Golden Orb

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4,054 posts. Alias of Azih.


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I think we can take them, we have an extra bard and cleric along with the three of us!


How many of each enemy do we see?


Er, I made a Goblin Bard but I'm thinking that's one choice that won't work for this time in Sandpoint right...?


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Apologies for losing track of this. If you'll still have me I'll try and get setup soon.


Isn't Owlbear Rodeo meant for this sort of stuff?


I could do a ranged bard to fill in some gaps


So we have a Champion, a Fighter, and a Psychic so far!


Will deactivate tomorrow. I guess we can communicate over DMs on the next game!


Happy Easter weekend to those who celebrate.


If you need a PC then I am good to create a simple bard to fill out a table.

Thanks to Drunken Turtle for the post that kicked off this mini character creation session/game.


can you play PFS without going through the extra steps of making a PFS character? Can non PFS characters play with PFS characters and PFS characters can still get credit?


I'll be deactivating the campaign in about a week. Thanks so much for coming along with the ride and creating your amazing characters!


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My novel is about a young woman growing up in and having to defend a Muslim Matriarchal society. It's a speculative history novel and coming out this fall. If anyone is interested in learning more than just DM me!

If it's a short game then I wouldn't mind joining in as a support character who doesn't RP much just because I want to preserve my bandwidth! Bard maybe?


I think DM DoctorEvil (Magnus) had a plan for that?

Either way I wish I could do something but I really should be focusing on trying to get people to buy my novel this September lol. I really had fun here though, and if you want to check out OriginPath on Itch where I have the full writeup of how to run this kind of pf2e character creation that would be cool also.

And feedback on how to improve this method of doing character creation would be appreciated also!


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Pf2e standard is to double the total.

So it would have been a 12 overall

You know I'm going to say that Neppka knocks Neilar out cold with the last hit and has to run off for help. Neppka hit Neilar really good before too.


Perfect way to end is with the first nat 20 and a final teaching moment.

While mostly critical fails and successes happen when the roll for a check fails or succeeds by 10 or more, the natural 20 and natural 1 are special as they change the degree of success by 1 (up 1 for the 20 and down 1 for the 1)!


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Yeah I hope it was a good learning tool and/or fun to explore your character's backstories!

Final Rolecall

Ho'okepa: A Champion of a shark/nature deity following in the footsteps of his elder sister who has disappeared on a quest
Boudoon: A sensitive soul with a desire for adventure and psychic powers that he's not the best at.
Magnus: A studious gnome wizard who has specialized in the staff and has a familiar.
Krryst'all: A lazy frog who is very talented at walking the wilds, dancing, and being a Monk who is a savant with the bow.
Qwerk: A surprisingly sturdy kobold with a loving family and a nose for grave robbing/tomb raiding and draconic sorcerous powers!
Neppka: A tengu blessed with storm powers and who has trained with weapons for as long as he can remember


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And that's it for everyone in terms of playing with the abilities that your characters have been acquiring as they journey from childhood to being adventurers!

I think a few of you have already done this but at this point there's no more new abilities that your character will get at Level 1. But there are a few more things that you'll get to get to level 1.

Final Four Attribute Boosts: This is where you can get your primary stat to +4 if you choose but that's not necessary to have a fun character. Remember you can't boost any stat more than once per stage.

Equipment: All the equipment that you've been playing with over the course of your earlier years don't count. Now you have a flat 15 gold to buy the actual equipment you'll use to adventure in the world.

Level 1: For those of you playing along with only adding a +2 or +4 to your proficiency from being trained or expert... well now you finally get to turn that to a +3 or a +5! Every level you gain from here will also keep adding to your proficiency so you should see a noticeable increase in power every time you get to a new level.

Here's a handy checklist of things to look over to see if everything is finalized after you buy your equipment and update your proficiency numbers and final boosts!

Perception:
Saving Throws:
Armor Class:
Strikes:
Skills:
Class DC:
Spell Attacks, Spell DC, and spells for Spellcasters!

And then you'll be done!


Krrystall: You hit one of the two hanging coconuts with your melee abilities and hit both of your archery targets with one of the absolutely shattering into pieces! (Crit hit AND max damage roll. Nice.)

It earns you a nod of approval but also you have to replace the shattered coconut so it's more work for you!

End scene

Neppka: Neliar grunts as Neppka delivers two very hard hits and also throws him off guard!

You can roll another strike on an off guard Neilar to end scene. Snagging Strike gets you that so the DC to hit will only be 10.

Then End Scene.


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Neppka continues his martial training and as he grows up he shows a lot of aptitude and Nellar is glad to teach the young tengu everything he knows.

You're using a one handed weapon and a wooden shield as Nellar moves around you, are you using a sword?

In the first round of training Nellar suddenly moves faster than his usual cautious steps and leaves an opening!

Use the Reactive strike reaction that you get as a Fighter to get a hit in!

In the second round
Nellar instructs Neppak to raise his shield and accept a hit from Nellar and absorb the damge with a Block!

Club damage: 1d6 + 4 ⇒ (5) + 4 = 9

Fighters also get the Shield Block reaction, which in this case will allow Neppak to reduce the damge by 3 as that's the hardness of the wooden shield.

Finally in the third round Nellar raises his own shield and challenges Neppka to get through his guard.

Use the Snagging Strike special action that you get from your feat choice


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Will try and get Neppka's final scene posted over the weekend or later today!


The four free attribute boosts will allow you to boost Strength as it's a different step from the Class and it's Key attribute step of character creation.

PF2e allows you to have +4 in one stat by allowing you to boost in each of the four steps where you can boost
Ancestry
Background
Class
Details (Details is where the four free boosts are and one we haven't done yet as you're not level 1 yet)


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You get to pick something else to bump up to Trained. Pathfinder2e is very stingy with proficiency upgrades because of Balance(TM)


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Cazlan is going to make his Will Save at +3

Cazlan Will Save: 1d20 + 3 ⇒ (13) + 3 = 16

The very obvious display of spellcasting completely shocks Cazlan and his crew. They were expecting to jump a solo graverobber, not a magic user.

As this happens an arrow comes flying out from the trees towards the humans and one of them nearer the back cries out in pain as her knees buckle and she goes down. You see Alzuu not only causing damage but also taking coin purses

Hey, you leave our brother alone! she says as she backs off and brandishes a throwing dagger.

Seems like Vuld and Alzuu were watching out for you and Cazlan's group is not ready for anything like this.

They scatter.

Vuld comes out from his hiding spot and gives you a look. You throwing glitter at people now? And why d'you look different? Did you get cursed?

After your reaction it'll be End Scene!


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Qwerk:

You've had a very good day, dungeon delving or grave robbing or however you wish to describe it. A tip you got from one of your fences led you to an obscure barrow with a very narrow entry recently revealed during a heavy rainstorm. You're able to squeeze in and find some very valuable trinkets with no protection for a change.

Squirming your way back out with a full sack is a little bit frustrating, but the real problem is the small gang of smelly humans that is waiting for you outside. Seems like you're not the only one who found out about the place or... were you followed?

Qwerk the golden kobold, full of things to sell, maybe if we beat him up, we'll get rich as well! The leader sneers Now hand your little sack over and we'll give you a copper for going in there and saving us the trouble. Keep our clothes from getting all muddy.

Do you know this joker?

The situation is serious, you can't really tell how many of them there are but they all seem armed and you're all alone!

The tingles you've been feeling from time to time suddenly comes back but with a level of force that almost makes you pass out from the intensity, the almost overwhelming emotion that you're feeling though is one of outrage and wounded pride. How Dare They?

Your choice, either follow the rules and cast the fear spell on the leader which you get from your bloodline, or the flurry of claws focus spell which you also get! All your spellcasting is also coming from the sorcerer class features such as Spell DC, Spell attack etc.

Either way you feel your scales get harder and shinier as this completely unprecedented and unexpected flood of magic bursts out through you and onto the would be robbers!


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Neppka: You're onto your class! Let me know if you have any questions.

Qwerk: Will try and post a sorcery scene today!

We're nearly at the end. Hope everyone's been enjoying this!


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Neppka: Perhaps it's the peaceful life he has enjoyed ever since they settled down that has made Neppka feel distracted. Maybe that's also why he's not able to muster the necessary force of will on the advancing cat.

Neppka, you there! Neilar's voice comes from down the trail. The cat almost jumps out of it's skin and dashes away from the young Tengu.

Not the best day for Neppka! But End Scene!


Krrystal:

You continue to expand the breadth of your abilities, not only are you an amazing walker of the wilds, and a delightful performer, but as you've grown you have entered into being a practitioner of the martial arts of your people.

This comes with a lot of training and sweat. You are going through a drill today. The first involves a sprint through the undergrowth (which is second nature to you) and then right after the expectation of hitting a set of hanging coconuts that are there for this very purpose.

Spend two actions moving to the targets and then attack the coconuts with unarmed melee attacks twice. The Monk Flurry of Blows special action allows you to attack twice with one action! MAP applies though. DC12 to hit. Roll damage to hit which will be a 1d6 instead of a 1d4 for most people thanks to the Monk's powerful fist class feature

Then you are to pick up a shortbow and a quiver climb up a tree to sight a target 30 feet away and fire two arrows in quick succession at the target.

Spend an action picking up the bow, another climbing up the tree and then fire twice at the target. Monastic Archer Stance allows to use Flurry of Blows with bow weapons like a shortbow

This all takes only 12 seconds, but... how out of your four attacks, how many landed?


Neppka:

You've grown up and have focused a lot of your time in honing your martial skills. In a moment of rest you're thinking about why it is you've thought it so important to do this.

Roll your newly trained warfare lore skill, and based on the roll, if you wish, elaborate on the kind of threats that you're training yourself to face! DC12 will get you a success!

As you do so you hear a growl and turn to see a large hunting cat slowly coming towards you. You can tell it's not in good shape but it's still a threat. You've grown up to be strong and intimidating so you decide to just scare it off!

Roll your now trained Intimidation skill to use the Demoralize action! DC10 as the animal is already nervous. Because of your fancy Intimidating Glare skill feat you don't get a penalty as most people need to make themselves understood in order to be threatening, but you don't!


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I'll try and do Krrystall and Neppka tomorrow. Qwerk are you good for making your sorcerer choices?


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Ho'okepa:

You miss U'ilani after she leaves on her trip but you focus that energy into making her proud of you.

You're facing Ho'omalu again and he nods at you. Before we begin, show me that you are truly a follower of Kamohoali'i, channel their power!

He's asking you to do something that you've started to feel within you... the aura of your deity which is the Champion's Aura special ability.

Then he calls over another one of your fellow trainees and gets them to stand next to you (can you describe who they are and your relationship with them?)

You can defend yourself bruddah, but show how you protect OTHERS he says and lashes out at the trainee and it's a solid hit! You've learned Ho'omalu can basically land hits on you at will but this is the first time he's asking you to put all of your training drills as a champion into live practice!

Use your Retributive Strike Reaction which is a special reaction for the Justice Cause, it lets you reduce the damage by your level+2 (so 2) AND you get to roll an attack against Ho'omalu!

Then it's your turn you look at the wince on your fellow's face and know they're still hurting.

Keep them in the fight. Ho'omalu orders. You are being trained to protect and heal so the Lay on Hands spell is a part of your education and training, but... as you go to do it, you feel another aspect of your deity come rushing up!.

Follow the rules of casing Vibrant Thorns, then follow the rules for casting Lay on Hands on your friend. Finally you can attack again as both of these were single action spells (though they did cost focus points!).

Ho'omalu's eyebrows raise and the first of the spell and lands a hit on you. It earns him 1d6 ⇒ 4 damage. Casting Lay on Hands made Vibrant Thorns more powerful

Hah, that stings. You're full of surprises today. Good ones though!


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Boudoon:

Despite your success as a craftsman and an artist you find yourself with a wanderlust that compels you to explore the surrounding wilds. It's in one of these days that you are walking through the forest that you hear a snarl and see, to your horror, a wolf coming straight for you!

1st round:
Something... shifts in your mind... and you throw your hands out and utter a short shout... and feel... faster! and you take off running!

Follow the rules of Warp Step and spend a focus point to Amp it. Not only does Psychic give you this spell but it also gives you a better version that you can make even better by spending a focus point! You're running faster than the usual spell AND it only took you an action to cast it.

How do you feel about what's happening and the energies you are able to command? Are you even thinking about it or just panicked for your life?

2nd round
To your horror the wolf is keeping pace with you and your mind opens up even more and you use the Psychic's unique Unleash Psyche free action. Can you describe this?

Whether you notice it or not, your body becomes hazy as you use the Fade into Daydreams special psychic action.

These are special abilities that are provided by the Psychic class!


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I had Eid today so no post today. Will try for tomorrow. Thanks for your patience!


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Sorry wasn't able to get to it today. Will try getting some scenes up over the weekend but if not then next week!


Magnus:

As you progress in your studies there are a *lot* of practical tests. One of them is to see your ability to cast a spell more than once.

Prepare a spell and cast it, following the rule of the spell, then cast it again using the special Drain Bonded Item reaction to pass the test.

Questions:
• What spell did you prepare and are casting for this test? Are there any safety precautions?
• What item have you chosen to be your bonded item?
• How does it feel to succeed? Are your examiners impressed with you?

As you're finishing up, one of the examiners makes a snarky comment about you not being disciplined enough to have joined one of the established schools of magic you could have so you decide to demonstrate what your self-study has taught you!

Drain Bonded Item AGAIN and cast the spell again, you can do this because of unified theory

Then you cast the focus spell you have mastered of the hand of the apprentince to hurl a piece of chalk at a target

Follow the rules for hand of the apprentice to cast it which you got from unified theory

Then you brandish your staff and cast the spell or cantrip you've prepared in it, your choice!

Follow the rules for the spell. You got this from your Staff Nexus Thesis

Which spell do you cast? Also what does your staff look like?

How does this extra work that wasn't called for go over?

Finally as you leave the building you find your Raven sitting in the eaves waiting for you. You ask it to do something.

You can use the Command an Animal action and have a familiar thanks to the Familiar feat you got as part of unified theory

What did you ask Nevermore to do? And how did Nevermore feel about it?

You can tell because Familiar gives you an empathic connection to your familiar unlike a regular pet


Boudoon: Because of how Wandering Reverie works your Key ability score is going to have to be Charisma. Does that change your mind about your subconscious Mind choice?


Qwerk and Krrystall after you're done finishing up your background stage, time to make class choices! I know Qwerk is a sorcerer, you will get your level +1 to proficiency after the class stage is done!


Qwerk: Thanks to Experienced Smuggler your roll would be a minimum of 10 and that's enough to get past the guards

Qwerk is able to get all of his trinkets past the guards but doesn't have the best luck in getting a good deal, but it's alright. It's still been a successful trip!

And with that you're on to the Class stage!

Krrys'tall:
While Krrys'tall's leaping and cavorting doesn't *really* fit any of the themes or characters of the tripkee songs, the enthusiasm and the skill of the young frog causes a lot of laughter and delight and until the sudden burst fades, the energy of the community is kept high!

Later the more experienced musicians, who thankfully are open to new ideas, have sessions with Krrys'tal where they incorporate his abilities in dance more with the music.

Onto the class stage for Krrys'tall as well!


Krry'stal:

Along with being excellent at navigating the wilds, you show yourself to be a frog of many interests and you always take enthusiastic part in the communal singing that happens very regularly.

One night as you're maintaining the chorus (which is how the young can start participating) a tropical thunderstorm starts and the sound of the rain and the lightning and thunder is so loud that no one can hear the singing!

You get the idea to keep people entertained in some way and you based on what you know of the music you start to try and dance to the beat!

Roll Recall Knowledge action using Music Lore, and then roll Acrobatics to Perform. You're trained in both thanks to Nimble Performer and thanks to Acrobatic Performer feat you can roll Acrobatics to perform!


Qwerk:

As you grow up, maybe inspired by your childhood experience or the knowledge that your home tunnels are close to ancient burial grounds, you start to explore and get quite good at finding these places and the treasures and traps they sometimes contain. Luckily for you, though you don't realize it, the civilization or civilizations that created these weren't very powerful and so the traps and magic aren't deadly.

How does your family feel about it? Do your siblings help or do they have their own pursuits?

Either way the trinkets you find are celebrated and it's deemed to be a good idea for you to go to the nearest above ground town or city to trade some of them for other things your family would want.

There are laws against grave robbing though so you have to get your finds past the guards and find the shady characters willing to buy them!

Roll Stealth to smuggle please and then the Underworld Lore skill to see how well you do at selling your goods!, you get trained proficiency in both thanks to Grave Robber background


Neppka: Time for you to determine what your very very electrical Tengu grows up to be. Background choice time!

Background:
Background Boosts:
Lore Skill:
Skill Feat:


Neppka:
BatReflex: 1d20 + 1 ⇒ (8) + 1 = 9

The Bat gets shocked, plummets for a bit and then manages to flap and speed away!

Neilar was more worried about the lightning hit you took but seeing lighting shoot *out* of your hands has his jaw hanging.

Hey.. kid... are you ok? It seems like he didn't even realize there was a bat.

You can respond and then... end scene!


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Will try and post tomorrow!


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Gah, I meant Krrrystal!


Neppka. Im good with your proposed changes so justblet me know what you end up with.


Ho'okepa: Has made ancestry and background choices, to make Class Choices!
Boudoon: Has made ancestry and background choices, to make Class Choices!
Magnus: Has made ancestry and background choices, to make Class Choices!
Krryst'all: Has made ancestry choices, to make background choices.
Qwerk: Has made ancestry, to make background choices
Neppka: Has made ancestry choices, currently playing ancestry

Ok, three of you are at the class stage so let's talk about it so you can start making your choices.

Honestly class is the biggest determinant of how your character will interact with the world as poor Boudoon is about to find out.

You get so much!

Hit points: Hit points added from class on top of the ones you already got from ancestry, this is what makes first levels have higher hp than in d&d and pf1. I think it might be fun to have backgrounds give hp too... but that's homebrew and we're not doing that here.

Roleplay Tips: Kind of a guide on how a standard interpretation of the class will see and be seen in the world. These are useful in understanding the class but not necessary to follow.

Initial Proficiencies: we've been seeing proficiencies, but they apply to more than just skills, they apply to saves, armor, weapons, spells, it really ensures that every one of your abilities are governed by the same numerical rules, and the class makes that clear. Let me know if you have any questions on this.

Spellcasters get spell attack proficiency which affects Spell DCs and others have character DCs that fulfill a very similar role (used for special abilities that might be there).

Class features that are unique to the class. This includes class feats which provide a lot of customisation for the class. A lot of classes (though not all) also get a 'class subtype' type of feature like Druid Orders.

You also get a single attribute boost that's defined by the class, it might be a choice like for Fighter or it might be baked in like for Cleric, or it might be adjusted by a class feature choice.

This is where spellcasting is also introduced in depth though a lot of you experienced spellcasting earlier thanks to ancestry choices!

So here's the new things you get as a list!

Class:
HP:
Class attribute boost (might be a choice):
Proficiencies (some are choices):
Level 1 Class features (Might include a class feat choice or 'subclass' type choices):
Spellcasting details (for spellcasting classes and will include a choice of spells):

So Ho'okepa, Boudoon, Magnus, let's start discussing Class Choices!

Krryst'all, Qwerk, and Neppka, let me know how you're doing with your play and choices. No rush!


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Magnus: Yup you're supposed to fill it out as you go so at this point you should have your attribute ancestry and background boosts, and the proficiency levels you've been getting along the way. Your max should be +4 at this stage, but honestly it's not a big deal if you've made yourself level 1 and picked a class as well. As long as you're enjoying the play and learning the game, it's working!

Boudoon:

Boudoon knows exactly what kind of sculpture to create and does a wonderful job of it. I imagine that he might feel that he's found his profession for life!

Magnus:

Magnus not only knows what spell it is but everything about it and he's able to incorporate that knowledge into his essay answer. He's got the reputation of being an excellent student. How does he feel about that?


Magnus:

You're in class and the teacher is casting a spell in the tradition of magic that you have focused on (Is it Arcana, Nature, Occultism, or Primal)? and the task is to identify the spell and write a paragraph on the history of the spell.

As this is a common spell of 2nd rank or lower, you just automatically identify it thanks to the Recognize Spell unique reaction that you gained from the background (What spell is it?). Go ahead and roll an Identify magic check though to see if you get a critical success! You got training thanks to the background.

Then Roll Academia Lore (which you have training on thanks to the background) to see how well you know the history of the spell and how well you convey it in your written assignment.


Boudoon:

You are in a workshop and have been tasked with creating a small statue.

You decide to create something that you think the person in charge of the workshop will like.

Roll a Recall Knowledge check using Guild Lore (Artisan background gives training in this) to see what kind of scultupure you should make.

And roll a Crafting check with a +1 bonus (bonus from the Specialty Crafting feat you got from Artisan plus it gives you trained proficiency in this as well) to see how well you make it!


Neppka:

As you grow up you find yourself strangely comfortable in stormy weather. One incident in particular happens when you're outside in a very rainy day with thunder and lightning booming and flashing around you. Can you tell us if you're outside alone in this weather or is someone with you?

A flash of lightning comes down and hits a tree and then flashes right at you! You're knocked back by the force, but strangely don't feel hurt at all! (Stormtossed gives you electric resistance of 1 which is enough to make this 0)

As you lie on your back staring up at the rainy sky you see the shape of a large bat, probably spooked by the lightning swooping right at you! You don't know what's happening and so you scramble for a stone to put in your sling and fire it at the bat!

(Usually because of the concealment caused by the rain you'd have to roll a flat check to even have a chance of hitting, but thanks to Stormtossed there's no such concealment. Go ahead and roll a strike for the sling!)

Right after you fling the stone though, you feel a buildup of energy that you cannot explain and you fling your hand out and lighting comes out towards the bat!

Follow the rules for the electric arc spell to cast it!

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