GM Woja's Reign of Winter Recruitment


Recruitment


I know there's another RoW recruitment thread right now, so I hope I'm not committing some sort of faux pas by starting my own, but it is my favorite AP and I would love to run it for a group of four.

20 point buy
Max starting hp at lvl 1 then we both roll at level-up and you take the better roll
Max starting gold
Background skills
Races: core only
Classes: any
Elephant in the Room

I think that's it? And I of course encourage you to read the official player's guide. Let me know if you have any questions!


The other one is a re-recruitment so I think you're good :) Oh and dot!


Dotting


I am filled with regret that I can't do more than one campaign of this at once. xD


This is a RoW character from a run that failed - I can easily adapt him to your guidelines, but I wanted to chime in with my interest early. Background is in his profile.

I did not make it very far into book 1, and it was several years ago at this point.

Thanks for running!


@Woja: Nope. No faux pas commited. Multiple folks on here run the same game and have opened up recruits for the same game at one time or another. It's all good.

And cool! I got this guy: Droguk

And I will echo Kohr: I also was in a RoW game several years back that died. The only difference is we made it to the end of Book 1 but that's as far as we got.


Hi GM Woja, I'd like to submit Tara for your consideration. Thanks for offering to GM the campaign!

I've amended her from a previous submission to a RoW game. I think I've updated everything as per your char creation guidelines but let me know if I've missed anything :).

Just to verify is 2 traits with 1 being a campaign trait what you want for char creation?

Basic Char Background:

As for Tara herself, she was born in Heldren. Her mother, a young Human woman, arrived in Heldren from the far North, alone and heavily pregnant with Tara. Tara had a fairly similar childhood to the others in the village, although her mother raised her by herself and she doesn't know much about her father or her mother's past before Heldren.

At the start of this AP, Tara is one of the village's hunters, and regularly makes trips to the nearby Border Wood, to help feed herself and her mother and also make some money on the side selling meat and furs to the villagers and travelling merchants who visit the village.

On one of her forays into the Border wood, she came across the gruesome remains of one of the native lion prides, likely killed by one (or more) of the dangerous creatures living near the centre of the Border Wood. While harvesting some of the unspoiled meat and fur, she heard a pitiful mewling from the nearby shrubbery and discovered a tiny lion kitten. Feeling pity for the poor animal, she brought it back to Heldren raised it herself. The little kitten, which she named Sylv, is now a loyal companion who helps her on her hunting expeditions into the Border Woods.

Recently, she returned from an expedition into the Border Wood that encountered unusually cold weather conditions, particularly for the middle of summer and this far south, as well as sightings of unusual creatures, normally seen further to the north. Tara and her fellow hunters made a report to the Town Council and are waiting for a decision to be made before heading back to the Border Wood again.


Tara Ciress wrote:
Just to verify is 2 traits with 1 being a campaign trait what you want for char creation?

Yes, please!


GM Woja wrote:
Tara Ciress wrote:
Just to verify is 2 traits with 1 being a campaign trait what you want for char creation?
Yes, please!

Drawback for an extra trait?


pad300 wrote:
GM Woja wrote:
Tara Ciress wrote:
Just to verify is 2 traits with 1 being a campaign trait what you want for char creation?
Yes, please!
Drawback for an extra trait?

Absolutely acceptable.


How long is recruitment open? I want to play this ap but don't want to be in two of the same and currently have one in the rerecruitment. If I don't get in there I'd love an opportunity at this one.


Herkymr the Silly wrote:

How long is recruitment open? I want to play this ap but don't want to be in two of the same and currently have one in the rerecruitment. If I don't get in there I'd love an opportunity at this one.

I will probably keep recruitment open through next Tuesday, the 23rd.


Unchained classes or do you care either way? I know some peeps have a preference


interested and will adjust soon.


Very interested in this! Looking at the pitches of those who have expressed interest so far, I'm considering a few different concepts! Everything right now is very early-stage and likely to change, but I wanted to check a few things.

First question: in Wilderness Origins, the Sworn of the Eldest archetype is listed for gathlains. However, on AoNPRD there is language that suggests that the archetype is available to PCs of any race. Could anyone take this archetype?

If so, then my current favorite is a Gnome Sworn of the Eldest Inquisitor of Magdh, with the Voices of Solid Things and Adaptive Magic traits. They would have a history of time with the Witchmarket and would likely still have significant connections with that organization. They would also be a native of Heldren, though they would have spent significant time traveling in and around the Verduran Forest (and other Inner Sea pockets of fey magic and influence). (Shyka and Ng are other patrons I'm considering. I haven't fully nailed this down yet in the concept.) In either case, this gnome will certainly have attachments and interest in the wilds of Taldor (enough to put arms to her defense), but will also have enough wanderlust to happily go beyond the bounds of their birthplace.

I have less-developed concepts for a Human Feyspeaker Druid, a Halfling Filidh Bard, a Human Skald (possibly a Bold Schemer), an Elf Natural Philosopher/Empiricist Investigator, and a Half-Elf Naturalist Occultist (maybe with Occult Historian). If any of these are of greater interest, please let me know.

Whoever I end up developing in the next couple days is likely to be very nature-and-people-oriented (with a special interest in fey matters) and a tinkerer (both of the magical and the mundane). A Face and a Scout at-home in urban, wilderness, and extraplanar environments.

Until I hear from you, I'll work on the aforementioned gnome.


This is Viktor 'Bloodcoat' Betyrina human jadwiga magus (hexbreaker) I made for a recent recruitment for Reign of Winter AP. Please let me know if you have any objections/questions.


I hear good things about this AP.

I humbly submit this character for your consideration. Basically now a DEX-based, fallen from grace Fighter that was supposed to be a Paladin. I may multiclass into Paladin (as originally intended) or sink into something else like entirely, depending on how her development unfolds during the campaign (Bard Dervish Dancer is a strong contender).
This character was originally developed for Carrion Crown. I removed the CC trait to make room for an RoW trait (thinking Warded against witchery) if selected. I'll modify to Elephant feats if selected as well. Just click on my portrait for the full sheet.


Hi Woja! Here's Archlich, submitting my character for your appreciation. Lettu is a half-elf guide, a worshipper of Sarenrae and the Sun itself, and an individual with a powerful connection to the element of fire. Thanks for the consideration!

Silver Crusade

Dotting for interest! Hope to get a submission up somewhere today. Seems like there are no divine/healer submissions yet, so was thinking about a reach cleric. Or, alternatively, a fighter/alchemist based more around a Witcher. Is reflavoring of vivisectionist alchemist towards such acceptable to you, GM?

Otherwise I'll simply stick with the cleric idea and go for either a herald caller or an evangelist as the base type. Probably with the luck domain to buff the party better :)


I'd be more than willing to go full support class (buff/debuff) as a Bard/Witch combo as it looks like we have some martial builds already.


Rogath Swiftstride
Halfling alchemist (grenadier) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
LN Small humanoid (halfling)
Init +2; Senses Perception +6
--------------------

Defense:

AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1; +2 vs. fear

Offense:

Speed 20 ft. (15 ft. in armor)
Melee dagger +0 (1d3-1/19-20) or
. . gaff +0 (1d6-1)
Ranged bomb +4 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14) [/spoiler}
[Spoiler= Extracts Prepared - CL 1st; concentration +5]
1st—bomber's eye[APG], targeted bomb admixture[UC]

Statistics:

Str 8, Dex 15, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10

feats/traits-drawbacks/skills:

Feats Martial Weapon Proficiency (gaff), Skill Focus (Craft [alchemy]), Throw Anything
Traits alchemical adept, restless wayfarer, strong arm, supple wrist, meticulous
Skills Acrobatics -3 (-11 to jump), Appraise +2, Bluff -1, Climb -6, Craft (alchemy) +15 (+16 to create alchemical items, +17 to craft alchemical items), Diplomacy -1, Disable Device +1, Disguise -1, Escape Artist -3, Fly +5, Heal +4, Intimidate -1, Linguistics +5, Perception +6, Ride -3, Sense Motive -2, Spellcraft +8, Stealth +4, Survival +4, Swim -6, Use Magic Device +5; Racial Modifiers +4 Craft (alchemy), +2 Perception

Languages Abyssal, Azlanti, Common, Dwarven, Elven, Gnome, Goblin, Halfling
SQ alchemy (alchemy crafting +1), meticulous, mutagen (+4/-2, +2 natural armor, 10 minutes)
Gear:
acid, adhesive strip[UW], darkflare, keros oil[UE], tar bomb, leather armor, dagger, gaff, alchemy crafting kit[APG], bedroll, belt pouch, blanket[APG], candle (5), fishhook (5), flint and steel, hourglass (1 hour), hourglass (6 seconds)[APG], ink, ink pen, masterwork backpack[APG], nectar, parchment (10), sack, scroll case, sealing wax, sewing needle (2), small tent, string or twine[APG] (2), tindertwig (5), trail rations (5), vial (5), waist pouch[UW], waterproof bag[UE], waterskin, whetstone

money:
4 sp, 7 cp

Special Abilities:

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Meticulous -2 on all untrained skill checks
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

credits to programs used:
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I will get some sort of a background up tomorrow most likely. THis is a ranged support toon mainly. He provides and uses lots of alchemical items.


Withdrawing - I was accepted into another campaign.


Interested. Will get a character up asap.


Rogath Swiftstride – halfling alchemist 1 (grenadier)

crunch:

LN Small humanoid (halfling)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger +0 (1d3-1/19-20) or
. . gaff +0 (1d6-1)
Ranged bomb +4 (1d6+4 fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +5)
. . 1st—bomber's eye[APG], targeted bomb admixture[UC]
--------------------
[spoiler- statistics]Str 8, Dex 15, Con 10, Int 18, Wis 10, Cha 12

Base Atk +0; CMB -2; CMD 10
Feats Martial Weapon Proficiency (gaff), Skill Focus (Craft [alchemy]), Throw Anything
Traits alchemical adept, restless wayfarer, strong arm, supple wrist
drawbackMeticulous -2 on all untrained skill checks

Skills:
[/b]Acrobatics -3 (-11 to jump), Appraise +2, Bluff -1, Climb -6, Craft (alchemy) +15 (+16 to create alchemical items, +17 to craft alchemical items), Diplomacy -1, Disable Device +1, Disguise -1, Escape Artist -3, Fly +5, Heal +4, Intimidate -1, Linguistics +5, Perception +6, Ride -3, Sense Motive -2, Spellcraft +8, Stealth +4, Survival +4, Swim -6, Use Magic Device +5; Racial Modifiers +4 Craft (alchemy), +2 Perception

Languages:
[/b]Abyssal, Azlanti, Common, Dwarven, Elven, Gnome, Goblin, Halfling

SQ:
alchemy (alchemy crafting +1), meticulous, mutagen (+4/-2, +2 natural armor, 10 minutes)

Combat Gear:
[/b]acid, adhesive strip[UW], darkflare, keros oil[UE], tar bomb

Other Gear:
leather armor, dagger, gaff, alchemy crafting kit[APG], bedroll, belt pouch, blanket[APG], candle (5), fishhook (5), flint and steel, hourglass (1 hour), hourglass (6 seconds)[APG], ink, inkpen, masterwork backpack[APG], nectar, parchment (10), sack, scroll case, sealing wax, sewing needle (2), small tent, string or twine[APG] (2), tindertwig (5), tinker goggles cog rims and jeweler’s loupe. appear silver with gold rims (worth 0.47 gp), trail rations (5), vial (5), waist pouch [UW], waterproof bag [UE], waterskin, whetstone

--------------------
Special Abilities:

--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

program acknowledgements:
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Appearance::

Height: 3’4” – slightly tall
Weight: 35 lbs.-average weight
Age: 23—older teenager –young adult age is 24
Satchel, left hand thrower, with bottle/flask loops to contain his alchemical concoctions. Carries a mugs in his satchel for mixing mutagens.
Leg straps to hold vials of reagents for mutagen combinations. Reagents are color coded for ease of use.
Tinker style goggles. Cog like rims and jeweler’s loupe to amplify small details.
Thick dark purple stained mammoth hide boots. Boots are knee high with three buckle straps.
He has loose-fitting black trousers with ample pockets and straps for attaching gear.
Apron is about an inch below knee. It has pockets for holding tools and weapons. Apron loops around neck and ties at waist. A large pouch covers the top portion of the apron.
He carries a pair of leather gloves attached at the waist of the apron.
His jerkin is of the same loose-fitting style and color as his pants.
His tools are more plentiful than the weapons he carries. His gaff hangs from a baldric over his right shoulder and a simple dagger in an inornate sheathe hangs at his hip.
His hair is tinged with color due to his experimentation. It definitely has blue and lavender highlights, possibly from random reactions.
His complexion is light with rosy cheeks. He keeps himself well shaved and groomed but no immaculate.

attitudes and personality:
He is happy, go lucky, and friendly. A smile of sarcastic enjoyment often splays across his lips. His dark brown eyes sparkle with mischievous humor.
He won’t fight unless there’s no other option. Then he will use every opportunity to give space between him and his now opponent. He prefers ranged conflict with alchemical weapons. If he must engage in physical combat, he will use a mutagenic concoction to heighten his physical prowess.

brief background:
Born in the small hamlet of Gentillook, just outside Hoarwood forest where Gullik River extinguishes itself, Rogath was the last of 4 children. He is close to his siblings and often drops into their dwellings when in the area. His parents are also strongly connected to each other and live in the settlement of Hoarwood.
He has known of the Jadwiga and winter witches of Irrisen but his life so far has been relatively unaffected by their politics and magic restrictions.
While growing up, he apprenticed under a female gnome master alchemist and he quickly became a prodigy of the craft. He has also helped on the docks where his father worked learning the uses of a gaff or cargo hook. When he reached a certain level of skill, his mentor Zindira Pelletsniffer, sent him out to collect ingredients for individual research. This wandering in search of ingredients has led him to the town where the adventure begins.

THis should be complete submission. Let me know if something crunch wise or story wise needs revamped or improved/expanded on.

Silver Crusade

Something came up IRL, I'll post my submission tomorrow!

Tentative build concept mechanically is a half-elf cleric of Desna, herald caller and luck domain. Focus will be on giving allies double rolls on their turns, healing and fighting with an elven branched spear, or summoning as a backup for when the party needs it. Should have a few skillpoints to spend where needed too.


Please meet my new friend (and hopefully yours):

Fozitt Beeldru

Appearance:
Fozitt Beeldru is a blue-haired gnome standing at a slight 3’3” and weighing a miniscule 38 lb. The blue does not resemble anything typically found on the Material Plane, though Fozitt has seen it in the delicious icing on the fancy cakes that Taldan bakers make! He assures people who wonder that the color is much more common in the First World. His hair is a small pile of kinked curls close to his head, while his eyebrows grow out at a sharp angle, extending several inches from his face. He is particularly proud of his mustache, which curls no fewer than five times in a spiral. His skin is a light shade of purple, vaguely lavender. Fozitt is rarely seen without a silvery hood decorated with comets and constellations, signs of his patron, Ng. He similarly wears silver gloves that have various symbols on them. Fozitt tells anyone who asks that he isn’t exactly sure what the symbols mean: he just liked the way that they looked. I don’t have a good picture of him unfortunately.

Background:
Fozitt was born and raised in Heldren, the youngest of a small gnome family that settled there: an alchemist and a sorcerer. Settled enough one might say: the Beeldru family spent as much time traveling as they did in the village. Fozitt rather enjoyed the travel, and when he came of age he began increasingly to travel by himself. On one of these trips, he stumbled upon such a wonderful looking contraption that sparkled and shimmered. He naturally began to fiddle with it when *poof* he was wrenched from the Material Plane and deposited directly into a meeting of the Witchmarket on the First World.

Fozitt was ever-so-curious about these new people: he had never seen so many fey in one place before! They were as surprised to see him, and there was (naturally) some discussion of what to do with him. Fozitt negotiated some kind of deal with the fey, hags, and various mortals to travel along with them and add his skills to theirs in return for excitement, adventure, and the occasional strange item. This arrangement lasted several years: more than Fozitt could reasonably count! Using their portals, Fozitt traveled all over the First World, Golarion, and even wilder places! It was everything that a young gnome could have wanted!

Eventually, Fozitt found his way into the realm of one of the Eldest: Ng the Hooded. Fozitt found Ng curious. They spoke for days, with the fey cryptic and inscrutable while the gnome remained curious and whimsical. Fozitt wanted to know more of the places that Ng had traveled, which were even more exciting than where the gnome had been able to go. Ng had few straight answers, but Fozitt was happy for even the hints. Eventually, Fozitt declared that he wanted to be like Ng. From that day forward, Fozitt has been sworn to his chosen Eldest Fey, and prone to even grander travel.

He has recently returned to Taldor for the first time in a long time. After all, it is easy to miss adventures that may happen in the places you are already familiar, like skiing with dwarves in the World’s Edge Mountains! And recently, Fozitt has felt a pull (maybe from Ng?) to return to Heldren. Whatever the reason, Fozitt is eager to return home!

Fozitt Beeldru
Gnome Sworn of Ng (Inquisitor) 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6

Details:
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 shield, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2; +2 vs illusions; +5 circumstance bonus vs. cold weather; +1 circumstance bonus on Constitution checks to continue running and to avoid nonlethal damage from a forced march

--------------------
Offense
--------------------
Speed: 30 ft. (20 ft. in armor)
Melee: Cold Iron Sickle +3 (1d4/x2)
Ranged: Longbow +3 (1d6/x3)
Special Attacks: Judgment 1/day, Agile Feet 6/day
Spell-Like Abilities (CL 1st; concentration 4+)
1/day--Dancing Lights, Ghost Sound (DC 14), Prestidigitation, Speak with Animals
1/day (in cold terrain)--Chameleon Scales, Create Water, Endure Elements, Spark
Inquisitor Spells Known (CL 1st; concentration 4+)
1st (2/day)--Bless, Cause Fear (DC 14)
0 (at will)--Detect Magic, Guidance, Light, Oath of Anonymity
Domain: Travel

--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 11

Feats: Precise Shot
Traits: Adaptive Magic (campaign), Voices of Solid Things (region), Etymologist (social), Meticulous (drawback)
Skills: Bluff +9, Craft (bows) +5, Diplomacy +9, Disable Device +7 (ACP -3), Knowledge (arcana) +6, Knowledge (nature) +5, Linguistics +6, Perception +6, Sense Motive +7, Stealth +4 (ACP -3, untrained) (+2 in snowy environments), Use Magic Device +8; -2 to all untrained skills
Languages: Aklo, Giant, Gnome, Hallit, Skald, Sylvan, Taldane
SQ: Whimical Worship, Deity, Judgment 1/day, Disarming Discernment, Orisons, Feytongue, Low-light vision, Gnome Magic, Gift of Tongues, Illusion Resistance, Keen Senses, Fey Magic, Fey Thoughts
Other Gear Backpack, Belt Pouch, Buckler, Candles (10), Cold Iron Sickle, Cushion Inserts, Earplugs, Erutaki Coat, Gnome Trail Rations (4 days), Longbow with 20 arrows and 20 cold iron arrows, Mess Kitm Signal Whistle, Skis, Soap, Spell component pouch, Thieves' tools (common), Waterskin, Wooden Holy Symbol of Ng, 4 GP, 3 SP, 6 CP

--------------------
Special Abilities
--------------------

Class Abilities:

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Whimsical Worship (Ex): A sworn of the Eldest uses her Charisma modifier, rather than her Wisdom modifier, to determine all class features and effects relating to her inquisitor class, including her spells, cunning initiative, and true judgment abilities.

Deity: A sworn of the Eldest must select one of the Eldest as a deity and must select a domain or subdomain of that Eldest for her domain ability; she cannot be devoted to an ideal or philosophy.

This alters domain.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Disarming Discernment (Ex): A sworn of the Eldest adds her Charisma modifier on Sense Motive skill checks, in addition to her Wisdom modifier.

This replaces monster lore.

Feytongue (Ex): A sworn of the Eldest receives a morale bonus equal to half her inquisitor level (minimum +1) on Bluff and Diplomacy checks.

This replaces stern gaze.

Race Traits:

Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Fey Magic (HotW): The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.

Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Traits:

Adaptive Magic: The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathf inder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.

Voices of Solid Things: You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function. Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.

Etymologist: When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

Meticulous: You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Notable Items:

Erutaki Coat: Used by the Erutaki human tribes and snowcaster elves native to the arctic tundra of the Crown of the World, this heavy parka is treated as an armored coat. It provides the benefits of a cold-weather outfit, and it can be donned or removed as a move action. In addition, the fluffy white fur of the parka blends into arctic landscapes, providing a +2 circumstance bonus on Stealth checks in snowy environments.

Gnome Trail Rations: Almost any preserved food can be found in gnome trail rations, which are designed to keep a wandering gnome from needing to dine on the same meal twice in a week. If you are a gnome who subsists on nothing but these rations for at least 1 week, you are treated as being 1 Hit Die higher for the purposes of spells and supernatural abilities that have variable effects based on Hit Dice, such as color spray and sleep. This does not actually improve your caster level, character level, or Hit Dice in any other way. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.

Signal Whistle: With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist.

Cushion Inserts: These rubber boot or shoe inserts cushion your feet and improve your gait, granting you a +1 circumstance bonus on Constitution checks to continue running and to avoid nonlethal damage from a forced march.

Skis: Each ski is a flat piece of wood about 5–6 feet long for a Medium wearer, curled up slightly at the front end, with lengthwise grooves along the underside and a wooden or metal bracket with laces on top for holding the wearer’s boot in place. Wearing skis allows you to move on snow and ice at normal speed, but your movement is reduced to 5 feet on all other terrain. You normally use a pair of spiked poles to help you move and maintain balance while skiing, but javelins, shortspears, or even trimmed-down saplings will do if nothing else more suitable is available. Donning or removing a ski is a full-round action, though the laces can be cut as a move action (which requires repairing or replacing the laces if you want to use the skis again).

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

Notes:

[list]
  • Carrying capacity for a light load is 38 lb, and current load is 32.875 lb
  • I traded Defensive Training and Hatred for Gift of Tongues, Obsessive for Fey Magic (HotW), and Weapon Familiarity for Fey Thoughts (taking Acrobatics and Escape Artist as class skills)
  • I would also suggest that since Disable Device is now charisma-based that it is not subject to armor check penalties, but I grabbed the armored coat specifically so that I could remove the armor check penalty swiftly. So no big deal there.
  • I am also operating under the assumption that any time we are in a situation where cold checks may be required that we will be considered to be in cold terrain and therefore I will have access to Endure Elements. But I still have extra items to help with that if not.

  • Respectfully withdrawing, I'm joining a Discord game with friends.


    I have this snowborn half-elf paladin, wich i want to multiclass into oracle of winter with spirit guide life mystery.


    Hope I'm not too late! I've always wanted to play this adventure through, but the ones I've joined never made it far. I'm partial to playing Arcane Tricksters, and can adapt the character in this profile, made for a gestalt campaign, to fit your criteria by the end of the day today. Lucian would play the role of utility spellcasting and skill monkey, as well as the occasional tarot reading.

    Silver Crusade

    If I may ask something, (still creating the cleric, though got sidetracked a bit reading into warpriest and oracle), I read the player's guide fully and have to say I'm a bit confused as to why the adventure path starts on the other side of the world in a seemingly unrelated nation, and what our general goal would be upon actually entering Irrisen. I assume we're fighting the Winter Witches? Is there something else about the region or factions we will meet we should take into account when writing a backstory, as in don't have a background that antagonizes X or is allied to faction Y?


    Just spent a bit too long editing this profile to fit your criteria and I lost the changes to the void, have to return to work now so I put up a very basic correct stat block that I will update with abilities and such after work.

    Grand Lodge

    I'm submitting Jujopotamous Jumbomanic the Third, a gnome bard (prankster) who was in a Reign of Winter game that never got past level 1. I like this character very much. More than being a bard and actor, he can keep the party's spirits up.


    One gnome bard, Still trying to get equipment together, but I wanted to get something in.

    Silver Crusade

    Update on my end, herolab refuses to work on my new computer and as a result I'm not sure I'll still make the deadline of today :S I'm trying to get it done by manually typing everything but it might be a few hours at least...


    I just looked up and saw I got beat to the gnome bard by a good hour. Seeing as Jujo is more fleshed out at this point I will withdraw the old man Jerehmiah.


    All right, still made it, I believe! This is Trevor86's finished submission, a life Oracle probably heading into the evangelist prestige class. In the end, I liked this idea and build better than the original cleric one.

    Good luck in the selection process, everyone!

    Grand Lodge

    Havocprince wrote:
    I just looked up and saw I got beat to the gnome bard by a good hour. Seeing as Jujo is more fleshed out at this point I will withdraw the old man Jerehmiah.

    Oooooooor, we get both gnomes in and they make a performing duo... Just sayin'


    As funny as you being Costello to my Abbot would be...


    Hjorleaf is almost adjusted...I have a few minor adjustments to make but the majority of the characters is done.


    All of the gnomes! The Small Resistance against the Winter Witches!

    @Trevor86: As far as I know of the AP, the conceit is that we're not necessarily geared to expect adventure, but more thrust into it. I do know that there are a few grand ways to travel built in to the AP. There is an unseasonable winter coming to Taldor from Irrisen, and we want to stop that from happening and then figure out why it started happening. We'll figure out what happens from there.

    We don't know what our goals are: we don't have them yet. (I also know that we'll get the overarching goal at some point in Book One.)

    Our GM can tell us more about different factions if that suits their style. My general style when I GM (and when I play) is to have flexible backstories. I am not married to my backstory and if I am accepted would be happy to shift some things around to hook more effectively into the plot. I would say: write a character that interests you. If you are allied with factions that we end up fighting, I think that would make for an interesting dynamic! For instance, my character has been allied with one of the Eldest for years but will definitely have to fight against fey during this adventure: maybe even some that he knew! But as long as that doesn't go against what his patron calls him to do, then he should be relatively flexible.


    Droguk should be up to snuff.

    There might be something here or there I may have missed but outside of that he's good to go.


    I'm convinced. We are completely different gnomes, why not try to get two gnome bards in the same group. Why, in my day you could have a whole party of bards... we called that a troupe. Going from town to town, putting on burlesque shows, those were the days.

    Jerehmiah is the name, Sept folks just call me the old man. What, the beard... don't pay no mind to that. I ain't bleached yet. Got too much of the world to see yet. Where am I from you ask, well I am from parts unknown.... unknown I said, meaning I ain't answering that. Oh, you want to know what I do? Well let me tell ya, I do a little of this, a bit of that, and I knows things. Knows. No not nose, knows. Been round and about from Mwangi to Minka I seen it all.... it's a far way.... no, like a very far way... just trust me, it is. Feh, I don't know why I bother, just show me the map and I can get you where you're going... Taldor? Yeah, I know how to get there, just give me a lift on that wagon and we can go when you are ready.


    Now I am kind of rooting for the gnome bard duo.


    Based on Woja's other recruitment thread, I think we may be waiting until March 1 to hear. Just in case anyone else kept refreshing this thread like me!


    Oh okay. Thanks for the heads up on that. I was starting to wonder if this was still a 'go' or not.


    That's good to know.


    this still viable? anyone know.

    Grand Lodge

    No idea...


    Hard to say. GM Woja, I hope you're all right.


    Just popping in to check. Still interested if it is still going on.

    Community / Forums / Online Campaigns / Recruitment / GM Woja's Reign of Winter Recruitment All Messageboards

    Want to post a reply? Sign in.