Darksmokepuncher |
Snow buries the spring. Ice claims ocean, lake, river. Winter's come: Hope dies.
Hello Paizo community!
It is time to gather your courage and save Golarian from eternal winter.
I am looking to replace 2 players (One a Ranger and One a Cavalier). I do not require these classes, but being able to fill a simlar role will not hurt.
We are barely at the first encounter, so you have no missed much. I will take apps until I find the cahracters we want.
Expectations
- You will read the Player's Guide.
- You will write a backstory that includes at least the following: Why you live or are in Heldren, how you make your living, one short and one long term goal, one fear, one living person you care deeply for.
- You will not PvP
- You will keep player and character knowledge seperate
- You will post at least 3 times between Monday and Friday and 1 time during the weekends. (If you cannot make this, you must let us know)
- You will respect the GM's and each other's time and the fact that we all have real lives too.
Character Creation
- 20 Point Buy
- No evil, no chaotic neutral
- Core Races only.
- No Antipaladin, gunslinger, samurai, or summoner. Also, no advanced classes are allowed.
- Two traits: 1 must be a campaign trait. An optional third trait is allowed if you take a drawback. Disclaimer: I will enforce these.
- No gold traits allowed.
- All players may choose one skill to make a class skill that they don't already have.
- No Leadership feat.
- Average starting gold.
- Players who live in or have relations in Heldren may have a winter blanket OR a cold weather outfit in storage (Free of charge). If you are not from Heldren and do not have family there, you carry summer gear as it is summer time when the game starts.
Hints
- Actions (or inactions) have consequences.
- Creativity (within reason) will be rewarded when possible
- Stupidity will be deterred.
- Helping other player's characters shine is the path to mystical treasures.
If it's not listed, ask. If you have a question, ask.
GOOD LUCK!
Mortimer Talinth |
Nobody be fooled, his real name is DM DPS! He will kill us all!!!
Hey DSP, excited to have the chance to get into another one of your campaigns! I see you have two very martial characters that need to be replaced, but I would still ask to know the details of the rest of the party. Sometimes it's best to choose a paladin over a fighter if we don't have a cleric, or other such things.
Mortimer Talinth |
Ah, but in the words of Treantmonk
How many times have you gotten/sent an email when wondering what kind of character you could make, and a reply comes up with something like,
"We have a Rogue, a Druid and a Sorcerer." The implication of course is, "Make a fighter-type", but in fact, the email is useless. Is the Rogue a melee rogue or an archery rogue? Is the Druid going to be engaging in melee? What kind of spells will the Sorcerer have? Maybe the best thing for this party is a Wizard, or another rogue...who knows?Instead the email should say, "In combat we've got a Tank, a Striker and a Battlefield Controller, another Tank would be great. Out of combat we need a party face. How about some kind of Melee character with some social skills?" Characters are too flexible in D&D (and Pathfinder) to define role by class. Instead the role should be defined by what they do.
More than once I've mislead myself with simply a class label. What if the paladin is focused on range? What if the sorcerer will never learn a buff spell in her life? What if the ranger never intends on picking up a bow? Long story short, what does each party member do in and out of combat?
Something I can easily tell is that your healing is probably pretty sad. I see a bard who may or may not have CLW, maybe some infernal healing on the arcane casters part.
Mortimer Talinth |
Heh, poor magi. Such a cool class but only one way to effectively build them.
Two squishy/magical front liners, a full arcane caster, and a ranged ranger. Well I do believe a tank is in order. To help with the healing a bit and to help protect the front line I'm going to make a sword-and-board paladin who will eventually prestige into stalwart defender. I'll start working on him now.
Pedro Coelho RPG Superstar 2013 Top 4 |
I've been wanting to join a Reign of Winter game fo a while with this character: Arthorion Aegas.
I actually had the chance to play with him in a campaign that died out in the middle of the first encounter. I think he could be a good fit for the party - an elf barbarian with the mad dog acrhetype (which grants him an animal companion). You will notice I've chosen variant racial traits for this character.
About his backstory... in the previous game, I worked something out with the GM and he appeared in
the woods of Heldren as a result of the supernatural phenomenon that created the winter in the woods. If you don't like that, I could change the story and simply state that the sarch for his son has taken him to Heldren.
Mortimer Talinth |
Ah, nothing says tank like 21 AC and 16 HP at level 1.
I am back with the crunch done and the fluff mostly done. I have a hard copy of most of his backstory and personality but I haven't yet typed any of it out.
Viktor will be a front line tank who will also serve as a diplomatic party face and healer. He has the heal skill trained as well as taking the hospitaler archetype so he will be doing more healing than your typical paladin, albeit at the cost of later uses of smite evil. He will also serve as a backup survivalist, and he's incredibly resilient to cold environments (ice walker is the coolest trait ever).
If anybody cares to look at him I always appreciate feedback. I'll have the fluff up later tonight.
Mortimer Talinth |
I am returned with my character completely done. I went a bit crazy with the fluff, but I really got excited about it.
So, to help summarize the answers to the character creation guidelines without reading my mini-novel:
- Why do you live or are in Heldren?: Viktor's sister Nina lives there and he wishes to keep what remains of their family together.
- One short and one long term goal: Short term he wants to be accepted into the community of Heldren again. Long term he wants to keep Nina safe and optimistically make things right with his brother Isaac.
- One fear: Being powerless to help those in need.
- One living person you care deeply for: Nina, if that wasn't obvious enough :P
Didier D'Everard |
This is Kenji from earlier in the thread. I've got the stat block done, will finish the appearance/backstory/questions tonight or tomorrow morning. Six twelve-hour shifts in a row sucks. Gravonarr is a battle oracle with the seeker archetype so I can find and dismantle traps as well as being a buffer/healer/front line combatant.
sarpadian |
I'd like to submit the following invulnerable rager barbarian for consideration. I'll make an alias if I'm accepted.
Male half-orc barbarian [invulnerable rager] 1
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3);
Fort +5; Ref +3; Will +1; +1 trait vs. spells/SLAs/Su abilities of evil arcane spellcasters, +4 Fort vs. nonlethal from cold/hot, +4 Fort vs. suffocation
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee heavy flail +5 (1d10+6/19-20) or kukri +5 (1d4+4/18-20)
Ranged longbow +2 (1d8/x3)
Special Attacks rage (6 rounds/day)
STATISTICS
Str 18, Dex 14, Con 15, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats EnduranceB, Power Attack
Traits Armor Expert, Warded Against Witchery
Skills Craft (weapons) +4, Linguistics +1, Perception +4, Spellcraft +4 (+5 to ID spells cast by evil arcane spellcasters);
Languages Common, Orc, Skald
SQ chain fighter, orc blood, sacred tattoo, shaman’s apprentice.
Combat Gear arrows (60); Other Gear barbarian’s kit, heavy flail, hide armor, kukri, longbow, small tent, 20 gp
SPECIAL ABILITIES
Chain Fighter
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman’s Apprentice
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Heimrich Haake |
Ok, full backstory and fluff added to the alias. Not my best writing, so I'll make small tweaks as we go. I've tried to keep it as open as possible for the GM to incorporate elements into the campaign.
Heimrich is a Heresy Inquisitor, focused particular on intimidation and combating witchcraft at first level. He is a semi-functional front line fighter, but as he progresses I hope to slot him into either a skill monkey or counter magic role. I tend to play face character in real life, so playing a stern, harsh character will be a roleplaying challenge I'm looking forward to embracing.
Personality: Heimrich is a meticulously planner, and hates doing anything without first considering his options. That being said, he is quick to run to action if he thinks it will get him closer to his goals, or if someone is in danger. His grim outlook on life often leads him to be harsh in criticism or negotiation, and his demeanour is often mistake for aloof condescension. In particular, Haake is cautious of new people and especially of anyone who could appear to have links to witchcraft (which is sometimes any non-human, non-mendevian he comes in contact with). Despite this, Heimrich is a genuinely caring person, and once you've made a friend of him he will be a friend for life.
Why is Heimrich in Heldren: Heimrich is hunting a coven of witches that has headed into the mountains.
Profession: Heimrich is an inquisitor of the church of Iomedae. Taking after the legacy of Hulrun, he travels seeking out corruption and heresy in the church, as well as witchcraft that damage society. To make ends meet, Heimrich often resorts to lending his skills as a hunter and tracker.
Short-term goal: As mentioned above, Heimrich's short term goal is to find the coven that he had been following and exterminate them with extreme prejudice.
Long-term goal: Find the hag/witch/whatever who took Ephalia's eyes, and find a way to restore her sight.
Living person I love: Ephalia, half-sister (17 years younger). In the same event that burned Heimrich's body, Ephalia had her eyes stolen from her. Despite her horrible scarification, Ephalia has grown into a warm, compassionate and caring young woman. An oracle of Iomedae, Ephalia loves her brother more than anything. She constantly laments his drive for revenge, and wishes he would spend time settling down and rebuilding his life instead of living in the past. She currently travels in mendev providing healing to those who have returned from the 4th Crusade.
Fear: Fire. Ever since the fire that killed his family and horribly scarred Heimrich, he has been unable to be near fire. He won't carry torches, or any implement that could be used to make fire, even accidentally.