New Player For Existing RoW Game


Recruitment

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Howdy, for the past year or so I've taken over a Reign of Winter game from a previous GM (who ran it for far, far longer). The Party is early into Book 2 (the Shackled Hut) on the road to Whitethrone. This game is technically PFS - so I'm running the AP more or less as written. I think you can get PFS credit for this? Maybe?

One of our longterm players has disappeared, and while I'm happy to run the game with 5 players if he returns, I'd like a fourth player. With this in mind, I'm looking for applicants who are in for the longhaul. Our pace is often slow, ranging from no more than a post a day to weekly posting or more. If you're prone to get bored by inactivity, thurs probably isn't the game for you. On the other hand, if you want a long term game, this may be a good fit for you. I fully intend to run it through book 6 if we get there.

I am only looking for 1 player, maybe 2 if there's two I can't pick between.

Character creation should use PFS rules. 4th level. You must take Baba Yaga's mantle, giving you a geas effect and an untyped +2 to any ability score.

Characters should be grounded in the lore of Golarion and specially tied to the AP. See the Player's Handbook for ideas. I'm far more interested in seeing characters than builds. Plus, hardcore optimizing really isn't necessary or appropriate. See the existing characters to get a general idea.

Our current lineup is:

Cylina Vendrithe - Human Cleric of Milani
Goliath Maul - Human Goliath Druid
Irina Miklos - Human Winter Witch
Wulfgang Viking - Human Fighter/Ranger (absent)

Nadya Peska is a Major NPC with the party - Human Skirmisher Ranger

Non-human characters would be strongly appreciated.

If you're interested, check out the Campaign Forum Link. Please do not post on any thread. Applications should be posted here.

Oh yeah, and:

*Cackles Maniacally*


I like the idea of this a lot. Interested, but need to know more, so I'll look over the gameplay and such.

Are you looking primarily for a Melee oriented character or would an arcane character work as well?


I'm not looking for a specific character type, but between melee druid, animal companion, melee competent cleric, and ranger NPC I think that it's pretty well covered. Witch is technically arcane but lacks many of the best arcane spells.

Honestly, what the party lacks more than anything is a skill monkey/face. The witch has been uncomfortably been playing face due to plot reasons.


Dotting with interest! I'm still trying to get into a long running reign of winter. I have some concepts in mind from characters that started the AP but got abandoned by the GM in the past; let me see which one would better fit here (not really worrying about fixing crunch or anything mechanical at this point). Cheers :)

Sovereign Court

I am very interested.

I had a character who died in the third encounter of a PbP of this AP. An arcanist who I was keen to play.

I’d love to give him another crack at RoW.

Silver Crusade

dotting


Are you ok with races that in PFS would require a chronicle sheet? Not interested in PFS registration myself.

If the chronicle sheet races are fair game I'd be looking at a Winter-Born Changeling, helping cover the plot related face niche as well.

Classwise I'd be looking at part Phantom Thief Unchained Rogue and part Weaponmaster Fighter. Not sure on the level spread yet, but it would be 2+ levels of U-Rogue and the rest Fighter.

Concept wise I'm looking at a bored and disgruntled young woman from Irrisen. She's one of the few Changelings that actually does know her father's side of the family as her birth was a power play by them. They are the progeny of two queens ago and in a ploy to improve their standing they paid a winter hag to bear the child of one of theirs sons. Knowing he probably wouldn't survive the coupling, they picked an ugly one that was harder to marry off.
After my character was born they hired a Red Mantis to murder the hag so she could never claim her daughter.
It was all for naught though as their standing actually plummeted as a result of their desperate ploy.
So now my character is more or less alone in the world. Her parents are both dead (the hag did indeed kill and eat her father), she's a source of shame to her family and the current ruling class sees her family as barely more than lowblood scum. She's not amused, so she has to find her fun elsewhere.


This is a rough draft of GeraintElberion's character.

He's an elf from a highly academic background who has been visiting various different magical schools. He was especially taken with The Magaambya and so I have taken the Magaambya Initiate archetype, planning to head into Magaambyan prestige class.

Voronwe has strong knowledge skills (all of them) and a solid diplomacy which he can augment with charm person (enhancing with his arcane reservoir stuff when it really needs to land).

The archetype, combined with quick study, means he can be a real toolbox caster as well.

I am aware that joining late might make some of the players guide stuff not work (being in Heldren) so have made him a traveller who can go anywhere. The idea of an academic explorer (Victorian explorers & arachaelogists without the baggage; Herodotus, Gandalf... those who seek out knowledge).
He seeks knowledge for the good it can do. He doesn’t just want to gather a list of facts either. He doesn’t just want to know, he wants to understand.
Hopefully that will be a fit with the travel theme and will sit well with the characters.


This character was built for RoW, and got NEARLY to 4th before, well, he didn't.

He is another human, though. And another Ranger, so, I get why that may not meet the desire.

Tabs in the profile include Background, Goals, Fears, Ally, Enemy, and Acquaintance. Interestingly enough, only the enemy is likely to be relevant in the near term.

As per the statement that you are more interested in characters than builds, I won't adapt the mechanics unless selected or requested as part of a decision process. You can already see the character, I hope.

I am in several very slow games already. Slow isn't dead. I'm good with slow.


Dotting....

I have an idea for a Snow Elf Rogue I’d love to try...


Entering my Suggestion:

Doxi Moonstream

Halfling Bard

Background:

Doxis grew up with his mother in a wandering circus travelling through the kingdoms of Taldor. Doxi played the flute to his mothers artistic performances and disguise himself as various exotic creatures.

In his youth he decided to strike out on his own, wanting to see more then just the ever repeating circle of the troupes tour.

After travveling the northern kingdoms for a while he decided to visit the fabled kingdom of Ossirion. Here in Eto he met with a group of pathfinder society agents, which he helped to retrieve a family heirloom for a well to do merchant (Cats Cradle Scenario).

Afterwards he decided to join the Society and has been working on minor mission for them for a while now.

Mechanics:

STR 10 DEX 11 CON 14 INT 14 WIS 10 CHA 17+1(L4)

I'd like to talk to the party before deciding on the exact skill distribution, especially checking to see if I need a level or two of rogue to gain disable device/trapfinding

Still thinking about most of them
Traits:
Wanderlust
tbd

Feats:
Weapon finesse
Arcane Strike
Lucky Halfling

Spells
Focus on Debuffing probably.

@ GM Where can I find Rules for creating a higher level PFS character? How do I get appropriate higher level equipment without having the necessary loot sheets from older scenarios?

Also How much more details you want before the decision is made?

Sovereign Court

GM Kulko wrote:

Entering my Suggestion:

Doxi Moonstream

Halfling Bard

** spoiler omitted **

** spoiler omitted **

@ GM Where can I find Rules for creating a higher level PFS character? How do I get appropriate higher level equipment without having the necessary loot sheets from older scenarios?

Also How much more details you want before the decision is made?

That’s not possible in formal PFS.

I think they are playing the AP in ‘campaign mode’ but have decided to use PFS character creation rules (which limits a bunch of OP things).

That was the impression that I got.


GeraintElberion wrote:
GM Kulko wrote:

Entering my Suggestion:

Doxi Moonstream

Halfling Bard

** spoiler omitted **

** spoiler omitted **

@ GM Where can I find Rules for creating a higher level PFS character? How do I get appropriate higher level equipment without having the necessary loot sheets from older scenarios?

Also How much more details you want before the decision is made?

That’s not possible in formal PFS.

I think they are playing the AP in ‘campaign mode’ but have decided to use PFS character creation rules (which limits a bunch of OP things).

That was the impression that I got.

This is correct, sorry. Standard character creation rules, PFS restrictions. I think there only PFS guy may be the one who left.

Sovereign Court

Artofregicide, are you still using campaign traits?

They’re not PFS legal so I wasn’t sure.


Artofregicide wrote:


This is correct, sorry. Standard character creation rules, PFS restrictions. I think there only PFS guy may be the one who left.

No problem! I don't want to play PFS, just understand what the rules are.

Do you want anything else at this point?


So, in all honesty, I am only running this AP as PFS by request of the players. I'm going to check with them - I'm honestly not that familiar with society play.


I'm also curious on how you stand on material that was introduced after they had stopped vetting 1e stuff for PFS.
So mainly Chronicle of Legends and the last chapter of the Midwives of Death chapter of the last PF 1e AP.


Playing an AP for PFS credit doesn't require the group follow ANY PFS rules during play, interestingly enough.

The intent of PFS credit for APs was to increase sales by getting dedicated Organized Play players to purchase and use the APs. Follow the money, right?

The group is supposed to play the AP, or at least the bits covered by the chronicle, as a group, hopefully purchasing and experiencing the entire story.

Using PFS creation rules just made it easy on the original GM. Don't read that as being intended as insulting, because it isn't. No real decisions to make about what was allowed or not, so it eliminates one of the frequent early conflicts in getting a group started. And, yes, generally APs depend on the players taking one of the Campaign Traits. Sometimes they don't. Sometimes it only really matters for getting the group together.

Grand Lodge

We are not following PFS rules. We are running in campaign mode and playing the whole thing. I'm will be reporting the game and handing out Chronicles on behalf of the GM at the end of each book. The build rules are in the games thread.

Silver Crusade

Pathfinder Adventure, Adventure Path Subscriber

I don't know if you are still taking character applications. I started this AP in 2014 and with monk/wizard, made it to the end of book two. But I started in the middle of book one. It really was my introduction to pathfinder after 25 years of no role playing. I really would like to continue the story even if it is a different one.

So....

Here is Tukluk Rayga, half orc Ranger 2, Rogue (unchained) 2. Tukluk is a bastard of a raid on a tribe in the Realm of the Mammoth Kings. He grew up the adopted son of a half orc caravan leader/guide. His mentor and dad taught him to track, survive and thrive in the cold tundra in and around Icestair. Now after a run of bad luck and the loss of this dad, he has ventured into Irresan under the employ of a mysterious black rider. Hired to guide and guard, Tukluk is now beset with a mission he did not fully understand. Troll attacks and winter wolves later is in alone and directionless on the road to Whitethrone. The black rider dead and only a vague sense that there may be answers in Whitethrone.

He fights with hand axes and uses throwing axes as ranged deterence. He is still in control of his sled team with 2 dogs, Flash and Bang.

Tukluk:

Neutral Medium Humanoid (half orc)
Init +4; Senses Darkvision 60ft; perception +9
Defense
AC 16 (armor 4, dex 2) touch 12, FF 14
hp 34 (2d10 +4, 2d8 +2)
Fort+4, ref +8, will +2
Special abilities evasion, trap finding, ferocity, favored enemy (human)
Offense
Speed 30 ft.
Melee Hand axe +7(1d6+3) or 2x Handaxe +5/+5(1d6+3,1d6+3)
Ranged throwing axe +6(1d6+3)
Special attacks sneak attack +1d6, weapon finesse, combat trick:double slice
statistics:
str 16, dex 15, con 13, int 10, wis 14, cha 10 (geas will go to strength once it is offical)
Base atk +3, CMD 18, CMB +6
Feats weapon focus hand axe (1st lvl), two weapon fighting(Ranger fight style), Double slice (rogue talent of combat trick), power attack (3rd lvl)
Skills
perception +9, knowledge nature +7, handle animal +7, survival +9, stealth +9, climb +10, disable device +7, escape artist +7
Languages: hallit, common
Traits: Resilient (+1 fort), campaign trait ?
Combat gear: It is really up to the GM but, 1 mwk hand axe, 1 mwk throwing axe, ranger pack, thieves tools mwk, cold weather outfit, if allowed boots of the winterland, oil of magic weapon, 2 potions of cure light wounds, cloak of +1 resistance.

I will make Tukluk an alias if you accept the submission.
Thanks for the opportunity to scheme him up and for your consideration.


I have not had a chance to review applications yet, much less accept any. I'm still accepting for sure. Again, there's only 1-2 slots open at this time.


Okay, so character creation guidelines (finally):

4th level, Point Buy 20, standard WBL for 3rd level (3,000 gp - no more than 50% on one item, no crafting discounts), core races and any race 15 RP or less (ask about corner cases).
Any alignment, but you must be a team player regardless. No PVP, period.
2 traits - one must be a campaign trait from RoW. No drawbacks.
1st party (Paizo) content only.

Your characters have Baba Yaga's boon (+2 to any stat and geas effect). It doesn't necessarily have to come from the Black Rider.

Please create characters who are grounded in the setting and make sense to the plot - it's not my job to keep your characters invested in the plot. The geas does help though.


Less a corner case and more a race with undocumented RP, how do you feel about Changelings?

In addition to the ideas stated above I'll also be making her part of the movement known as the Stilyagi, a group of Jadwiga youths that break with Jadwiga culture in favor of (outdated) ideas about other cultures.

Beyond that she'd be part of the Jadwiga Tashanna, so a descendant of 5 queens ago.

Also decided to ditch the Fighter levels for this concept. Still debating whether I'll multiclass in another way, possibly Feral Hunter (Hunter) or Weretouched Shifter (most likely the former as that one is less MAD in this build)


Oh, by 15 RP, I mean no Trox, Kasatha, Drow Noble, etc. I'm willing to work with kayal/fetchling.

Changeling is fine, encouraged even.


Cuàn wrote:

I'm also curious on how you stand on material that was introduced after they had stopped vetting 1e stuff for PFS.

So mainly Chronicle of Legends and the last chapter of the Midwives of Death chapter of the last PF 1e AP.

With the update that I don't have to stick to PFS, let me know what you're thinking?


Artofregicide wrote:
Cuàn wrote:

I'm also curious on how you stand on material that was introduced after they had stopped vetting 1e stuff for PFS.

So mainly Chronicle of Legends and the last chapter of the Midwives of Death chapter of the last PF 1e AP.
With the update that I don't have to stick to PFS, let me know what you're thinking?

I'm mainly looking at the Magic Trick feat (combined with the Minor Magic Rogue talent) and possibly using the social Examplar trait


Ok, I think I narrowed my concept down....

I present Thakara, Snowborn Half-Elf (one note, I took the Blended View ART, not for Drow blood, but to help represent all of his time spent in places with little light)

Background:
Left to his own among the Kellid tribes of the far north, Thakara learned at an early age that the spear was a hunter's most valuable tool. It let him deal with opponents in close and at a distance without having to change weapons. Ocassionaly he would hurl his spear and have to take a bit to retrieve it, but in the end it served him well.

Something inside of Thakara has kept him from settling down in any one place too long. He has drifted from place to place, ocassionaly down into the civilized portions of Avistan, and even into the far reaches of Osirion. Along the way he has met many people, and after recently returning to the northern parts of Avistan, found himself with a strange urge after <gaining Baba Yaga's boon>.

How he handles himself on his new path is yet to be seen, but he hopes he will aquit himself well.


Crunch:

Thakara
Male half-elf (Snowborn) fighter (skirmisher) 1/unchained rogue (acrobat, scout) 3 (Pathfinder RPG Advanced Player's Guide 132, 134, Pathfinder Unchained 20, Ultimate Wilderness 50)
NG Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 27 (4 HD; 3d8+1d10+4)
Fort +4 (+4 racial bonus to avoid nonlethal damage from cold environments), Ref +8, Will +4; +1 trait bonus vs. cold damage
Defensive Abilities dual minded[APG], evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +8 (1d6+1/×3) or
. . boarding axe (paired) +6 / +6 (1d6+1/×3, 1d6/x3) or
. . mwk silver spear +10 (1d8+6/×3) or
. . mwk silver spear (as dbl weapon) +8 / +8 (1d8+4/x3, 1d6+1/x2)
Ranged mwk silver spear +10 (thrown) (1d8+1/×3, 20')
Special Attacks second chance 1/day, sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 14, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 19
Feats Spear Dancing Spiral, Spear Dancing Style, Two-weapon Fighting, Weapon Finesse, Weapon Focus (spear)
Traits ice walker (kellid), restless wayfarer
Skills Acrobatics +12, Climb +7, Craft (leather) +6, Diplomacy +4, Disable Device +10, Escape Artist +12, Knowledge (dungeoneering) +8, Knowledge (geography) +7, Knowledge (nature) +4, Linguistics +8, Perception +10, Profession (tanner) +5, Sleight of Hand +9, Stealth +12, Survival +8, Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Hallit, Osiriani, Skald (2 others)
SQ cold-honed, elf blood, expert acrobat, rogue talent (combat trick), wilderness training
Combat Gear potion of cure light wounds; Other Gear +1 studded leather, boarding axe, boarding axe, handaxe, mwk silver spear, bag of holding, minor, belt pouch, candle (10), candle lamp[UE], cleats[APG], cold weather outfit, cutting board, wooden (2 lb), everburning torch, flint and steel, knife, cutting (0.5 lb), ladle (0.5 lb), masterwork thieves' tools, pot, pot, seasonings, local (0.5 lb), shovel, signal whistle, skewer (1 lb), skillet[UE], snowshoes[APG], sunrod (5), tinder packet (0.5 lb), tindertwig (10), tripod, iron (3 lb), waterproof bag[UE], waterproof bag[UE], winter blanket, 23 gp
--------------------
Special Abilities
--------------------
Cold-Honed Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Acrobat (Ex) Many skills have no armor check penalty when wearing light armor, +2 Acrobatics, Fly when not wearing armor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Second Chance (1/day) (Ex) Reroll failed Acrobatics, Climb or Fly checks at -5.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spear Dancing Spiral (Spear) Spear Dancing Style: use weapon finesse with chosen weapon.
Spear Dancing Style (Spear) Chosen weapon becomes double weapon as light mace on off handed side.
Wilderness Training (Ex) Gain skill ranks as 4 + Int mod, and Acrobatic and Stealth are class skills.
--------------------

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Voronwe Elberion wrote:
This is a rough draft of GeraintElberion's character.

Very interesting character, and a fun archetype/prestige class especially considering Old Man Jantambe's relationship to Baba Yaga.

Are they Ekujae, or an outsider to the Mwangi Expanse?

Grimgisli wrote:
He is another human, though. And another Ranger, so, I get why that may not meet the desire

If I like the character enough, we can work on fitting them into the party. Another human isn't out of the question, this is a very human centric AP.

GM Kulko wrote:

Doxi Moonstream

Halfling Bard

Also How much more details you want before the decision is made?

I'll need a complete backstory (a paragraph or two will suffice) as well as a finished character sheet.

A bard would really help as party face though.

Wydroe wrote:
Here is Tukluk Rayga, half orc Ranger 2, Rogue (unchained) 2.

Flash and bang are interesting makes for animals in a world where flashbang grenades don't exist.

The main issue I see is the overlap between he and Nadya, but she may or may not stay with the party. Or die.

Cuàn wrote:

Less a corner case and more a race with undocumented RP, how do you feel about Changelings?

In addition to the ideas stated above I'll also be making her part of the movement known as the Stilyagi...

I really like this character concept, and will really fit into the plot so far. That said, being bored is a really bad reason to adventure - when things get too exciting, you just stop.

That said, I'd love to see a Stilyagi in play.

Laird_Thorne wrote:

Ok, I think I narrowed my concept down....

I present Thakara, Snowborn Half-Elf (one note, I took the Blended View ART, not for Drow blood, but to help represent all of his time spent in places with little light)

Fair enough. So... why is Thakara invested in any of this, except the geas?


Cuàn wrote:
Artofregicide wrote:
Cuàn wrote:

I'm also curious on how you stand on material that was introduced after they had stopped vetting 1e stuff for PFS.

So mainly Chronicle of Legends and the last chapter of the Midwives of Death chapter of the last PF 1e AP.
With the update that I don't have to stick to PFS, let me know what you're thinking?
I'm mainly looking at the Magic Trick feat (combined with the Minor Magic Rogue talent) and possibly using the social Examplar trait

What are you specifically wanting to do? Without the requirement for PFS only, I'm a lot more lenient (but also less patient with exploits).


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.


Artofregicide wrote:
Cuàn wrote:
Artofregicide wrote:
Cuàn wrote:

I'm also curious on how you stand on material that was introduced after they had stopped vetting 1e stuff for PFS.

So mainly Chronicle of Legends and the last chapter of the Midwives of Death chapter of the last PF 1e AP.
With the update that I don't have to stick to PFS, let me know what you're thinking?
I'm mainly looking at the Magic Trick feat (combined with the Minor Magic Rogue talent) and possibly using the social Examplar trait
What are you specifically wanting to do? Without the requirement for PFS only, I'm a lot more lenient (but also less patient with exploits).

I'm looking at Magic Trick with the Mage Hand cantrip. I'd get the Powerful Hand and Ranged Aid functions of it just by my general character build. I'd also be looking at getting Subtle Hand and maybe Dirty Magic Trick, but I'm not sure yet if I can fit that at some point.

As for the Exemplar trait, I once again am not sure I can fit it in. The idea behind it though is simply to improve her abilities as a social butterfly.

I'm still debating what her "adopted" culture would be as a stilyagi. I'm heavily leaning towards the Sodden Lands and the destroyed country of Lirgen. This in turn would also connect her to worship of Grandmother Spider, a goddess that I think fits perfectly with my character's personality.
That in turn would tie in to her reason to become an adventurer. It would start out as boredom but as she starts to figure out what's at play it would turn into a desire to bring low the bully and protect those close to her.


Dear Grandmother wrote:
Voronwe Elberion wrote:
This is a rough draft of GeraintElberion's character.

Very interesting character, and a fun archetype/prestige class especially considering Old Man Jantambe's relationship to Baba Yaga.

Are they Ekujae, or an outsider to the Mwangi Expanse?

I thought about Ekujae, snow caster or Mordant Spire as some different elves that might fit but they are all culturally insular.

I didn’t want to make him that kind of character. He is invested in these structures.
So, he’s an elf from Kyonin, a student of magical theory. He’s had some support to gain access to a variety of magical schools and has travelled around. He especially connected with the Magaambya and spent nearly a decade there. He only has a few years to complete his tour and present his findings to the Erages Academy.
The idea of travelling for knowledge and an inquiring mind getting into trouble but being half-excited about just learning more about Baba-Yaga’s extraordinary magic.
I’ve seen the art of Baba Yaga and Old Mage Jatembe together but not the story behind it.

Silver Crusade

Pathfinder Adventure, Adventure Path Subscriber

If Tukluk as a ranger/rogue is too problematic, I could make him with the same background but with a different skill set.

Here is Tukluk Rayga the Bolt Ace.

Tukluk:

Tukluk Rayga
LN medium Humaniod (half-orc)
Favored Class Gunslinger (Archetype Bolt Ace) 4

Init +6 Senses darkvision 60 ft; Perception +3
DEFENSE
AC 19, touch 15, Flat-footed 14 (+4 Dex, +4 Armor, +1 Dodge)
hp 36 (4d10+8 fc, con)
Fort +6, Ref +9, Will +5
Defensive Abilities Nimble +1

OFFENSE
Speed 30 ft.
Melee cold iron longsword +5 (1d8+1) or
Lt mace +5 (1d6+1)
Ranged light crossbow +9 (1d8), or +10 (1d8+1) within 30 ft.
Special Attacks Grit 3 Points, Deeds: Sharp Shoot (atk touch AC within 1st range increment, cost 1 grit; Vigilant Loading (need at least 1 grit, load crossbow without provoking AoOs); Shooters Resolve (spend 1 grit and make 1 shot as a standard action that ignores cover and concealment (but not total cover or concealment)); Gunslinger dodge (1 grit to move 5 ft to gain +2 AC vs triggering ranged attack and movement provokes AoO’s or drop prone to gain +4); Gunslingers initiative ( if at least one grit, +2 initiative); Pistol Whip (For 1 grit, as standard action make a butt stroke attack with crossbow for 1d10 blungeoning damage, and CMB to knock prone as free action)

STATISTICS
Str 12 Dex 18 Con 12 Int 12 Wis 16 CH 10 (geas in Wisdom and 4th level increase to charisma)
Base Atk +4 CMB +5, CMD 19
Feats 2(1st lvl, 3rd lvl)
Point blank shot, precise shot
Skills
Acrobatics +8 (+4, 2, 3)
Climb +6 (+1, 2, 3)
Escape Artist +9 (+4, 2, 3)
Handle Animal +5 (0, 2, 3)
Intimidate +7 (0, 2, 3, +2)
Knowledge Local +7 (+1, 2, 3,+1)
Perception +10 (+3, 4, 3)
Survival +7 (+3, 2, 3)
Stealth +6 (+4, 2, 3)

Languages Common, Orc, Giant, Hallit

Traits
Reactionary: +2 trait bonus to initiative.
Restless Wayfarer, as the adopted son of a caravan/guide, Tukluk was always on the move as a child and also learned the value of communication, his command of the orc and giant language often saved much bloodshed. (+1 Knowledge local and Hallit Language)

Combat Gear
MWK light Crossbow, 20 Bolts, 20 cold iron bolts, Cold Iron longsword, Light Mace, Chain Shirt, +1 cloak of resistance, Potion of Cure light Wounds (2), Alchemist fire (2), flask of Acid (1), Oil of Magic Weapon (2), Potion of Cat’s Grace, potion of endure elements (2), Potions of Shield of Faith (2), Potion of Barkskin

Other Gear
Cold weather clothes, backpack, belt pouch, bed roll, 50 ft hemp rope, soap, Torches (10), trail rations (5 days), waterskin, sled, 2 riding dogs (Flash and Bang), blankets (2), iron pot, mess kit, torches (10), snow goggles, snow shoes, 430 gold

The dogs, Flash and Bang, are named after lightning and thunder only Orcified to be simpler. I was not even thinking of the grenade, but that works too. There is gun powder in Goloran right?

Again, it was fun just playing with the character concepts. Thanks for your consideration.


Here is the full profile of Doxi Moonstream

Background:

Doxis grew up with his mother in a wandering circus travelling through the kingdoms of Taldor. Doxi played balallaika to his mothers artistic performances and disguise himself as various exotic creatures.

In his youth he decided to strike out on his own, wanting to see more then just the ever repeating circle of the troupes tour.

After traveling the northern kingdoms for a while he decided to visit the fabled kingdom of Ossirion. Here in Eto he met with a group of pathfinder society agents, which he helped to retrieve a family heirloom for a well to do merchant (Cats Cradle Scenario).

Afterwards he decided to join the Society and has been working on minor mission for them for a while now.

Doxi loves traveling around meeting new people and getting new ides for his music. He alsod doens't mind sticking his curious nose into other business of his histm which fits perfectly well with him being a member of the pathfinder society.


FYI I'll probably pick in early January, I'm still taking applications.


Last call for brave/foolhardy adventures who wish to face the Endless Winter.


@GM: Would a Wyvaran "weredino" (weretouched shifter in deinonychus) work for you? I have a concept that I used in a Reign of Winter game that (like others) unfortunately died before. I was trying to build it to look very "draconic" from the early levels. I also thought about going alchemist until level 6 for the breath weapon bombs, despite the fact wyvarans lose INT - the intention is flavor.


A slight change from Thakara...

Instead, I present Gerrok, Frostkin Half-Orc Magus...

Gerrok, Half-orc Magus:
Gerrok
Male half-orc magus 3/unchained rogue (swashbuckler) 1 (Pathfinder RPG Advanced Player's Guide 135, Pathfinder RPG Ultimate Magic 9, Pathfinder Unchained 20)
NG Medium humanoid (human, orc)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 23 (4d8)
Fort +4, Ref +6, Will +3; +2 racial bonus vs. fear effects
Resist cold 2
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Offense
--------------------
Speed 30 ft.
Melee boarding axe +5 (1d6+1/×3) or
. . dagger +5 (1d4+1/19-20) or
. . mwk silver spiked chain +6 (2d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver spiked chain)
Special Attacks arcane pool (+1, 6 points), magus arcana (spell shield[UM]), sneak attack (unchained) +1d6, spell combat, spellstrike
Magus Spells Prepared (CL 3rd; concentration +8)
. . 1st—color spray (DC 16), corrosive touch[UM] (3), magic missile
. . 0 (at will)—acid splash, disrupt undead, prestidigitation, spark[APG] (DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 16 (17 vs. grapple)
Feats Chain Mastery, Dance Of Chains, Weapon Finesse
Traits northern ancestry, orphaned
Skills Acrobatics +9 (+13 to maintain balance), Climb +8 (+12 to checks without rope), Craft (alchemy) +12, Craft (blacksmith) +9, Craft (weapons) +9, Disable Device +7, Escape Artist +10, Knowledge (arcana) +11, Knowledge (local) +9, Linguistics +9, Perception +6, Perform (dance) +4, Sleight of Hand +7, Spellcraft +11, Stealth +9, Survival +6; Racial Modifiers +2 Climb
Languages Abyssal, Common, Draconic, Elven, Giant, Hallit, Orc
SQ orc blood, reckless climber, unflinching valor
Combat Gear potion of endure elements, scroll of serren's swift girding (CL 5th); Other Gear mithral shirt, boarding axe, dagger, mwk silver spiked chain, bag of holding, minor, bedroll, belt pouch, belt pouch, blanket[APG], explorer's outfit, flint and steel, ink, inkpen, magus starting spellbook, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], paper (10), pot, scroll case, scroll case, silk rope (50 ft.), soap, spell component pouch, sunrod (2), torch (5), trail rations (5), waterproof bag[UE], waterproof bag[UE], waterskin, 24 gp, 7 sp, 4 cp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Reckless Climber +4 racial bonus to Climb without robe, Acrobatics checks to maintain balance.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Unflinching Valor Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to surpass their fear and fight off these beasts in time for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws ag
--------------------
The earliest time Gerrok remembers, is one involving cold weather, warm fires, and he face of his mother. He recalls living in a place of ice and snow in a community of people like his mother. He was just beginning to learn to speak at that time, and only understood that the community was one for 'humans'. The next couple of years, he thought of himself as a human. These were happy years, but a bit tough as hunting and gathering parties returned with less and less each year. Even though there was the difficulties, these were still happy times however, but they were not to last. Before he knew it, he and his mother were journeying south and east, in search of (as his mother told him) his father. For nearly a year they travelled, through all manner of terrain until they crossed the Fog Peaks and arrived at the city of Oppara.

It was not long after their arrival that Gerrok, at the age of six, found himself alone on the streets. His mother had been killed by thugs and dumped in the streets. They had ignored him, thinking he wouldn't be long for the world. He managed to survive though, and managed to thrive. The daily struggle met its end on the day he managed to steal some fresh food from the home of an orcish blacksmith. While he was devouring his treasure, several other thugs surrounded him to take it. He began fighting, but the numbers were a bit much and he felt blow after blow. Just before he passed out, he saw the blacksmith, a female orc, spinning and lashing out at the gang members with a spiked chain, muttering words that sounded odd but at the same time strangely familiar. Without hesitation, the gang fled, leaving the smith to kneel beside Gerrok and check on the young man.

When he awoke, amazingly it was to a new life. The smith hadn't held it against Gerrok for taking the food, only admonished him that if he'd asked the smith would have given him that and more. Feeling guilty, Gerrok asked to stay to help the woman out with chores for a few days.

In the end, Gerrok stayed for years. Over the time, he learned about smithing and metals as well as all other manner of secrets that the smith used in her place for business. In time, he came to undersand that some of the secrets had their origins in the mysteries of the arcane, and not simply skill with a hammer and forge. Gerrok worked with the smith on forging all manner of weapons, including her favorite, spiked chains. To his delight, not only did the smith teach him to make the weapons, she taught him to use them. At the same time, she taught him the bit of magic she had learned in her early adventuring years and Gerrok seemed to excel at merging the two which seemed to make the smith very pleased. The entire relationship made Gerrok feel like he actually did have a mother again, and that feeling of mother and son also was how the smith felt about Gerrok.

The family feeling ended as abruptly as it began however when the smith left to meet an associate in the village of Haldren. The smith was to meet several associates to investigate a series of attacks on caravans nearby. As the woman had been doing the same previously, Gerrok didn't think much of it. When he was awoken by the feeling of tragedy his mind changed. Unsure of what he was feeling, he spent days in a bit of a mood. When a package was delivered to him from the smith, he knew what put him in a mood. The package contained a letter and a journal partially covered in blood. The last entry in the journal was talking about an ambush on the smith's arrival in Galt. The entry was ended in the hand of someone else, with notations of the inn where the event occurred at and the name of the bartender who apparently retrieved the journal after the smith met her demise in the ambush.

Devastated, Gerrok turned to delving into the smith's notes and arcane knowledge to take his mind off the loss. He also took to running the smithy, but quickly began losing customers because his heart was just not in it.
Shortly thereafter rumors began to reach him of strange weather, devastating snow and ice storms, appearing all through Taldor and Galt. He was able to ignore the rumors for the most part, concentrating on the business. However, when rumor came of an undead chain wielding female orc harassing refugees from Galt, he knew he couldn't ignore it. He took some time to finish a few items and packed his other belongings so he could leave to investigate. On the road however, he's come across so many people needing help, he feels lik ehe has to do whatever he can to assist...

On the road, Gerrok has taken on the title "Hin en' i' benerel" (or "child of the city" as translated from the Elvish) to acknowledge that he basically grew up on the streets of Oppara.

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I hope I'm not too late to press my suit?

Vinccenso Pruffi, at your service.


i've just been reading over the gameplay so far. i'll have my application up shortly.

Sovereign Court

I'd like to join as well. Still working on my Witchguard Ranger.


/me waves.

Still here. Trying to be good. Trying.


The Archlich wrote:
@GM: Would a Wyvaran "weredino" (weretouched shifter in deinonychus) work for you? I have a concept that I used in a Reign of Winter game that (like others) unfortunately died before. I was trying to build it to look very "draconic" from the early levels. I also thought about going alchemist until level 6 for the breath weapon bombs, despite the fact wyvarans lose INT - the intention is flavor.

That's... an interesting concept. I'm not sure why it wouldn't work mechanically. I'm more intrigued how it would fit into the AP?


Vinccenso Pruffi wrote:
I hope I'm not too late to press my suit?

Not at all too late. I'll review and most likely pick applications next week.


Grimgisli wrote:

/me waves.

Still here. Trying to be good. Trying.

Hi!

I'm solidly NE.


Dear Grandmother wrote:
The Archlich wrote:
@GM: Would a Wyvaran "weredino" (weretouched shifter in deinonychus) work for you? I have a concept that I used in a Reign of Winter game that (like others) unfortunately died before. I was trying to build it to look very "draconic" from the early levels. I also thought about going alchemist until level 6 for the breath weapon bombs, despite the fact wyvarans lose INT - the intention is flavor.
That's... an interesting concept. I'm not sure why it wouldn't work mechanically. I'm more intrigued how it would fit into the AP?

He (or she... Still thinking) is from the realm of mammoth lords, as imaginable, and (as a dragon) fascinated by dragons (though surrounded by megafauna). Kidnapped by the nearby witches from Irrisen for their rituals, she freed herself - only to be thrown into a geas to help the evil Baba Yaga.

Sovereign Court

Sodrid Ragnarson is the son of a Jadwiga/Ulfen union. As a child he was kidnapped by the fey. When they tired of him he found himself in Varisia a few years older and with no memory of his past. A passing Pathfinder found him and took him to the Society.

He never recovered his memory but always felt himself drawn to the north. Never staying in any place for long Sodrid found himself taking more and more missions in the Saga lands. One of his adventures found him in Badelund where one of the Jadwiga recognized him as her son.

Sodrid stayed and in between missions for the Society he works with Home Again Safe, one of the local mercenary groups specializing in retrieving children kidnapped by the fey like he was.


Adrian Arsbeta was born to Lady Evalayne Arsbeta in the Varno county of Ustalav. Unlike many in her situation, Adrian's mother survived giving birth to her half-dead son and was able to raise him in an environment available to few of his kind. Still, as she was determined to keep his existence a secret from the father she never spoke of, the boy was raised away from prying eyes and, while loved, was very lonely for most of his childhood. His father traveled frequently, but, when he was in town, Lady Evalayne had to make herself available to him while Adrian was hidden away at a small Pharasman church. There, he spent a great deal of time reading the holy text The Bones Land in a Spiral from which he learned the truth of what he was. At first he despaired, believing himself to be a soulless beast hated by the Lady of Graves, but a kindly priest assured him that he indeed had a soul and would one day be judged in Her Boneyard.

Around the time he was seven, some of his mother's servants took in a nephew around his age and Adrian finally had a friend. Immediately, the two grew very close with Adrian frequently talking his young companion into all sorts of mischief. One day, the two meant to sneak off to town through the woods, but they quickly found themselves lost. After wandering just long enough to be tired and looking to rest, they came across a lone cottage where an enchanting young woman invited them in and offered them aid. She sat them down, served them some sweet-smelling pastries, and began asking them questions. How old were they? How much did they weigh? What did their fathers do? She had a thick accent Adrian recognized but couldn't quite place and smelt distinctly of elderberries. "Are you not going to eat your vatrushka, dear boy?" she asked him sweetly. Never having had much of an appetite, though, the young dhampir left his food untouched, and it was fortunate for him that he did. Tristan wasted no time in making the delicious treat disappear, and, shortly after he did, his head hit the table with a loud thud as he fell into a deep and obviously unnatural sleep. "Why could you not just eat your vatrushka, you foolish child?" the woman asked, her voice no longer alluring and musical.

Adrian lept from his seat, calling out to Tristan to wake up, but the other boy would not stir. The dhampir's heart pounded as he felt the witch's gaze upon him. As he made for the door, he felt her magic attempt to envelope his mind like an cool breeze lulling him to sleep. Clawing his way through the mental mist, he let out a shout and unwittingly sent his innate power reverberating through his voice. "STOP!" The witch froze in place, and Adrian hesitated for a brief moment to look back at his slumbering friend. Then, tears welling up in his eyes, the boy fled as quickly as his legs would carry him.

After the loss of his friend, Adrian became irritable and withdrawn. For months, he shut everyone out and allowed himself to languish. During this time, that kind Pharasman priest would visit him. Sometimes he would tell stories about the Mother of Souls and how innocent souls like Tristan's found peace after meeting her, but more often than not he just sat with Adrian in silence. The young dhampir never did decide he was ready to talk about his encounter with the witch, but eventually he decided he was ready to do something about it. He prayed to the Gray Lady for the strength to avenge his friend and send the monsters that plague the good people of Golarion to be judged. As he got older, Adrian studied techniques for stalking and fighting abusers of arcane magic until, at 18 years old, he left home to hunt witches. Quietly, he hoped to find the witch that had marred his childhood.

Adrian's hunt began somewhat aimlessly. He simply followed the rumors of foul magic across Ustalav until one night he had a strange dream. He found himself following a whippoorwill into a blizzard. He spent what seemed like an eternity chasing the bird through that endless void of freezing white before it vanished from his sight. Hearing a familiar laugh behind him, Adrian spun around to see a child playing in the snow. Getting closer he recognized the child as Tristan, but, when he called out, a flock of ravens coalesced around his old friend pecking and tearing at the boy as he screamed. Adrian fired arrow after arrow, trying to protect his friend, but for every one of the birds he shot down, two more appeared to replace it. Just when he began to feel hopeless, four figures mantled in black appeared on horseback and dispersed the avian assault. Adrian felt a brief moment of respite before the ravenous flock re-coalesced into a monstrous bird-like abomination of ice. The witch hunter watched the pitched battle in awe until he noticed the creature getting the upper hand. It was then he remembered the bow in his hand. He launched a volley of arrows at the frozen terror knocking it off balance. The riders charged in to take advantage of the opening and strike a decisive blow. The creature cried out, and its death throes send chills through Adrian's body. The witch hunter awoke feeling a comfortable warmth with a clear destination in mind: Irrisen.

Well, that was a little more than I originally intended to write...

Sovereign Court

Profile for Sodrid Ragnarson.


Wow, that's a lot of great applications. Picking will be awful, since I can only take 2. I'll penalty establish a waiting list for those interested who don't get in. But that's a January problem.

Until then, Happy New Year's!

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