Re-recruitment for Unusual Reign of Winter


Recruitment


With the unfortunate departure of one of our players, my Anachronistic Adventures Reign of Winter is in need of a new recruit.

The original pitch for the game was a group of Earthlings from 1917 pass through a portal onto Golarion. Instead of Heldren, they started in New York. We are currently in the Pale Tower, so not very far in at all.

The best applicant would use the Anachronistic Adventures from Rogue Genius Games to create a character brought to Golarion from Earth in the era of The Great War. If we can't get a bite on that hook, we could use a non-spellcaster who can act as a local guide.

Check out the campaign here.


Abilities: 20 point buy. Characters gain the human dual talent alternate racial trait for free. This means that you get a +2 to two abilities instead of one, but do not give up the bonus feat or skilled traits.
House Rules:
We will use hero points as detailed in Advanced Player’s Guide.
Characters will gain a feat at every level instead of at every other level.


I had a look at your discussion. Would you allow a Ranger (Warden)? I plan to go horizon Walker eventually

Scarab Sages

Am I summarizing the make-up of your current party correctly?

Player / Character / Class / Archetype
pauljathome / Naajy Singh / Sensitive / ESPer
joerice / "Digger" Brautigan / Sensitive / Fixer
Sapiens / William M. Johnson / Cogitator / Medical Expert

And the one who just left was:
Vrog Skyreaver / Fang Zahn / Tough / Combatant

I hadn't seen Anachronistic Adventures before, but I am looking through it with interest now...


I'm interested. I've got the Anachronistic Adventures, but haven't looked through it much, but I do have an concept for a Tough Wise Guy. Essentially a member of the Royal Geographic Society, gone on lot's of adventures exploring the world, and feels far more comfortable in the wild. He fell into Golarion while exploring one of these wilds.

Do you want a full character build for application? Or will just a background and build notes suffice?


That's correct about the current character roster. The rules are quirky, but do a good job with the pulp concepts.

I don't need a full character build yet. Just a concept and general class ideas.

Probably any Earth characters have come through a portal that blasted winter into the surroundings.

Horizon Walker is probably much more powerful than the other characters in the campaign, especially given the travel.


We're a bit squishy at the moment. I'm nearly useless in combat.

Scarab Sages

Just finished reading through Gameplay.

Will the new character need to have some reason to have ventured through the same portal that the party did to catch up with them now, or do you have alternative explanations in mind?


Just to check, I noticed the party is level 3 - I assume that new characters are the same level?

I'm thinking an Enforcer, maybe with the Device Wielder Archetype. He'd be a slightly older Gentleman, a touch of grey, a little wisdom...an 'honourable' retirement from the British Army with a story behind it. He'd be travelling now in part to put those rumours behind him, and accidentally ended up in Golarion. Although he likely wouldn't mind that much.


I don't know how much you know about Reign of Winter, so this might include some spoilers. There was a portal from Irrisen to a wilderness area just north of NYC. I'm extending that to say that there are other portals from this area to other parts of Earth. They have already encountered a British soldier who was training to head to the war. (That was C.S. Lewis). These portals could be anywhere on Earth, so it is an easy in for any character.

New characters would be level 3.

Also, we could probably accommodate two characters, though I haven't talked to the other folks about that, so this doesn't have to be too exclusive.


Cool. So I don't have to...distract...everyone else.

What would our starting funds be?


Ooh, local guide sounds fun. How would a Slayer fit in, or a Trapper Ranger?


Re: Starting funds

The current party doesn't understand the few items that they have, so not much in terms of magical equipment. On the other hand, they have "modern" firearms readily accessible. So it becomes a little dodgy. Probably depends on concept.

As for Slayer or Trapper Ranger, I'm liking that they get no spells. I'm thinking they probably also don't get +2 to two ability scores but only to one as typical. Also, they don't get Hero Points. Those two changes might bring power levels close together.


Could I swing a Skill Focus (Survival) as an antihero feat so I can make a Slayer with a heavy Int slant and still be able to track and help the party with wilderness survival?


To be honest, once magic is removed from the picture, I don't think that Anachronic Adventures classes are so behind the average power level: I have an obscene amount of skill points and can heal as much as a cleric, Naajy and Digger have psychometry and social graces/connections respectively, and the class specific talents are usually quite powerful: the part where we are lower-powered is combat, but that's not unlike if we were a party of three rogues: a Tough or an Enforcer could be roughly on the same level of a Barbarian or a Fighter.


That's probably true. Maybe I'm being overprotective of the Anachronistic Adventure characters.

Josh.Ingle, yes, you can get an extra feat as an antihero.

I'll reverse course and say that Golarion born characters do get Hero Points.


Hmm...I'm caught between an Ulfen trapper with a down to earth Shaman-y feel to him, or a Varisian Slayer who is entirely too cold right now and wants to figure out what in the name of Desna is going on around here.


On reading more of the game, it's got to be the Ulfen trapper. While not a spellcaster, Trappers do still get Wild Empathy, and I, for one, would love to see the skeptic British doctor's reaction to a 6'9", heavily tattooed man calming wild animals with his voice, and not speaking any language to do it.


Alright, I've got a submission! Can't do the sheet yet, but you didn't ask for one anyway, so have all the parts of him that aren't numerical in nature. Not sure what you want for his backstory, either: I don't want to get attached to a story that doesn't work for how you wanna introduce the guide character.

Tallak Galeas: Male, Lawful Good, Human Ranger of Shelyn. Age 22.

Appearance:
Tallak is an absolute giant of a man, standing at 6'9" and built like the proverbial brick wall. Blue, runic tattoos crisscross his body, standing out against pale skin. He has dark blonde, almost brown, hair, which is long enough to reach past his shoulders and carefully braided. His beard is of similar length and style, covering the bottom of his face completely. His eyes are a bright blue, the color of an ice cliff, and shine with a strange light, a slight hint of sorcerous blood shining through from a linnorm somewhere in his family's distant past: it's likely any children Tallak fathers could show signs of the Gift, though he himself barely has any useful magic about him.

As for his equipment, Tallak is visible at first glance as a Ranger: armor under warm furs, a small axe strapped to his leg, a larger one on his hip, and a shield, bow, and pack on his back. He seems to live by the adage "own only what you can carry", traveling light as a matter of habit.

Personality:
Tallak is Ulfen through and through, despite what any might claim about his patron goddess making him "soft". His love of music and dedication to the goddess thereof, as well as his easygoing demeanor, belie the fact that he is just as capable of sudden and incredible violence as the next Ulfen.

His sense of honor runs deep, forming the core of his personality, along with a tendency to form strong bonds with any who fight alongside him. He has that peculiar Ulfen competitive streak, the drive to test himself against others, along with the peculiar ability to hold no resentment over potential losses in these contests, and to be gracious in victory when he claims it himself; the latter might not be exclusive to the Ulfen tribes, but it is certainly widespread among them.


Josh.Ingle: I like what I'm seeing so far. There is a fair amount of conflict between the Land of the Linnorm Kings and Irrisen, so it should be fairly easy to write yourself into the story. We are currently in the Hoarwood, pretty far from that border, but maybe you were part of an incursion or a scouting mission and all of your allies were killed and you were captured by fell magic? Or maybe you were defending your village from a bunch of trolls and huts on chicken legs and were captures and brought here? In any case, it will be easiest if you are currently some sort of prisoner in the Pale Tower. That will let us get to you quite quickly.

JonGarrett: standard 3000 Wealth by Level is fine for a Golarion character. For an Earth based character, it is more of a negotiation to see what you should be carrying.


Alright, history-wise, how's this:

History:
Tallak is an Ulfen Ranger, one of those rare men who is at home out in the cold, braving the elements with ease and finding their way in the trackless white wilds of Irrisen. For as long as he has been a man possessed of a full beard, he's served his people as a guide and scout, leading raiding parties into the lands of the witches to steal food and goods from the wicked spellweavers, giving it to Ulfen tribes in order to let them survive harsh winters.

All Ulfen raiders know that every day may be their last. Many of their number are staunch Gorumites, who believe death in battle to be the highest honor. Still others believe they have naught to live for, and eagerly lay down their lives in service of their people. Tallak, by contrast, reveres Shelyn, whose beauty and grace can be seen in the gentle fall of soft snow and the glistening ice of a frozen waterfall, heard in the bright melodies of birds and the whispering breezes of a snow-covered forest. No, Tallak never sought battle, though he found it many a time: he worshipped the beauty found in nature, and all the wilds of Irrisen and the Lands of the Linnorm Kings were his church.

Perhaps it was Shelyn's grace that spared him the slaughter inflicted on his raiding party. One of the soldiers had been some kind of terrifying Winter Wolf in disguise: man becoming monstrous wolf in the blink of an eye. Seasoned warriors fell to its jaws before it was finally slain, but its devastating assault rendered Tallak and the other survivors easy pickings. The world had gone dark, and next Tallak knew, he was chained to a wall in a tower, prisoner to an unknown entity.

Every day at dawn, and occasionally at other times, the dungeons of the Pale Tower echo with imitated birdsong, a prayer to Shelyn for aid.


So, I start with a Mark IV tank fresh from the factory, you start with a penknife and a can of beans, and we meet in the middle? Sweet...

...silliness aside, my concept is actually a duel-wielding Enforcer using two War Shields, or rather refluffed MacAdam Shield Shovels that he looted and repurposed. His armour is going to be his Device, so that's not too much of a worry.

Beyond that I'm not overly worried about equipment. I would love to get the Dual Balanced weapon modification on the shields, but that's 2000gp per shield - not a reasonable goal for a level 3 character - so any suggestions are appreciated.


Oh, I forgot to ask: are we using the background skill rules? It's not necessary, but it would make slipping Knowledge (Geography) and Perform (Wind) into the build a little easier.


Josh.Ingle wrote:
I, for one, would love to see the skeptic British doctor's reaction to a 6'9", heavily tattooed man calming wild animals with his voice, and not speaking any language to do it.

It wouldn't even be the weirdest thing he's seen this week.


I mean, fair. Still, I think I'm going to enjoy this if you guys let me in. I had so much fun just reading gameplay to catch up.


No background skills.


JonGarrett, are you thinking of coming straight from the war?


Josh.Ingle, that background is good for now. If you were willing to play the role of songbird in captivity, things would probably be more posh than chained to the wall. If you want to spit in their eye, chained to a wall is probably how it would go.


Alright: Gonna collate everything I've got here in one post, and I'll make an alias if you want me.

And Tallak wouldn't stop singing when the mood took him, but he doesn't take requests. His method of dealing with punishment via imprisonment as opposed to something lawful and proper like thralldom imposed by a thingmar is likely ignoring the honorless witches who think that to cage a man is justice.

So, yeah... probably chained to a wall.

Tallak Galeas: Male, Lawful Good, Human Ranger of Shelyn. Age 22.

Appearance:
Tallak is an absolute giant of a man, standing at 6'9" and built like the proverbial brick wall. Blue, runic tattoos crisscross his body, standing out against pale skin. He has dark blonde, almost brown, hair, which is long enough to reach past his shoulders and carefully braided. His beard is of similar length and style, covering the bottom of his face completely. His eyes are a bright blue, the color of an ice cliff, and shine with a strange light, a slight hint of sorcerous blood shining through from a linnorm somewhere in his family's distant past: it's likely any children Tallak fathers could show signs of the Gift, though he himself barely has any useful magic about him.

As for his equipment, Tallak is visible at first glance as a Ranger: armor under warm furs, a small axe strapped to his leg, a larger one on his hip, and a shield, bow, and pack on his back. He seems to live by the adage "own only what you can carry", traveling light as a matter of habit.

Personality:
Tallak is Ulfen through and through, despite what any might claim about his patron goddess making him "soft". His love of music and dedication to the goddess thereof, as well as his easygoing demeanor, belie the fact that he is just as capable of sudden and incredible violence as the next Ulfen.

His sense of honor runs deep, forming the core of his personality, along with a tendency to form strong bonds with any who fight alongside him. He has that peculiar Ulfen competitive streak, the drive to test himself against others, along with the peculiar ability to hold no resentment over potential losses in these contests, and to be gracious in victory when he claims it himself; the latter might not be exclusive to the Ulfen tribes, but it is certainly widespread among them.

History:
Tallak is an Ulfen Ranger, one of those rare men who is at home out in the cold, braving the elements with ease and finding their way in the trackless white wilds of Irrisen. For as long as he has been a man possessed of a full beard, he's served his people as a guide and scout, leading raiding parties into the lands of the witches to steal food and goods from the wicked spellweavers, giving it to Ulfen tribes in order to let them survive harsh winters.
All Ulfen raiders know that every day may be their last. Many of their number are staunch Gorumites, who believe death in battle to be the highest honor. Still others believe they have naught to live for, and eagerly lay down their lives in service of their people. Tallak, by contrast, reveres Shelyn, whose beauty and grace can be seen in the gentle fall of soft snow and the glistening ice of a frozen waterfall, heard in the bright melodies of birds and the whispering breezes of a snow-covered forest. No, Tallak never sought battle, though he found it many a time: he worshipped the beauty found in nature, and all the wilds of Irrisen and the Lands of the Linnorm Kings were his church.

Perhaps it was Shelyn's grace that spared him the slaughter inflicted on his raiding party. One of the soldiers had been some kind of terrifying Winter Wolf in disguise: man becoming monstrous wolf in the blink of an eye. Seasoned warriors fell to its jaws before it was finally slain, but its devastating assault rendered Tallak and the other survivors easy pickings. The world had gone dark, and next Tallak knew, he was chained to a wall in a tower, prisoner to an unknown entity.

Every day at dawn, and occasionally at other times, the dungeons of the Pale Tower echo with imitated birdsong, a prayer to Shelyn for aid.

Base Stats:
STR: 17 (+3) | DEX: 14 (+2) | CON: 12 (+1) | INT: 14 (+2) | WIS: 14 | CHA: 7 (-2)

BAB: +3 | Base Fortitude: +3 | Base Reflex: +3 | Base Will: +1

Hit Dice: 3d10 | Skill Points/Level: 10 | Hero Points: N/A

AC: 20 | Touch: 12 | Flat-Footed: 18

Carry Weight: 86/173/260 | Lift Overhead: 260 | Lift Off Ground: 520 | Push/Drag: 1300

Feats and Traits:
Campaign Trait: Northern Ancestry (2 Cold Resist, +1 Trait to Fortitude Saves)
Race Trait: Bred for War (+1 Trait to Intimidate, CMB)
Level 1: Two Weapon Fighting (Makes two weapon fighting possible)
Human: Fast Learner (+1 HP and +1 SP/level instead of one or the other)
Antihero: Power Attack (-1 to hit/+2 Damage)
Level 2: Improved Shield Bash (Shield Bash without losing AC)
Ranger 2 Style: Double Slice (Full STR on off-hand attacks)
Level 3: Shield Focus (+1 AC when using a shield)
Ranger 3 Bonus: Endurance (+4 to various checks, sleep in medium armor)

Class Features:
Wild Empathy +1 | Trapfinding +1 | Track +1
Favored Enemy: Animal +2
Favored Terrain: Cold +2
Ranger Combat Style: Two-Weapon Fighting

Skills:
+8 Climb: 3 Ranks + 3 Class Skill + 3 STR + 2 Climber's Kit + 2 Boarding Axe - 5 ACP
+1 Disable Device: 3 Ranks + 3 Class Skill + 2 DEX - 2 Improvised Tools - 5 ACP
+5 Intimidate: 3 Ranks + 3 Class Skill + 1 Trait - 2 CHA
+8 Knowledge (Geography): 3 Ranks + 3 Class Skill + 2 INT
+8 Knowledge (Nature): 3 Ranks + 3 Class Skill + 2 INT
+8 Perception: 3 Ranks + 3 Class Skill + 2 WIS
+4 Perform (Wind): 3 Ranks + 3 Class Skill - 2 CHA
+3 Stealth: 3 Ranks + 3 Class Skill + 2 DEX - 5 ACP
+8 Survival: 3 Ranks + 3 Class Skill + 2 WIS
+4 Swim: 3 Ranks + 3 Class Skill + 3 STR - 5 ACP

Armor and Weapons (79 lbs):
Cold Weather Outfit (Free, 7LBS, +5 Fort vs Cold Weather)
Chainmail (150GP, +6 AC, 2 Max DEX, -5 ACP. 40LBS)
Masterwork Light Wooden Shield (153GP, +1 AC, 5LBS) with Shield Spikes (10GP, 5LBS) [+6 to-hit, 1d4+3 Damage]
2x Cold Iron Boarding Axe (24GP, 6LBS) [+6 to-hit, 1d6+3 Damage]
Masterwork Battleaxe (310GP, 6LBS) [+7 to-hit, 1d8+3 Damage]
Longbow, 40 Arrows, 1 Grappling Arrow (78GP, 10LBS) [+5 to-hit, 1d8 Damage]

Handy Haversack (5lbs):
Left Pocket (20/20LBS): Hanging Tent (15LBS, 20GP) and Climber's Kit (5LBS, 80GP)

Right Pocket (20/20LBS): Dungeoneering Kit (Deluxe, 15LBS, 130GP), containing 2 Candles, chalk, a hammer, 4 pitons, 50ft Silk Rope, 2 sacks, 3 Sunrods, 4 Twindertwigs, and an Everburning Torch. 5 Canteens (5LBS, 10GP)

Center Pocket (14/80lbs): 1 roll white twine (1CP, 1/2LB), 6ft copper wire (5GP, 1/2LB), flint and steel (1GP), Fishing Net (4GP, 5LBS), blanket (5SP, 3LBS), bedroll (1SP, 5LBS), coin purse containing 24.39GP (2 platinum, 4 gold, 3 silver, 9 copper coins)


No. The background's being polished now, and I hope to have it finished by this evening, but the idea is that Sir Walter Aringham was a Captain in the 7th (The Royal Princesses') Dragoon Guards, serving with the 2nd Indian Cavalry Division when they were shipped to the trenches in 1914. During that time Walter would have developed a strong interest in not being shot, and started working on his own ideas for how to do that.

At some point a few months before he ends up in Golarion he'll have been 'retired' from the army, having survived a Court Martial and an attempt to cashier his commission. The actual reason behind the court-martial is very hushhush, but rumours include being found with a general's wife, being found with a general's wife and the lady's maid, extraordinary drunkenness during a battle, being caught with the general's wife and the butler, stealing from the Louvre and any number of other possible complaints.

Given his officially honourable discharge but lowered social standing, Sir Walter has made himself scarce for a bit in a tour of the Colonies and ended up in the States...and then Golarion.


If this is all acceptable I'll put together a loose set of crunch tonight. I already know feats, traits, etc. Just need to put it down on a sheet.

Loose Concept:
Walter is intended to be something of a tank,a frontline combatant who hits fairly hard and is rather difficult to remove.

His class will be an Enforcer, with the Device Carrier Archetype. His fighting style will use two War Shields (refluffed as a pair of [url=https://en.wikipedia.org/wiki/MacAdam_Shield_Shovel]MacAdam Shield-Shovels that he managed to get hold of and repurpose before the lot were melted down for scrap) and his device will likely be an equally modified Trench Coat, which will serve as his armour.

Appearance:
Sir Walter Aringham is not what most people consider when they think of an English Officer and Gentleman,but it’s difficult to think of him as anything else once you’ve seen him. Tall at 6ft 1, and quite well built, he carries himself with the poise of a man who is rarely talked down to and tends to have a slightly ruddy complexion.

Although his face only has the beginning of lines his once dark hair has turned mostly grey with only splashes of colour in his beard and hair, making his age difficult to judge. His eyes are a cheerful hazel with flecks of bronze within them, and he tends to be wearing a smile - what lines he does have seem to be laughter lines more than those from age. He tends to keep himself immaculately groomed when at all possible.

For clothing he tends to wear simple linen shirts, dark pants and heavy thigh-length boots with a massive, khaki coloured greatcoat thrown over the top that reaches down to even his knees, with the regimental crest of the 7th Dragoon Guards and three small pips on the collar. Although not obvious at first the great coat is rather more protective that one might first think.

Personality:
Just as ‘large’ would be apt description of their personality, ‘large’ also works for Sir Walter’s personality. Bombastic and vaguely oblivious to the discomfort of others, Walter tends to be a little loud and rather forward, but surprisingly charming on occasion, schooled in the manners and charm of the British aristocracy. The British ‘stiff upper lip’ has manifested itself in him as a sometimes maniacal cheeriness. It could always be worse, and if asked he will explain how.

In a fight, however, he is not at all a gentleman and having served in the trenches has taught him that anything remotely resembling fair play is a fool’s game. He even eschews the formal saber, prefering to use two shields of a modified design that allow him to get within the longer weapon’s reach while offering some protection. He’s not vindictive at all, and tends to think of things as simply an unfortunate conflict of interest - but that does not mean he will not kill you just as dead.

Despite his slightly oblivious nature, Walter is quite intelligent, but it’s amind designed to crunch numbers and calculate stress points - an Engineer’s mind. He’s quick witted and analytical, and believes in logic and what he can see. Magic is confusing to him only as long as he doesn’t understand it.

He’s also very loyal to those he serves with - a lack of loyalty gets you dead very fast - and tends to keep his word when he can.

Background:
Born the third son of the Baron Amble, William Aringham was always a sharp, clever child who grew into a strapping young man. He was almost so strapping as to be disqualified from being granted a commission in the British Army Cavalry, but thankfully did not grow above the 6ft 1 limit.

This was fortunate, as the other option was to take his elder brother’s place in the clergy while his brother took up a military post - an option both disagreed with, and were ill suited towards. The Baron Amble was a traditionally minded man, however, and believed that if a son was to go into the army, then that son would go to the most glorious position - the cavalry.

Of course, things had changed. Hard learned lessons in the Crimea and other recent theatres of war had shown the folly of the cavalry charge against repeating rifles and machine gun posts, let alone heavier weapons, and the trenches proved lethal to the horses during a fight. The British army was many things, but slow on the uptake was not one of them. By this point most cavalry units functioned as Dragoons - using horses to move rapidly into flanking positions or other strategic moves, and then fighting dismounted.

Indeed, William’s commision was one for the 7th Dragoon Guards, then stationed in India. It was not entirely with sadness that he left his home, and his somewhat domineering father, to explore exotic new lands and to meet strange new people. He was slightly disappointed when he found out that most of that had already been done, for the most part.

Despite this, the 7th was garrisoned in Secunderabad and Walter was able to find various ways to amuse himself, such as purchasing a new automobile from the newly opened showroom in the city and a variety of less wholesome but much more interesting activities that he was, thankfully, not caught doing. Indeed, he was good enough at not being caught that he was eventually promoted to the rank of Captain, shortly before the 7th were given new orders - as part of the 2nd Indian Cavalry Division they were to join the Great War back in Europe, which as the commander put it ‘required there personal intervention.’

The trip home was not much fun, especially with a ship full of horses who did not especially enjoy sea travel, but as a Captain Walter didn’t have to worry too much about cleaning up. The regiment disembarked at Marsailles and entered the war with gusto, one of the first major engagements since the 2nd Boer war. It came as something of a shock to Walter to discover just what a great bloody mess it all was.

Although the more ‘elite’ cavalry units rare engaged in the insane charges over no man’s land against manned gun posts, there rapid response nature led them to fighting in the trenches often as they were sent to flank for an assault of reinforce a crumbling British trench before it fell. The trenches were no places for honour, not if one wished to live, and a desperate wish to survive and not die in one of the hundreds of truly miserable ways led Walter to develop a brutally pragmatic approach to war not entirely in keeping with the British Army’s general doctrine, but he proved efficient enough to be made a Knight Bachelor for an especially stubborn defence.

Slowly, he became more and more obsessed with making sure his men were equipped, and occasionally used underhanded methods to get what was needed. But if the men didn’t have what they needed, then they wouldn’t be able to fight. He even started tinkering with ideas to try and make more effective defences, acquiring several of the MacAdams Shield-Shovels and modifying them in various ways.

He also began working on a strange trench coat, with various types of armour sown into the lining to make it more resistant to bullets. It also needed to be lightweight - being heavy could kill in the mud, as Walter had found out at the cost of some boots.

It is unclear exactly which of his activities brought him to Court Martial, as Walter doesn’t comment on it - officially he was medically discharged after being found unfit for duties and retired. Rumours abound to what he did to cause the ruckus, with several rumours that he was found in the embrace increasingly large numbers of people of both genders, that some of those people were the wifes, sisters and daughters of the senior staff, that his theft he had stolen something of immense value, that he’d murdered a man in a duel. The number of stories of how he got out of the situation were nearly as large…

Despite his discharge, Walter didn’t return home. Instead he wandered, using the money saved from his wages, his pension and the stipend that his family continued to send - it wouldn’t do to show such a disgrace, of course. He searched the world for materials and designs to perfect his armour. At this point he simply wished to lessen the brutality of war. Guns made killing too simple, too easy. Shells killed miles from the target. War had never been kind, but the Great War was obscene.

It was when he journeyed to New York, taking a look at the manufacturing abilities of the Americans, that he ended up hearing tales of missing people and off things. With no current leads, he decided to check out the rumours...and became another part of the story as he ended up in another world.
This was not, to his mind, an especially large problem. First, this world contained a variety of resources his own did not, he discovered to his facination. While the technology was mostly far less advanced (he heard rumours of strange machinery and devices in a place called Numeria, but did not believe it) the range of techniques and materials was grander than his own, and with the use of magic...well.

But as ever, the great coin ruled all,and he began to explore to find ways to get some for himself...


Hmm... Maybe if we end up working well together we can pick up some Teamwork Feats for our Frontline shenanigans. Like Shield Wall, or maybe Outflank and Escape Route.


There are a lot of feats in this game, so it's more workable than most.


That all looks good, JonGarrett. Go ahead and crunch it up.


Is there still time to submit a character idea?


I'm pretty happy with the two submissions I have so far, but what do you have in mind? I might be willing to go to 6 characters.


I think that's most of it. I haven't done all of his additional gear, just the basics, and I've used the basic Light Armour Device for this - but if it doesn't work for you we can change it.

Sir Walter Aringham:

Male Human Device Wielder Enforcer 3
Neutral Good Humanoid (Human)
Initiative; +1 Perception +12
--------------------
Defense
--------------------

AC 21 touch 14 flat-footed 17 (10 Base - +5 Armour - +1 Dex - +2 Shield - +3 Dodge)
hp 39
Fort +4, Ref +2, Will +1
--------------------
Offence
--------------------

Speed 30 ft.
Attack Masterwork War Shield - +8 to hit - 1d6+5+3 damage Slashing or Piercing - x20 crit.

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

Str 18 Dex 12, Con 14, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +7; CMD 18
Feats
1st - Artful Dodge - When fighting an opponent solo gain +1 AC. Counts as Dodge for prerequisites. Use int instead of dex for feat requirements.
3rd - Double Slice - Off hand weapon does full damage.
Bonus Feats
Human Bonus Feat - Two-Weapon Fighting - Reduces the penalties for using two weapons.
2nd Level - Shield Bash - Use a shield as a weapon without losing it’s AC bonus.

Traits
Shield Bearer - +1 Damage with shields, once per day grant an ally +2 AC.
Clever Wordplay - Use Intelligence instead of charisma for Diplomacy.

Racial Traits
Bonus Feat - Gain an additional feat at first level.
Skilled - Increase Skill Points by 1 point per level.

Skills - Acrobatics +5, Climb+8, Craft (Arms and Armour) + 9, Diplomacy +9, Heal +6, Perception +6, Profession (Soldier) +6, Ride +7, Survival +6+2, Swim +8
Languages English, French, Indian, Russian

Combat Gear 2 x Masterwork Warshields, Device Armour (Currently +5 AC, ACP 0, Max Dex +4)
Other Gear Tent, Bedroll 50ft Rope,
Rations x7, Water Canteen, Whiskey Bottle
Dress Uniform, Adventure's clothes x 3
Fishing Kit, Grooming Kit, Masterwork Survival Kit
Money
--------------------
Special Abilities
--------------------

Device - A Device is an invention of it’s creator, often doing strange and complicated things. Walter’s Device is a heavily modified trench coat, using a mix of Earth and Golarion techniques.
- Level 1 - Masterwork Chainshirt, adds +1 to a skill
- Level 2 - Reduce weight by 10%, ACP reduced by 1.
- Level 3 - Becomes +1
Enforcer Talents - Special abilities and skills, often using Mettle.
- Craft Defence - Add your Intelligence modifier to dex for AC
Industrial Age Proficiencies - Industrial age characters gain Unarmed strike, dagger, light mace, heavy mace, sickle, club, morningstar, short spear, handaxe and firearms as Simple Weapons, Throwing axe, light hammer, light pick, sap, short sword, rapier, scimitar, siege firearms as Martial Weapons, as well as 4 of their choice (war shield, flamethrower, greatsword) to be proficient in.
Mettle - Gain a pool of points to pull of spectacular stunts. This pool is equal to his strength plus intelligence, capped by his level x 2. It refills at the start of the day, and when a 20 is rolled on Will, Strength checks, to hit, or a combat skill. They are used to fuel Deeds.
- Precision Attack - When hitting a target with a weapon that could be used with Weapon Finesses you can add your intelligence as precision damage.


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Ok, Josh and John, you are definitely in. It may take a bit to get you in, but you can head over to Discussion and start to get organized. We just finished a combat in Gameplay, so I'll work you in as soon as I can.


Looks like you have enough
Personal experience tells me there really is such a thing as too much of a good thing when it comes to player count
Have fun and good luck all!

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