GM Tarondor's Ptolus Campaign

Game Master Tarondor

Where in Ptolus is it?

Notes on the Campaign

Maps and Images of the Banewarrens

Maps and Images of Night of Dissolution

Tarondor's Ptolus Archteypes

Perception Rolls:

[dice=Dain]1d20+14[/dice] +2 Initiative if Perception, wins ties regardless of which skill is used.
[dice=Silas]1d20+11[/dice]
[dice=Tilver]1d20+16[/dice]

HERO POINTS
Dain: 3
Silas: 2
Tilver: 3
Sauklas: 2


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The sun is heading down the Spire when Dain, Tilver and Velika decide to hire a carriage to take them from the Smoke Shop to Holys's house in Rivergate. After having collected the mage from his tea and afternon nap, they proceed on into Oldtown and down Toner Street to Pythoness House. It is dusk as the quartet arrives back at the haunted house.

Silas has spent the day in the courtyard. He's learned that the house is simply creepy, with half-heard whispers and shadows moving in the corner of your eyes. Tables rattle and candlesticks move on their own. He is tired and truly positive he does not want to sleep here alone, or at all if possible.

He has also learned that "the voice" speaks up at least every half hour and no less than every three hours. There are three statements: "Come to me...", "I must feed..." and "Chaos is the key...". Whenever the voice says "Come to me..." the wall of force activates until it says something else. The order of statements appears to be completely random, but never repeats a statement twice.

Take it away!


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Silas rises when they arrive and relays how the wall of force works and then stiffles a yawn and says, "We should deal with the hounds and then I would like to rest before we try to pass the ghost. As tired as I am I doubt I would be able to do much against a ghost."

Silas stretches and continues his thoughts, "I doubt he has left as the strange voice is still present. In my day of musing I think he is keeping guard on whoever the voice is and they seem content to stay in the tower for now. Once the hounds are gone that should be the last of the creatures that might spill out into the city. Were we able to recover Dain's lost vitality?"


Oh, right. Dain, give me a another Fortitude save. This occurs just as you leave the Smoke Shop.


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

Fortitude save - negative level: 1d20 + 2 - 1 ⇒ (1) + 2 - 1 = 2

ok, let's use Dain's second "true fact" reroll

Fortitude save - negative level: 1d20 + 2 - 1 ⇒ (17) + 2 - 1 = 18

"I'm feeling much better, thanks." Dain yawns and stretches. "Getting a little sleepy though."


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

For some reason I had it in my head that the DC on the Fortitude save is 15. Looking back, I see no reason why I should think that, so maybe 18 doesn't succeed, and Dain isn't feeling better


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Oh drat. I had meant for Tilver look for get oils of magic weapon. Would there have been any other place than Myraeth's for that?


Dain, the DC was 14. You're fine.

Tilver, looking at the Midtown map you will see a location called "Potions and Elixirs". They have it there. Standard prices.

Let's go!


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Tilver has purchased 3 oils of Magic Weapon

"We also found some really great mince pies, Silas. I'll take you there when we finish with this business. They have lamb too, even."

Tilver checks the edge on his spear. "Ok, so we have some hellhounds to dispatch. Let's do it quick, so we don't get burned."

And no one thought to get potions of resist fire... Is everyone at full health?


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Silas says, "That sounds great. Business first though." He then turns and begins heading up the stairs. "I think we should go up the secret room and attack from above. I will need to jump down, but your spears and ranged weapons can strike from the higher points and might be a bit safer."


Female Gnome Bard 6 - HP 42/42 - AC 18/T: 14/FF:15 - F: +3/ R: +8/ W: +5 (+2 vs. Illusion) - CMB: +2 - CMD: 15, Speed: 20, Init. +5, Perception +7, Sense Motive +11

"Have I mentioned that I think it's a bad idea to fight in our condition? After this fight we really need to get some decent rest.
But if we're doing this now, it does make sense for Holys and I to attack from the tower - but don't forget their fiery breath. I don't know the exact range but we might not want to be packed into a small space where they can get us all. The rest of you will probably want to spread out a bit more. It might even make sense for Holy and I to be in different towers."


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

Dain considers his companions words, "Having Holys and Velika in the tower makes sense, but our spears aren't long enough to reach the hounds from up there. Tilver and I will need to either climb a rope down the 20' from the tower to the roof where the hounds are, or go up through the trap door to the roof while the hounds are distracted by Holys and Velika making ranged attacks."


So?


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Is the area that the Trap Door from the secret room leads up to ten or twenty feet above the roof beneath it? Silas plans to head there and will cast Shield before going through the trap door.

"There are several arrow slits at the top of the central tower. Perhaps Velika and Holys should go there and the rest of us should drop down from the secret tower room."


Female Gnome Bard 6 - HP 42/42 - AC 18/T: 14/FF:15 - F: +3/ R: +8/ W: +5 (+2 vs. Illusion) - CMB: +2 - CMD: 15, Speed: 20, Init. +5, Perception +7, Sense Motive +11

I think we'd be too limited by arrow slits. Velika will go to the top of the square tower and shoot from there.


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

The only way to get to the top of the central tower is by going through the hellhounds. That's why we haven't been there yet. So the square tower it is.

With Silas at the lead, the group heads back to the top of the square tower.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Tilver follows the others up to the square tower. "I'm telling you, I can hold them off with my spear! I mean, until they breathe fire on me...On second thought, yeah, let's just shoot them from the tower."


Male Human Sorceror (Gold Draconic) 5; - HP 32/32 ,- AC 13/T: 12/FF: 11 - F: +4 R: +4/ W: +5 - CMB: +2 - CMD: 14, Speed: 30, Init. +8*, - Perception +8

Someone is coming to pick up Holys from home, yes? Assuming someone does, Holys rejoins the group.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Yeah, we came and got you, Holys. We're all together.


Not long after your arrival, the creepy voice says "I must feed..."

The team emerges onto the top of the square tower and closes the trap door beneath them. The pair of burning hounds seems not to have noticed them yet.

If you don't close the door, everyone will be squeezing.

Even though they're on level 7, I've moved the hell hounds to level 8 for ease of understanding.

Go!


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

I want to drop down to face them. Is it a 10 or 20 ft drop? I was thinking it was only a 10 ft drop.


The tower is 20' tall. Its base is on level 6 and its crown on level 8. The upper parapet, where the hell hounds are, is on level 7.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

"Just shoot them from here. They can't do much about it."


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

"Only if they decide to stay on this roof. If you wish to do that I will go down to the level below them in case they jump to get away."


Female Gnome Bard 6 - HP 42/42 - AC 18/T: 14/FF:15 - F: +3/ R: +8/ W: +5 (+2 vs. Illusion) - CMB: +2 - CMD: 15, Speed: 20, Init. +5, Perception +7, Sense Motive +11

"What do we have for ranged weapons? I don't think I have enough bullets to take them down alone. If we need to have people down there it would be better if you climbed down before they notice us."

If they move back to the trap door area, they move a step down in my range. Plus the fatigue and I'll be at -4 to hit. I only do 1d8 damage with no modifiers. It's possible but not likely.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Tilver shakes his head and growls. "I don't have much in the way of ranged weapons. Silas and I can go down below. You hit them hard from above and we'll take care of the rest. Just keep firing." He spins his longspear. "We'll just try to keep them at arm's length."


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Silas cast shield and ties a knotted rope to the trap door and climbs down the back side of the tower.

Climb Check with Knotted Rope w/Climbers Kit against a Wall Moving quickly: 1d20 + 2 + 2 - 5 ⇒ (10) + 2 + 2 - 5 = 9

That should make it unless something bizarre happens.


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

As Silas is tying the rope, Dain calls out to the spirits of the streets to lend his companions the strength of the city's walls. He touches Silas first, then (after some more beseeching) Tilver. The gray color of the tower stones flows up from the floor through their feet and legs until their entire bodies have a grayish hue.

Cast Bull's Strength twice

Silas and Tilver each have +4 strength (duration 4 minutes)


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Tilver quaffs his mutagen and then drinks his last extract and an alchemical field appears to protect him. He hurries down to the base of the tower and prepares for the assault.

Drink Str Mutagen and extract of Shield. +4 to AC, +4 to Str, -2 to Int, +2 to Natural AC.

Tilver's AC is 25

Silas, why don't you just come down to the bottom of the tower?


The hell hounds are smarter than they look. Shortly after Silas and Tilver lower themselves down, they bay excitedly and charge forward.

Dain: 1d20 + 2 ⇒ (17) + 2 = 19
Holys: 1d20 + 8 ⇒ (20) + 8 = 28
Silas: 1d20 + 2 ⇒ (17) + 2 = 19
Tilver: 1d20 + 3 + 1d6 ⇒ (9) + 3 + (5) = 17
Velika: 1d20 + 5 ⇒ (1) + 5 = 6
Hellhounds: 1d20 + 5 ⇒ (1) + 5 = 6

Initiative Order
Holys
Dain
Silas
Tilver
Velika
Hell Hounds

MAP OF PYTHONESS HOUSE

Anyone, go!


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

Once Silas has moved, Dain quickly makes his way down the rope.

Take 10 to move down the knotted rope at half speed. 10 - 5 for half speed - 1 for fatigued = 4 vs DC of 0 for a knotted rope and a wall to brace against. At half speed, a double move will get him to the bottom of the rope


Female Gnome Bard 6 - HP 42/42 - AC 18/T: 14/FF:15 - F: +3/ R: +8/ W: +5 (+2 vs. Illusion) - CMB: +2 - CMD: 15, Speed: 20, Init. +5, Perception +7, Sense Motive +11

Velika starts to sing a song about icy cold, creating such an illusion of chill that her companions find themselves eager to charge in close to the flaming beasts.

Start Inspire Courage (round 1).

Inspire Courage: +1 competence bonus attack & weapon damage; +1 morale bonus save vs. charm & fear


Holys, go!


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Should Tilver and I do something or was our turn climbing? The boxtext you threw up sounded like combat initiated when they saw we were on the roof, but then you just called for Holys.


You should absolutely do something. My mistake in just indicating Holys.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

"Hey, you stupid firedogs!" Tilver sets his spear to prepare for the hounds' charge. He tries to use the tower to keep the hounds from surrounding him.

Ready action to brace his spear against a charge.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Silas moves around the tower and readies an attack for the first hound that comes close enough to strike with his falchion.

Readied Attack:

Falchion Attack with IC, PA, Bull's Strength, Fatigued: 1d20 + 8 + 1 - 2 + 4 - 1 ⇒ (2) + 8 + 1 - 2 + 4 - 1 = 12

Falchion Damage with IC, PA, Bull's Strength and Fatigued: 2d4 + 4 + 1 + 6 + 3 - 1 ⇒ (1, 4) + 4 + 1 + 6 + 3 - 1 = 18

I currently have Shield for an AC of 25 while Fatigued and Bull's Strength.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Readied Attack:

Attack (mutagen, BS): 1d20 + 7 + 2 + 2 ⇒ (13) + 7 + 2 + 2 = 24
Brace Damage (mutagen, BS): 2d8 + 8 + 6 + 6 ⇒ (6, 5) + 8 + 6 + 6 = 31


Holys, go! :-)


Male Human Sorceror (Gold Draconic) 5; - HP 32/32 ,- AC 13/T: 12/FF: 11 - F: +4 R: +4/ W: +5 - CMB: +2 - CMD: 14, Speed: 30, Init. +8*, - Perception +8

Sorry, tough few days.

Holys launches a splash of acid at the creature in front.

Probably not much Holys can contribute here but let's give it a shot...

Acid Splash attack: 1d20 + 4 ⇒ (5) + 4 = 9

Acid Splash damage: 1d3 ⇒ 3 (acid, no SR, no save)


Don't forget Velika's Inspire Courage.

Tilver, they didn't charge because there was no straight path. So you don't get double damage.

Holys's blast of acid misses, scouring the stones beside the fiery dogs. They each stop at the head of the stairs to belch forth gouts of fire, one left and one right, then move in for the kill. Tilver expertly stabs one hound, but exhausted Silas's stroke is clumsy and off-target.

Hell Hound Breath v. Tilver: 2d6 ⇒ (4, 6) = 10
Hell Hound Breath v. Silas: 2d6 ⇒ (5, 4) = 9

Initiative Order
Holys
Dain
Silas
Tilver
Velika
Hell Hound A (15 damage)
Hell Hound B

MAP OF PYTHONESS HOUSE

Tilver and Silas, give me DC 14 Reflex saves!

Anyone, go!


Male Human Sorceror (Gold Draconic) 5; - HP 32/32 ,- AC 13/T: 12/FF: 11 - F: +4 R: +4/ W: +5 - CMB: +2 - CMD: 14, Speed: 30, Init. +8*, - Perception +8

Holys launches more acid at the hellhound, hoping his aim will ring true this time!

Acid Splash attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 (+1 from Inspire Courage)

Acid Splash damage: 1d3 ⇒ 2 (acid, no SR, no save)


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Reflex Save with Fatigued: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Tilver gets 3 AOOs per round. I think he would have threatened the stairs that both hounds passed through.
AOO (mutagen, BS): 1d20 + 7 + 2 + 2 ⇒ (19) + 7 + 2 + 2 = 30
Damage (mutagen, BS): 1d8 + 4 + 3 + 3 ⇒ (2) + 4 + 3 + 3 = 12

AOO (mutagen, BS): 1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19
Damage (mutagen, BS): 1d8 + 4 + 3 + 3 ⇒ (4) + 4 + 3 + 3 = 14

Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19

Tilver dodges to avoid the worst of the flames. He steps back quickly and then slams his longspear forward at the hellhound.

Attack (PA, mutagen, BS): 1d20 + 7 - 1 + 2 + 2 ⇒ (16) + 7 - 1 + 2 + 2 = 26
Damage (PA, mutagen, BS): 1d8 + 7 + 3 + 3 ⇒ (6) + 7 + 3 + 3 = 19


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Silas gets scorched by the flames and then swings his large blade and bites at the creature in front of him.

Falchion with Power Attack, Fatigue, Bull's Strength and Bard Song: 1d20 + 8 - 2 - 1 + 2 + 1 ⇒ (20) + 8 - 2 - 1 + 2 + 1 = 28 Falchion damage with Power Attack and Bard Song: 2d4 + 4 + 6 - 1 + 3 + 1 ⇒ (4, 3) + 4 + 6 - 1 + 3 + 1 = 20

Secondary Bite Attack, Fatigue, Bull's Strength with Power Attack and Bard Song: 1d20 + 8 - 5 - 2 - 1 + 2 + 1 ⇒ (2) + 8 - 5 - 2 - 1 + 2 + 1 = 5 Secondary Bite damage with Power Attack, Fatigue, Bull's Strength and Bard Song: 1d6 + 3 + 4 - 1 + 2 + 1 ⇒ (6) + 3 + 4 - 1 + 2 + 1 = 15

Critical Confirmation Falchion with Power Attack, Fatigue, Bull's Strength and Bard Song: 1d20 + 8 - 2 - 1 + 2 + 1 ⇒ (18) + 8 - 2 - 1 + 2 + 1 = 26 Critical Confirmation Falchion damage with Power Attack and Bard Song: 2d4 + 4 + 6 - 1 + 3 + 1 ⇒ (1, 2) + 4 + 6 - 1 + 3 + 1 = 16

Currently I have Bull's Strength and Shield.


Female Gnome Bard 6 - HP 42/42 - AC 18/T: 14/FF:15 - F: +3/ R: +8/ W: +5 (+2 vs. Illusion) - CMB: +2 - CMD: 15, Speed: 20, Init. +5, Perception +7, Sense Motive +11

Continuing to sing, Velika moves to lean over the parapet and shoots at hellhound next to Silas.

Move S
Double barrel pistol w/precise shot + PBS + IC - Fatigue: 1d20 + 8 + 1 + 1 - 1 ⇒ (20) + 8 + 1 + 1 - 1 = 29
Crit confirmation w/precise shot + PBS + IC - Fatigue: 1d20 + 8 + 1 + 1 - 1 ⇒ (19) + 8 + 1 + 1 - 1 = 28
Damage + PBS + IC: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Crit Damage, if applicable + PBS + IC: 2d8 + 2 + 2 ⇒ (4, 2) + 2 + 2 = 10

Apparently Velika is taking advantage of her rare opportunity to shoot from above something rather than below it.

Scott, if Velika can't lean over the parapet for a clean shot, she will climb onto it. With an acrobatics of +10, she's not worried about balancing on the ledge.


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

Dain catches the scent of burning fur, so he moves around the tower in Silas' direction. Seeing wisps of smoke wafting off Silas, he moves up behind him and channels the gift of healing from the spirits to Silas.

Move:E,SE,S; Cast Cure Light Wounds on Silas

hp healed on Silas: 1d8 + 4 ⇒ (4) + 4 = 8


I'm not sure which hell hound Holys was aiming at. I'll assume the one that is injured.

Tilver and Silas slaughter the hell hounds before they can do any more damage. Velika looks slightly peeved as she is forced to uncock Alakablam without having fired it.

Dain prays for Silas's health and it turns out that the big litorian was not burned nearly as badly as had at first seemed the case.

Initiative Order
Holys
Dain
Silas (1 damage)
Tilver (5 damage)
Velika

MAP OF PYTHONESS HOUSE

COMBAT OVER


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

"Well now, that nasty bit of business is finished." He wipes off the blade of his spear on the still fiery hound corpse.

"So, should we try to parley with the ghost again? Maybe things have changed? Or should we opt for a good night's rest? Or shall we see what's in the central tower?" He points up at the tower which the hellhounds seemed to be defending.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Silas wanders around the area the hounds were at and checks to see if they were guarding anything.

Perception to Search: 1d20 + 7 ⇒ (10) + 7 = 17


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

As Silas is searching he glances over at Tilver, "This place wears on you. I think now that the immediate dangers have been dealt with we should retreat to rest. When the strange voice speaks the Wall of Force returns to keep it trapped. In the morning I will be more prepared to deal with the ghost assuming we don't find the key out here or in the final part of the tower."

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I'm really quite proud of this.

Dain, here is the "Streets of Ptolus" Mystery for 2e.

If we decide to go with 2e, I'll also be creating Ptolus-related Archetypes such as Inverted Pyramid Adept, The Knights of the Chord, The Knights of the Pale and others.


And here is the Inverted Pyramid Agent archetype.


And here is the Knight of the Pale archetype.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

I am good with sticking to the plan.

Do Lithorian's (SP) exist in 2e? I am good playing in either edition.


Base Atk +3; CMB +3; CMD 16 Human sorcerer 7 Advanced Player's Guide N Medium; Perception +10 AC 23; Fort +13; Ref +13; Will +12 HP 64 Focus Points 2 Hero Points 1

I'm enjoying the pace of the game, and having fun here.

I haven't had much experience with 2E, but I think that I can recreate Isabel since she's a fairly straight forward sorcerer.

Now I need to stalk the boards for openings in Tarandor's 2E games.


Silas Silvermane wrote:

I am good with sticking to the plan.

Do Lithorian's (SP) exist in 2e? I am good playing in either edition.

Catfolk do. I think they'll work fine.


Isabel Sadaus wrote:

I'm enjoying the pace of the game, and having fun here.

I haven't had much experience with 2E, but I think that I can recreate Isabel since she's a fairly straight forward sorcerer.

Now I need to stalk the boards for openings in Tarandor's 2E games.

I'll give you an invite to the next one! I think this is the only game I've got going which needs a new player.


Isabel, creating characters is easy. Getting used to the fiddly bits of the rules is harder, like any system. But think 2e is the easiest D&D system I've played since the 70's because it is so consistent. Also, frequent reference to The Archives of Nethys is your friend.


STATUS DISCUSSION

So that seems to be issues one and two decided. We continue to pursue both The Night of Dissolution and The Banewarrens and we'll switch over to Pf2e.

Please proceed to work up 7th level Second Edition characters. I am available most days to help anyone who needs it. I'm also going to liberally permit most archetypes and other requests - Ptolus is an extremely cosmopolitan place and Praemal is a big planet. If there is a Golarion-specific archetype you really like, I'll help you come up with the Praemal equivalent, if it doesn't somehow violate the cosmology or history.

You also have the option of completely coming up with a new character if the old one is a bit worn out, though I really like the personalities and backgrounds of our current heroes. I like heroes with an axe to grind with the villains.

ISSUE THREE: WITH WHOM?

While Jamie (and Velika) are always welcome back, I think we should consider recruiting a fifth player. What say you?


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

I am good with our current composition. I am good with a 5th.

Is the Advanced Players Guide a good purchase? I will probably pick it up just to check, but I thought I would ask.

Sadly, no more eating bad guys as a Catfolk.

So looking at 2e I am thinking some mix of barbarian/sorcerer/dragon disciple...


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search
Taarandor wrote:
Dain, here is the "Streets of Ptolus" Mystery for 2e.

Very nice! I can definitely work with that. I will pick up a copy of the 2e Advanced Players Guide this weekend and ponder Dain 2.0.


Base Atk +3; CMB +3; CMD 16 Human sorcerer 7 Advanced Player's Guide N Medium; Perception +10 AC 23; Fort +13; Ref +13; Will +12 HP 64 Focus Points 2 Hero Points 1

I'm up for a 5th player. I'll work on Isabel over the weekend.


Yes, the APG is full of good stuff for character creation, particularly archetypes. But for anyone on a budget, remember that it’s all available on Archives of Nethys. Still, I give the APG two thumbs up.

Silas, there is a catfolk heritage with a claw attack. Let’s flavor that as a Litorian bite attack and call it good.


"Silas Silvermane wrote:
So looking at 2e I am thinking some mix of barbarian/sorcerer/dragon disciple...

Dragon Disciple would be so very in-character for a member of House Dallimothan.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Yeah, my next level was going to be Dragon Disciple in 1e I think.

But I kind of like having some spells so we will have to see how I fit it together since I can only have one archetype at 7th. I had so few spells in 1e it might be easier to just give it up.

It would be nice to stay heavily armored as well, but that might need to come down to medium.

I will pick up the APG and look at the options.


With your permission, I might try to make up an example character for Silas?

Specifically, I'm thinking of two possible builds. Both have the base class is barbarian. In the first you take the sorcerer archetype at 2nd and pick up two sorcerer feats at 4th and 6th. Then at 8th you take the Dragon Disciple archetype. In the second you just skip the sorcerer archetype and take a few feats to give you some cantrips for a magical feel. In that case you go into Dragon Disciple at 2nd. I think the second one is probably better.


I've invited my friend Gary to join us. Tim and Thomas know him as Kern from my Kingmaker game.


Base Atk +3; CMB +3; CMD 16 Human sorcerer 7 Advanced Player's Guide N Medium; Perception +10 AC 23; Fort +13; Ref +13; Will +12 HP 64 Focus Points 2 Hero Points 1

I thin I’ve got Isabel built in 2E. One thing that escapes me for this system is gear.

Any guidance on that would be fantastic.


What do you need to know?

If we consult the Character Wealth Table on page 510 of the Core Rulebook, we see that a 7th level character is expected to have 720 gp (that's 7200 sp) worth of gear. According to the chart, you can either have the GM assign you a 6th level item, two 5th level items, a 4th level item and two 3rd level items along with 125 gp or you can take 720 gp and buy what you like from common items.

Most of Isabel's items (rings of protection, headbands, etc. simply don't exist in 2e. So my suggestion is to ignore them, use 720 gp (7200 sp) as a budget and buy what you like.

A lot of what is in my Guide to wizards will apply to sorcerers, particularly spell selection.

I cannot recommend wands and staves highly enough for a sorcerer or wizard. Thinking of your connection to shadows makes me think of illusions. A Staff of Illusions is 230 gp.

Your 1e Isabel has a wand of expeditious retreat. A 2e wand of longstrider or fleet step will cost 60 gp.

Unlike 1e, the purpose of these wands and staves in 2e is to gain you extra spell slots - your spell DC is the same whether you cast the spell from your spell slots or a wand.

Everyone needs healing potions. Grab some of them.

A Bag of Holding can be bought for as little as 75 gp.

A Candle of Revealing can save your bacon.

Have a look through the list of Held Items and the list of consumables. Maybe you'd even like to consider a magic shield.


Bottom line - if you want to up your AC, you'll need to up your DEX or get some training in armor. Anyone can wear a shield, but you have to spend an action each round to bring it into play. The spells mage armor and shield can help a little.

Mostly, magic items are about what you think is cool or useful. Want to blast more? Get a staff of fire. Etcetera.


If I were to select items for Isabel, it might look like this:

* Staff of Evocation
* A wand of mirror image
* Goggles of Night
*Sleeves of Storage
* A hat of the magi
* A wand of mage armor
*A sorcerer's Kit (dagger, slingshot with 20 sling bullets, adventurer’s pack, bandolier, 2 sets of caltrops, sheath)


Here is my take on a possible Silas build:

Silas Dallimothan Sample Character
Catfolk barbarian 7 Advanced Player's Guide, 8
Uncommon, NG, Medium, Catfolk, Humanoid
Perception +10; low-light vision, scent (imprecise) 30 feet
Languages Amurrun, Common
Skills Acrobatics +11, Athletics +15, Catfolk Lore +9, Diplomacy +15, Genealogy Lore +9, Intimidation +15 (+16 when you physically menace the target of your Coerce or Demoralize attempt.), Society +9, Stealth +11, Survival +8, Thievery +2
Str 19 (+4), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 8 (-1), Cha 18 (+4)
Other Items +1 breastplate, hide, +1 striking fearsome falchion, composite shortbow, javelins (4), arrows (10), backpack, bag of holding I, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, good-aligned oil, grappling hook, ladder feather token, lesser bestial mutagens (2), lesser cheetah’s elixirs (2), lesser drakeheart mutagens (2), moderate darkvision elixirs (2), rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, purse (9 gp; 7 sp)
--------------------
AC 24; Fort +15 (When you succeed at a Fortitude save, treat it as a critical success.); Ref +11; Will +10; +3 against sleep effects and effects that would make you paralyzed.
HP 113 Hero Points 1; Resistances cold 3
--------------------
Speed 15 feet, land on your feet
Melee [1] +1 striking fearsome falchion +16 (forceful, sweep, magical), Damage 2d10+6 Slsh+frightened 1 on a critical hit
Melee [1] claw +15 (agile, finesse), Damage 1d6+6 Slsh
Ranged [1] composite shortbow +13 (deadly (1d10), propulsive, range increment 60 feet, reload 0), Damage 1d6+4 Pier
Ranged [1] javelin +13 (thrown 30 ft.), Damage 1d6+6 Pier
Land On Your Feet When you fall, you take only half the normal damage and don’t land prone.
Rage [1] (arcane, barbarian, cold, concentrate, emotion, evocation, mental) Requirements You aren’t fatigued or raging. Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Feats Ancestral Paragon, Cat's Luck, Catfolk Lore, Courtly Graces, Draconic Scent, Dragon Disciple Dedication, Dragon's Rage Breath, Expanded Luck, Intimidating Glare, Intimidating Prowess, Powerful Leap, Raging Intimidation, Titan Wrestler, Toughness


I'll wait until everyone tells me they're ready with 7th level 2e characters and have all their questions answered before proceeding. But I'm ready to start Chapter Three of The Night of Dissolution: Surgeon in the Shadows.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Ok, so I am planning on doing Barbarian/Dragon Disciple. I do not get any spells unless there is a feat (beyond sorcerer dedication) or something I am missing that would give me a cantrip. I would love Ray of Frost to represent the Silver Dragon in me, but tis not to be..

I put the claws in as a bite as you mentioned before. That can be switched back if you prefer I stick to claws.

I went with Ward instead of Noble. This is to represent that I am part of Dallimothan but not a traditional noble and was fostered into the main family. I did max out my Society and focus on Society feats to represent my growing up in high society and dealing with nobility.

I am taking Heavy Armor Proficiency to represent my Steelblood archetype. I need to calculate Bulk. I just took your item list from above but traded out the armors and got rid of Javelins to drop the weight. If I need to lose the elixirs for the more expensive armor that works, just let me know.

I am not sure that I understand how the Draconic Instict Specialization Ability works. It seems to update the cold damage from the dragon Instinct damage. But it also seems to be referencing the Weapon Specialization damage. So I am sure which bonus it doubles (or more). It seems a bit redundant to have a second ability that doubles a previous ability while raging that is already being doubled while raging, but that seems to be the more likely one that is being amp'ed up.

Silas Draft:

Character Name: Silas
Ancestry & Heritage: Catfolk
Background: Ward [Dalimathion]
Class: Barbarian / Dragon Disciple
Size: Medium Alignmnet: NG Traits: Deity:
Languages: Amurrun, Common

Ability Scores:
Str Mod: 4 Str Score: 18 [+2 Race, +2 Creation, +2 Background, +2 5th]
Dex Mod: 3 Dex Score: 16 [+2 Race, +2 Creation +2 5th]
Con Mod: 3 Con Score: 16 [+2 Creation, +2 Background, +2 5th]
Int Mod: 2 Int Score: 14 [+2 Creation, +2 5th]
Wis Mod: -1 Wis Score: 8 [-2 Race,]
Cha Mod: 1 Cha Score: 12 [+2 Dex]

Armor Class
AC 26 =10 + (Dex [] or Cap[6]) *T*EML + (Item [1])

Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML

Saving Throws
Fortitude: (16) Con [3] + Prof [13] + Item [] TE*M*L
Reflex: (12) Dex [3] + Prof [9] + Item [] *T*EML
Will: (10) Wis [-1] + Prof [11] + Item [] T*E*ML

Hit Points: Max [118] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []

Perception: [+10] Wis[-1] + Prof [11]+ T*E*ML + Item [] -

Speed [25] Ft ; Movement Types & Notes: Climb Speed [10] ft

Melee
Weapon: +1 Striking Fearsome Falchion [16]= Str [4] + Prof [11] + T*E*ML + Item [1]
Dice [2d10] + Str[4] BPS + W Spec[2] + Other [] + Traits []

Weapon: Bite [15]= Str [4] + Prof [11] + T*E*ML + Item []
Dice [d6] + Str[4] BPS + W Spec[2] + Other [] + Traits [Agile, Finese]

Ranged
Weapon: Composite Shortbow [14]= Dex [3] + Prof [11] + T*E*ML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon Proficiencies
Simple: T*E*ML ; Martial: T*E*ML ; Unarmed: T*E*ML ; Other: TEML

Skills
Acrobatics: [12]= Dex [3]+ Prof[9] + *T*EML + Item [] - Armor []
Arcana: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Athletics: [13]= Str [4]+ Prof[9] + *T*EML + Item [] - Armor []
Crafting: [9]= Int [2]+ Prof[7] + TEML + Item []
Deception: [8]= Cha [1]+ Prof[7] + TEML + Item []
Diplomacy: [8]= Cha [1]+ Prof[7] + TEML + Item []
Intimidation: [12]= Cha [1]+ Prof[11] + T*E*ML + Item []
[Catfolk] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
[] Lore: [9]= Int [2]+ Prof[7] + TEML + Item []
Medicine: [9]= Int [2]+ Prof[7] + TEML + Item []
Nature: [9]= Int [2]+ Prof[7] + TEML + Item []
Occultism: [9]= Int [2]+ Prof[7] + TEML + Item []
Performance: [9]= Int [2]+ Prof[7] + TEML + Item []
Religion: [9]= Int [2]+ Prof[7] + TEML + Item []
Society: [15]= Int [2]+ Prof[13] + TE*M*L + Item []
Stealth: [10]= Dex [3]+ Prof[7] + TEML + Item [] - Armor []
Survival: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Thievery: [10]= Dex [3]+ Prof[7] + TEML + Item [] - Armor []

Ancestry Feats and Abilities
Special 1st: Low Light Vision [ See in dim light as bright and ignore the Concealed condition due to dim light.]; Land on your Feet [Take half damage from falling and land on your feet].
Heritage 1st: Claws [Razor Teeth] Catfolk
Feat 1st: Catfolk Lore
Feat: 5th:Climbing Claw [10 ft climb speed]

Skill Feats:
Background:
2nd: Lasting Coercion [Coerce a creature to help you longer]
4th: Courtly Grace [Use Society to get along with nobles]
6th: Connections [Society- Leverage Connections for favors and meetings]

General Feats:
3rd: Armor Proficiency [Heavy]
7th: Toughness

Class Feats and Abilities:
Feature 1st: Rage [Gain Temp HP equal to lvl + Con, lasts 1 min. +2 damage to weapons and unarmed attacks. Half damage on agile weapons. -1 AC. No concentrate actions but can seek. Wait at least 1 minute to Rage again.]
Featuer 1st: Draconic Instinct [Silver- Cone of Cold] Anathema- Respect cannot defy. Can increase Rage damage doubles but does Cold damage and counts as Arcane and Evocation.] Specialization Ability. Increase Rage damage from 4 to 8 and if you have greater Specialization increase it from 8 to 16.] Raging Resistance [ Resist Peircing Damage and cold damage]
Feat 1st: Sudden Charge[2 actions- Stride twice and if enemy is in melee range Strike. Can use while climbing]
Feat 2nd: Dedication Feat- Dragon Disciple [Silver Dragon] Resist Cold 3; +1 vs Sleep and Paralysis;
Feature 3rd: Deny Advantage [Not flat-footed against hidden, undetected or flanking creatures or creatures using surprise attack of my level or lower. They can help others flank me.]
Feath 4th: Draconic Scent [Imprecise Scent within 30 ft]
Feature 5th: Brutality- Access crit specialization for melee and unarmed attacks
Feat 6th: Dragon Breathe [2 actions: 30 ft cone, 1d6 cold damage per level. Half range and damage if you have used it in the last hour. Basic Reflex save.
Feature 7th: Jugernaut- [Master Fort and success=Critical Success]; Weapon Specialization [+2 with expert weapons, +3 with Master weapons, +4 with Legendary weapons]

Inventory:+1 Platemail, +1 striking fearsome falchion, composite shortbow, arrows (10), backpack, bag of holding I, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, good-aligned oil, grappling hook, ladder feather token, lesser bestial mutagens (2), lesser cheetah’s elixirs (2), lesser drakeheart mutagens (2), moderate darkvision elixirs (2), rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, purse (9 gp; 7 sp)

Bulk [4] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
CP: ; SP: ; GP: ; PP:


Silas - lots of ancestries have feats that give them cantrips, but Catfolk isn't one of them. Lots of classes have feats that give cantrips, but barbarian isn't one of them.

So.

If ray of frost is a defining deal, here's how you get it:

1) Take Adopted Ancestry as a 3rd level General feat. That doesn't mean you were adopted by elves or whatever, just that -you- adopted their ancestry and culture. But given that Silas was literally adopted, why not? Then, take an ancestry feat that gives you cantrips. Elves and gnomes are good for that.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Ok, I will fit that in. Dallimothan is all human or are there elves in the family? I am guessing no gnomes.


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Wow, I'm blown away by the Investigator class, especially the various builds you can go with an archetype. This it the most excited I've been about a class since 2e came out. It's no longer an interesting rogue/alchemist hybrid, but a full on Int-based combatant with plot mechanics.

While there are so many different things I would want to try with the class, I'll try to stick to the spirit of Tilver as an armored, alchemy-enhanced warrior. Polearms don't really work with the class anymore and AOOs can't be built around anymore, but I think I can still do something interesting with the Sentinel archetype.


Sounds great, Tim!

I love "Devise a Stratagem". It's a great mechanic. And I can see quite a bit of use for the investigatory parts of the Investigator in this story, too.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Ok, so here would be the build I am going with. The one question is how do I determine the stat to use with Ray of Frost. I went off of Int but if it should be Charisma I will need to move my 5th level bump to Charisma instead.

Also, I am assuming I am trained with the spell type. If not I need to remove the Trained bonus.

Silas:

Character Name: Silas
Ancestry & Heritage: Catfolk
Background: Ward [Dalimathion]
Class: Barbarian / Dragon Disciple
Size: Medium Alignmnet: NG Traits: Deity:
Languages: Amurrun, Common, Draconic

Ability Scores:
Str Mod: 4 Str Score: 18 [+2 Race, +2 Creation, +2 Background, +2 5th]
Dex Mod: 3 Dex Score: 16 [+2 Race, +2 Creation +2 5th]
Con Mod: 3 Con Score: 16 [+2 Creation, +2 Background, +2 5th]
Int Mod: 2 Int Score: 14 [+2 Creation, +2 5th]
Wis Mod: -1 Wis Score: 8 [-2 Race,]
Cha Mod: 1 Cha Score: 12 [+2 Dex]

Armor Class
AC 26 =10 + (Dex [] or Cap[6]) *T*EML + (Item [1])

Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: TEML

Shield (+ ) Hardness: Max HP ()/BT () Current HP ()

Saving Throws
Fortitude: (16) Con [3] + Prof [13] + Item [] TE*M*L
Reflex: (12) Dex [3] + Prof [9] + Item [] *T*EML
Will: (10) Wis [-1] + Prof [11] + Item [] T*E*ML

Hit Points: Max [109] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []

Perception: [] Wis[] + Prof []+ T*E*ML + Item [] -

Speed [25] Ft ; Movement Types & Notes: Climb Speed [10] ft

Melee
Weapon: +1 Striking Fearsome Falchion [16]= Str [4] + Prof [11] + T*E*ML + Item [1]
Dice [2d10] + Str[4] BPS + W Spec[2] + Other [] + Traits []

Weapon: Bite [15]= Str [4] + Prof [11] + T*E*ML + Item []
Dice [d6] + Str[4] BPS + W Spec[2] + Other [] + Traits [Agile, Finese]

Ranged
Weapon: Ray of Frost [13]= Int [2] + Prof [11] + *T*EML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon Proficiencies
Simple: T*E*ML ; Martial: T*E*ML ; Unarmed: T*E*ML ; Other: TEML

Skills
Acrobatics: [12]= Dex [3]+ Prof[9] + *T*EML + Item [] - Armor []
Arcana: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Athletics: [13]= Str [4]+ Prof[9] + *T*EML + Item [] - Armor []
Crafting: [9]= Int [2]+ Prof[7] + TEML + Item []
Deception: [8]= Cha [1]+ Prof[7] + TEML + Item []
Diplomacy: [8]= Cha [1]+ Prof[7] + TEML + Item []
Intimidation: [12]= Cha [1]+ Prof[11] + T*E*ML + Item []
[Catfolk] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
[Geneology] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Medicine: [9]= Int [2]+ Prof[7] + TEML + Item []
Nature: [9]= Int [2]+ Prof[7] + TEML + Item []
Occultism: [9]= Int [2]+ Prof[7] + TEML + Item []
Performance: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Religion: [9]= Int [2]+ Prof[7] + TEML + Item []
Society: [15]= Int [2]+ Prof[13] + TE*M*L + Item []
Stealth: [10]= Dex [3]+ Prof[7] + TEML + Item [] - Armor []
Survival: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Thievery: [10]= Dex [3]+ Prof[7] + TEML + Item [] - Armor []

Ancestry Feats and Abilities
Special 1st: Low Light Vision [ See in dim light as bright and ignore the Concealed condition due to dim light.]; Land on your Feet [Take half damage from falling and land on your feet].
Heritage 1st: Claws [Razor Teeth] Catfolk
Feat 1st: Catfolk Lore
Feat: 5th:Otherworldy Magic [Elf] Ray of Frost
Feat: 9th:
Feat: 13th:
Feat: 17th:

Skill Feats:
Background:Fasciniating Performance [Fascinate a creature. Critically succeed to use in combat.]
2nd: Lasting Coercion [Coerce a creature to help you longer]
4th: Courtly Grace [Use Society to get along with nobles]
6th: Connections [Society- Leverage Connections for favors and meetings]
8th:
10th:
12th:
14th:
16th:
18th:
20th:

General Feats:
3rd: Adopted Ancestry [Elves]
7th: Armor Proficiency [Heavy]
11th:
15th
19th:

Class Feats and Abilities:
Feature 1st: Rage [Gain Temp HP equal to lvl + Con, lasts 1 min. +2 damage to weapons and unarmed attacks. Half damage on agile weapons. -1 AC. No concentrate actions but can seek. Wait at least 1 minute to Rage again.]
Featuer 1st: Draconic Instinct [Silver- Cone of Cold] Anathema- Respect cannot defy. Can increase Rage damage doubles but does Cold damage and counts as Arcane and Evocation.] Specialization Ability. Increase Rage damage from 4 to 8 and if you have greater Specialization increase it from 8 to 16.] Raging Resistance [ Resist Peircing Damage and cold damage]
Feat 1st: Sudden Charge[2 actions- Stride twice and if enemy is in melee range Strike. Can use while climbing]
Feat 2nd: Dedication Feat- Dragon Disciple [Silver Dragon] Resist Cold 3; +1 vs Sleep and Paralysis;
Feature 3rd: Deny Advantage [Not flat-footed against hidden, undetected or flanking creatures or creatures using surprise attack of my level or lower. They can help others flank me.]
Feath 4th: Draconic Scent [Imprecise Scent within 30 ft]
Feature 5th: Brutality- Access crit specialization for melee and unarmed attacks
Feat 6th: Dragon Breathe [2 actions: 30 ft cone, 1d6 cold damage per level. Half range and damage if you have used it in the last hour. Basic Reflex save.
Feature 7th: Jugernaut- [Master Fort and success=Critical Success]; Weapon Specialization [+2 with expert weapons, +3 with Master weapons, +4 with Legendary weapons]
Feat 8th:
Feature 9th:
Feat 8th:
Feature 9th:
Feat 10th:
Feature 11th:
Feat 12th:
Feature 13th:
Feat 14th:
Feature 15th:
Feat 16th:
Feature 17th:
Feat 18th:
Feature 19th:
Feat 20th:

Bonus Feats:

Inventory:+1 Platemail [4], +1 striking fearsome falchion [2], backpack[1], bag of holding I, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, good-aligned oil, grappling hook, ladder feather token, lesser bestial mutagens (2), lesser cheetah’s elixirs (2), lesser drakeheart mutagens (2), moderate darkvision elixirs (2), rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, purse (9 gp; 7 sp)

Bulk [7] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
CP: ; SP: ; GP: ; PP:

Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Spell DC: []= 10+ Key [] + Prof [] + TEML

Magic Tradition:
Cantrips: Ray of Frost [2 actions= 120 ft range- Somatic, Verbal- 3d4+2]

Innate Spell:

Focus Spells:

Spells:


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

So here is what I plan to go with. I took Ray of Frost but I am not sure if I count as trained in it. I also listed it as an Intelligence based spell. If it should be under a different stat I may need to shift some points around.

Silas:

Character Name: Silas
Ancestry & Heritage: Catfolk
Background: Ward [Dalimathion]
Class: Barbarian / Dragon Disciple
Size: Medium Alignmnet: NG Traits: Deity:
Languages: Amurrun, Common, Draconic

Ability Scores:
Str Mod: 4 Str Score: 18 [+2 Race, +2 Creation, +2 Background, +2 5th]
Dex Mod: 3 Dex Score: 16 [+2 Race, +2 Creation +2 5th]
Con Mod: 3 Con Score: 16 [+2 Creation, +2 Background, +2 5th]
Int Mod: 2 Int Score: 14 [+2 Creation, +2 5th]
Wis Mod: -1 Wis Score: 8 [-2 Race,]
Cha Mod: 1 Cha Score: 12 [+2 Dex]

Armor Class
AC 26 =10 + (Dex [] or Cap[6]) *T*EML + (Item [1])

Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: TEML

Shield (+ ) Hardness: Max HP ()/BT () Current HP ()

Saving Throws
Fortitude: (16) Con [3] + Prof [13] + Item [] TE*M*L
Reflex: (12) Dex [3] + Prof [9] + Item [] *T*EML
Will: (10) Wis [-1] + Prof [11] + Item [] T*E*ML

Hit Points: Max [109] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []

Perception: [] Wis[] + Prof []+ T*E*ML + Item [] -

Speed [25] Ft ; Movement Types & Notes: Climb Speed [10] ft

Melee
Weapon: +1 Striking Fearsome Falchion [16]= Str [4] + Prof [11] + T*E*ML + Item [1]
Dice [2d10] + Str[4] BPS + W Spec[2] + Other [] + Traits []

Weapon: Bite [15]= Str [4] + Prof [11] + T*E*ML + Item []
Dice [d6] + Str[4] BPS + W Spec[2] + Other [] + Traits [Agile, Finese]

Ranged
Weapon: Ray of Frost [13]= Int [2] + Prof [11] + *T*EML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []

Weapon Proficiencies
Simple: T*E*ML ; Martial: T*E*ML ; Unarmed: T*E*ML ; Other: TEML

Skills
Acrobatics: [12]= Dex [3]+ Prof[9] + *T*EML + Item [] - Armor []
Arcana: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Athletics: [13]= Str [4]+ Prof[9] + *T*EML + Item [] - Armor []
Crafting: [9]= Int [2]+ Prof[7] + TEML + Item []
Deception: [8]= Cha [1]+ Prof[7] + TEML + Item []
Diplomacy: [8]= Cha [1]+ Prof[7] + TEML + Item []
Intimidation: [12]= Cha [1]+ Prof[11] + T*E*ML + Item []
[Catfolk] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
[Geneology] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Medicine: [9]= Int [2]+ Prof[7] + TEML + Item []
Nature: [9]= Int [2]+ Prof[7] + TEML + Item []
Occultism: [9]= Int [2]+ Prof[7] + TEML + Item []
Performance: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Religion: [9]= Int [2]+ Prof[7] + TEML + Item []
Society: [15]= Int [2]+ Prof[13] + TE*M*L + Item []
Stealth: [10]= Dex [3]+ Prof[7] + TEML + Item [] - Armor []
Survival: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Thievery: [10]= Dex [3]+ Prof[7] + TEML + Item [] - Armor []

Ancestry Feats and Abilities
Special 1st: Low Light Vision [ See in dim light as bright and ignore the Concealed condition due to dim light.]; Land on your Feet [Take half damage from falling and land on your feet].
Heritage 1st: Claws [Razor Teeth] Catfolk
Feat 1st: Catfolk Lore
Feat: 5th:Otherworldy Magic [Elf] Ray of Frost
Feat: 9th:
Feat: 13th:
Feat: 17th:

Skill Feats:
Background:Fasciniating Performance [Fascinate a creature. Critically succeed to use in combat.]
2nd: Lasting Coercion [Coerce a creature to help you longer]
4th: Courtly Grace [Use Society to get along with nobles]
6th: Connections [Society- Leverage Connections for favors and meetings]
8th:
10th:
12th:
14th:
16th:
18th:
20th:

General Feats:
3rd: Adopted Ancestry [Elves]
7th: Armor Proficiency [Heavy]
11th:
15th
19th:

Class Feats and Abilities:
Feature 1st: Rage [Gain Temp HP equal to lvl + Con, lasts 1 min. +2 damage to weapons and unarmed attacks. Half damage on agile weapons. -1 AC. No concentrate actions but can seek. Wait at least 1 minute to Rage again.]
Featuer 1st: Draconic Instinct [Silver- Cone of Cold] Anathema- Respect cannot defy. Can increase Rage damage doubles but does Cold damage and counts as Arcane and Evocation.] Specialization Ability. Increase Rage damage from 4 to 8 and if you have greater Specialization increase it from 8 to 16.] Raging Resistance [ Resist Peircing Damage and cold damage]
Feat 1st: Sudden Charge[2 actions- Stride twice and if enemy is in melee range Strike. Can use while climbing]
Feat 2nd: Dedication Feat- Dragon Disciple [Silver Dragon] Resist Cold 3; +1 vs Sleep and Paralysis;
Feature 3rd: Deny Advantage [Not flat-footed against hidden, undetected or flanking creatures or creatures using surprise attack of my level or lower. They can help others flank me.]
Feath 4th: Draconic Scent [Imprecise Scent within 30 ft]
Feature 5th: Brutality- Access crit specialization for melee and unarmed attacks
Feat 6th: Dragon Breathe [2 actions: 30 ft cone, 1d6 cold damage per level. Half range and damage if you have used it in the last hour. Basic Reflex save.
Feature 7th: Jugernaut- [Master Fort and success=Critical Success]; Weapon Specialization [+2 with expert weapons, +3 with Master weapons, +4 with Legendary weapons]
Feat 8th:
Feature 9th:
Feat 8th:
Feature 9th:
Feat 10th:
Feature 11th:
Feat 12th:
Feature 13th:
Feat 14th:
Feature 15th:
Feat 16th:
Feature 17th:
Feat 18th:
Feature 19th:
Feat 20th:

Bonus Feats:

Inventory:+1 Platemail [4], +1 striking fearsome falchion [2], backpack[1], bag of holding I, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, good-aligned oil, grappling hook, ladder feather token, lesser bestial mutagens (2), lesser cheetah’s elixirs (2), lesser drakeheart mutagens (2), moderate darkvision elixirs (2), rations (1 week)s (2), rope (foot)s (50), sheaths (2), soap, torchs (5), waterskin, purse (9 gp; 7 sp)

Bulk [7] ; Encumbered [9] = 5 + Str[4] ; Maximum [14]= 10 + Str[4]
CP: ; SP: ; GP: ; PP:

Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Spell DC: []= 10+ Key [] + Prof [] + TEML

Magic Tradition:
Cantrips: Ray of Frost [2 actions= 120 ft range- Somatic, Verbal- 3d4+2]

Innate Spell:

Focus Spells:

Spells:


Rules for Innate spells.

Here's the salient points:

*You’re always trained in spell attack rolls and spell DCs for your innate spells, even if you aren’t otherwise trained in spell attack rolls or spell DCs.

*You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

Ok, so I will just shift some stat points around in stats to get a 14-16 in Charisma and the rest will remain the same. Definitely the lvl 5 bump in Int and maybe something from Dex.


AC 25 Nimble Dodge, Mobility| HP 72/78 | Fort (T) +11, Ref (M) +17, Evasion Will (E) +12 | Prcptn: +14 (+16 for Init) | Divine Ally: Shifting | Standard Exploration: Search | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺
Skills:
|Acr(E)+15|Arcn(E)+13|Athl(T)+10|Dcptn(T)+11|Dplmcy(T)+11|Intmdtn(T)+11|Lor e:Clstls(M)+15|Lore:Dmns (M)+15|Lore:Ptls(T)+11|Med(E)+12|Ntr(U)+1|Occlt(T)+11|Prfrm(U)+2|Rlgn(E)+12 |Scty(M)+15|Stlth(E)+16|Thvry(T)+13

Hello peoples!
I'm Gary aka Mirko aka (in this adventure) Tung.
Build posted here for discussion and for GM approval. I will create an actual stat block soon... Looking forward to exploring this new (to me) setting and adventure!

Tung Griftskin (pronounced tongue) is a young human Aasimar Knight of the Pale with a knack for languages and a dagger that glows golden light , matching his eyes. He wants to rid his city of wickedness using speed, agility, and some cloak and dagger subterfuge.

Background:

Working the Docks as a barmaid was rough for Tung’s mother but she made the best of it. With his father absent most of the time (from being a porter/sherpa in the Undercity for the Dungeon) her little “angel” helped when he could by working with his dad. As he grew older, Tung came into his own leading around a ragtag group of kids that roamed the Undercity. “Bright Eyes”, as they knew him, often thwarted other gangs' plans to rob would-be adventurers that frequented the Undercity before journeying deeper below. It wasn’t right that these people were coming to help rid their city of monsters and these kids were taking advantage of them.
Being so close to the “Dungeon” had its hazards. The monsters or demons that sometimes made it up from the depths would wreak havoc until adventurers could put them down. One such time, Tung witnessed a struggle between a well armored man and a demon. Seeing the two locked in a balanced fray, he waited until the demon was distracted before jumping onto it’s back and burying his dagger deep into its hide. The demon fell and the man extended his gratitude with an offer of food and ale. The man’s name was Gile and he was a Knight of the Pale.
After discussions over a drink, he had convinced Tung to journey the Bladechapel and learn more. Ever since that first visit, Tung has been dedicated to eliminating demonic and evil magics and beings from Ptolus. Part of him feels his angelic heritage draws him to such a calling, but mainly he enjoyed the camaraderie of the small Order, where he wasn’t looked upon as an oddity for his glowing eyes. Now grown, his childhood gang While most of his order are sturdy warriors, Tung took on a finesse approach to combat that often left his opponents exposed in their slow reactions and movements.

Appearance:

Tung has pale skin and stands 6 ft tall. But it’s not his tall stature or green skin that make him stand out from the crowd, it’s the glowing gold celestial eyes. The eyes contrast the tusked mouth and dark hair that hangs in a loose ponytail. He missed out on the brawn of his father but the tough-as-nails sinew and muscle made his lean frame move with surprising speed and agility. His leather armor is emblazoned with his order’s sigil but usually remains covered by his heavy black cloak.

Starting Items:
Starting items
6th: 1: travelers any tool
5th: 2: +1 armor, boots of elvenkind
4th: 1: +1 striking dagger
3rd: 2: shadow armor rune, rope of climbing lesser
125 gp
Shortbow (4gp)
20 arrows (2sp)
Rogue kit (sell Rapier for 1gp) (54sp)
Bandolier x2 (2sp)
Candle x4 (1cp)
Healing Potion (Lesser) x2 (24gp)
Holy Water x6 (18gp)
Signal Whistle (8cp)
Cold Iron (low grade) for the Dagger (44gp)
Total Spent: 95gp 8sp 9cp
Remaining: 29gp 1sp 1cp
I'm planning to buy some scrolls, just not sure which ones yet.

Build:

Ancestry: Human Aasimar
Low-light vision (Aasimar)
8HP
25ft Speed
Languages: Common, Aklo, Necril, Shadowtongue
Boost DEX
Boost STR

Background: Child of the Puddles Docks
Trained Acrobatics
Trained Ptolus Lore
Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Boost DEX
Boost CHA

Class: Rogue Thief (Knight of the Pale)
Boost DEX

Four Boosts:
CON
WIS
DEX
INT

Level 1:
Growing up on the Docks and bouncing between there and the Undercity, led to Tung learning a thing or two about life on the streets, where being quick on your feet helped when there was trouble. Oh yea, and his eyes glow in the dark.
Trained Theivery (Thief)
Expert in Perception (Rogue)
Trained in Fortitude (Rogue)
Expert in Reflex (Rogue)
Expert in Will (Rogue)
Trained in Stealth (Rogue)
Trained in a number of additional skills equal to 7 plus your Intelligence modifier
- Arcana
- Athletics
- Diplomacy
- Intimidation
- Medicine
- Occultism
- Religion
- Society
Trained in simple weapons (Rogue)
Trained in the rapier, sap, shortbow, and shortsword (Rogue)
Trained in unarmed attacks (Rogue)
Trained in light armor (Rogue)
Trained in unarmored defense (Rogue)
Trained in rogue class DC (Rogue)
Sneak Attack (Rogue)
Surprise Attack (Rogue)
Nimble Dodge: A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Streewise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Celestial Eyes: You can see through darkness. You gain darkvision.

Level 2:
The Docks had many a people come through there for trade, and Tung's spongy little brain picked up many languages as a child. The more exotic languages he learned during his studies with the Knight of the Pale.
Mobility: You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Multilingual: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
- Halfling
- Orcish
- Abyssal (Master Society Lvl7)
Expert Stealth

Level 3:
Aside from the languages of the Abyss, Knights of the Pale venerate the Saints and draw lessons and power from them.
Deny advantage: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Student of the Canon: You’ve researched many faiths enough to recognize notions about them that are unlikely to be true. If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead. When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.
Expert Arcana

Level 4:
More languages and the mechanical dedication to the Knights.
Knight of the Pale Dedication: You gain Trained proficiency in Religion and Knowledge (Demons). If you are already Trained, you gain Expert Proficiency. Whenever you roll a success on a saving throw against an evil outsider’s special ability, you get a critical success instead. This applies to any abilities that come from being an evil outsider, including an evil outsider’s innate spells (but not its prepared or spontaneous spells).
Expert Religion (KotP)
Trained Lore Demons (KotP)
Multilingual: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
- Dwarven
- Elven
- Catfolk (Master Lvl7)
Expert Acrobatics

Level 5:
What better way to fight demons, than to make your blood toxic to them. Tung's also willing to bleed for the cause, and the Bandolier of Holy Water he wears are all his own blood. Oh yea, and more languages...
4 Ability boosts
- CON
- DEX
- INT
- CHA
Blessed Blood Aasimar: Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 good damage. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your own blood as one of the ingredients.
Multilingual: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
- Celestial
- Infernal
- Necril (Master Lvl7)
Expert Society
Trained Deception (INT increase)
Sneak Attack 2d6
Weapon Tricks: You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

Level 6:
Glowing dagger and continued dedication to expunging demons from Ptolus. And a skill feat to put all those languages to further good use.
The Blade of St. Chausle: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.
Read Lips: You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.
Expert Lore Demons

Level 7:
Let's pickup some scrolls to put our Skills to good use. Oh yea, and even more languages because now it's a thing...
Evasion: You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Trick Magic Item: You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Multilingual: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
- Undercommon
- Gnomish
- Jotun (Master Lvl7)
Master Society
Vigilant Senses: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.


Gary: Nice build. My only critique is the heavy reliance on languages. As a peek behind the curtain, most of those languages will not appear in the campaign. Indeed, languages themselves play only a walk-on role in the story. I think you might be well-advised to place your skill feats into other purposes. Maybe Lore skills?

Here's some Lore that could be useful:

* Ptolus
* History
* The Spire
* Chaos Cults
* Noble Houses
* Politics
* Underworld
* The Dungeon
* Demons
* Undead
* The Dwarvenhearth
* Chaositech
* Firearms
* Celestials
* The Church of Lothian


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Here's my draft of Tilver 2.0. Still debating a few things and I haven't looked at items. I really wanted to take That's Odd just to break/drive the game, but I think Trapfinder might be worth it. I've also leaned into the whole Cult aspect. I like the idea that Chaos Cults confound and terrify him, so he's studied them to take them down.

Tilver 2.0:

Tilver
Male Half-Elf Investigator 7
Background: Gladiator
Senses Darkvision 60ft Perception: +15 [M]
Languages: Common, Elven, Litorian, Abyssal, Draconic, Undercommon

DEFENSES
Hit Points: 85
AC: 26 [T] Bulwark
Fort: +11 [T] Ref: +12 [E] Will: +13 [E]

OFFENSE
Class DC: 23 [T]
Speed: 20
Melee +1 Striking Elven Curve Blade +16, 2d8+6 (S) (elf, finesse, forceful)
. . +1 Striking Light Hammer +16, 2d6+6 (B) (agile, thrown 20ft)
. . +1 Striking Shortsword +16, 2d6+6 (P) (agile, finesse, versatile S)
Ranged +1 Striking Crossbow +13, 2d8+2 (P) (deadly d10)

Statistics
Str 18, Dex 12, Con 14, Int 18, Wis 14, Cha 10

Ancestry Abilities
Low-Light Vision See in Dim Light as though it was bright light
Natural Ambition Gain a Level 1 Class Feat (Known Weakness)
Elven Weapon Familiarity Trained in bows, longsword, rapiers; Gain access to all uncommon elf weapons. For the purpose of proficiency, advanced elf weapons are martial weapons.

Class Abilities
Pursue a Lead One per 10 minutes, spend 1 minute designating a subject as the target of your active investigation. Whenever you attempt a Perception or skill check to investigate the subject, you gain a +1 bonus to the check. You can maintain 2 active investigations at one time. If you Pursue a Lead after that, the subject must be different and you give up on a subject of your choice. Once you've given up a subject, you can't pursue it again until after you make your daily preparations.
Clue In (R) Once per 10 minutes, Share information with a creature attempting to investigate your investigation. They gain a +1 to that check.
Devise a Stratagem (>) Once per round, choose a creature you can see and roll at d20. If you strike the creature later this round, you must use the result of the roll instead of rolling normally. You make this substitution only on the first strike against the creature. When you make this substitution, you can add your Intelligence mod to the attack roll instead of Strength or Dexterity as long as you are using an agile or finesse melee weapon, agile or finesse unarmed attack, a ranged weapon, or a sap.
Strategic Strike When you make a strike that adds your Intelligence mod to your attack due to Devising a Stratagem, you deal an addition 1d6 damage.
Methodology (Alchemical Sciences) Trained in crafting, gain Quick Tincture action and Alchemical Crafting feat. Each time you gain a level, you learn a alchemical formula for an item of a level you can create. Each day, you can create a number of Versatile Vials equal to your Int modifier.
Quick Tincture (>) Use a Versatile Vial to create a alchemical elixir or tool of your level or lower. This item only lasts until the end of your turn.
Keen Recollection Your proficiency bonus for untrained Recall Knowledge checks is equal to your level instead of +0
Skillful Lessons At 3rd level and every odd-level, you gain a skill feat for a Int, Wis, or Cha-based skill, for for the skill gained in your methodology.
Weapon Specialization +2 to weapon damage with expert weapons.

Class Feats
Trap Finder +1 to Perception to find traps, to AC vs. traps, and to saves vs. traps. Automatically get a roll to notice traps.
Known Weakness When you Devise a Stratagem, you get a Recall Knowledge check as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 bonus to your attack roll from Devise a Stratagem. If you immediately convey this information, each ally gains a +1 bonus to their next attack roll against the subject until your next turn.
Shared Stratagem When you hit a creature with an attack that you substituted your Int mod for your standard modifier, designate 1 ally. The creature you hit is flatfooted to that ally for his next attack until your next turn.
Sentinel Dedication Become trained in one further armor type. Whenever any armor proficiency advances, you gain that proficiency level in the armor type granted by this feat.
Alchemical Discoveries Learn 2 formulas each time you level up instead of 1. The number of Versatile Vials you can create increases by 1.

General/Skill Feats
Impressive Performance You can make an Impression with Performance instead of Diplomacy
Alchemical Crafting Use Craft to make alchemical items. Add 4 common formulas for 1st level items to your formula book
Specialty Crafting +1 to crafting check
Armor Proficiency Become trained in medium armor
Forensic Acumen Perform a forensic examination on a body in half the time. If you succeed, you can attempt an immediate Recall Knowledge check to follow up on a clue with a +2 bonus.
Battle Medicine (>) Attempt a medicine check as Treat Wounds. Target is immune to your Battle Medicine for 1 day.
Additional Lore (Chaos Cults) Gain a Lore skill. Auto advances at 3rd, 7th, and 15th levels.
Continual Recovery When you Treat Wounds, the patient's cooldown is 10 minutes rather than 1 hour.
Schooled in Secrets You notice the signs and symbols of mystery cults. Use Occultism in place of Gather Information about such groups.
Toughness Gain extra hitpoints; Recovery checks at 9+dying value.

SKILLS
Acrobatics +10 [T], Arcana +13 [T], Athletics +15 [E], Crafting +15 [E], Deception +9 [T], Diplomacy +9 [T], Intimidation +9 [T], Lore (Gladiatorial) +13 [T], Lore (Chaos Cults) +17 [M], Medicine +13 [E], Nature +2, Occultism +13 [T], Performance +9 [T], Religion +2, Society +15 [E], Stealth +10 [T], Survival +2, Thievery +10 [T]


Looks good, Tim. For what it's worth, I don't have any problems with "That's Odd". If I don't want you to find something, I won't put it there. If I do, this makes sure you find it. It's not like the villain will have monologued his plans, written them down and stuffed them in a not-quite-closed drawer for you to find. You'll still have to put the pieces together. This just ensures that a competent detective can -find- those pieces.


Base Atk +3; CMB +3; CMD 16 Human sorcerer 7 Advanced Player's Guide N Medium; Perception +10 AC 23; Fort +13; Ref +13; Will +12 HP 64 Focus Points 2 Hero Points 1

I think Isabel is done. I got a couple of languages. What would be common in Ptolus.

Isabel:
Isabel
Human sorcerer 7 Advanced Player's Guide
N, Medium, Human, Humanoid
Perception +10
Languages Common
Skills Alcohol Lore +10, Arcana +10, Cult Lore +10, Deception +13, Diplomacy +13, Intimidation +13, Medicine +10, Occultism +14, Society +10, Stealth +15
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 19 (+4)
Other Items dagger, dagger, greater staff of fire, sling (20 sling bullets), bedroll, belt pouch, belt pouch, caltrops (2), caltrops (2), chalks (10), flint and steel, lesser healing potions (2), rations (1 week)s (2), rations (1 week)s (2), rope (foot)s (50), sheath, sheath, sleeves of storage, soap, torches (5), wand of fleet step, wand of heal, waterskin, purse (23 gp; 5 sp)
--------------------
AC 23; Fort +13; Ref +13; Will +12
HP 64 Focus Points 2 Hero Points 1
--------------------
Speed 25 feet
Melee [1] dagger +13 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4 Pier
Melee [1] dagger +13 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4 Pier
Melee [1] greater staff of fire +9 (two-hand (1d8), evocation, magical,staff), Damage 1d4 Blud
Ranged [1] dagger +13 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4 Pier
Ranged [1] dagger +13 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4 Pier
Ranged [1] sling +13 (propulsive, range increment 50 feet, reload 1), Damage 1d6 Blud
Occult Sorcerer Spellcasting DC 25, attack +15; 4th (3 slots) chroma leach, fly, phantasmal killer 3rd (4 slots) chilling darkness, haste, heroism, paralyze 2nd (4 slots) darkness, dispel magic, faerie fire, invisibility 1st (4 slots) grim tendrils, magic missile, magic weapon, phantom pain Cantrips (4th) chill touch, detect magic, guidance, shield, telekinetic projectile
Focus Spells 2 Focus Points, DC 25; 4th Dim the Light, Steal Shadow
Feats Advanced Bloodline, Clever Improviser, Courtly Graces, Dangerous Sorcery, Hobnobber, Intimidating Glare, Natural Skill, Reach Spell, Shadow Mark, Skill Training, Streetwise, Trick Magic Item, Untrained Improvisation
Other Abilities - custom -, blood magic (shadow), bloodline, component substitution, expert spellcaster, magical fortitude, signature spells, signature spells, signature spells, sorcerer spellcasting, spell repertoire

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Are We Ready Yet?

Here’s where I think we are:

Dain - Pondering.

Isabel - Mechanically ready. Still buying gear.

Silas - Mostly ready. Going to shift some points in Charisma.

Tilver - Ready.

Tung - Ready, but GM suggests he dump the linguistic.

I’m itching to get back to it, so sound off when you’re ready.

Could we shoot for tomorrow?


Base Atk +3; CMB +3; CMD 16 Human sorcerer 7 Advanced Player's Guide N Medium; Perception +10 AC 23; Fort +13; Ref +13; Will +12 HP 64 Focus Points 2 Hero Points 1

I'm ready. I think I've got all my gear.


Silas:
The truth is that the Dallimothan family does indeed descend from dragons who could take human form. It goes back to at least the time of Father Claw and Ni-Gorth, some eight thousand years ago. Only House Vladaam is older.

Occasionally, humans or elves would join the family by marriage, producing half-dragon sons and daughters. Of the current family, there are five half-dragons and six full-blooded (or nearly so) dragons. Strangely enough, not all the dragons that have been, or currently are, part of the family have been of the same type. Most have been metallic, but there have even been a few chromatic wyrms as well. Of the six dragon family members, four are silver, one is gold, and one is bronze. This draconic interbreeding has produced interesting offspring over the millennia. One type or another almost always breeds true, but the individuals sometimes possess unique abilities. They usually seem in some way superior to a typical member of their type.


Isabel: Languages useful in the campaign: It being Ptolus, nearly everyone speaks Tarsian (Common). However, Ptolusites speak many languages and of course, ancient languages are part of the campaign as well.

LANGUAGES

The languages spoken and read in throughout the world of Praemal are numerous and varied. Most of the major idioms appear in the list below.

Abyssal: The language of Hell itself, spoken by demons and their fiendish ilk. Thousands of years ago the Dread One, Eslathagos Malkith, adopted this language and taught it to his creations and servants. It remains common among many aberrations and other monstrous beings.

Charad: The Charad Titans, who visited the shores of the Whitewind Sea six millennia ago, had their own extremely sophisticated language. It is known only to a handful of elven scholars today.

Common (Imperial): A variation of Old Prustan, this language could be called “New Prustan.” Carried throughout the known world by the men and women who forged the Empire of Tarsis, it is now common in every land. If nothing else, it provides a way for people to conduct trade without the need of translators or spells.

Draconic: Vying for oldest language with Elder Elvish and Dwarvish, Draconic has always been spoken by dragons. Many other creatures have since picked it up—some reptilian in nature, others
not. Quite a number of magical works are written in Draconic.

Dwarvish: Unlike the language of the elves (see below), Dwarvish has remained almost entirely unchanged in the thousands of years of dwarven civilization. A modern dwarf could find an ancient scroll of her most distant ancestors and would be able to understand the vast majority of it. The fact that their mother tongue has for so long remained unchanged says more about dwarves than their language. Dwarvish words are typically short, with many compound word constructions that create new words as needed.

Elvish: A newer tongue based on an older version, Elvish is surprisingly different from its parent language, Elder Elvish. Modern Elvish is, in fact, no closer to Elder Elvish than it is to Halfling or Gnomish. It is a lyrical, beautiful language that almost sounds particularly to humans) like singing when spoken correctly. Elvish boasts a huge and very precise vocabulary.

Elvish, Dark: Like Elvish, this language has Elder Elvish as its root, but it has deviated from it so much that today it is not very similar to Elvish. It has many subtly different words for betrayal, but no words for charity or benevolence.

Elvish, Elder: Virtually a dead language, the original tongue of the elves may be the oldest language in the world. With a very few exceptions, no one speaks it any longer. The letters in Elder Elvish also represent numbers, which makes it easy to craft double meanings with words and numbers.

Gnomish: Gnomish also derives from Elder Elvish. Some say it has been influenced by Dwarvish, but this is true in only minor ways.

Halfling: The language of the halflings descends from Elder Elvish and an ancient language of humans called Westron (see below). It
is a far simpler tongue than its predecessors.

Litorian: A gruff language, Litorian is interesting because it seems unrelated to any other tongue spoken in the world.

Old Prustan: An old language of humans, Prustan sounds harsh when compared to those derived from Elder Elvish. This tongue shares a few similarities with Dwarvish, but not many. Today only scholars speak it.

Orcish: Interestingly, this language is a mixture of Westron and Abyssal. Originally, orcs spoke Abyssal, taught to them by their creator, the Dread One. After his destruction, they fled west, where they became heavily influenced by the cultures there.

Palastani: A rather simple language, Palastani is once again coming into vogue, after having faded considerably during the height of the Empire of Tarsis.

Nallish: This crude, simple language is used by the people of Nall and the barbarian tribes of the east.

Undercommon: This derivative of Elder Elvish is mixed with Abyssal and Draconic. Originally, it was the language of the dark elves. It has since become almost unrecognizable as related to any of its roots.

Uraqi: Another human tongue, Uraqi is very different from Old Prustan and even Westron, having originated in ancient Kellisan, far to the south. It is spoken almost exclusively in Uraq and along the coast of the Southern Sea (a relic of the fact that Uraq conquered most towns and cities along that coast long ago).

Westron: Perhaps the oldest human language—older even than Old Prustan—is Westron. Some scholars believe it was a common tongue of
much older times, long before the Empire. Some believe the language was given to humans by the Creator himself.


Skills:
Acrobatics: 12, Arcana: 11, Athletics: 14, Crafting: 1, Intimidation: 15, Catfolk Lore: 11, Geneology Lore: 11, Society: 15, Survival: 11
Litorian Barbarian 8 (DD- Silver Draconic Bloodline) - HP 124/124 , AC 27 (11 Temp HPs; Resist 6: Piercing/Cold while Raging) - Perception +11 (Scent); - F: +17/ R: +12/ W: +11 ; Active Condition- None; Default Exploration Activity: Search

I speak Draconic and Common on that list. And if there is a different language for Lithorian, Litorian I am guessing, instead of the pathfinder language.


AC 25 Nimble Dodge, Mobility| HP 72/78 | Fort (T) +11, Ref (M) +17, Evasion Will (E) +12 | Prcptn: +14 (+16 for Init) | Divine Ally: Shifting | Standard Exploration: Search | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺
Skills:
|Acr(E)+15|Arcn(E)+13|Athl(T)+10|Dcptn(T)+11|Dplmcy(T)+11|Intmdtn(T)+11|Lor e:Clstls(M)+15|Lore:Dmns (M)+15|Lore:Ptls(T)+11|Med(E)+12|Ntr(U)+1|Occlt(T)+11|Prfrm(U)+2|Rlgn(E)+12 |Scty(M)+15|Stlth(E)+16|Thvry(T)+13

I’m mulling over some choices but I’ll post final build tomorrow morning bright and early. Ditching linguistics thought for sure.


AC 25 Nimble Dodge, Mobility| HP 72/78 | Fort (T) +11, Ref (M) +17, Evasion Will (E) +12 | Prcptn: +14 (+16 for Init) | Divine Ally: Shifting | Standard Exploration: Search | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺
Skills:
|Acr(E)+15|Arcn(E)+13|Athl(T)+10|Dcptn(T)+11|Dplmcy(T)+11|Intmdtn(T)+11|Lor e:Clstls(M)+15|Lore:Dmns (M)+15|Lore:Ptls(T)+11|Med(E)+12|Ntr(U)+1|Occlt(T)+11|Prfrm(U)+2|Rlgn(E)+12 |Scty(M)+15|Stlth(E)+16|Thvry(T)+13

I have added my justification for seeking out the party. I've also finalized the build. Additional Lore is really underrated! I didn't realize it scaled so well with level. I ditched multilingual for Additional Lores (Celestial and Demon (am I Dan Brown?!?)), Unmistakable Lore, Nimble Crawl, and Quiet Allies.

GM, the Knights of the Pale dedication is supposed to raise Religion and Lore Demons to Expert, if I'm already Expert in Demons, can I take training in Lore Undead? If not, I'm fine with removing it and leaving as is.

I also Raised my Medicine skill and bought some Healer's tools, a spyglass (I've been watching you!), and a scroll of see invisibility (pesky demons and their magics!).

If all looks well, I'll draft my full character sheet/profile in the next day or so, but don't let that stop play. :)

Background addendum:

Words of the heroes' deeds may not have traveled far and wide across the city, but some small circles pay close attention to the wickedness of the city and seek those out of like mind railing against it. Having kept tabs (from afar or following from a distance) on the party, Tung has determined this group to be worth allying with after watching them enter and exit the Vladaam before being set upon by wolves. He will seek them out to learn their motives, and join them if they’re up to (no?) good. The Knights of the Pale are a smaller order, so allying one of their members with parties or factions (like the Church) is the most efficient way to further their cause (destroying all things evil).

Starting Items:
Starting items
6th: 1: travelers any tool
5th: 2: +1 armor, boots of elvenkind
4th: 1: +1 striking dagger
3rd: 2: shadow armor rune, rope of climbing lesser
125 gp
Shortbow (4gp)
20 arrows (2sp)
Rogue kit (sell Rapier for 1gp) (54sp)
Bandolier x2 (2sp)
Candle x4 (1cp)
Healing Potion (Lesser) x2 (24gp)
Holy Water x3 (9gp)
Signal Whistle (8cp)
Cold Iron (low grade) for the Dagger (44gp)
Spyglass (20gp)
Scroll of See Invisibility (12gp)
Healer's Tools (5gp)
Remaining: 1gp 1sp 1cp

Build:

Ancestry: Human Aasimar
Low-light vision (Aasimar)
8HP
25ft Speed
Languages: Common, Abyssal, Undercommon, Draconic No more languages...
Boost DEX
Boost STR

Background: Child of the Puddles Docks
Trained Acrobatics
Trained Ptolus Lore
Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Boost DEX
Boost CHA

Class: Rogue Thief (Knight of the Pale)
Boost DEX

Four Boosts:
CON
WIS
DEX
INT

Level 1:
Trained Thievery (Thief)
Expert in Perception (Rogue)
Trained in Fortitude (Rogue)
Expert in Reflex (Rogue)
Expert in Will (Rogue)
Trained in Stealth (Rogue)
Trained in a number of additional skills equal to 7 plus your Intelligence modifier
- Arcana
- Athletics
- Diplomacy
- Intimidation
- Medicine
- Occultism
- Religion
- Society
Trained in simple weapons (Rogue)
Trained in the rapier, sap, shortbow, and shortsword (Rogue)
Trained in unarmed attacks (Rogue)
Trained in light armor (Rogue)
Trained in unarmored defense (Rogue)
Trained in rogue class DC (Rogue)
Sneak Attack (Rogue)
Surprise Attack (Rogue)
Nimble Dodge: A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Streewise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Celestial Eyes: You can see through darkness. You gain darkvision.

Level 2:
Mobility: You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Lore (demons): You knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore.
Expert Stealth

Level 3:
Deny advantage: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Quiet Allies: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
Expert Arcana

Level 4:
Knight of the Pale Dedication: You gain Trained proficiency in Religion and Knowledge (Demons). If you are already Trained, you gain Expert Proficiency. Whenever you roll a success on a saving throw against an evil outsider’s special ability, you get a critical success instead. This applies to any abilities that come from being an evil outsider, including an evil outsider’s innate spells (but not its prepared or spontaneous spells).
Expert Religion (KotP)
Trained Lore Undead (KotP gives Demons but can I sub Undead for that since I’m already Expert?)
Nimble Crawl: You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone
Expert Acrobatics

Level 5:
4 Ability boosts
- CON
- DEX
- INT
- CHA
Blessed Blood Aasimar: Your freshly spilled blood is sanctified, and ingesting it causes effects similar to those of holy water. Whenever a fiend, undead, or creature with a weakness to good damage drinks your blood or deals piercing or slashing damage to you with jaws, fangs, or a similar attack, that creature takes 1d6 good damage. You gain a +4 circumstance bonus to Crafting checks to Craft holy water using your own blood as one of the ingredients.
Additional Lore (celestials): You knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore.
Expert Society
Trained Deception (INT increase)
Sneak Attack 2d6
Weapon Tricks: You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

Level 6:
The Blade of St. Chausle: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.
Read Lips: You can read lips of others nearby who you can clearly see. When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.
Expert Medicine

Level 7:
Evasion: You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Trick Magic Item: You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Unmistakable lore: You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you are trained, if you roll a critical failure, you get a failure instead. If you’re a Master in a Lore, on a critical success, you gain even more information or context than usual.
Master Society
Vigilant Senses: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.


Tung Griftskin wrote:
Additional Lore is really underrated! I didn't realize it scaled so well with level.

Yes, it's the stealth star of the show, as far as I'm concerned. I love Additional Lore.

Tung Griftskin wrote:
GM, the Knights of the Pale dedication is supposed to raise Religion and Lore Demons to Expert, if I'm already Expert in Demons, can I take training in Lore Undead? If not, I'm fine with removing it and leaving as is.

No, there's a specific way these things work. When a multiclass dedication gives you a skill, it gives it at Trained and lets you choose something else if you're already trained. But the "other" dedications often give you the skill at Trained or at Expert if you're already Trained. So just build your character in such a way that they're not expert in that skill when they acquire the dedication.


CariMac/Isabel, I sent you a Private Message a few days ago. Did you see it?


AC 25 Nimble Dodge, Mobility| HP 72/78 | Fort (T) +11, Ref (M) +17, Evasion Will (E) +12 | Prcptn: +14 (+16 for Init) | Divine Ally: Shifting | Standard Exploration: Search | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺
Skills:
|Acr(E)+15|Arcn(E)+13|Athl(T)+10|Dcptn(T)+11|Dplmcy(T)+11|Intmdtn(T)+11|Lor e:Clstls(M)+15|Lore:Dmns (M)+15|Lore:Ptls(T)+11|Med(E)+12|Ntr(U)+1|Occlt(T)+11|Prfrm(U)+2|Rlgn(E)+12 |Scty(M)+15|Stlth(E)+16|Thvry(T)+13

I have Additional Lore Demons so I have to be Expert in that skill at Level 4. I'm fine with foregoing the extra skill training. I have plenty already....

I'm done! :)


Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision | Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 | Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Any of those languages typically used by the Chaos Cults that we've encountered? Or Cults in general?


Not really, no. Just Common for the most part.


Male Half Elf Oracle 8 (Streets of Ptolus) - HP 96/96, AC 25 - Perception +14 (+16 for Initiative, Low Light Vision)- F: +12/ R: +12 / W: +16 - Speed: 25 - Hero Points: 2/2, Active Conditions: None; Default Exploration Activity: Search

i might be able to put Dain 2.0 together tonight - but probably not if I have to do it by hand. Any suggestions for a good character gen app?

Scott, have you seen this Oracle feat? Flavor-wise, it seems to be made for Dain, but i don't know how useful it would be. Also, it requires the GM to do the work so if you have any thoughts, let me know.

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