ORCy Beginner Box

Game Master Luna C

Tamily Tanderveil, proprietress of the Otari Fishery
Under the Otari Fishery



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Hi, all! Just to be clear up front, this recruitment thread is not part of the Beginner Box event that Paizo is organizing.

For this game, I'm going to use the full rules rather than the Beginner Box rules. I also think it'd be cool if everyone played an orc to go along with the ORC remaster. If people think that's a stupid idea, that's fine, too. :) This is my first time running PF2, my first time running something PbP, and my first time running something in about five years, so I'm restricting options to what's in Player Core 1. I am only recruiting four players so I don't have to rebalance combats while learning the game. I also have a player I met in another game who already has a spot, so I'm recruiting three people here. Recruitment will run for a week, longer if I don't get enough applications.

Standard PbP stuff applies: please use the discussion thread if something makes you uncomfortable. One person being uncomfortable is enough to stop the scene. Try for one post per day when possible. Sometimes it won't be, sometimes your turn in combat doesn't come up every day. If I don't hear from you in 24 hours in a combat, your character will delay or I will bot them given instructions.

For recruitment, please post your player name or how you'd like people to refer to you OOC, your character name, pronouns for both, and your character's ABCs: ancestry, background, and class. Create a profile alias for the character and set up the stats like the characters on my account. It doesn't have to be exactly like that, please just keep it organized and include everything you'd put on your character sheet. Yes, it's a lot, but it will make things move more quickly.

Now for what you can expect from me: as I said, I'm a first time GM. I also work full time and, if everything goes well, I'll be taking a university class in the fall. I'll do my best to keep up with the same one post per day pace that I expect from you, and hopefully more. But life has this annoying habit of getting in the way of hobbies, and I'll do my best to post about that.

I adore the play by post format for its focus on narrative, and if you can't already tell from this post, I'll be emphasizing that in the game. I'll be using Google Drawings and other Google Docs apps for tracking combat and other things. I'll be rolling initiative for players. When there's a group of players in initiative between enemies, you can post whenever you want and I'll resolve things in order.

I think I've covered everything. As always with recruitment threads, please post if you have any questions. Thank you for reading :)

Grand Lodge

Would half-orc work, instead of full orc?


Please feel free to submit whatever you like :) The all-orc party is just an idea I thought would be fun. If people want to do something else, that's great too!


Love orcs and an all orc party sounds great. I have played through this adventure if it is Menace in Otari, though I am able to keep player knowledge and character knowledge separate. Besides, it was months ago and I forget where I left my glasses on the hourly. Now that I wear glasses. I think. I can’t remember.

I go by Oceanshieldwolf, and OSW for short.

Submitting Athacir Athacira, Orc Witch - I have the cliff notes version of her stats from a Pathbuilder export in the spoiler below.

Gender=1-3 Male, 4-6 Female: 1d6 ⇒ 6

Athacira:

Athacira Orc Witch 1
N Medium Orc Hold-Scarred
Perception +4; Darkvision
Languages Common, Orcish, Goblinoid, Elvish, Necril
Skills Acrobatics +0, Arcana +7, Athletics +2, Crafting +7, Intimidation +3, Lore: Cult +7, Medicine +4, Nature +4, Occultism +7, Society +7, Stealth +3, Survival +4
Str +2, Dex +0, Con +2, Int +4, Wis +1, Cha +0
AC 13; Fort +5, Ref +3, Will +6
HP 20
Speed 25 feet
Occult Prepared Spells DC 17, attack +7; 1st ; Cantrips
Focus Spells (1 points) Phase Familiar,
Shroud of Night
Additional Feats Diehard, Hold-Scarred Orc, Orc Weapon Familiarity, Schooled in Secrets
Additional Specials Familiar, Familiar of Stalking Night, Hex Spells (Phase Familiar), Patron (Starless Shadow), Witch Spellcasting

I am playing another Female Orc witch in a PF2e Lost Lands campaign, you can see how I set up her profile HERE Hoping to make this one different by focusing on Occult rather than Primal patron, and going for a more civilised Cultist vibe rather than that witch’s forest/scout tribal healer trope.

Still yet to choose a familiar, purchase gear/items and choose spells.

(Please disregard this submission if your other player is playing a witch, unless you/they don’t mind playing with two witches. I certainly have no problem with it. Of course an all Orc, all Witch party could be even more fun, if…shortlived. ;))


I have whomped up an Orc Warpriest. Grolugh. He's a historian of warfare and orc warfare. History. Things!

Grolugh:

Grolugh Cleric 1
NMediumOrcHold-Scarred OrcHumanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +1, Athletics +6, Intimidation +4, Lore: Orc +3, Lore: Warfare +3, Religion +5, Survival +5
Str +3, Dex +1, Con +2, Int +0, Wis +2, Cha +1
Items Chain Mail, Steel Shield (Hardness 5, HP 20, BT 10)
AC 18 (+20 with shield raised); Fort +7, Ref +4, Will +7
HP 22
Shield Block
Speed 25 feet
Melee Shield Boss +6 (Attached to Shield), Damage 1d6+3 B
Melee Spear +6 (Monk, Thrown 20 ft.), Damage 1d6+3 P
Divine Prepared Spells DC 15, attack +5; 1st Heal, Heal, Heal, Heal; Cantrips
Divine Prepared Spells DC 15, attack +5; 1st Heal, Bless; Cantrips Light, Prestidigitation, Forbidding Ward, Divine Lance, Vitality Lash
Additional Feats Additional Lore, Diehard, Hold-Scarred Orc, Intimidating Glare, Orc Lore
Additional Specials Anathema, Cleric Spellcasting, Deity, Divine Font (Healing Font), Doctrine (Warpriest), Sanctification

His deity is Mazludeh, so I gotta figure out a way he's gotten to Avistan from Holomog. Ship's cleric, I think.


Diggou in Pathbuilder

Player name: Ira Kroll
OOC: k012957
Character name: Diggou
Pronouns: he/him
Ancestry: Hold-Scarred Orc
Background: Gladiator
Class: Barbarian

Crunch:

Perception +6; Darkvision
Languages None selected
Skills Acrobatics +4
Athletics +7
Intimidation +3
Lore: Gladiatorial +3
Lore: Orc +3
Nature +4
Performance +3
Stealth +4
Survival +4
Abilities
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +0
Items Hide, Climbing Kit, Sling Bullets (10), Backpack, Crowbar
AC 17; Fort +8, Ref +4, Will +6
HP 27
Speed 25 feet
Melee
Raging Ape Strike +7 (Agile, Finesse, Unarmed), Damage 1d10+4 B
Melee Fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Sling +4 (Propulsive), Damage 1d6+2 B
Sudden Charge
Rage Animal fury: Ape

Dark Archive

Player name: Degnax
OOC: Degnax
Pronouns: he/him

Character name: Risk Zil
Ancestry: Aiuvarin Orc
Background: Entertainer
Class: Bard

Risk Zil Bard 1 :

CN Medium Orc Aiuvarin Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Orcish
Skills Acrobatics +1, Arcana +3, Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Lore: Theatre +3, Occultism +3, Performance +7, Society +3, Stealth +4
Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (2), Soap, Grappling Hook, Acid Flask (Lesser), Oil (5)
AC 16; Fort +4, Ref +4, Will +5
HP 19
Speed 25 feet
Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S
Occult Known Spells DC 17, attack +7; 1st Runic Weapon, Sure Strike, Fear (2 slots); Cantrips Detect Magic, Summon Instrument, Shield, Void Warp, Daze
Focus Spells (1 points) Counter Performance
Courageous Anthem
Additional Feats Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance
Additional Specials Composition Cantrips, Composition Spells, Muses (Warrior)


Sorry, I didn't include the other application info. :)

Player name/OOC: Axo or Axolotl
Pronouns: he/him

Character name: Grolugh
Pronouns: he/him
Ancestry: Orc
Background: Warrior
Class: Warpriest Cleric.

I have a zillion profiles, so if it's ok, I'll reserve making one if and when Grolugh is accepted. Thanks!

Grand Lodge

Player name/OOC: Aeshuura
Pronouns: he/him

Character name: Tama
Pronouns: he/him
Ancestry: Human (Dromaar/Half-orc)
Background: Artisan (smith)
Class: Fighter

Crunchy Bits:

Perception +5; Low-light
Languages Human, Orc, Tian (Minkai)
Abilities
Str +3, Dex +2, [/i]Con[/i] +3, Int +1, Wis +0, Cha +0
Skills Acrobatics +5
Athletics +6
Craft +4 (+5 when smithing)
Diplomacy +3
Lore: Guild +4
Medicine +4
Performance +3

Items Studded Leather, steel shield, battle axe, sling, sling bullets (10), 2 daggers, healer's toolkit, repair toolkit, backpack, bedroll, 10 pcs chalk, flint & steel, 50 ft of rope, 2 wks' rations, soap, 5 torches, waterskin

AC 15 (17 w/ shield); Fort +8, Ref +7, Will +3
hp 21
Speed 25 feet

Melee
Battle axe +8 (Sweep), Damage 1d8+3 S
Fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 B
Sling +7 (range 50 ft, Propulsive), Damage 1d6+1 B
Exacting Strike If miss, ignore multi attack penalty


Player name: ElbowtotheFace
OOC: Elbow
Pronouns: he/him

Character name: Xulgag
Ancestry: Grave Orc
Background: Bounty Hunter
Class: Ranger

Crunch:

Xulgag
Male Grave Orc Ranger
Perception +6; Darkvision
Languages Common, Orcish
Skills Acrobatics +5, Athletics +7, Crafting +3, Lore: Legal +3, Nature +4, Stealth +5, Survival +4, Thievery +5
Abilities Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +0
Items Hide, Bolts (10), Caltrops, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Repair Kit, Wooden Shield (Hardness 3, HP 12, BT 6)
AC 18 (+20 with shield raised); Fort +7, Ref +7, Will +4
HP 22; Resistances void 1

Speed 25 feet
Melee Bastard Sword +7 (Two-Hand d12), Damage 1d8+4 S
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Ranged Crossbow +5 (Crossbow), Damage 1d8 P

Feats Animal Companion, Experienced Tracker, Orc Superstition
Additional Specials Hunter's Edge (Precision 1d8), Hunt Prey


Considering I’ve played Menace, and am playing an Orc Witch already, AND you have a bunch of submissions… I’m gonna drop out.


Oceanshieldwolf, perhaps I could change your mind? The friend who was going to join me withdrew, so I'm now seeking a full party of four! Perhaps you would be interested in submitting something else?

I'll summarize what we have so far to guide future applications:

Divine
Grolugh - Warpriest Cleric

Martial
Diggou - Gladiator Barbarian
Tama - Fighter
Xulgag - Ranger

Arcane
{∅}

Skill
Risk Zil - Bard

Please let me know if I've missed anyone! Additionally, if someone wanted to build an arcane character, that would be quite welcome!


Please remove Diggou the Barbarian and replace him with Diggou the Necromancer.

Pathbuilder Character Sheet

Crunch:

Diggou Necromancer Wizard 1
N Medium Orc Grave Orc Humanoid
Perception +4; Darkvision
Languages None selected
Skills Acrobatics +5, Arcana +7, Athletics +2, Crafting +7, Lore: Necromancy +7, Nature +4, Occultism +7, Religion +4, Society +7, Thievery +5
Str +2, Dex +2, Con +0, Int +4, Wis +1, Cha +0
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Material Component Pouch, Writing Set
AC 15; Fort +3, Ref +5, Will +6
HP 16; Resistances void 1
Orc Superstition Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled. You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+2 P
Ranged Hand Crossbow +5 (Crossbow), Damage 1d6 P
Drain Bonded Item (Arcane, Wizard) Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane Prepared Spells DC 17, attack +7; 1st Necromancer's Generosity, Phantasmal Minion, Summon Undead; Cantrips Electric Arc, Needle Darts, Protect Companion, Slashing Gust, Detect Magic, Void Warp
Focus Spells (1 points) Fortify Summoning
Additional Feats Familiar, Grave Orc, Quick Identification
Additional Specials Arcane Bond, Arcane School (School of the Boundary), Arcane Thesis (Improved Familiar Attunement), Spellbook, Wizard Spellcasting

+++++++++ Familiar ++++++++++++
Elemental Wisp (Air) (Troog) 1
N Tiny Minion Familiar
Perception +5; Low-Light Vision;
Languages None selected
Skills Acrobatics +5, Stealth +5, All other skills +1
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
Items Unarmored
AC 15; Fort +3, Ref +5, Will +6
HP 5
Speed 25 feet
Elemental Mobility Your wisp gains a familiar ability depending on its element. Air wisps gain flier.
Innate Element An elemental wisp’s element is set. You choose the element when you gain the specific familiar and can’t change it each day.
Resonance (Aura) (aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for alchemical and magical effects with the same elemental trait as your wisp.
Flier It gains a fly Speed of 25 feet.
Accompanist Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.
Elemental Your familiar has the elemental trait instead of the animal trait. Choose *air*, earth, fire, metal, water, or wood. Your familiar gains that trait. The familiar is immune to bleed, paralyzed, poison, sleep, and the element matching its trait. Your familiar must have the resistance familiar ability to select this.
Speech Your familiar understands and speaks a language you know.

Dark Archive

GM Luna wrote:

Oceanshieldwolf, perhaps I could change your mind? The friend who was going to join me withdrew, so I'm now seeking a full party of four! Perhaps you would be interested in submitting something else?

I'll summarize what we have so far to guide future applications:

Divine
Grolugh - Warpriest Cleric

Martial
Diggou - Gladiator Barbarian
Tama - Fighter
Xulgag - Ranger

Arcane
{∅}

Skill
Risk Zil - Bard

Please let me know if I've missed anyone! Additionally, if someone wanted to build an arcane character, that would be quite welcome!

If it's needed I don't mind creating an arcane caster or a rogue, or just respecing my Bard to fit the rogue role a bit more. I'm pretty adaptable

Dark Archive

I also have a pathbuilder link for Risk if you want/need it

Grand Lodge

I can come up with something else too, if it is needed. I also have an idea for a rogue, a monk, and wizard. ^_^


Looks like you have enough submissions GM Luna. Funnily enough I was going to play my first ever Wizard across any edition, and was going to be Occult for the summon undead angle, but then went with occult Witch as a “chicken out”. Looks like Diggou has you covered!


Welp, glad I didn’t make Grolugh a priest of Gorum!

Dark Archive

OceanshieldwolPF 2.5 wrote:
Looks like you have enough submissions GM Luna. Funnily enough I was going to play my first ever Wizard across any edition, and was going to be Occult for the summon undead angle, but then went with occult Witch as a “chicken out”. Looks like Diggou has you covered!

There is still only 5, it's just us 5 saying we can respec as needed


Feel free to do whatever you like! If you want to replace a character with something else, please feel free, and also please feel free to submit even if there are multiple characters of the type you want to submit. I would also rather love backstories for the characters people are submitting so we have something to roleplay with :) And if you haven't specified pronouns for your characters, that's important too!

Grand Lodge

Where does the new Beginner Box take place?

EDIT: I would like to tie the backstory to the hometown of the box...

EDIT^2: Are they coming out with a revised Box?


If you're asking about whether there will be a remastered version of the Beginner Box, yes, it was released in March, and that's what I'm recruiting for :) It takes place in Otari (there aren't any spoilers on that article, don't worry). Something that I find mildly surprising is that the player's guide for the adventure doesn't really provide much information on the setting.

Grand Lodge

Okay, I was wondering if they were making a new adventure for the revised box. I noticed that it is on the isle of Kortos. Isn't that, culturally, like Greek or something? I may change things so that Tama is more hoplite flavored...

EDIT: I don't see a Player's Guide for this. Do you have a link?


There is some Greek influence, yes, particularly in the native fauna--minotaurs, centaurs, harpies.

Unfortunately the player's guide isn't publicly available :( There's more of an expectation for the Beginner Box that you'll be playing in person and the GM will provide you with the player's guide (or the Hero's Handbook as it's called). It has a single-player adventure, details on character creation and how to play, but not much about the setting as I mentioned above. There's some blurbs about the area in the World Guide, but that's really it.

Envoy's Alliance

Jolinaxus grew up under the Whispering Tyrant, and learning to fight from a young age, came to talent training with strange weapons and odd techniques, making her somewhat unfit for simple conscription. Instead, she was sent to live with her uncle (on the human side) in Otari, her family unable to bear a certain shame for her heritage - he had, in fact, always doted upon her, and she him, making the arrangement beneficial. Working as a barback at the local pub, she has never consumed a drop of alcohol in her life, but practices her balancing skills daily taking care of the dishes...

Nearly complete - a Human-Dromaar Monk with Monastic Weaponry built for both melee and range, I have re-imagined one of my PFS characters somewhat, if keeping the name. Unsure about her exact ability score distribution, as I am not sure what Level the Beginner Box will end up at - I may tweak her final numbers if selected, but not before I see the rest of the party!

Grand Lodge

GM Luna wrote:

There is some Greek influence, yes, particularly in the native fauna--minotaurs, centaurs, harpies.

Unfortunately the player's guide isn't publicly available :( There's more of an expectation for the Beginner Box that you'll be playing in person and the GM will provide you with the player's guide (or the Hero's Handbook as it's called). It has a single-player adventure, details on character creation and how to play, but not much about the setting as I mentioned above. There's some blurbs about the area in the World Guide, but that's really it.

Okay. Are there any campaign backgrounds that may be available to us?

Dark Archive

Made a bunch if characters to fit whatever Void needs to be filled, here's my submissions

Player name: Degnax
OOC: Degnax
Pronouns: he/him

Character name: Risk Zil
Ancestry: Aiuvarin Orc
Background: Entertainer
Class: Bard

Risk

Bard 1:

CN Medium Orc Aiuvarin Humanoid

Perception +5; Low-Light Vision Darkvision

Languages Common, Orcish

Skills
Acrobatics +1, Arcana +3, Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Lore: Theatre +3, Occultism +3, Performance +7, Society +3, Stealth +4

Ability Scores

Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4

Items

Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (2), Soap, Grappling Hook, Acid Flask (Lesser), Oil (5)

DEFENSE [/bp

AC 16; Fort +4, Ref +4, Will +5

HP 19

Speed 25 feet

[B]OFFENSE

Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S

Spells
Occult Known Spells DC 17, attack +7;
1st

Runic Weapon, Sure Strike, Fear (2 slots);

Cantrips

Detect Magic, Summon Instrument, Shield, Void Warp, Daze
Focus Spells

(1 points) Counter Performance
Courageous Anthem

Additional Feats

Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance

Additional Specials

Composition Cantrips, Composition Spells, Muses (Warrior)

Character Name: Kzakk Arkon
Ancestry: Hold-Scarred Orc
Background: Criminal
Class: Rogue

Kzakk

Rogue 1:

N Medium Orc Hold-Scarred Orc Humanoid
Perception +5; Darkvision
Languages: Common, Orcish, Dwarven

Skills

Acrobatics +5, Athletics +6, Deception +3, Diplomacy +3, Intimidation +3, Lore: Underworld +4, Occultism +4, Religion +3, Society +4, Stealth +5, Survival +3, Thievery +5

Ability Scores

Str +3, Dex +2, Con +3, Int +1, Wis +0, Cha +0

Items

Studded Leather, Thieves' Toolkit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Grappling Hook, Caltrops (3), Oil (5), Smoke Ball (Lesser)

DEFENSE

AC 17; Fort +6, Ref +7, Will +5
HP 23

Nimble Dodge: Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Speed 25 feet

OFFENSE

Melee Kukri +6 (Agile, Finesse, Trip, Uncommon), Damage 1d6+3 S

Melee Fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 B

Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack modifier or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus; if you're legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.

Precision Damage Sneak Attack 1d6

Additional Feats

Diehard, Experienced Smuggler, Hold-Scarred Orc, Iron Fists
Additional Specials Rogue's Racket (Ruffian Racket), Sneak Attack, Surprise Attack

Character Name:Drarn Kuvnaat
Ancestry: Hold-Scarred Orc
Background: Nomad
Class: Druid

Drarn

Druid 1:

N Medium Orc Hold-Scarred Orc Humanoid

Perception +7; Darkvision

Languages: Common, Orcish

Skills
Acrobatics +2, Athletics +2, Intimidation +3, Lore: One Terrain +3, Medicine +7, Nature +7, Stealth +5, Survival +7

Ability Scores

Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +0

Items

Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Bolts (50), Climbing Kit

DEFENSE

AC 18; Fort +4, Ref +5, Will +9

HP 21

Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Speed 25 feet

OFFENSE

Melee Untamed jaw +5 (Agile, Finesse, Nonlethal, Unarmed, Lethal), Damage 1d8+2 B, P or S

Melee Untamed claw +5 (Agile, Finesse, Nonlethal, Unarmed, Lethal), Damage 1d6+2 B, P or S

Melee Morningstar +5 (Versatile P), Damage 1d6+2 B

Ranged Crossbow +5 (Crossbow), Damage 1d8 P

Spells

Primal Prepared Spells DC 17, attack +7;

1st: Heal, Summon Animal

Cantrips: Detect Magic, Tangle Vine, Electric Arc, Gouging Claw, Stabilize

Focus Spells: (2 points)
Pest Form
Untamed Form
Untamed Shift

Additional Feats

Animal Empathy, Assurance, Diehard, Hold-Scarred Orc, Untamed Form

Additional Specials
Anathema, Druidic Order (Untamed Order), Voice of Nature, Wildsong

Character Name:Troch Val
Ancestry: RainFall Orc
Background: Hunter
Class: Ranger

Troch

Ranger 1:

N Medium Orc Rainfall Orc Humanoid

Perception +7; Darkvision

Languages: Common, Orcish

Skills

Acrobatics +6, Athletics +5, Intimidation +3, Lore: Tanning +3, Medicine +5, Nature +5, Stealth +6, Survival +5

Ability Scores

Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0

Items

Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Climbing Kit, Oil (5), Arrows (60)

DEFENSE

AC 17; Fort +7, Ref +8, Will +5

HP 22

Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Speed 25 feet

OFFENSE

Melee Shortsword +6 (Agile, Finesse, Versatile S), Damage 1d6+2 P

Ranged Longbow +6 (Deadly d10, Volley 30 ft.), Damage 1d8 P

Hunted Shot (Flourish) Requirements You are wielding a ranged weapon with reload 0. You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Hunt Prey (Concentrate, Ranger) You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Additional Feats: Rainfall Orc, Survey Wildlife

Additional Specials: Hunter's Edge (Flurry)

Character Name: Rek Dar
Ancestry: Hold-Scarred Orc
Background: Warrior
Class: Fighter

Rek

Fighter 1:

N Medium Orc Hold-Scarred Orc Humanoid

Perception +6; Darkvision

Languages: Common, Orcish

Skills

Acrobatics +3, Athletics +7, Intimidation +4, Lore: Warfare +3, Medicine +4, Survival +4

Ability Scores

Str +4, Dex +0, Con +3, Int +0, Wis +1, Cha +1

Items

Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (4), Soap, Oil (5), Climbing Kit, Arrows (20)

DEFENSE

AC 17; Fort +8, Ref +5, Will +4

HP 25

Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Reactive Strike Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Speed 25 feet

OFFENSE

Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S

Melee Orc Knuckle Dagger +9 (Agile, Disarm, Orc, Uncommon), Damage 1d6+4 P

Ranged Shortbow +5 (Deadly d10), Damage 1d6 P

Exacting Strike[b] (Press) You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. Failure This attack doesn't count toward your multiple attack penalty.

[B]Additional Feats: Diehard, Hold-Scarred Orc, Intimidating Glare

Character Name: Forg Thoth
Ancestry: Grave Orc
Background: Field Medic
Class: Cleric

Forg

Cleric 1:

N Medium Orc Grave Orc Humanoid

Perception +7; Darkvision

Language: Common, Orcish

Skills

Acrobatics +0, Arcana +3, Athletics +2, Lore: Warfare +3, Medicine +7, Occultism +3, Religion +7, Survival +7

Ability Scores

Str +2, Dex +0, Con +2, Int +0, Wis +4, Cha +1

Items

Unarmored, Religious Symbol (Wooden), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Oil (5), Healer's Toolkit, Holy Water

DEFENSE

AC 15; Fort +4, Ref +5, Will +9

HP 19; Resistances void 1

Orc Superstition[b] Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled. You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

Speed 25 feet

[B]Ability Scores

Melee Staff +4 (Monk, Two-Hand d8), Damage 1d4+1 B

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Spells

Divine Prepared Spells DC 17, attack +7;

Font 1st: Heal, Heal, Heal, Heal;

Divine Prepared Spells DC 17, attack +7;
1st: Protection, Bless, Force Barrage;

Cantrips:[/bp Vitality Lash, Detect Magic, Divine Lance, Stabilize, Shield

[B]Focus Spells (1 points) Protector's Sacrifice

Additional Feats Domain Initiate, Grave Orc

Additional Specials Anathema, Cleric Spellcasting, Deity, Divine Font (Healing Font), Doctrine (Cloistered Cleric), Domain Initiate (Protection), Sanctification

Liberty's Edge

If you are still looking for players, I would be interested in submitting a character.


2 people marked this as a favorite.

Got some questions that came in while I was at work, let's get to those and summarize what we've got so far! :)

First, for Jolinaxus, the Beginner Box will see you to level 2 (which fits into Troubles in Otari). I'm going to be doing milestone XP to keep things easier.

Aeshuura, for the backgrounds, there aren't any that specifically tie to this area / adventure. There are a few listed in the Hero's Handbook, but I'm fine with opening it up to anything that's in Player Core. In the future I'll be happy putting something custom together for you, but for now, feel free to reskin something if you'd like. :)

Degnax, one character per person, please. If you'd like to withdraw a character and submit something else, that's fine, but please limit it to one. I understand the eagerness to want to get into a game, but creating six characters to try to guarantee yourself a spot isn't fair to everyone else.

Daniel Stewart, please do submit something!

I think that's everyone's queries addressed, please let me know if I've missed something!

Please don't hesitate to submit if someone submitted a character like yours! I will be evaluating choices based on uniqueness and character backstories, so please feel free to embellish there. I get that working up a backstory can be a lot of work--it takes me several days of dedicated thought! If you've created a character for another instance of the Beginner Box that didn't get chosen, or some other campaign that wasn't selected, I'm happy to look at them, too, so long as they meet the requirements.

With that housekeeping out of the way, let's summarize what we've got.

Divine
Grolugh - Warpriest Cleric

Martial
Tama - Fighter
Xulgag - Ranger
Jolinaxus - Monastic Weapons Monk

Arcane
Diggou - Necromancer Wizard

Skill
{∅}

Degnax, I've not included you in the above list because I don't know which single character you'll submit. Other than that, please let me know if I've missed anyone!

Dark Archive

GM Luna wrote:

Degnax, I've not included you in the above list because I don't know which single character you'll submit. Other...

I'll just submit my original character then, Risk Zil the Aiuvarin Orc Bard

Liberty's Edge

OK...here is my submission. Hope he fits in with the rest of the group!!

Onog:

Male orc aiuvarin sorcerer 1 (Advanced Player's Guide)
Medium, Aiuvarin, Elf, Humanoid, Orc
Heritage aiuvarin
Background root worker
Perception +4; darkvision, low-light vision
Languages Common, Orcish, Sakvroth
Skills Deception +7, Diplomacy +7, Herbalism Lore +4, Intimidation +7, Occultism +4, Society +4, Stealth +4
Str +2, Dex +1, Con +0, Int +1, Wis +1, Cha +4
Items explorer’s clothing, heavy crossbow, mace, backpack, bedroll, bolts (20), flint and steel, rations (1 week), waterskin, purse (9 gp, 8 cp)
--------------------
AC 14; Fort +3; Ref +4; Will +6
HP 16
--------------------
Speed 25 feet
Melee [1] mace +5 (shove), Damage 1d6+2 B
Ranged [1] heavy crossbow +4 (range increment 120 feet, reload 2), Damage 1d10 P
Arcane Otherworldly Magic Spell DC 17, attack +7; Cantrips (1st) message
Occult Sorcerer Spellcasting DC 17, attack +7; 1st (3 slots) grim tendrils, mage armor, magic missile Cantrips (1st) chill touch, detect magic, prestidigitation, shield, telekinetic projectile
Focus Spells 1 Focus Point, DC 17; 1st Dim the Light
Ancestry Feats Otherworldly Magic
Skill Feats Root Magic[APG]
Other Abilities blood magic (shadow), bloodline, component substitution


Background for Grolugh:

Spoiler:

Driven south after the Quest for Sky, many orcs went as far as Garund, and some continued to make their way through the Mwangi Expanse, finally settling in the borderlands of Droon and Holomog as beast riders. The iruxi and humans found them to be companiable enough, and fierce fighters when a call to arms was needed.

Such was the family Grolugh was born into; riders and warriors, serving either Droon or Holomog depending on whose need was greatest. Grolugh learned the faith of Mazludeh and served as a protector on land caravans, navigating past the dangerous land of Geb and the fields of maidens that warned Holomans not to come closer. When Holomog called upon citizens and mercenaries alike to quest north and gather information on Arazni and other changes in the celestial hierarchy—anything that might give Holomog an advantage in future conflicts—Grolugh volunteered, dreaming of adventure.

Despite never having been on a spice ship, he found himself enjoying the view from the prow, immune to any sea sickness. As a follower of Mazludeh, he would work for community and balance, and savor the peace of tea at twilight…and as a warrior of Holomog and Droon, he would strike down enemies swiftly and surely.

Liberty's Edge

Sorry forgot to add this:
Player name: Daniel Stewart
OOC: Dan
Pronouns: he/him

Character name: Onog
Ancestry: Aiuvarin Orc
Background: Sage
Class: Sorcerer

Dark Archive

Re submitting to make it less crazy than my post with the multiple characters and adding a backstory

Player name: Degnax
OOC: Degnax
Pronouns: he/him

Character name: Risk Zil
Ancestry: Aiuvarin Orc
Background: Entertainer
Class: Bard

Risk

Bard 1:

CN Medium Orc Aiuvarin Humanoid

Perception +5; Low-Light Vision Darkvision

Languages Common, Orcish

Skills

Acrobatics +1, Arcana +3, Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Lore: Theatre +3, Occultism +3, Performance +7, Society +3, Stealth +4

Ability Scores

Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4

Items

Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (2), Soap, Grappling Hook, Acid Flask (Lesser), Oil (5)

DEFENSE

AC 16; Fort +4, Ref +4, Will +5

HP 19

Speed 25 feet

OFFENSE

Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S

Spells

Occult Known Spells DC 17, attack +7;

1st

Runic Weapon, Sure Strike, Fear (2 slots);

Cantrips

Detect Magic, Summon Instrument, Shield, Void Warp, Daze

Focus Spells

(1 points) Counter Performance
Courageous Anthem

Additional Feats

Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance

Additional Specials

Composition Cantrips, Composition Spells, Muses (Warrior)

Backstory for Risk Zil:

Risk grew up with his mother whom was of elvish decent. Risk never really fit in amongst the ideals of elves, (beauty, at least an elves standard, and intelligence not really being among his orcish traits he inherited). Growing up he was often ostracized and shunned, even by his own mother, some kids even going as far as trying to physically harm him. As a result of this he quickly adapted his larger physique and superior strength into combat power and, in an attempt to gain recognition, he would often embellish his achievements. This did give him recognition, however it was as a great story teller and not in the way he was yearning. Realizing he would never fit it with his elvish peers, he struck out on his own as soon as he was 17. Amongst his travels he really came into his own as a performer and story teller, going from town to town weaving tails of grandeur and intrigue to make some coin. In one town, he did particularly well and some ruffians took notice. As he left the town the ruffians, thinking he was but a story teller and thus easy prey, attacked him for the coin he earned. Risk fought back, obviously, and did particularly well. However, amongst the clang of weapons and thuds of Fists he found a rhythm that inspired him to start chanting a battle chant. During this battle he awoke his muse of battle and his first true bardic abilities. Emerging victorious with newfound power, he again set out and continued to hone his craft of stories and his powers on bandits and creatures, as he traveled from town to town. His travels have since landed him in the small town of Otari, where he iscurrently residing...

Grand Lodge

Player name/OOC: Aeshuura
Pronouns: he/him

Character name: Tama (adjusted for flavor)
Pronouns: he/him
Ancestry: Human (Dromaar/Half-orc)
Background: Artisan (smith)
Class: Fighter

Crunchy Bits:

Perception +5; Low-light
Languages Human, Orc, Tian (Minkai)
Abilities
Str +3, Dex +2, Con +3, Int +1, Wis +0, Cha +0
Skills
Acrobatics +5
Athletics +6
Craft +4 (+5 when smithing)
Diplomacy +3
Lore: Guild +4
Medicine +4
Performance +3

Items[/i] Studded Leather, steel shield, battle axe, sling, sling bullets (10), 2 daggers, healer's toolkit, repair toolkit, backpack, bedroll, 10 pcs chalk, flint & steel, 50 ft of rope, 2 wks' rations, soap, 5 torches, waterskin

[b]AC 15 (17 w/ shield); Fort +8, Ref +7, Will +3
hp 21
Speed 25 feet

Melee
Spear +8 (Thrown 20 ft.), Damage 1d6+3 P
Scimitar +8 (Forceful, Sweep), Damage 1d6+3 S
Fist +8 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 B
Sling +7 (range 50 ft, Propulsive), Damage 1d6+1 B
Exacting Strike: If miss, ignore multi attack penalty

Backstory:
Tama was found as a child wandering the fields outside of Otari. A child of mixed heritage, the merchants that found him wondered what had happened to his parents, but holding to their schedule, could not wait for his parents to claim him. No one ever did.

Tama was adopted by an older couple that could not have children of their own. They gave him a home that was as warm and caring as you could ask for. It had a profound effect on the young Dromaar, and he grew to be an upstanding young man. His interest in weapons led him to apprentice with the local smith, where he excelled. Despite no formal training, weapons felt natural in Tama’s hands. When called to help defend the town from monsters, he answered.

I tried to leave enough leeway for you to answer the questions of his parentage any way you want.


1 person marked this as a favorite.

Hello!

It's been a week, almost to the minute, and so the time of choosing is upon us. I know folks are eager to know, so I'll eschew the paragraphs I was going to type here. :P I would like to welcome Tama, Diggou, Grolugh, and Risk Zil to the game! Please make introductory posts for your characters (appearance, what brings you to Otari, anything else you find interesting about your character) in the gameplay thread.

Orcs orcs orcs!

Liberty's Edge

good luck guys and have fun!!!

Verdant Wheel

You kids have fun!

Grand Lodge

Sorry, putting my alias together!

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