiting threads in the first page of results, and all of them have gotten a lot of applicants.

Also, selfishly, if I run 2 tables there is a much higher chance that one of my games actually makes it past book 1! I ran this in RL but it dissolved after one book due to lots of people moving away.

I have a short list made now of players to fill those 2 tables, but I will still consider any more applications I get until Sunday evening.

If I don't select your character, I will still keep you in mind in the future if any players have to drop for some reason.

The applications so far have definitely been heavily slanted towards divine casters of all flavors, martial front-liners and martial ranged characters. We only have one rogue and not a lot of rogue-like classes so far.


Okay, pending an answer on the Water Affinity + druid domain thing, here's Soshyar redone.

Time Zone: Pacific Time (+7 right now).

Number of PbP games: GMing one and playing in 5 over two forums, plus one other ongoing recruitment.

Preference for maps: only familiar with Google Docs, though I do have a Roll20 account.

Familiarity: I know the general plot (including several of the stranger locations) but haven't played through or read through it before.

Concept: Undine druid with a mastery over water, using Hydraulic Maneuver to push, trip, disarm, and otherwise generally harass enemies. He'll stay out of melee until Wild Shape. Can heal in a pinch. Out of combat, he specializes in normal survivalist druidy things, plus has craft (armor) so that he doesn't have to rely on non-metal drops.

Background and Description:
Along the coast of the Inner Sea, communities of undines thrive and prosper, and the wide mouth of the Jalrune River at the border of Taldor and Qadira is no different. Nestled among the multitude of coves and beaches are thousands of undine families, the people touched by the primal forces of the sea they make their homes next to, undisturbed by the centuries of imperial politics and conflict raging around them. Born to one of these families during a ferocious storm, Soshyar showed remarkable control over the waves and the wild as a child. Such a precocious child was seen as a good omen in the community, but Soshyar wanted no part of it. Unlike the stagnant pool of the undine communities he grew up in, Soshyar felt the need to move on, keeping his mind and body flowing to wherever the world would take it, like the mighty river before him. As soon as he grew of age, Soshyar left up the Jalrune, wandering the coasts, rivers, and wilderness of Taldor and Qadira while honing his divine gift.

Recently, though, Soshyar has been inexplicably drawn back towards his home region. While the reports of strange, decidedly unnatural activity around the Border Wood has Soshyar unnerved and worried about his home, he feels a more primal pull as well, as if he was a drop of water being slowly but surely driven down the face of a leaf before plummeting to the unknown below. Gathering his few belongings and thoughts, he breaks from his travel to head back to the familiar lands of home, and the unknown that is befalling it.

Blue from head to toe, Soshyar's extraplanar blood is evident at a glance. He's not particularly tall or big, though he carries a restless intensity with him. His armor and gear all seem to be crafted carefully from natural materials. Soshyar is eager to move around and see the world, preferring to never stay still for too long - both on a map, and in person. Though this may make him seem jittery, he can be quite patient and thoughtful, though he tends to let his instincts take him in new directions when he can't make up his mind - which is quite often.

Sheet:
===Statistics and Skills===
M Druid 1
CN Medium Outsider (native)

Languages Common, Aquan, Kelish, Druidic, Sylvan

HP 10/10 Initiative +3 Speed walk 20 ft swim 30 ft Senses perception +8, darkvision 60ft

STR 10(+0) DEX 16(+3) CON 12(+1) INT 13(+1) WIS 18(+4) CHA 8(-1)

Craft (Armor) +5 Knowledge (Geography) +6 Knowledge (Local) +6 Knowledge (Nature) +7 Perception +8 Survival +10

===Offense===
BAB +0 Melee +0 Ranged +3 CMB +0

Weapons
Sickle (+0, 20/x2, 1d6 S)
Sling (+3, 20/x2, 50/500 ft, 1d4 B)

===Defense===
AC 13 (17 with armor) TAC 13 FFAC 10 (14 with armor)
CMD 13 FFCMD 10
Fort +3 Reflex +3 Will +6
Damage Resistance none
Energy Resistance cold 5
Spell Resistance none

Armor/Shield
Hide Armor (+4 AC, -3 ACP, +4 max DEX)

===Feats and Traits===
Feats
Hydraulic Maneuver

Traits
Restless Wayfarer (Local)
Whiteout

===Special Abilities
Race
Energy Resistance
Hydraulic Push (Sp) 1/day
Water Affinity
Darkvision 60ft

Class
Weapon Proficiency (Druid/Natural)
Armor Proficiency (Light/Medium/Druid)
Shield Proficiency (except Tower)
Spontaneous Casting
Bonus Languages
Nature Bond (Ex) - Flowing subdomain
-Go with the Flow (Su) [3+WIS/day]
Nature Sense (Ex)
Wild Empathy (Ex) +0

Favored Class Druid
+1 HP

===Spells===
Bonus Spells/Day 1:1 2:1 3:1 4:1
Spells/Day 0:3 1:1+1
Spell DC 14 + spell level
Concentration +5
0
Detect Magic
Mending
Spark
1
(domain) Obscuring Mist
Cure Light Wounds
Hydraulic Push

===Gear
pp 0 gp 1 sp 7 cp 0

Weight 67.5 (21.5 in backpack)
Carrying Capacity 33/66/100 (Masterwork Backpack 38/76/115)

Traveler's Outfit
Hide Armor
Sickle
Sling
Sling Bullets x20
Holly and Mistletoe
Spell Component Pouch
Masterwork Backpack
-Waterskin
-Trail Rations x5
-Bedroll
-Furs
-Compass


Preparing a Half-Elf Magus (Hexcrafter) for a last minute application.

Starting wealth: 4d6 ⇒ (1, 4, 6, 3) = 14x10 = 140gb


Time Zone: Eastern Time (Transitioning to Central Time in late July - note that I’ll be moving from 7/21 to 7/28, and will only be able to make brief posts to maintain hoped-for posting rate.)

Number of PbP games you are currently active in: 2 (1 playing, 1 GM)

preference for maps (roll20, google docs, etc): Google Slides!

your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books). I won't disallow you based on having been in the campaign before, but i want to know who knows something about it: I own books 1 and 2 of this ap, and have read them both. I have run the first half of book 1 with a live group, but then took a break and never got back to it.

Stat Block (apologies for weird formatting):
Gustav Skydda
Human (Ulfen) Paladin of Erastil 1 (Divine Hunter)
LG Medium humanoid (human)
Init +3; Senses Perception +1
Defense
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +3
Resistances cold 2
Offense
Speed 30 ft.
Melee handaxe +2 (1d6+1/x3) or club +2 (1d6+1/x2)
Ranged shortbow +4 (1d6/x3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
Statistics
Str 12, Dex 17, Con 13, Int 12, Wis 12, Cha 14
BAB +1;[ b]CMB[/b] +2; CMD 15
Feats
H1) Point-Blank Shot
P1) Precise Shot
L1) Rapid Shot
Traits
  • Northern Ancestry (Campaign)
  • Orphaned (Social)

Skills
  • Craft (Bows) +5
  • Diplomacy +6
  • Knowledge (Religion) +5
  • Sense Motive +5
  • Survival +6

Languages Common, Ulfen
SQ aura of good, smite evil 1/day

Combat Gear

  • acid flask (10 gp, 1 lbs)
  • alchemist fire (40 gp, 2 lbs)

Other Gear
  • studded leather armor (25 gp, 20 lbs)
  • shortbow (30 gp, 2 lbs)
  • arrows x20 (1 gp, 3 lbs)
  • blunt arrows x20 (2 gp, 3 lbs)
  • handaxe (6 gp, 3 lbs
  • club (0 gp, 3 lbs)
  • ioun torch (75 gp, 0 lbs)

Donkey (8 gp, - lbs)
  • pack saddle (15 gp, 20 lbs)
  • paladin’s kit (11 gp, 30 lbs)
  • small tent (10 gp, 20 lbs)
  • artisan’s tools (bows, 5 gp, 5 lbs)

Paladin’s Kit: This kit includes
  • a backpack
  • a bedroll
  • a belt pouch
  • a cheap holy text
  • a flint and steel
  • an iron pot
  • a mess kit
  • rope
  • soap
  • torches (10)
  • trail rations (5 days)
  • a waterskin
  • and a wooden holy symbol

253-10-40-25-30-1-2-6-0-75-8-15-11-10-5=15
1+2+20+2+3+3+3+3+0+0+20+30+20+5 = 112 lbs total (37 lbs carried, 75 lbs on donkey)
Paladin Code
The paladins of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations:[list]

  • My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?
  • I must offer the poor in my community assistance, but I may not do the work for them — instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.
  • When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.
  • I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.
  • I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.
  • I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.
  • I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first — letting them lapse makes me a burden on my people.
  • Race/Class/Archetype: Human Paladin of Erastil (Divine Hunter)

    Backstory:
    Written as a petition to help.
    “I heard that you are looking for townsfolk to investigate the strange weather down in the Border Wood. I want to volunteer to serve. You know I’ve been learning much from Elder Nathan - he took me in after my mother’s death, and I couldn’t have asked for a better foster home.

    “You also know that I’m a fair shot with a bow, and a decent woodsman, on top of my dedication to Erastil. But more than anything, you need someone who can endure the cold. Whatever heritage I gained from my father’s people seems to have inured me to the cold somewhat. I’m certainly not immune, but the winters have never bother me as they have others.

    “Know that my community comes first for me, above anything else. There’s something threatening our town, and I know that I must help.”

    “My father? No, I’ve still never heard anything from him. I don’t expect that I ever will. My mother only said that he was an adventurer, and that Heldren wasn’t the pace of life he wanted. I suppose we should be grateful that he left us anything at all, but I would like to think that my mother would have lived longer had he stayed. It’s a nice thought at least.

    [b]“Thank you, Mayor Teppen, for your time. I hope that I can be of service to our community. Erastil bless you.”


    Questions for player:

    Time Zone: GMT +3

    Number of Active PbP games I'm in: 0 at the moment, and given my schedule I would not go above 2

    Preference for maps: What works best for the GM. To be honest I think that with given a good description of the surroundings we can play even without maps.

    Familiarity with the Reign of Winter: Nothing outside the player's guide

    Character concept:

    Easlis Taer
    Male Half-Elf magus 1 Archetypes Hexcrafter,
    CN Medium humanoid (elf, human)
    Init +1, Senses low-light vision; Perception +3
    =================================================
    DEFENSE
    =================================================
    AC 14, touch 10, flat-footed 14 (+4 armor, )
    hp 11 ((1d8)+3)
    Fort +4, Ref +1, Will +2, +2 vs. enchantment spells and effects

    =================================================
    OFFENSE
    =================================================
    Speed 0 ft.
    Melee scimitar +2 (1d6+2/18-20)
    Melee dagger +2 (1d4+2/19-20)
    Ranged dagger (thrown) +1 (1d4+2/19-20)
    Ranged alchemist's fire (flask) +1 (1d6)
    Special Attacks Spell Combat,

    Prepared Spells
    Magus (CL 1st; concentration +5)
    1st-frostbite, grease(DC 15)

    =================================================
    STATISTICS
    =================================================
    Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 8,
    Base Atk +0; CMB +2; CMD 13
    Feats Magical Lineage, Rime Spell, Skill Focus (Spellcraft)
    Skills Climb +0, Intimidate +3, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Dungeoneering) (Navigate) +9, Perception +3, Spellcraft +11,
    Traits Magical Lineage (Frostbite), Northern Ancestry (campaign)
    Languages Common, Elven
    SQ adaptability, arcane pool (5/day), armor proficiency, cantrips, elf blood, elven immunities, hex arcana, keen senses, low-light vision, multitalented, spells,
    Combat Gear rations (trail/per day) (5), torch (5), sunrod, ale (gallon) (2), alchemist's fire (flask),
    Other Gear scimitar, lamellar (leather), compass, flint and steel, spell component pouch, mule, blanket (winter), waterskin, rope (silk/50 ft.), grappling hook, common, flask (empty), inkpen, paper (sheet) (2), dagger, spellbook, 0.62 gp
    =================================================
    SPECIAL ABILITIES
    =================================================
    Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

    Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

    Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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

    Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

    Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    Hex Arcana You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.

    Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

    Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

    Magical Lineage (Frostbite) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Frostbite, treat its actual level as 1 lower for determining the spell's final adjusted level.

    Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

    No Racial Subtype You have chosen no racial subtype.

    Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

    Spells (Su) You add the following spells to your magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

    =================================================
    Spellbook
    =================================================
    Magus Spells
    1st -frostbite(2), grease(2), obscuring mist(2)
    0th -acid splash(2), arcane mark(2), dancing lights(2), daze(2), detect magic(2), disrupt undead(2), flare(2), ghost sound(2), brand(2), light(2), mage hand(2), open/close(2), prestidigitation(2), ray of frost(2), read magic(2), spark(2)

    Character bio and description

    Easlis was born as the son of an elf that wished to explore the lands of forever winter and one of the witches that resided in those lands.

    He has a slim body, pale skin with long, dark, blue lines that curve from head to toes in a non-symmetrical pattern.

    Easlis never learned the truth of those tattoos. They seemed magical in nature but he noticed they do have a tendency to shift just so slightly during his sleep.
    Were they the sign of a curse drawn on him by his aunts jealous of the love of their parents? Was it a ward? His scars from past duels and bruises from the last one would indicate the contrary.
    Or perhaps a good luck charm?
    Maybe it was weakened or broken completely when his father rushed into the tent and ended the ceremony prematurely once he found out about t.

    Not long after that, his father left the witch encampment taking Easlis with him, however, Easlis's mother chose to remain with her sisters.

    Seeing Easlis grow in strength and mind Fartoris taught his son how to wield the blade and the bow. When Easlis grew confident enough in his skills he would join contents in the towns they were visiting.
    Though dueling fairly during his first matches he became upset when he has seen his better-equipped adversaries and starting employing what later became his signature move:
    embuing his weapon with frost magic which would hopefully release on his adversary slowing him enough for delivering the winning blow.

    He attributed the ease with which he learned magic to his maternal ancestry, of which he became more and more interested as time passed by.


    @Theasi, I apologize, I missed your question earlier.

    I am fine with using Water Affinity for a domain taken by a druid. Makes sense to me since everything else related to the domain works as if your druid levels were cleric levels.

    Grand Lodge

    Von-Dai Cress wrote:


    Familiarity with Reign of Winter: None, although I am currently in a PbP of the module the Witchwar Legacy that will become Reign of Winter once the module is complete.

    Ahh? Table K or Table E, I'm in table K ;P


    GM My Red Sun wrote:

    @Theasi, I apologize, I missed your question earlier.

    I am fine with using Water Affinity for a domain taken by a druid. Makes sense to me since everything else related to the domain works as if your druid levels were cleric levels.

    Great, thanks. Everything is complete then.


    Time Zone: EST

    Number of PbP games you are currently active in: 1 campaign, typically about 6 PFS games

    Preference for maps: roll20, then google docs

    Your familiarity with the Reign of Winter AP: None

    Character concept: Recently escaped tiefling slave from Irrisen, manifested summoner powers while fleeing, trying to figure out her new life.

    Click on alias icon for more details.


    Dotting for interest

    Time Zone - MST = UST - 7hrs.

    Other PBP's - 3 other Games, all moving at a reasonable rate.

    Have I Played Reign of Winter - Yes, but never past the first encounter.

    Map Preference - Google Docs

    Concept - Dwarven Warpriest of Torag (Archtype cannot remember name right now)
    Heard rumors of odd sightings and snow, and sent by an elder to try and figure out what is going on.

    Currently have computer issues that limit my postings.

    I am active while at work, but while my home system is down, I cannot post.


    Here's another application for you to please consider.

    Mayken Vondel, Grenadier Alchemist and refugee from Galt.

    Time Zone:
    Pacific Standard / UTC -8

    Number of PbP games you are currently active in:
    I'm currently playing in 9 games and GM for 1. Of those games half are very slow moving with about 1 update per week. 2 of my games update daily and it would be no problem for me to post daily for a third. There are more listed on my campaigns tab, but some of them are dead games that haven't been deactivated and 2 of them I'm just following.

    preference for maps (roll20, google docs, etc):
    I've used both roll20 and google docs and I'm fine with both. No real preference.

    your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books). I won't disallow you based on having been in the campaign before, but i want to know who knows something about it:
    No previous experience. I do know the basic opening setup about freak winter weather in Taldor.

    Character concept:
    Mayken's stat block, backstory, etc. are available in her profile. She's mostly set up except for another run through to edit, and working out details like gear. For the sake of convenience I've copied her backstory into the spoiler below.

    Backstory:

    Mayken Vondel was born in the Galtan town of Dabril, on the banks of the Sellen River. She never knew a time before the Revolution, in fact only her grandparents as children knew anything different. Dabril is nowhere near the large cities of Galt, and has only very occasionally seen anything like the worst excesses of Galt’s turmoil. But still life there is touched in almost every way by the ongoing Revolution.
    Mayken came to alchemy through baking. Her mother Tatia was a baker of great artistry, and along with her husband ran one of the finest bakeries in the the region. As she taught the young Mayken her craft, Tatia endlessly emphasized the mastery of fundamentals: exact proportions of ingredients, precision in timing and temperature. It was those things, Tatia said, that can make even the plain loaf of bread stand above the most delicious looking pastry or tart. “Baking is edible chymistry” Tatia asserted. Only after the fundamentals are mastered should one look to infuse baking with imagination, to follow their inspirations in creation. Mayken is one hell of a baker as a result of her mother’s efforts.

    In her teens Mayken began looking beyond baking. She was very smart, and curious about what else in the world might follow similar rules. Using whatever texts or advice she could scrounge, Mayken began taking her mother’s baking fundamentals, precise ratios of ingredients, careful application of heat, and exact timing, in other directions. Mayken soon discovered she must have inherited some small spark of magic from someone among her ancestors. With practice she was able to move beyond mundane chymistry and herbalism to true alchemy.

    As parents will do, Mayken’s mother and father mentioned their daughter’s talents to relatives and close friends. Some among those relatives and close friends did the same again. Within a few months she had come to the attention of the local Citizens Brigade commander. Mayken was inducted into the brigade so it could use her talents to bolster its (very small) platoon of sappers and grenadiers. The invitation to join was not presented as one that could be declined.

    At the time Mayken was seventeen and not very worldly. She thought some time away would be a bit of an exciting adventure where she could learn more by being around others with alchemical knowledge. She wasn’t completely wrong, Mayken did learn more about the production and use of explosives. On the other hand, it was not an exciting adventure. The commander of the Citizens Brigade was as much a warlord as anything else. He did protect the region from the occasional raid by revanchist forces from Gralton, and gave bandits a hard time. His position was also officially sanctioned by the Senate in Isarn. Without those niceties in place it would not be credible to call him anything other than a bandit himself.

    Food, equipment, clothing, and all other necessities were always in short supply or unavailable, the Citizens Brigade lived off the land. Mayken quickly came to hate her new, imposed career. But there were no time limits to service. The only ways out were escape, death, or some unpredictable and unforeseen event in the future. In Mayken’s case it was a combination of two of the three. A little less than a year after she was taken, the Citizen’s Brigade was encamped not far from Dabril. It was close enough for news to reach them, and Mayken received word about her parents. A few weeks earlier they had been taken into custody for questioning as “witnesses”.

    This is very often how it starts in Galt. A person is accused of something and arrested. The investigation into their politics and ideology invariably draws relatives, friends, neighbors, even acquaintances in for questioning. This questioning continues endlessly, and eventually turns to investigate the loyalties of the witnesses themselves. Few are ever innocent enough for their investigators satisfaction. Mayken did not need to be particularly insightful to know that if her parents were weeks in custody, they were gone for good. Now she was conveniently close at hand, and they would be coming for her as well.

    The commander of the Citizens Brigade was zealous in his search for traitors, so she would be held without question on a word from authorities in Dabril. So, Mayken slipped away that very night. She stole a small sack of gold from the commander’s tent while he was out, and made a mad dash for the Sellen River. She tried to swim across the river to Kyonin on the other side. Mayken was probably lucky she nearly drowned, and was pulled out of the river by the crew of a flatboat heading south from the River Kingdoms. If she had made it across the river, any elven patrol finding her would probably have killed her.

    Mayken stayed on boats all the way down the Sellen. When she reached Cassomir, she found work as a cook with a caravan heading east. She’s continued to find work with caravans as a cook, or medic, or guard, for several months now. Mayken has continued to head southeast. In Galt she heard rumors of bounty hunters bringing fugitives back. She’s not sure if they’re true, but if so, stealing the gold might have been enough to put her name on a list. She figures the greater distance from Galt the better. Most recently Mayken has arrived in the area of Heldrin. She’s now at loose ends, trying to decide if she should risk going to a larger city like Zimar, cross into Qadira, or stay in the vicinity’s small settlements for a while.

    Character Concept:

    Mayken is using the Grenadier archetype, which of course means she is mainly a ranged combat character. She'll also be using a crossbow, and at 2nd level will be able to apply alchemical weapons to her ranged and melee attacks.

    Outside of combat she be something of a jack of all trades, a backstop to help out more specialized characters. She can heal, has a decent set of skills and plenty of points to spend on them, and can do some buffing.

    She can stand in for a rogue pretty well. I will probably be taking the Additional Traits feat early on to fill in some gaps like stealth and any important missing knowledge skills.

    I'm open to the idea of dipping 1 or maybe 2 levels if it looks like she needs better melee abilities. Probably the dip would be Rogue to pick up the rest of the trap abilities and some sneak attack. Swashbuckler could also work perhaps.

    Mayken can also substitute for a Ranger in wilderness survival skills.

    I may yet decide to shave a point off her DEX to bring her CHA up to 10. I'm not sure I want her disabled in that area. She'll be starting off as a fairly jumpy, quiet wallflower, but I'd like to see her come out of that over time.

    In any case, Alchemists are a very flexible class, and I'm very willing to build around what the party needs when that's known.


    just need to finish purchasing gear, but other than that Eriniel should be good to go.


    Pathfinder Adventure Path Subscriber

    I have to rearrange some skills and probably re-purchase my equipment based on the different character creation rules for this game, but that won't take too long. I might get it done today, tomorrow for sure.


    Time Zone: UTC+1

    Number of PbP games you are currently active in: 5 (1 as a GM and another is PFS)

    Preference for maps: Google docs Presentations is the best for me when I am not in front of my laptop.

    Familiarity with the Reign of Winter AP: I read the editor's note some years ago, thus I am slightly familiar with the themes of the AP (and the reason I want to play it as a lover of those tales), and once applied to a RoW that seeked recruitment after few encounters.

    Concept: Tough human Gunslinger (Musket Master) focused on providing ranged damage for the party and supporting rogue and ranger skills.

    Background:

    Samuel Soulkeeper is a member of the High Sentinels rangers of the Border Wood. He was born in Heldren from a middle class family. His father, Oldar, a soldier of Taldor, died during the last war against Qadira, whereas his mother, Maria, died giving birth to his sister. That was the way he got orphan at the age of 9 along with his sister, Ariadna. Without any other close familiars the child survived in the forest alone during one year and raised her sister, demonstrating an extreme dare for survival.

    In the end the two children were taken care by an odd dwarf that showed them all the necessary tricks to comfortably survive in the forests. Among that, Varkun, as the dwarf was called, taught Samuel the art of gunsmithing and the use of the rare mountain dwarfs' firearms.

    Life was good from then on for Samuel. His skill with the musket, his knowledge of the forest, his strong desire to protect and his fervor for Taldor, soon gave him a position among the rangers of the Border Wood.

    When the snow suddenly arrived to the forest, Samuel advocated to investigate the source of the weird phenomena. The rangers’ leader orders though, were to wait and observe. That, along with the passive behaviour of the rangers’ leader towards criminals in the region and participation in Taldor’s politics, grew bitterness between him and Samuel.

    When Samuel’s sister, Ariadna, disappeared in the cold of a snowy night, the young did not wait for orders. He took his horns of black powder, some cold outfit, and went after her. It was then when the rangers were attacked by surprise, and Samuel still doesn’t know about those events. He is daring to save Ariadna and discover the mystery behind the strange weather change.

    Despite his complaints, truth is Samuel seems to fit quite well to the winter weather. This is because her mother was of Irrisen origin, something Samuel does not know. During his childhood she transmitted the boy a lot of knowledge of the winter and the north through Baba Yaga’s tales, along with the Hallit language, which Samuel thinks was just a personal code of her mother. What will Samuel feel when he discovers all those tales are true and her mother language is talked by thousand’s of people in the North?

    Personality:

    Samuel is mainly moved by his desire to protect those around him and his fervor towards the Taldan nation and his ancient Empire history. He is a bit reckless, both in his manners and ways to go over life obstacles, but so far it seems luck has been on his side to overcome difficulties. Thus, he is truthful and believes in the goodness of people being appealed to fight against those who mistreat the weak.
    He hates cold weather and recently he has been complaining continuously about the new climate conditions in the region.

    Appearance:

    Samuel is a tanned Taldan of dark black hair. His dark brown eyes unveil his ascendency as well. He usually wears leather explorer outfit, perfect for forest camouflage.

    Statblock:

    SAMUEL SOULKEEPER
    NG Medium humanoid (human)
    Gunslinger (Musket Master) 1
    Init +4; Senses Perception +9

    DEFENSE
    AC 17, touch 14, flat-footed 13 (+4 Dex, +3 armor)
    hp 11 (1d10+1)
    Fort +4 (1 Con, 2 class, 1 trait), Ref +6 (4 Dex, 2 class), Will +2 (2 Wis)
    Resistances cold 2

    OFFENSE
    Speed 30 ft. (snowshoes reduce snow penalties by 50%)
    Melee club +1 (1d6) 20/x2 bludgeoning 10’
    Ranged musket +5 (1d12) 20/x4 bludgeoning and piercing 40’ (misfire 2; reload standard) [PB +6 (1d12+1)]

    STATISTICS
    Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 8
    Base Atk +1; CMB +1; CMD 15
    Feats Gunsmithing B, Rapid reload (muskets) B, Skill focus (Perception) B, Point-blank-shot
    Traits
    Savage: You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.
    Northern ancestry: +1 Fortitude saves and 2 cold resistance.
    Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: >Disable Device<, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
    Attached : You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment (I propose Samuel’s sister). Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
    Skills (4 class, 2 int, 1 human) Acrobatics +8 (4 Dex, 1 rank, 3 class), Climb +0 (0 Str, 3 class), Disable Device +9 (4 Dex, 1 rank, 3 class, 1 trait), Heal +7 (1 Wis, 1 rank, 3 class, 2 equipment), K. local +6 (2 Int, 1 rank, 3 class), K. nature +6 (2 Int, 1 rank, 3 class), Stealth +4 (4 Dex), Perception +9 (2 Wis, 1 rank, 3 class, 3 feat), Survival +7 (2 Wis, 1 rank, 3 class, 1 trait)
    Languages Common (Taldan), Sylvan, Hallit
    Deity -
    Favoured class (Gunslinger): ¼ grit
    Stat increases: +2 Dex (racial)
    Grit: 2

    SPECIAL ABILITIES
    Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. (1st: Perception).
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Weapon and armor proficiency: All martial weapons and two-handed firearms. All light-armors.
    Gunsmith: Free musket at 1st level. The starting weapon is battered, and only he knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
    Rapid reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
    Grit (Ex): Grit points equal to Wisdom modifier (2). Grit points are regained by: Confirming a critical hit or reducing a creature to 0 or fewer hit points with a firearm against a creature with equal or more HD than half the gunslingers character level, that is aware and not helpless.
    Deeds (Ex): A deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
    Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
    Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger’s dodge deed.
    Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

    Equipment:

    (Gunslinger average 175 gp)
    Armor
    Studded leather, 25gp 20 lbs (+3 CA, max. Dex 5, -1 penalty)

    Weapons
    Battered musket, - 9 lbs
    Club, 0gp 3 lbs
    Sling, 0gp
    Sling bullets (x10), 0.1gp

    Worn
    Cold weather outfit, 8gp 7 lbs
    Snowshoes, 5gp 4 lbs

    Backpack
    Gunsmith's kit, 15 gp 2 lbs
    Healer’s kit (x10), 50gp 1 lbs
    Winter blanket, 0.5gp 3 lbs
    Bedroll, 0.1gp 5 lbs
    Flint and steel, 1gp
    Shovel, 2gp 8 lbs
    Torch (x10), 0.1gp 10 lbs

    Waterskin, 1gp 4 lbs
    Rations x2, 0.5gp 1 lbs [1gp]

    Belt
    Powder horn (x3), 3gp 1lbs [9gp]
    Black powder (x30), 10 gp 0.05lbs (10% cost due to Gunsmithing) [30gp]
    Bullet (x30), 1gp 0.016lbs (10% cost due to Gunsmithing) [3gp]

    Waterproof bag
    Flare alchemical cartridge (x20), 10 gp (missfire 2; reduce reload 1 step; ½ damage, blinded for 1 round, Fort DC 15, and in 20’ radius dazzled 1 round, Fort DC 15; can be used to create signals) [20gp]

    Gold: 175gp
    Gold expended: 15+30+3+9+25+8+20+1+1+50+0.5+0.1+0.1+1+2+0.1+5=170.8gp
    Gold remaining: 4.2gp


    All right folks. the submissions are in, and the final tables have been chosen!

    Before anything else, I want to say I loved seeing all of your submissions. there were some really cool concepts, and I wish I could have taken more. If any of the chosen players drop out at some point, I will reach back out to some of you and give you a chance to hop in at a later point.

    For this table we have:

    Greadra Moonscar - half-orc shifter (Weretouched)
    Baradim - half-orc druid (nature fang)
    Letitia Frost - human witch (winter witch)
    Alec Fuornkiln - half-elf Ranger (trapper, guide)
    Samuel Soulkeeper - Human Gunslinger (Musket Master) with a great late entry!

    each of you please dot and delete on the gameplay thread and join in on the discussion thread

    For the second table, we have:

    Grimgisli - Human Ranger (Woodland Skirmisher)
    Littlehewy - Gnome Cleric of Desna
    Jaspen - Half-Elf Magus (Hex Crafter)
    Brominate - Half-elf Unchained Rogue (knife master)
    Silver Fang - Elf Alchemist

    each of you please head over here and dot/delete on the gameplay thread.

    Thank you all for your submissions!


    Awesome! Dotting in now!


    Congrats players! Enjoy the games!


    Gee, I pretty much expected to miss out on this one, there were so many good submissions. Thanks for the pick GM!


    Drat. Have fun guys!


    Congrats everyone! Have fun!

    Grand Lodge

    Nuts... ah well! There will be games in the future! And I like good competition - makes you step your game up!


    Kane Callahan wrote:
    Nuts... ah well! There will be games in the future! And I like good competition - makes you step your game up!

    Feel the same, congratz to you all.


    Lol, I always find these a day too late! Have fun.


    Hello all,

    If anyone is still following this thread, we have lost a player due to real life concerns and are needing a new player. If you are interested please reply below. I will pick one of the respondents in the next 24 hours to join the game. please make your character at level 2.
    The character we lost was a Nature Fang druid with a tiger companion, and so the party is losing a good bit of up front melee ability. someone who can fill either a melee role or a full caster would be preferred.

    current party is:
    human gunslinger
    human winter witch
    half-elf ranger
    human Warpriest


    I can throw together something like that pretty easily. Front line oracle could fit the bill


    Interested and will adjust tonight


    Submission

    So, this is a character i already made and sort of readied for a reign of winter game that fell through. The fluff is there, the mechanics are in the process of being rewritten for the specifics.

    In short though, winter Oracle with a fighter dip. Basically the idea is "Magic wielding winter Assassin"


    Interested and would and have no preference as to class. Seems like I may be late to the party so no worries. If you still need a player, please let me know and I will submit a character tailored to the campaign for consideration.


    Character is ready to go. I hope I did not make any mistake as I was trying to fit the changes in between crying baby times...lol

    Time Zone
    Eastern

    Number of PbP games you are currently active in
    5
    preference for maps (roll20, google docs, etc)
    Roll20

    your familiarity with the Reign of Winter AP (have you played in one, GMd one or read the books). I won't disallow you based on having been in the campaign before, but i want to know who knows something about it.
    None,

    Hit Points: 1d10 ⇒ 10

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