
Alister Medvyed |

Ok, here's my attempt at Alister in 2e. I decided to keep him as a bard for all the buffing cantrips, but I did give him the Champion dedication. I also gave him the divine blade feat, though I know getting Lay on Hands is probably better. I also just gave him equipment that I felt he needed without paying much attention to wealth. Beyond weapons and armor, he doesn't have any other magic items.
This is the first time I've tried to make a high level character. Much less spell power than in 1e, but he's more capable in a fight. The proficiency levels for skills act as a harsh gateway for feats. It just feels like he should be expert in more things even though his bonuses are pretty high.
Alister
Male Human Bard 7
Background: Noble
CG Medium Humanoid
Senses Normal vision Perception: +11 [E]
Languages: Common, Jotun, Elven, Sylvan
Defenses
Hit Points: 92
AC: 26; +1 Full Plate [T]
Fort: +12 [T] Ref: +11 [E] Will: +11 [E]
Offense
Speed: 20
Melee +1 Striking Longsword +14, 2d8+4 (S) (Versatile P)
. . +1 cold iron (low-grade) morningstar +14, 1d6+4 [P] (Versatile P)
. . dagger +13, 1d4+4 [P] (agile, finesse, thrown 10ft, versatile S)
Ranged +1 Shortbow +10, 1d6 [P] (deadly d10)
Spells
Occult Spell DC: 25 [E]
Occult Spell Attack: +15 [E]
Focus Points 2
Focus spells Counter Performance; Lingering Performance
Performance Cantrips Inspire Courage; Inspire Defense
Cantrips Light, Message, Ghost Sound, Shield, Telekenetic Projectile
1st level (3/day) Liberating Command, Fear, True Strike, Soothe (signature)
2nd level (3/day) Blur, False Life (signature), Dispel Magic
3rd level (3/day) Heroism (signature), Invisibility Sphere, Hypnotic Pattern
4th level (2/day) Fly, Phantasmal Killer (signature)
Statistics
Str 18, Dex 10, Con 16, Int 14, Wis 10, Cha 18
Ancestry Feats
Clever Improviser Gain Untrained Improvisation feat; you can attempt trained skill actions even if untrained.
Class Abilities
Muse: Maestro Inspired by music or a performance
Lightning Reflexes Become Expert in Reflex saves
Signature Spells One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Expert Spellcaster Occult spell attack and spell DCs increase to Expert
Class Feats
Lingering Composition Learn the Lingering Composition focus spell; Increase focus pool by 1.
Champion Dedication (Liberator) Devote yourself to a Deity; take on their anathema and follow the champion's code and alignment restrictions. Become trained in light, medium, and heavy armor proficiency.
Inspire Defense Learn the Inspire Defense composition cantrip
Divine Ally (Sword) Each day, choose a property rune effect for your weapon: disrupting, ghost touch, returning, shifting. Also gain the weapon's critical specialization effect.
General/Skill Feats
Fascinating Performance Fascinate with a Performance check vs Will DC. Target is immune for 1 hour. Expert can fascinate up to 4 targets; Master can fascinate up to 10 targets; Legendary can fascinate any number.
Charlatan When you activate a magic item, attempt a Deception check vs. Perception DC. If you succeed, the target believes you cast the spell yourself.
Courtly Graces Use Society to make an impression on a noble.
Trick Magic Item Use Arcana, Nature, Occult, or Religion checks to activate magic items. GM determines DC for each item.
Hobnobber Gather Information takes half as long. As a Master in Diplomacy, you can Gather Information at the normal speed and critical failures count as failures instead.
Group Impression Use Make an Impression against multiple targets. Trained = 2 targets; Expert = 4 targets; Master = 10 targets; Legendary = 25 targets
Untrained Improvisation Gain proficiency bonus equal to half your level instead of +0. At 7th level, gain full level as bonus.
Intimidating Prowess +1 circumstance bonus to Intimidate when you can physically menace the target. Increased to +2 if you have Str 20 and Master in Intimidate.
Toughness Increase hitpoints by your level. DC of recovery checks is 9+dying value
Skills
Acrobatics +7, Arcana +11 [T], Athletics +13 [T], Crafting +11 [T], Deception +13 [T], Diplomacy +15 [E], Intimidation +17 [M], Lore (Genealogy/Heraldry) +11 [T], Medicine +9 [T], Nature +7, Occultism +11 [T], Performance +13 [T], Religion +9 [T], Society +11 [T], Stealth +7, Survival +7, Thievery +7
Equipment
Worn backpack, belt pouch, bandoleer, Bag of Holding, +1 full plate
Weapon +1 striking longsword, +1 cold iron morningstar, +1 shortbow, arrows (30), dagger, alchemist's fire, acid flask
Stowed Bedroll, chalk, crowbar, flint & steel, healer's tools, rope, rations, sheath, thieves' tools, torch, waterskin, minor healing potion
Coin

Mikhail Templeson |

How are we determining items and value? I was assuming we had the same items or is there a different way? I did not think Alister was in full plate.

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I don't know why I'm having such a hard time converting Grimnir to 2e.
I think I've got an idea of what a dwarven paladin would look like, which is a Stonelord, and all the 2e stuff seems super generic so far.
I'm sure more options will be forthcoming, but I'm not sure what to do with Grimnir at this point. :/
It probably doesn't help that I've only played 2e once, as well.

Mikhail Templeson |

I am pretty sure Grimnir has always been a goblin alchemist with high deception to make everyone think he was a dwarf warrior. :D

GM Tarondor |

Tim - Alister looks good. Different, but good.
Thomas - Alister is picking up the Champion dedication, so he'll be a bit of a Chaotic Good paladin/bard - a natural leader. So yeah, he'll change a bit.
PW - Yeah, the system is new and doesn't yet have some of the bits a more mature system might have, like a Stonelord paladin. Perhaps I can work with you to make something that will make you happy (or content?)
I think that your best chances for dwarven customization are going to lie in the Ancestry feats. However, I want to direct your attention to the Living Monolith archetype in the the Lost Omens World Guide . You might find that to be a good stony addition to the basic paladin.
Some thematic ancestry feats might be Avenge in Glory, Heroe's Call, and Mountain's Stoutness.
Hope that helps.

Aristu Medvyed |

Hey, all. Sorry for the disappearing act. Hopefully, I have gotten over the work mountain - we've converted regular rooms to isolation rooms in most of the hospitals in the area, and things should start to move back towards normal this week.
I got home tonight to find that Amazon had delivered my PF 2.0 Core Rulebook, so I'll try and dive into that in the next few days to convert Aristu. It looks like the Primal spell list that Fey blooded sorcerers have access to is fairly weak in Enchantment and Illusion spells - although the Feyblood granted spells do fix things a bit on the Enchantment side. The core illusion spells seem to be Arcane and Occult only, so i will look at the Wizard (or maybe Bard) dedication feats to see if that will work to give me access to Illusory Object/Creature/etc.

Mikhail Templeson |

I was building a Cleric with a Champion Dedication. It may make sense to go with something different so the whole party doesn't end up Champions since that is what probably makes sense for Grimnir as well.

GM Tarondor |

Hey, all. Sorry for the disappearing act. Hopefully, I have gotten over the work mountain - we've converted regular rooms to isolation rooms in most of the hospitals in the area, and things should start to move back towards normal this week.
First of all, Nick, I think that's amazing! What is your expertise, that you know how to do that?
I got home tonight to find that Amazon had delivered my PF 2.0 Core Rulebook, so I'll try and dive into that in the next few days to convert Aristu. It looks like the Primal spell list that Fey blooded sorcerers have access to is fairly weak in Enchantment and Illusion spells - although the Feyblood granted spells do fix things a bit on the Enchantment side. The core illusion spells seem to be Arcane and Occult only, so i will look at the Wizard (or maybe Bard) dedication feats to see if that will work to give me access to Illusory Object/Creature/etc.
Huh, that is surprising, but you're right. I guess they were thinking "nature" and not "fey hijinks."
I'm writing a guide to the Pathfinder wizard (likely still months from completion),but I can tell you that there is plenty of room for Aristu and Piotr to differentiate themselves (more than in the bard class, I think). That said, if you want to try to cleave closely to your 1e identity, you could take a sorcerer bloodline that gets you the arcane tradition, but use feats to grab some primal cantrips and spells (much easier to do in this edition).

GM Tarondor |

I was building a Cleric with a Champion Dedication. It may make sense to go with something different so the whole party doesn't end up Champions since that is what probably makes sense for Grimnir as well.
Your choice, of course, but I'd say that a Cleric with the Champion dedication is fairly different from a bard with the Champion dedication and that's still different from a Champion. It just means a heavily-armored party.
Or maybe you take a fighter dedication instead?
Another way to go is just to take a cleric with the Warpriest doctrine. It doesn't get you heavy armor, but it does free up those feats for something more cleric-y.

Alister Medvyed |

Alternatively, Mikhail, you could be a fighter with a cleric dedication. A sword-and-shield fighter is really good in 2e with how shield block works. Or you could go full greatsword with power attack. It's devastating. And just have spells for backup/buffing.
Aristu, I think Bard dedication with Fey sorcerer would be good. Keep in mind, however, that your Occult spell attack/DC will not advance with your Primal spell attack/DC. So it could make for relatively weak illusions/enchantments. Alternatively, you could go Hag bloodline. It mentions changlings and the hexes/curses might mechanically fit too. You could reflavor it to be a sort of a "so beautiful, it drives you mad" thing.
Alister was never in heavy armor before, and if I gave him more dex, he could do medium armor instead. This Alister is much more a lead from the front-type. I did think about doing the Dex route instead and giving him a bow and rapier. The biggest thing is not having the skill versatility that he did in 1e. But in 2e, you can't have that and be the performance buffer.

Mikhail Templeson |

I was looking at the fighter and cleric dedication or the cleric with the fighter dedication.
You can't convert to healing in this edition so how much actual healing is needed?

Alister Medvyed |

Healing is needed a lot in this edition. It actually can be very brutal. However, spells are almost always used for in-combat healing. Out of combat, there are multiple ways to heal that don't use spell slots. Medicine is the most common. Make a DC15 skill check and you heal 2d8. Crit that (make a 25) and you heal 4d8. It's common to have 2 or more people in a party that are investing in Medicine to be downtime healers. Two feats that are nearly mandatory for any healers are Ward Medic and Continual Healing, but they're both skill feats and open to everyone.
2e has multiple mechanics that all take 10 minutes to perform. Medicine checks are one of them. Fixing a shield takes 10 minutes. Regaining focus spells takes 10 minutes. In practice, that means that nearly everyone has something to do after a fight that takes 10 minutes, and therefore everyone wants to take at least 10 minutes after a semi-serious fight. The question of when to rest is now, when to take a 10-30 minute break. After about 30 minutes, the party should have refreshed a lot of resources and is ready to roll again. Maybe not in tip top shape, but enough to handle a serious fight again. Yes, spellcasters are supposed to be using cantrips nearly all the time.
Cleric do get extra spell slots just for healing spells. So they're still the best at healing. Plus, Medicine is driven off Wisdom, so they're natural healers out of combat too. No converting spell slots, but you get dedicated ones, so your normal slots can be for other spells.
Cantrips, combat feats, skill effects = At-will powers - Your bread and butter tactics you use nearly every round
Focus spells (lay on hands), shield block, rage = Encounter Powers - Use it once each fight, but essentially unlimited each day (or 240 times/day, I guess)
Normal spells, alchemy = Daily Powers - Hold it for the real challenges

Mikhail Templeson |

So Abadar's favored weapon is a crossbow and I was looking for the rules on them, but as far as I can tell there are no loading time rules and the Fighter feat that lets you shoot multiple arrows as one action works with the crossbows since they are part of the Bow group.
Is this correct?

Alister Medvyed |

Ranged weapons have a Reload value. Here's the relevant passage:
Source Core Rulebook pg. 279
While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.
An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.
Something about that passage seems overly complicated to me (isn't a -, the same as a 1 then?), but basically, crossbows still require an action to reload. But you get 3 actions now, so you could fire a loaded crossbow, reload, then fire again in a single round. I think there's a fighter or ranger feat that reduces the reload time.

Alister Medvyed |

Ok, here's Alister with a Dex focus. More bardy with an Imperial sorcerer dedication to speak to his possible backstory. This Alister would be more of a commander: doing buffs, demoralizing enemies, and blasting them with spells. Faster with nearly the same AC, less hp, more skills, including Lore (Greenbelt), more focus points and more ways to use them. Overall probably more versatile except in a straight up fight. This might be more faithful to 1e Alister even though 1e Alister had Strength focus.
Alister
Male Human Bard 7
Background: Noble
CG Medium Humanoid
Senses Normal vision Perception: +11 [E]
Languages: Common, Jotun, Elven, Sylvan
Defenses
Hit Points: 85
AC: 25; +1 Studded Leather [T]
Fort: +11 [T] Ref: +15 [E] Will: +11 [E]
Offense
Speed: 25
Melee +1 Striking Rapier +14, 2d6+1 (P) (Deadly d8, disarm, finesse)
. . +1 cold iron (low-grade) light mace +14, 1d4+1 (B) (agile, finesse, shove)
. . dagger +13, 1d4+1 [P] (agile, finesse, thrown 10ft, versatile S)
Ranged +1 Striking Shortbow +14, 2d6 [P] (deadly d10)
Spells
Focus Points: 3
Focus spells Counter Performance; Lingering Performance, Ancestral Memories
Performance Cantrips Inspire Courage; Inspire Defense
Arcane Spell DC: 23 [T]
Arcane Spell Attack: +13 [T]
Cantrips: Detect Magic, Ray of Frost
Arcane Tattoo DC: 25
Arcane Tattoo Spell Attack: +15
Cantrip: Electric Arc
Occult Spell DC: 25 [E]
Occult Spell Attack: +15 [E]
Cantrips Light, Message, Ghost Sound, Shield, Telekenetic Projectile
1st level (3/day) Liberating Command, Fear, True Strike, Soothe (signature)
2nd level (3/day) Blur, False Life (signature), Dispel Magic
3rd level (3/day) Heroism (signature), Invisibility Sphere, Hypnotic Pattern
4th level (2/day) Fly, Phantasmal Killer (signature)
Statistics
Str 18, Dex 10, Con 16, Int 14, Wis 10, Cha 18
Ancestry Feats
Arcane Tattoos Gain an arcane cantrip usable at-will
Clever Improviser Gain Untrained Improvisation feat; you can attempt trained skill actions even if untrained.
Class Abilities
Muse: Maestro Inspired by music or a performance
Lightning Reflexes Become Expert in Reflex saves
Signature Spells One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Expert Spellcaster Occult spell attack and spell DCs increase to Expert
Class Feats
Lingering Composition Learn the Lingering Composition focus spell; Increase focus pool by 1.
Sorcerer Dedication (Imperial bloodline) Gain 2 Arcane cantrips; become Trained in Arcane spells; Gain 2 skills
Inspire Defense Learn the Inspire Defense composition cantrip
Basic Bloodline Spell (Imperial) Gain Ancestral Memories focus spell; Increase focus pool
General/Skill Feats
Fascinating Performance Fascinate with a Performance check vs Will DC. Target is immune for 1 hour. Expert can fascinate up to 4 targets; Master can fascinate up to 10 targets; Legendary can fascinate any number.
Courtly Graces Use Society to make an impression on a noble.
Trick Magic Item Use Arcana, Nature, Occult, or Religion checks to activate magic items. GM determines DC for each item.
Toughness Increase hitpoints by your level. DC of recovery checks is 9+dying value
Group Impression Use Make an Impression against multiple targets. Trained = 2 targets; Expert = 4 targets; Master = 10 targets; Legendary = 25 targets
Untrained Improvisation Gain proficiency bonus equal to half your level instead of +0. At 7th level, gain full level as bonus.
Battle Medicine Make a Treat Wounds check during combat; Target is immune to Battle Medicine for a day
Battle Cry When you roll initiative, demoralize a target as a free action; if Legendary, demoralize as a reaction on a successful attack roll
Skills
Acrobatics +13 [T], Arcana +11 [T], Athletics +8, Crafting +9, Deception +13 [T], Diplomacy +15 [E], Intimidation +17 [M], Lore (Genealogy/Heraldry) +11 [T], Lore (Greenbelt) +11, Medicine +9 [T], Nature +9 [T], Occultism +11 [T], Performance +13 [T], Religion +7, Society +11 [T], Stealth +11, Survival +7, Thievery +11
Equipment
Worn backpack, belt pouch, bandoleer, Bag of Holding, +1 studded leather
Weapon +1 striking rapier, +1 cold iron light mace, +1 striking shortbow, arrows (30), dagger, alchemist's fire, acid flask
Stowed Bedroll, chalk, crowbar, flint & steel, healer's tools, rope, rations, sheath, thieves' tools, torch, waterskin, minor healing potion
Coin

Mikhail Templeson |

As I play around with builds I have to say that I like so much about Abadar, but in a system that seems to actually care about the deities favored weapon, the crossbow is such a super sad weapon.

GM Tarondor |

As I play around with builds I have to say that I like so much about Abadar, but in a system that seems to actually care about the deities favored weapon, the crossbow is such a super sad weapon.
Oh I don't know. The same damage as a composite longbow, a better range and it doesn't have the Volley trait, which is important. It's slower, but in 2e that doesn't matter so much because of the Multiple Attack Penalty. If you fire three arrows from a longbow, your third attack is at a -10, so you're usually far better off doing something else, like taking cover. This means they have a similar effective rate of fire.

Mikhail Templeson |

Ok, so I made three builds because I find too much fun in making characters.
The first is the closest to what he is now. The second drifts, and the third assumes that I give Alister my Full plate and turn to a modest life of tending to the people of the Greenbelt as more of a monk priest then a warrior and embrace the crossbow. I could probably embrace it with the second build as well if we want to not make drastic life changes over the next two years.
Some of the skill feats are subject to changes. In regards to magic items, for the first two builds I tried to keep the items as close as I could to what I had in 1e. For the last I assume I traded in items to get this. Sadly, some of my items no longer exist.
Bye Pearls. :(
Character Name: Mikhail
Ancestry & Heritage: Human
Background: Field Medic
Class: Cleric [Champion Devotion]
Size: Medium Alignmnet: LG Traits: Human, Humanoid Deity: Abadar
Ability Scores:
Str Mod: 4 Str Score: 18 [+2 human, +2 Field Medic, +2 Step 6, +2 5th level]
Dex Mod: 0 Dex Score: 10 []
Con Mod: 2 Con Score: 14 [+2 Step 6, +2 5th level, ]
Int Mod: 0 Int Score: 10 []
Wis Mod: 4 Wis Score: 18 [+2 Wis Class bonus, +2 Step 6, +2 Field Medic, +2 5th level]
Cha Mod: 3 Cha Score: 16 [+2 Human, +2 Step 6, +2 5th level]
Armor Class
AC 27 =20 + [7] armor (Dex [0] or Cap[0]) *T*EML + (Item [])
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML
Shield (+ 1 ) Hardness: Max HP ()/BT () Current HP ()
Saving Throws
Fortitude: (14) Con [2] + Prof [12] + Item [] T*E*ML
Reflex: (10) Dex [0] + Prof [10] + Item [] *T*EML
Will: (16) Wis [4] + Prof [12] + Item [] T*E*ML
Hit Points: Max [96]= Human [8] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [16] Wis[4] + Prof [12]+ T*E*ML + Item []
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon:"Civility" Greatsword [14]= Str [4] + Prof [10] + *T*EML + Item []
Dice [d12s] + Str[4] BPS + W Spec[] + Other [] + Traits [Versatile P]
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: +1 Striking Crossbow [13]= Dex [0] + Prof [12] + T*E*ML + Item []
Dice [d8P] + Special [] BPS + W Spec[] + Other [] + Traits [-] Reload 1
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: *T*EML ; Martial: TEM: ; Crossbow: *T*EML ; Unarmed: *T*EML
Skills
Acrobatics: [10]= Dex [0]+ Prof[10] + *T*EML + Item [] - Armor []
Arcana: [8]= Int [0]+ Prof[8] + TEML + Item []
Athletics: [14]= Str [4]+ Prof[10] + *T*EML + Item [] - Armor []
Crafting: [12]= Int [0]+ Prof[12] + T*E*ML + Item []
Deception: [11]= Cha [3]+ Prof[8] + TEML + Item []
Diplomacy: [13]= Cha [3]+ Prof[10] + *T*EML + Item []
Intimidation: [11]= Cha [3]+ Prof[8] + TEML + Item []
[] Lore: [8]= Int [0]+ Prof[8] + TEML + Item []
Warfare Lore: [10]= Int [0]+ Prof[10] + *T*EML + Item []
Medicine: [12]= Int [0]+ Prof[12] + T*E*ML + Item []
Nature: [8]= Int [0]+ Prof[8] + TEML + Item []
Occultism: [8]= Int [0]+ Prof[8] + TEML + Item []
Performance: [8]= Int [0]+ Prof[8] + TEML + Item []
Religion: [14]= Int [0]+ Prof[14] + TE*M*L + Item []
Society: [10]= Int [0]+ Prof[10] + *T*EML + Item []
Stealth: [8]= Dex [0]+ Prof[8] + TEML + Item [] - Armor []
Survival: [10]= Int [0]+ Prof[10] + *T*EML + Item []
Thievery: [8]= Dex [0]+ Prof[8] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Special 1st: What is this? I did not find it anywhere.
Heritage 1st: Skilled Heritage [Craft]: Trained in a skill, expert at 5th.
Feat 1st: Haughty Obstinacy [Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).]
Feat 5th: Clever Improviser: Gain Untrained Improvisation and you can attempt skills normally even if untrained and training is required.
Untrained Impovisation:
Feat 9th:
Feat 13th:
Feat 17th:
Skill Feats:
Background: Battle Medic(ine- I think)
2nd: Student of Canon
4th: Quick Repair
6th: Magical Crafting
8th: Sacred Defense
10th:
12th:
14th:
16th:
18th:
20th:
General Feats:
3rd:Toughness: +1 HP per level and +1 on recovery checks.
7th: Fleet
11th:
15th
19th:
Class Feats and Abilities:
Feature 1st: Shield Block Feat[]
Feature 1st: Deadly Simplicity [Crossbows go up by 1 die type]
Feat 1st: Harming Hands: Harm does D10's instead of d8's.
Feat 2nd: Champion Dedication [Trained in Light, Medium, Heavy Armor. Trained in two skills. Trained in Champion Class DC.]
Feature 3rd: Martial Weapon Trained
Feat 4th: Channel Smite: Expend a Harm or Heal on an attack and do negative or postive energy damage with the weapon damage.
Feature 5th: Alertness [Expert Perception]
Feat 6th: Champion's Reaction: Retributive Strike [You pritect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2+Level. If the foe is within reach make a melee strike against it.]
Feature 7th: Expert w/Crossbow. Gain critical specialization effect. Divine Spell DC If needed.
Feat 8th: Divine Ally: Blade Ally [Gain a property rune Disruption, Ghost Touch, Returning or Shifting and gain the weapon's Critical Specialization Effect.]
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:
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:
Detect Magic:
Divine Lance:
Light:
Shield:
Stabilize:
Innate Spell:
Focus Spells:
Spells:
Level 1 (3):
[Illusory Spell- Diety Spell]
Ray of Enfeeblement
Harm x2
Level 2 (3):
Harm
See Invisibility
Restoration
Level 3 (3):
Circle of Protection
Heroism
Vampiric Touch
Level 4 (3+4):
[Creation- Diety Spell]
Freedom of Movement
Harm x2
Heal x4
Ancestry & Heritage:
Background: Field Medic
Class:Fighter
Size: Medium Alignmnet: LG Traits: Human, Humanoid Deity: Abadar
Ability Scores:
Str Mod: 3 Str Score: 16 (+2 start, +2 5th, +2 Fighter)
Dex Mod: 3 Dex Score: 16 (+2 Start, +2 Human, +2 5th)
Con Mod: 2 Con Score: 14 (+2 Start, +2 5th)
Int Mod: 2 Int Score: 14 (+2 Human, +2 FM)
Wis Mod: 3 Wis Score: 16 (+2 Start, +2 5th, +2 FM)
Cha Mod: 0 Cha Score: 10
Armor Class
AC 28=20 + 8 (Dex [0] or Cap[0]) *T*EML + (Item [])
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML
Shield (+ ) Hardness: Max HP ()/BT () Current HP ()
Saving Throws
Fortitude: (15) Con [2] + Prof [12] + Item [1] T*E*ML
Reflex: (16) Dex [3] + Prof [12] + Item [1] T*E*ML
Will: (16) Wis [3] + Prof [12] + Item [1] T*E*ML
Hit Points: Max [112] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [19] Wis[3] + Prof [14]+ TE*M*L + Item [2]
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon: +1 Cold Iron Striking Greatsword []= Str [] + Prof [] + TE*M*L + Item []
Dice [2d12P] + Str[3] BPS + W Spec[3] + Other [] + Traits [Versatile P]
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: +1 Striking Crossbow [16]= Dex [3] + Prof [12] + TEML + Item [1]
Dice [2d10] + Special [] BPS + W Spec[2] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: T*E*ML ; Martial: TE*M*L ; Advanced: *T*EML ; Expert: *T*EML
Skills
Acrobatics: [13]= Dex [3]+ Prof[10] + *T*EML + Item [] - Armor []
Arcana: [10]= Int [2]+ Prof[8] + TEML + Item []
Athletics: [13]= Str [3]+ Prof[10] + *T*EML + Item [] - Armor []
Crafting: [14]= Int [2]+ Prof[12] + T*E*ML + Item []
Deception: [8]= Cha [0]+ Prof[8] + TEML + Item []
Diplomacy: [8]= Cha [0]+ Prof[8] + TEML + Item []
Intimidation: [8]= Cha [0]+ Prof[8] + TEML + Item []
[Greenbelt] Lore: [10]= Int [2]+ Prof[10] + *T*EML + Item []
[Warfare] Lore: [10]= Int [2]+ Prof[10] + *T*EML + Item []
Medicine: [16]= Int [2]+ Prof[14] + TE*M*L + Item []
Nature: [10]= Int [2]+ Prof[8] + TEML + Item []
Occultism: [10]= Int [2]+ Prof[8] + TEML + Item []
Performance: [10]= Int [2]+ Prof[8] + TEML + Item []
Religion: [14]= Int [2]+ Prof[12] + T*E*ML + Item []
Society: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Stealth: [13]= Dex [3]+ Prof[10] + *T*EML + Item [] - Armor []
Survival: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Thievery: [11]= Dex [3]+ Prof[8] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Special 1st: I did not see what would fill this slot, but it was on the sheet I built this off of.
Heritage 1st: Skilled Heritage [Craft]
Feat 1st: Haught Obstiancy
Feath 5th: Clever Improviser
Feath 9th:
Feath 13th:
Feath 17th:
Skill Feats:
Background:Field Medic(ine)
2nd: Student of Canon
4th:
6th: Magical Crafting
8th: Sacred Defense
10th:
12th:
14th:
16th:
18th:
20th:
General Feats:
3rd: Toughness
7th: Fleet
11th:
15th
19th:
Class Feats and Abilities:
Feature 1st: Attack of Opportunity
Featuer 1st: Shield Block
Feat 1st: Power Attack
Feat 2nd: Cleric Dedication
Feature 3rd: Bravery
Feat 4th: Basic Spellcasting
Feature 5th: Fighter Weapon Mastery
Feat 6th: Deadly Simplicity
Feature 7th: Battlefield Surveyor +2 Initative
Feature 7th: Weapon Specialization +2 damage for expert, +3 for master, +4 for Legend
Feat 8th: Divine Breadth
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: Eyes of the Eagle, +2 Resilient Full Plate, +1 Striking Cold Iron Greatsword, +1 Striking Crossbow
Bulk [] ; Encumbered [] = 5 + Str[] ; Maximum []= 10 + Str[]
CP: ; SP: ; GP: ; PP:
Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Spell DC: []= 10+ Key [] + Prof [] + TEML
Magic Tradition:
Cantrips:
Shield
Stabilize
Innate Spell:
Focus Spells:
Spells:
L 1: Heal x2
L 2: See Invisibility
L 3: Heroism
Character Name: Mikhail
Ancestry & Heritage:
Background: Field Medic
Class: Monk
Size: Medium Alignmnet: LG Traits: Deity: Abadar
Ability Scores:
Str Mod: 1 Str Score: 12 (+2 Start)
Dex Mod: 4 Dex Score: 18 (+2 Human, +2 Start, +2 Monk, +2 5th)
Con Mod: 2 Con Score: 14 (+2 Start, +2 5th)
Int Mod: 1 Int Score: 12 (+2 5th)
Wis Mod: 3 Wis Score: 16 (+2 Start, +2 5th, +2 Human)
Cha Mod: Cha Score: 10
Armor Class
AC =27 + (Dex [4] or Cap[5]) T*E*ML + (Item [1])
Unarmored: T*E*ML Light: TEML Medium: TEML Heavy: TEML
Shield (+ 1 ) Hardness: Max HP ()/BT () Current HP ()
Saving Throws
Fortitude: (15) Con [2] + Prof [12] + Item [1] T*E*ML
Reflex: (19) Dex [4] + Prof [14] + Item [1] TE*M*L
Will: (16) Wis [3] + Prof [12] + Item [1] T*E*ML
Hit Points: Max [112] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [] Wis[3] + Prof []+ *T*EML + Item [2]
Speed [40] Ft ; Movement Types & Notes: []
Melee
Weapon: +1 Striking Unarmed [14]= Str [1] + Prof [12] + T*E*ML + Item [1]
Dice [2d6] + Str[1] BPS + W Spec[2] + Other [] + Traits []
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: +1 Striking Crossbow [17]= Dex [4] + Prof [12] + T*E*ML + Item [1]
Dice [2d10p] + Special [] BPS + W Spec[2] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: T*E*ML ; Martial: TEM: ; Unarmed: T*E*ML ; Other: TEML
Skills
Acrobatics: [14]= Dex [4]+ Prof[10] + *T*EML + Item [] - Armor []
Arcana: [9]= Int [1]+ Prof[8] + TEML + Item []
Athletics: [11]= Str [1]+ Prof[10] + *T*EML + Item [] - Armor []
Crafting: [11]= Int [1]+ Prof[10] + T*E*ML + Item []
Deception: [8]= Cha [0]+ Prof[8] + TEML + Item []
Diplomacy: [8]= Cha [0]+ Prof[8] + TEML + Item []
Intimidation: [8]= Cha [0]+ Prof[8] + TEML + Item []
[Warfare] Lore: [11]= Int [1]+ Prof[10] + *T*EML + Item []
[] Lore: [9]= Int [1]+ Prof[8] + TEML + Item []
Medicine: [15]= Int [1]+ Prof[14] + TE*M*L + Item []
Nature: [9]= Int [1]+ Prof[8] + TEML + Item []
Occultism: [9]= Int [1]+ Prof[8] + TEML + Item []
Performance: [9]= Int [1]+ Prof[8] + TEML + Item []
Religion: [13]= Int [1]+ Prof[12] + T*E*ML + Item []
Society: [11]= Int [1]+ Prof[10] + *T*EML + Item []
Stealth: [14]= Dex [4]+ Prof[10] + *T*EML + Item [] - Armor []
Survival: [11]= Int [1]+ Prof[10] + *T*EML + Item []
Thievery: [12]= Dex [4]+ Prof[8] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Special 1st: What is this? I did not find it anywhere.
Heritage 1st: Skilled Heritage [Craft]: Trained in a skill, expert at 5th.
Feat 1st: Haughty Obstinacy [Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).]
Feat 5th: Clever Improviser: Gain Untrained Improvisation and you can attempt skills normally even if untrained and training is required.
Untrained Impovisation:
Feath 9th:
Feath 13th:
Feath 17th:
Skill Feats:
Background: Battle Medic(ine- I think)
2nd: Student of Canon
4th: Cat Fall
6th: Magical Crafting
8th: Ward Medic
10th:
12th:
14th:
16th:
18th:
20th:
General Feats:
3rd: Toughness
7th: Fast Recovery
11th:
15th
19th:
Class Feats and Abilities:
Feature 1st: Flurry of Blows
Featuer 1st: Powerful Fists
Feat 1st: Ki Rush
Feat 2nd: Cleric Dedication
Feature 3rd: Incedible Movement
Mystic Strikes [Magical]
Feat 4th: Basic Clerical Spellcasting
Feature 5th: Alertness
Expert Strikes
Feat 6th: Basic Dogma [Deadly Simplicity]
Feature 7th: Path to Perfection [Reflex]
Weapon Specialization [Expert +2 damage, Master +3 damage, Legend +4 damage]
Feat 8th: Divine Breadth
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: Eyes of the Eagle, +1 striking wraps, +1 striking crossbow, bracers of armor +1
Bulk [1] ; Encumbered [] = 5 + Str[] ; Maximum []= 10 + Str[]
CP: ; SP: ; GP: ; PP:
Spell Attack Roll: []=Key [] + Prof [ ] + TEML
Spell DC: []= 10+ Key [] + Prof [] + TEML
Magic Tradition:
Cantrips:
Shield
Stabilize
Innate Spell:
Focus Spells: (1 pt) Ki Rush
Spells:
Level 1 (2):
Heal x2
Level 2 (1):
See Invisibility
Level 3 (1):
Heroism

Aristu Medvyed |

First of all, Nick, I think that's amazing! What is your expertise, that you know how to do that?
So to be clear - I'm not the one working in the hospitals - that would be our 7 techs - who have been borderline heroic doing what they do during the pandemic. I get everything ready for the job - when someone wants to contract us I download the building plans and go through them to determine how much work will be required to do the job so we can quote them a price. Then, if we are hired, I put together the relevant plans for the techs so they know exactly what needs to be tested/adjusted/balanced to get the desired results. My expertise, i guess, is (a) the ability to adapt to all kinds of unique scenarios and (b) a couple of physics degrees.
Aristu 2E is complete (except for equipment). I will type him up and post him later today.

Mikhail Templeson |

I am leaning towards the Fighter/Cleric version. It has the most versatility I think and can do some work with the Abadar's crossbow if needed.

Aristu Medvyed |

OK, here's Aristu - my first attempt at a 2E character. If anyone more knowledgeable in the system sees something I missed, or has a suggestion, I welcome the input. I wasn't sure how we were handling magic items, and after being unable to find Rings of Protection in 2E (weird), I decided to wait on finishing equipment until i knew how to proceed.
He definitely is different from Aristu 1E, but I managed to maintain all the important abilities.
Male Human (Versatile Heritage) Sorcerer (Fey) 7
Background: Noble
NG Medium Humanoid
Senses Normal vision Perception: +11 [T]
Languages: Common, Sylvan
Defense
Hit Points: 64
AC: 23; Unarmored [T]/Bracers of Armor (includes Ring of Protection +1 ?)
Fort: +14 [E] Ref: +14 [E] Will: +14 [E]
Offense
Speed: 30
Melee Dagger +11, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Ranged +11, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Spells
Focus Points: 1
Bloodline Spells: Faerie Dust
Blood Magic: Whenever Bloodline or Fey spell is cast, target creature is concealed by colorful fey glamours for 1 round. This obvious concealment can’t be used to hide.
Occult Spell DC: 23 [T]
Occult Spell Attack: +13 [T]
Cantrips: Daze, Message
1st Level (1/day): Illusory Object
2nd Level (1/day): Illusory Creature
Primal Spell DC: 25 [E]
Primal Spell Attack: +15 [E]
Cantrips: Detect Magic, Electric Arc, Ghost Sound (Fey), Light, Shield
1st level (4/day): Burning Hands (signature), Charm (Fey), Fleet Step, Magic Missile
2nd level (4/day): Animal Form (signature), Dispel Magic, Glitterdust, Hideous Laughter (Fey)
3rd level (4/day): Enthrall (Fey), Haste, Searing Light (signature), Slow
4th level (4/day): Fly (signature), Freedom of Movement, Suggestion (Fey), Summon Animal/Plant/Fungus
Statistics
Str 12, Dex 14, Con 164, Int 12, Wis 14, Cha 19
Ancestry Feats
Adapted Cantrip: Gain a cantrip from a different tradition.
Adaptive Adept: Gain cantrip or 1st level spell from a different tradition.
Class Abilities
Bloodline: Fey
Signature Spells: One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Magical Fortitude: Proficiency rank for Fortitude saves increases to expert
Expert Spellcaster: Primal spell attack and spell DCs increase to Expert
Class Feats
Bard Dedication: Gain 2 Occult cantrips; become Trained in Occult spells; Become trained in Occultism, Performance; Gain a Muse (Enigma)
Basic Bard Spellcasting: Gain basic Occult spellcasting benefits
Primal Evolution: Gain an extra spell slot of your highest level to cast a heightened version of Summon Animal or Summon Plants & Fungi.
General/Skill Feats
Fleet: Speed increases by 5.
Courtly Graces: Use Society to make an impression on a noble.
Recognize Spell: Identify a spell as a reaction as it’s being cast.
Canny Acumen: Become expert in Reflex saves.
Lie to Me: Use Deception to detect lies
Natural Medicine: Use Nature to Treat Wounds.
Feather Step: Step into difficult terrain.
Skills
Acrobatics +9, Arcana +10 [T], Athletics +8, Crafting +8, Deception +17 [M], Diplomacy +11, Intimidation +13 [T], Lore (Genealogy) +10 [T], Medicine +9, Nature +13 [E], Occultism +10 [T], Performance +13 [T], Religion +9, Society +10 [T], Stealth +11 [T], Survival +9, Thievery +9
Equipment
Bracers of Armor, Ring of Protection, 2 Daggers

GM Tarondor |

Thomas: I think a Fighter with a Cleric dedication works very well for Mikhail. Tell ya what. If, at the end of Book 3 you wish you had done it the other way 'round, you can change it then.
Nick, your PC looks fine, but there are no rings of protection (or cloaks of resistance or headbands of wisdom, etc. One of the design goals for 2e was to get rid of the need for the "standard" items, so they're just gone. This has the excellent benefit of keeping armor classes and ability scores bounded within certain reasonable limits based mostly on your level. So, go ahead and choose something of a similar price. Treat yourself!

Piotr Denisov |

Here's my attempt at Piotr Denisov.
Still need to add Corb and detail known formulas for crafting magic items, but that will wait until I understand that better. One big difference is that he doesn't have a Headband of Intellect.
Male Human (Skilled Heritage) Wizard (Conjuror) 7
Background: Merchant
LG Medium Humanoid
Senses Normal vision Perception: +12 [T]
Languages: Common, Celestial, Dwarven, Elven, Gnomish, Sylvan
Defense
Hit Points: 71
AC: 21; Unarmored [T] / Bracers of Armor III
Fort: +15 [T] Ref: +16 [E] Will: +17 [E]
Offense
Speed: 25
Melee: Dagger +11 [T], 1d4 (P,S) (agile, finesse, thrown 10ft, versatile S)
Ranged: Dagger +11 [T], 1d4 (P) (agile, finesse, thrown 10ft, versatile S)
Crossbow +11 [T], 1d8 (P, 120 ft, Reload)
Spells
Arcane Spell DC: 25 [E]
Arcane Spell Attack: +15 [E]
Cantrips: (5/day)
1st level (3/day)
2nd level (3/day)
3rd level (3/day)
4th level (2/day)
Statistics
Str 10, Dex 14, Con 16, Int 19, Wis 16, Cha 10
Ancestry Feats
Adapted Cantrip: Gain a cantrip from a different tradition. (Guidance)
Natural Skill: Gain trained proficiency in two skills (Crafting, Medicine)
Class Abilities
Arcane Spellcasting (Cantrips, Focus Spells, Heightening Spells, Spellbook)
Arcane School (Conjuration)
Conjuration Specialist
Arcane Bond
Arcane Thesis (Improved Familiar Attunement)
Familiar
Lightning Reflexes: become Expert in Reflex saves
Expert Spellcaster: become Expert in arcane spell attack rolls and spell DC’s increase to Expert
Class Feats
Familiar: Gain a familiar
Enhanced Familiar: Gain two additional familiar or master abilities (maximum of four)
Counterspell: Expend one spell slot to counter triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Steady Spellcasting, Wizard: Attempt a DC 15 flat check to avoid disruption of spellcasting action.
Spell Penetration: Reduce creature status bonus to saves vs. magic by -1 for your spells
General/Skill Feats
Arcane Sense: Cast 1st-level Detect Magic (heightened to 3rd level) at will as an arcane innate spell.
Bargain Hunter: Earn Income using Diplomacy, either earning income or reducing cost of an item by amount of earned income.
Experienced Professional: When using Lore to Earn Income, a critical failure becomes a failure. Also, gain twice as much income from a failed check unless it was originally a critical failure.
Magical Crafting: can craft magical items, and formulas for 4 common magic items of 2nd level or lower (to be determined)
Multilingual: Learn 2 new languages
Quick Identification: Take only 1 minute (or 3 action activity at master) when using Identify Magic to determine the properties of an item, ongoing effect, or location
Recognize Spell: Identify spell as a Reaction activity. Automatic identification - Arcane (6th level); Religion (4th level); Occult, Primal (2nd level)
Skills
Acrobatics +2, Arcana +17 [M], Athletics +0, Crafting +15 [E], Deception +0, Diplomacy +9 [T], Intimidation +9 [T], Lore (Mercantile) +13 [T], Medicine +12 [T], Nature +12 [T], Occultism +13 [T], Performance +0, Religion +14 [E], Society +13 [T], Stealth +2, Survival +12 [T], Thievery +2
Equipment
Bracers of Armor III
Spellbook
Cantrip – Acid Splash, Dancing Lights, Daze, Detect Magic, Electric Arc, Light, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Aura, Shield,
1st – Alarm, Ant Haul, Burning Hands, Color Spray, Feather Fall, Floating Disk, Grease, Mage Armor, Magic Missile, Mending, Ray of Enfeeblement, Shocking Grasp, Sleep, Summon Animal, Summon Construct
2nd – Acid Arrow, Blur, Comprehend Language, Continual Flame, Darkvision, Dispel Magic, Endure Elements, Enlarge, Flaming Sphere, Glitterdust, Mirror Image, Obscuring Mist, Resist Energy, See Invisibility, Summon Elemental, Web
3rd – Clairaudience, Fireball, Haste, Levitate, Slow, Stinking Cloud,
4th – Clairvoyance, Confusion, Stoneskin

GM Tarondor |

Here's my attempt at Piotr Denisov.
Still need to add Corb and detail known formulas for crafting magic items, but that will wait until I understand that better. One big difference is that he doesn't have a Headband of Intellect.
** spoiler omitted **...
Can I make an observation? Improved Familiar Attunement and Enhanced Familiar -do- work together, but it may be overkill. Your mileage may vary.

Piotr Denisov |

Piotr Denisov wrote:Can I make an observation? Improved Familiar Attunement and Enhanced Familiar -do- work together, but it may be overkill. Your mileage may vary.Here's my attempt at Piotr Denisov.
Still need to add Corb and detail known formulas for crafting magic items, but that will wait until I understand that better. One big difference is that he doesn't have a Headband of Intellect.
** spoiler omitted **...
If I do not take Enhanced Familiar, what Wizard Feat would you suggest?

GM Tarondor |

GM Tarondor |

I'd like to delay the final moment of the adventure until everyone is ready with their 2e characters. Some of the changes are going to be explained away by your transition out of the Faerie realm.
How's everyone doing with their new characters? Anyone still working on it?
John, did my link help you at all, or make things worse?
PW, I haven't heard from you in a week. You okay?

Mikhail Templeson |

I think everyone but Grimnir has posted something.
I have fixed up the Fighter build. I see everyone built to 7th. For some reason I thought we were building to 8th. I moved things a bit so I could carry my backpack without being encumbered and I believe everything is now correct.
Ancestry & Heritage: Human
Background: Field Medic
Class:Fighter 7
Size: Medium Alignmnet: LG Traits: Human, Humanoid Deity: Abadar
Ability Scores:
Str Mod: 4 Str Score: 18 (+2 start, +2 5th, +2 Fighter, +2 Human)
Dex Mod: 3 Dex Score: 16 (+2 Start, +2 Human, +2 5th)
Con Mod: 2 Con Score: 14 (+2 Start, +2 5th)
Int Mod: 2 Int Score: 14 (+2 5th +2 FM)
Wis Mod: 2 Wis Score: 14 (+2 Start, +2 FM)
Cha Mod: 0 Cha Score: 10
Armor Class
AC 27=19 + 8 (Dex [0] or Cap[0]) *T*EML + (Item [])
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML
Shield (+ 1 ) Hardness: 20 Max HP (-)/BT (-) Current HP (-)
Saving Throws
Fortitude: (14) Con [2] + Prof [11] + Item [1] T*E*ML
Reflex: (15) Dex [3] + Prof [11] + Item [1] T*E*ML
Will: (14) Wis [2] + Prof [11] + Item [1] T*E*ML
Hit Points: Max [102] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [17] Wis[2] + Prof [11]+ TE*M*L + Item [2]
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon: +1 Cold Iron Striking Greatsword [18]= Str [4] + Prof [13] + TE*M*L + Item [1]
Dice [2d12P] + Str[4] BPS + W Spec[3] + Other [] + Traits [Versatile P]
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: +1 Striking Crossbow [15]= Dex [3] + Prof [11] + TEML + Item [1]
Dice [2d10] + Special [] BPS + W Spec[2] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: T*E*ML ; Martial: TE*M*L ; Advanced: *T*EML ; Expert: *T*EML
Skills
Acrobatics: [12]= Dex [3]+ Prof[9] + *T*EML + Item [] - Armor []
Arcana: [9]= Int [2]+ Prof[7] + TEML + Item []
Athletics: [13]= Str [4]+ Prof[9] + *T*EML + Item [] - Armor []
Crafting: [13]= Int [2]+ Prof[11] + T*E*ML + Item []
Deception: [7]= Cha [0]+ Prof[7] + TEML + Item []
Diplomacy: [7]= Cha [0]+ Prof[7] + TEML + Item []
Intimidation: [7]= Cha [0]+ Prof[7] + TEML + Item []
[Greenbelt] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
[Warfare] Lore: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Medicine: [15]= Int [2]+ Prof[13] + TE*M*L + 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: [13]= Int [2]+ Prof[11] + T*E*ML + Item []
Society: [11]= Int [2]+ Prof[9] + *T*EML + Item []
Stealth: [12]= Dex [3]+ Prof[9] + *T*EML + 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:
Heritage 1st: Skilled Heritage [Craft]
Feat 1st: Haught Obstiancy [If you roll a success on a saving throw against a mental effect that attempts to control you, you get a Critical success instead. If a creature fails a Coerce check they get a critical failure and cannot try for at least 1 week)
Feath 5th: Clever Improviser- Untrained Impovisation feat [] and you can attempt to try skill actions athat normally require you to be trained even if you are untrained.
Feath 9th:
Feath 13th:
Feath 17th:
Skill Feats:
Background:Field Medic(ine)
2nd: Student of Canon
4th: Experienced Tracker
6th: Magical Crafting
8th: Ward Medic
10th:
12th:
14th:
16th:
18th:
20th:
General Feats:
3rd: Toughness
7th: Fleet
11th:
15th
19th:
Class Feats and Abilities:
Feature 1st: Attack of Opportunity
Featuer 1st: Shield Block
Feat 1st: Power Attack
Feat 2nd: Cleric Dedication
Feature 3rd: Bravery
Feat 4th: Basic Spellcasting
Feature 5th: Fighter Weapon Mastery
Feat 6th: Deadly Simplicity
Feature 7th: Battlefield Surveyor +2 Initative
Feature 7th: Weapon Specialization +2 damage for expert, +3 for master, +4 for Legend
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: Eyes of the Eagle, +2 Resilient Full Plate, +1 Striking Cold Iron Greatsword, +1 Striking Crossbow, Adventure's Pack, 90 crossbow bolts
Bulk [9 w/pacl] ; 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:
Shield
Stabilize (30 ft)
Innate Spell:
Focus Spells:
Spells:
L 1: Heal
L 2: See Invisibility
L 3: Circle of Protection

![]() |

Yeah, I'm still here. Honestly, I've only played 2e once, so building a character is feeling a little overwhelming. Plus, I really love the idea of a Stonelord dwarf paladin, but not so much a vanilla dwarf paladin.
So we have a Fighter, Wizard, Sorcerer, and Bard?

GM Tarondor |

I do understand, PW. Personally, I liked the paladin idea for roleplaying purposes. Hopefully a somewhat diligent GM and a good story will make up for the loss. You are, of course, welcome to create a new character if you like.
So I think we have:
Alister - Bard/Sorcerer
Aristu - Sorcerer/Bard
Mikhail - Fighter/Cleric
Piotr - Wizard
So... arcane and occult magic are pretty much covered! But the design space is wide open for an Alchemist, Barbarian, Champion, Druid, Monk or Ranger. Or even a cleric, because Mikhail will primarily be a combatant with some healing.
Alchemists and Barbarians both fit the story well because of the nearness of Numeria. Obviously, druids and rangers fit into the outdoorsy nature of the story. Champions could be on their way to or from the nearby Worldwound. And there are always monasteries for a wandering monk to be from.

Mikhail Templeson |

So if you take Druid, Druid Dedication, Ranger or Ranger Dedication then its a feat to have an animal companion. You could take Badger and just say that your elemental is shaped like a badger. You could possibly keep part of what you had. Badgers have a burrow speed. It would not be as good as gliding through stone but it would not be too far off.
The only downside is you would need armor made of stone or something else Druid would limit your armor options, but Ranger/Champion or Champion Ranger would give you heavy armor and a stony pet to wander around with.
Or....goblin rogue/ranger with great deception skill who dresses up like a dwarf as they are more respected and paints his badger brown like an elemental.....

Piotr Denisov |

John, did my link help you at all, or make things worse?
Yes, it did. I will switch to Widen Spell, rather than Enhanced Familiar.

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Okay--I'm still trying to figure out my character. Because I have not really done much 2e (let alone a lvl 7), I will need a little more time.
If I can make Grimnir work as something I enjoy, I'll stick with paladin (though also considering druid). If not, I will probably reroll. I liked some of the ideas.
Anyway, I'll try to work on it this weekend. Feel free to carry on, though.

Mikhail Templeson |

Here is the final build I will be going with at 8th level.
Ancestry & Heritage: Human
Background: Field Medic
Class:Fighter 8
Size: Medium Alignmnet: LG Traits: Human, Humanoid Deity: Abadar
Ability Scores:
Str Mod: 3 Str Score: 18 (+2 start, +2 5th, +2 Fighter, +2 Human)
Dex Mod: 3 Dex Score: 16 (+2 Start, +2 Human, +2 5th)
Con Mod: 2 Con Score: 14 (+2 Start, +2 5th)
Int Mod: 2 Int Score: 14 (+2 5th +2 FM)
Wis Mod: 3 Wis Score: 14 (+2 Start, +2 FM)
Cha Mod: 0 Cha Score: 10
Armor Class
AC 28=20 + 8 (Dex [0] or Cap[0]) *T*EML + (Item [])
Unarmored: *T*EML Light: *T*EML Medium: *T*EML Heavy: *T*EML
Shield (+ 1 ) Hardness: 20 Max HP (-)/BT (-) Current HP (-)
Saving Throws
Fortitude: (15) Con [2] + Prof [12] + Item [1] T*E*ML
Reflex: (16) Dex [3] + Prof [12] + Item [1] T*E*ML
Will: (15) Wis [2] + Prof [12] + Item [1] T*E*ML
Hit Points: Max [112] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: []
Conditions: []
Perception: [18] Wis[2] + Prof [14]+ TE*M*L + Item [2]
Speed [30] Ft ; Movement Types & Notes: []
Melee
Weapon: +1 Cold Iron Striking Greatsword [19]= Str [4] + Prof [14] + TE*M*L + Item [1]
Dice [2d12P] + Str[4] BPS + W Spec[3] + Other [] + Traits [Versatile P]
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: +1 Striking Crossbow [16]= Dex [3] + Prof [12] + TEML + Item [1]
Dice [2d10] + Special [] BPS + W Spec[2] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: T*E*ML ; Martial: TE*M*L ; Advanced: *T*EML ; Expert: *T*EML
Skills
Acrobatics: [13]= Dex [3]+ Prof[10] + *T*EML + Item [] - Armor []
Arcana: [10]= Int [2]+ Prof[8] + TEML + Item []
Athletics: [14]= Str [4]+ Prof[10] + *T*EML + Item [] - Armor []
Crafting: [14]= Int [2]+ Prof[12] + T*E*ML + Item []
Deception: [8]= Cha [0]+ Prof[8] + TEML + Item []
Diplomacy: [8]= Cha [0]+ Prof[8] + TEML + Item []
Intimidation: [8]= Cha [0]+ Prof[8] + TEML + Item []
[Greenbelt] Lore: [12]= Int [2]+ Prof[10] + *T*EML + Item []
[Warfare] Lore: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Medicine: [16]= Int [2]+ Prof[14] + TE*M*L + Item []
Nature: [10]= Int [2]+ Prof[8] + TEML + Item []
Occultism: [10]= Int [2]+ Prof[8] + TEML + Item []
Performance: [10]= Int [2]+ Prof[8] + TEML + Item []
Religion: [14]= Int [2]+ Prof[12] + T*E*ML + Item []
Society: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Stealth: [13]= Dex [3]+ Prof[10] + *T*EML + Item [] - Armor []
Survival: [12]= Int [2]+ Prof[10] + *T*EML + Item []
Thievery: [11]= Dex [3]+ Prof[8] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Special 1st:
Heritage 1st: Skilled Heritage [Craft]
Feat 1st: Haught Obstiancy [If you roll a success on a saving throw against a mental effect that attempts to control you, you get a Critical success instead. If a creature fails a Coerce check they get a critical failure and cannot try for at least 1 week)
Feath 5th: Clever Improviser- Untrained Impovisation feat [] and you can attempt to try skill actions athat normally require you to be trained even if you are untrained.
Feath 9th:
Feath 13th:
Feath 17th:
Skill Feats:
Background:Field Medic(ine)
2nd: Student of Canon
4th: Experienced Tracker
6th: Magical Crafting
8th: Ward Medic
10th:
12th:
14th:
16th:
18th:
20th:
General Feats:
3rd: Toughness
7th: Fleet
11th:
15th
19th:
Class Feats and Abilities:
Feature 1st: Attack of Opportunity
Featuer 1st: Shield Block
Feat 1st: Power Attack
Feat 2nd: Cleric Dedication
Feature 3rd: Bravery
Feat 4th: Basic Spellcasting
Feature 5th: Fighter Weapon Mastery
Feat 6th: Deadly Simplicity
Feature 7th: Battlefield Surveyor +2 Initative
Feature 7th: Weapon Specialization +2 damage for expert, +3 for master, +4 for Legend
Feat 8th: Divine Breadth
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: Eyes of the Eagle, +2 Resilient Full Plate, +1 Striking Cold Iron Greatsword, +1 Striking Crossbow, Adventure's Pack, 90 crossbow bolts
Bulk [9 w/pacl] ; 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:
Shield
Stabilize (30 ft)
Innate Spell:
Focus Spells:
Spells:
L 1: Heal X2
L 2: See Invisibility
L 3: Circle of Protection

Piotr Denisov |

Here is final build of Piotr, 8th level.
Piotr Denisov
Male Human (Skilled Heritage) Wizard (Conjuror) 8
Background: Merchant
LG Medium Humanoid
Senses Normal vision Perception: +12 [T]
Languages: Common, Celestial, Dwarven, Elven, Gnomish, Sylvan
Defense
Hit Points: 80
AC: 22; Unarmored [T] / Bracers of Armor III
Fort: +16 [T] Ref: +17 [E] Will: +18 [E]
Offense
Speed: 25
Melee: Dagger +12[T], 1d4 (P,S) (agile, finesse, thrown 10ft, versatile S)
Ranged: Dagger +12 [T], 1d4 (P) (agile, finesse, thrown 10ft, versatile S)
Crossbow +12 [T], 1d8 (P, 120 ft, Reload)
Spells
Arcane Spell DC: 26 [E]
Arcane Spell Attack: +16 [E]
Cantrips: (5/day)
1st level (3/day)
2nd level (3/day)
3rd level (3/day)
4th level (3/day)
Statistics
Str 10, Dex 14, Con 16, Int 19, Wis 16, Cha 10
Ancestry Feats
Adapted Cantrip: Gain a cantrip from a different tradition. (Guidance)
Natural Skill: Gain trained proficiency in two skills (Crafting, Medicine)
Class Abilities
Arcane Spellcasting (Cantrips, Focus Spells, Heightening Spells, Spellbook)
Arcane School (Conjuration)
Conjuration Specialist
Arcane Bond
Arcane Thesis (Improved Familiar Attunement)
Familiar
Lightning Reflexes: become Expert in Reflex saves
Expert Spellcaster: become Expert in arcane spell attack rolls and spell DC’s increase to Expert
Class Feats
Counterspell: Expend one spell slot to counter triggering creature’s casting of a spell that you have in your repertoire. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Familiar: Gain a familiar
Spell Penetration: Reduce creature status bonus to saves vs. magic by -1 for your spells
Steady Spellcasting, Wizard: Attempt a DC 15 flat check to avoid disruption of spellcasting action.
Widen Spell: Single action to increase area of burst, cone, line spell without duration; 5 ft to radius of burst spell of at least 10 ft; 5 ft to length of 15 ft cone or line; 10 ft to larger cone of line
General/Skill Feats
Alchemical Crafting: can craft alchemical items, and formulas for 4 common 1st-level alchemical items
Arcane Sense: Cast 1st-level Detect Magic (heightened to 3rd level) at will as an arcane innate spell.
Bargain Hunter: Earn Income using Diplomacy, either earning income or reducing cost of an item by amount of earned income.
Experienced Professional: When using Lore to Earn Income, a critical failure becomes a failure. Also, gain twice as much income from a failed check unless it was originally a critical failure.
Magical Crafting: can craft magical items, and formulas for 4 common magic items of 2nd level or lower (to be determined)
Multilingual: Learn 2 new languages
Quick Identification: Take only 1 minute (or 3 action activity at master) when using Identify Magic to determine the properties of an item, ongoing effect, or location
Recognize Spell: Identify spell as a Reaction activity. Automatic identification - Arcane (6th level); Religion (4th level); Occult, Primal (2nd level)
Skills
Acrobatics +2, Arcana +18 [M], Athletics +0, Crafting +16 [E], Deception +0, Diplomacy +10 [T], Intimidation +10 [T], Lore (Mercantile) +14 [T], Medicine +13 [T], Nature +13 [T], Occultism +14 [T], Performance +0, Religion +15 [E], Society +14 [T], Stealth +2 [U], Survival +13 [T], Thievery +2 [U]
Magic Items
Bracers of Armor III
Equipment
Backpack, Basic Crafter's book, Belt pouch, Clothing (ordinary), Flint and steel, Material component pouch, Scholarly journal, Scroll case, Spellbook
Spellbook
Cantrip – Acid Splash, Dancing Lights, Daze, Detect Magic, Electric Arc, Light, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Aura, Shield,
1st – Alarm, Ant Haul, Burning Hands, Color Spray, Feather Fall, Floating Disk, Grease, Mage Armor, Magic Missile, Mending, Ray of Enfeeblement, Shocking Grasp, Sleep, Summon Animal, Summon Construct
2nd – Acid Arrow, Blur, Comprehend Language, Continual Flame, Darkvision, Dispel Magic, Endure Elements, Enlarge, Flaming Sphere, Glitterdust, Mirror Image, Obscuring Mist, Resist Energy, See Invisibility, Summon Elemental, Web
3rd – Clairaudience, Fireball, Haste, Levitate, Slow, Stinking Cloud,
4th – Clairvoyance, Confusion, Fly, Freedom of Movement, Stoneskin
Corb
Male Raven (bird)
Small Bird
Senses Normal vision Perception: +10 [T]
Languages: Common
Defense
Hit Points: 60
AC: 23; Unarmored [T]
Fort: +11 [T] Ref: +13 [T] Will: +12 [T]
Offense
Speed: 10, Fly 60
Melee: Jaws +13 [T], 1d6+2 (P) (finesse)
Melee: Talon +13 [T], 1d4+2 (S) (agile, finesse)
Statistics
Str 14, Dex 16, Con 12, Int 2, Wis 14, Cha 10
Familiar Abilities - Mandatory
Flier
Skills
Acrobatics +13 [T], Athletics +12 [T], Stealth +13 [T], Survival +2 [U], Thievery +3 [U]
Support Benefit
The bird pecks at your foes' eyes when you create an opening.
Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage.
If your bird is nimble or savage, the persistent bleed damage increases to 2d4

Aristu Medvyed |

And here's Aristu.
Male Human (Versatile Heritage) Sorcerer (Fey) 8
Background: Noble
NG Medium Humanoid
Senses Normal vision Perception: +12 [T]
Languages: Common, Sylvan
Defense
Hit Points: 72
AC: 23; Unarmored/Bracers of Armor [T]
Fort: +15 [E] Ref: +15 [E] Will: +15 [E]
Offense
Speed: 30
Melee Dagger +12, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Ranged +12, 1d4+1 (P) (agile, finesse, thrown 10ft, versatile S)
Spells
Focus Points: 2
Bloodline Spells: Faerie Dust, Fey Disappearance
Blood Magic: Whenever Bloodline or Fey spell is cast, target creature is concealed by colorful fey glamours for 1 round. This obvious concealment can’t be used to hide.
Occult Spell DC: 24 [T]
Occult Spell Attack: +14 [T]
Cantrips: Daze, Message
1st Level (1/day): Illusory Object
2nd Level (1/day): Illusory Creature
Primal Spell DC: 26 [E]
Primal Spell Attack: +16 [E]
Cantrips: Detect Magic, Electric Arc, Ghost Sound (Fey), Light, Shield
1st level (4/day): Burning Hands (signature), Charm (Fey), Fleet Step, Magic Missile
2nd level (4/day): Animal Form (signature), Dispel Magic, Glitterdust, Hideous Laughter (Fey)
3rd level (4/day): Enthrall (Fey), Haste, Searing Light (signature), Slow
4th level (5/day): Fly, Freedom of Movement, Heightened Lightning Bolt (signature), Suggestion (Fey), Summon Animal/Plant/Fungus
Statistics
Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 19
Ancestry Feats
Adapted Cantrip Gain a cantrip from a different tradition.
Adaptive Adept Gain cantrip or 1st level spell from a different tradition.
Class Abilities
Bloodline: Fey
Signature Spells One spell each level is designated as Signature spell and freely heightened. If you learn a Signature spell at a higher level, you can cast all the lower level versions too.
Magical Fortitude Proficiency rank for Fortitude saves increases to expert Expert Spellcaster Primal spell attack and spell DCs increase to Expert
Class Feats
Bard Dedication Gain 2 Occult cantrips; become Trained in Occult spells; Become trained in Occultism, Performance; Gain a Muse (Enigma)
Basic Bard Spellcasting Gain basic Occult spellcasting benefits
Advanced Bloodline Gain advanced bloodline spell and +1 to focus pool. Primal Evolution Gain an extra spell slot of your highest level to cast a heightened version of Summon Animal or Summon Plants & Fungi.
General/Skill Feats
Fleet Speed increases by 5.
Courtly Graces Use Society to make an impression on a noble.
Recognize Spell Identify a spell as a reaction as it’s being cast.
Canny Acumen Become expert in Reflex saves.
Lie to me Use Deception to detect lies
Natural Medicine Use Nature to Treat Wounds.
Feather Step Step into difficult terrain. Slippery Secrets Evade attempts to uncover your true nature.
Skills
Acrobatics +10, Arcana +11 [T], Athletics +9, Crafting +9, Deception +20 [M], Diplomacy +12, Intimidation +14 [T], Lore (Genealogy) +11 [T], Medicine +10, Nature +14 [E], Occultism +11 [T], Performance +14 [T], Religion +10, Society +11 [T], Stealth +12 [T], Survival +10, Thievery +10
Equipment
Bracers of Armor, Cloak of the Mountebank, Hat of Disguise, Lesser Healing Potion, Invisibility Potion, Ring of Acid Resistance (from Stag Lord), Ring of Sustenance, Scroll of Ant Haul (p), Scroll of Comprehend Language (o), Scroll of Fleet Step (p), Scroll of Floating Disk (o), Scroll of Illusory Disguise (o), Scroll of Illusory Object (o), Scroll of Knock (o), 2 Scrolls of Mage Armor (o), Scroll of Phantom Steed (p), Scroll of Protection (o), Scroll of See Invisibility (o), Scroll of Shocking Grasp (p), Wand of Burning Hands, Wand of Magic Missile, Wand of Heightened Magic Missile (3rd), 2 Vials of Moderate Alchemists’ Fire, Leather Armor, 2 Daggers, Longsword, Backpack, Bedroll, Beltpouch, Wooden Fife, Flint & Steel, Hooded Lantern, Tiny Cold Iron Manacles, 4 pints of Oil, Noble’s outfit, Traveler’s Outfit, 7 days of Rations, 2 Scrollcases, Signet Ring, 4 Person Tent, Waterskin, Tiressia’s silver seed, Yulia’s Journal, 34 pp, 27 gp, 6 sp, 10 cp

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Okay, I’ve been playing around with some builds for Grimnir.
So far, I’m leaning toward one of the following:
Cloistered Cleric/Champion Dedication
Ranger/Champion Dedication
Champion
I’ll probably spec out all three and see which works best, but he will probably remain heavily armored dwarf.
Any input on the above?