
GM Taban |

[i][b]Breachill’s local government has a long history of hiring adventurers to tackle challenges its residents face that fall outside the scope of the town guard’s duties. The merchant whose expected shipment of goods hasn’t yet arrived, the shepherd whose
herd of goats mysteriously died in the night, the farmer whose entire season’s harvest was ruined or stolen—investigating and resolving any of these matters are considered good jobs for adventurers, and so Breachill’s town council uses its resources to hire heroes as needed. These monthly meetings, known as the Call for Heroes, are distinct from the council’s normal regular governance meetings, a tactic that separates such matters from regular municipal business and shows the townspeople that the council takes seriously the issues that are often most important to them personally. Your characters have decided to attend this month's call for adventure to see if they can find a job that will set them on a path to greatness.[i][b]
What am I looking for?
- People who can post at least once per 48 hours, barring of course real life intervention.
- People who communicate. I'm available here, on discord, whatsapp and several other places. Need some time off, let me know. Have an issue, let me know. Wan't to quit, please don't, but if you really want to, let me know.
- People who can follow instructions. I have a few rules regarding posting and rolling and such which will be in the campaign overview, please follow those.
- People who can cooperate. This campaign is geared towards people working together. The occasional conflict is fine, but characters (or players)who only derive joy out of messing with party members have no place here.
Character creation.
- Only the CRB and the AoA players' guide are allowed
- Standard ability generation.
- 150SP starting money

AinvarG |

I'm thinking of submitting a LG gold draconic sorcerer with the intention of going into champion dedication. I want to try out the 2nd Edition rules, and right now no one I know wants to change to PF2.
Same here. I am thinking to draw up something vanilla, though, to give me to me to focus on the basics of the new rules. My plans always change when the party make-up starts to gel.

DoubleGold |

Dotting for interest, thinking fighter. Surprise people don't want to change to PF2, I find the rules and mechanics easier to deal with. And with backgrounds in PF2, it encourages new players to write good backgrounds, or new or old players are like, what do I want to write as a background, so you pick one and then create a backstory now that you have something to work with.

Pixie Rogue |

Very, very interested. Don't have yet a character concept in mind at the time being, but would love to play this campaign as my first 2nd Edition experience. What kind of character would you find more fitting for this adventure?
Have you grabbed the Player's Guide yet? (In case you weren't aware it was available...)

Diaz Ex Machina |

Diaz Ex Machina wrote:Very, very interested. Don't have yet a character concept in mind at the time being, but would love to play this campaign as my first 2nd Edition experience. What kind of character would you find more fitting for this adventure?Have you grabbed the Player's Guide yet? (In case you weren't aware it was available...)
Oh yeah, forgot about it! I'll read it ASAP!

Pixie Rogue |

So in the campaign info, you say standard ability score distribution, so you don’t want us to use the character creation process from the CRB?
I haven’t analyzed the point equivalent of a PF2 character built with the new guidelines - might be an interesting comparison.

Amaranthine Witch |

So in the campaign info, you say standard ability score distribution, so you don’t want us to use the character creation process from the CRB?
I haven’t analyzed the point equivalent of a PF2 character built with the new guidelines - might be an interesting comparison.
I assume standard ability generation means the default ABC method.

Raff |

This is Dax' submission. Raff Keegan, Thug Seeking Redemption.
Raff is a well built human man with the scars to show that he has been in numerous fights during his life. He tends to wear simple clothing.
Raff stood there drenched with sweat, covered in blood, and heavy with shame. This was his most difficult fight yet and he had emerged victorious. He should have been elated, but he wasn’t. Raff felt disgust at what he had become. He stood over his opponent, with the crowd cheering and calling for blood and wondered how did he start on this path?
Raff was a rather large boy. His father was a baker and allowed Raff to sample any and all of the sweet delicacies he wanted. His size made him the object of ridicule. Eventually the childish taunts and name calling became bullying by a group of boys. After a time, Raff tired of being pushed around while giving away his sweets. One day, he fought back. His first attempt at self defense did not go very well, but the more he fought, the better he got at it. Perhaps that’s how it all started.
He trained and learned and improved until he became the bully of bullies. In time, Raff made those boys pay him not to beat them up. He would start fights just to prove he was the best. His talent and attitude did not go unnoticed. Trask, an up and coming crime boss came to him and offered him a job as a bodyguard. Raff would just need to stand there looking tough as Trask went around collecting debts. It was easy money until a shop owner did not pay. Trask ordered Raff to break his arm. After some hesitation, Raff did. It was easier than he thought it would be and Trask gave him a large bonus for his good work. Perhaps that’s how it all started.
Raff became Trask’s top enforcer and money collector. You paid him what you owed or he hurt you. Somehow, Raff got the idea that he should be the boss. His coup was unsuccessful, but he was able to make it out alive. Raff left town as fast as he could. His wanderings brought him upon a bandit camp where, after a brutal initiation, he was accepted as a member. Perhaps that’s how it all started.
All was going well for him as a bandit until his group ambushed a lone wagon and driver. It turned out to be Cole, Raff’s brother. He was delivering some sweets to a local lord. As Raff tried to talk his gang out of robbing his brother they turned on him. Somehow, he was able to defeat them while his brother ran away. Raff could not return home nor could he go back to the bandit camp. He wandered some more until he came to Breachill. He had vowed that he would not become an enforcer again, but as he looked for work, he realized the only thing he knew how to do was fight. Perhaps that’s how it all started..
In desperate need of money, he came upon a fighting arena. He thought this was a way for him to earn an honest living doing what he does well. That illusion was soon shattered. Now he stands over a defeated opponent, his hand raised to deliver the killing blow. At this ignominious moment he realizes, it does not matter how it all started. All that matters is how it ends. Perhaps this is how it all started…

Pixie Rogue |
1 person marked this as a favorite. |

As for what I want to know right now, preferably I'd like to know people's prefered class so I can make a balanced party.
I'm very much a "what does the party need" character designer because there are so many I want to try and building my first character for actual play in PF2, that difficulty in deciding increases exponentially.
HOWEVER. I understand that you are not going to be able to make a decision without knowing what people want to play, so I looked at the AoA backgrounds to see what inspiration struck.
I am literally open to playing anything to fill a gap that the party is suffering from, but I am going to start working on a halfling ranger with the emancipated background. For practice, I might work up a dwarven cleric of Sarenrae with the haunting vision background.
And a shout out to Nevynxxx - haven't seen you for a minute, my friend! Hope all is well!

Hugo Nervin |

Applying with Hugo Nervin. Concept is a nervous asocial healer alchemist with a slight hero complex. Working from the Haunting Vision background. Stats in profile.
Hugo is born and raised in Isger under Chelaxian rule, growing up in a middle class family in Elidir as their only child. From birth he was plagued by horrific visions of fire, and as such grew up an introverted, terrified child whose parents kept him well-hidden, convinced his visions would attract negative attention. Isolated, over-parented, and privileged he instead invested his time in books and study.
After coming of age, Hugo chose to apprentice to an apothecary, following his personal passion for the weird sciences. Although difficult to work with, he excelled at the work and took a great deal of pleasure in helping others with their ailments. During this time he eventually learned some measure of confidence, and also invested heavily into studying his visions - which he never spoke of. This is when he learned of the Dragon God Dahak, and became obsessed with him.
Upon having a vision of Breachhill, Hugo abruptly quit, using what money he can to purchase supplies and make his way to Breachhill ot join the call for heroes. Whatever he is supposed to do, he knows it is here.

Amaranthine Witch |

This is Rokar, a draconic sorcerer devotee of Iomedae who looks to multiclass to champion. I have to finish the equipment and write the background.

Saleem Halabi |
I present Omari Oparal, Champion of Nethys Starting off as a champion of Nethys with the intent to pick up Wizard Multiclass at 2nd (and probably 4th) level.
Omari Oparal was born in the crucible of dragon’s fire. On the day of his birth, a black dragon rose from the depths of Lake Encarthen and ravaged the village of Erages on the western border of Kyonin. Left an orphan, and scarred by acid Omari was given over to the church of Nethys. Seeing the child’s half scarred body as a sign from their deity the temple readily took him in and begin instructing him in the ways of the All Seeing Eye.
Omari was a quick study and took to his lessons with aplomb. However much to the priest’s confusion he was also a very physical and active child. The good natured child grew enamored and with the knowledge of combat and warfare. Growing to love the physicality of a brawl as well as the mental challenge of a surprise quiz. Eventually they came to understand this strange child as just another facet of Nethys’s duality.
Growing into adulthood the clerics were unsurprised to find that Omari’s faith blossomed, they were however surprised by their nature. On his 18th birthday Omari was anointed a holy warrior in Nethys’s service. Since then he has set out in the world to discover what he can about dragons, and perhaps learn more about the circumstances of his birth. On his last two silvers he finds himself in the town of Breechill attending the Call for Heroes, hoping to earn a few silvers, find a few bits of draconic lore, and save a few people.
Class: Champion (Nethys, Redeemer)
Ancestry: Human (Half-Elf)
Background: Dragon Scholar
Alignment: Neutral Good
HP: 19
Speed: 25 (20 with armor)
Perception (T): +3
Abilities
*Str – 18 (+4)
Dex – 10 (+0)
Con – 12 (+1)
Int – 16 (+3)
Wis – 10 (+0)
Cha – 12 (+1)
Saves
Fort (E): +6 = 1 (Level) + 4 (Prof) + 1 (Con)
Ref (T): +3 = 1 (Level) + 2 (Prof) + 0 (Dex)
Will (E): +5 = 1 (Level) + 4 (Prof) + 0 (Wis)
AC: 18 = 10 + 1 (Level) + 5 (Armor) +2 (Trained)
Staff: +7 = +1 (Level) + 2 (Trained) +4 (Str)
Staff Damage (1H): 1d6 +4 (Str)
Staff Damage (1H): 1d10 +4 (Str)
Ancestry Abilities
Free, Free
Common, Elf
Low Light Vision
Proficiencies
Simple Weapons (T)
Martial Weapons (T)
Unarmed (T)
All Armor (T)
Class
1 Class Feature – Paladin Code
1 Class Feature – Lay On Hands
1 Class Feature – Glimpse of Redemption
1 Class Feature – Deific Weapon (Staff does more damage)
Feats
1 Ancestry – Otherworldly Magic (Shield)
1 Background – Intimidating Glare
1 Class - Shield Block
1 Class – Deity’s Domain (Destruction)
Skills
Arcana (T): +6
Athletics (T):+7
Crafting (T): +6
Diplomacy (T): +4
Intimidation (T): +4
Medicine (T): +3
Occultism (T): +6
Religion (T): +3
Dragon Lore (T): +6
Languages
Common
Elven
Draconic
Dwarven
Spells
Lay on Hands (Focus)
Cry of Destruction (Focus)
Shield (Cantrip)
Gear (Bulk: 6.2/9)
Splint Mail (13g, 3b)
Staff (0g, 1b)
Adventurer’s Pack (0.7g, 2b)
Writing Set (1g, Lb)
Holy Symbol (0.1g, Lb)
Remaining Coin: 2 silver
These are the Tenets that Omari follows, in order of priority.
*Pursue Mundane Paths over Magical Ones or willingly commit evil acts
*Never knowingly harm an innocent
*You must first try to redeem those who commit evil acts rather than killing them or meting out punishment,
*You must show compassion for others, regardless of their authority or station.

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Here is my submission for the game, a halfling warrior named Varook
Male halfling fighter 1
Common, NG, Small, Halfling, Humanoid
Perception +7 (+9 when using the Seek action to sense unseen creatures within 30ft.)
Languages Common, Halfling, Varisian
Skills Acrobatics +6, Athletics +2, Society +4, Stealth +6, Survival +5, Thievery +6, Warfare Lore +4
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Other Items studded leather, shortsword, shortsword, backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (9 gp; 5 sp)
--------------------
AC 18; Fort +7; Ref +9; Will +5 (If you succeed at a saving throw against an emotion effect, you get a critical success instead.)
HP 18 Hero Points 1
--------------------
Speed 25 feet
Melee [1] shortsword +9 (agile, finesse, versatile S), Damage 1d6 piercing/slashing
Melee [1] shortsword +9 (agile, finesse, versatile S), Damage 1d6 piercing/slashing
Feats Double Slice, Halfling Weapon Familiarity
Other Abilities gutsy halfling, keen eyes

Phntm888 |
Here is my submission for the game. Aramil Wellys, Half-elf bard who's looking for his father in Breachill.
Aramil Wellys
• Ancestry: Human (Half-Elf)
• Background: Returning Descendant
• Class: Bard (Maestro muse)
• Deity: Shelyn
• Alignment: NG
Perception (E) +5; low-light vision
Stats:
STR 12
DEX 14
CON 12
INT 12
WIS 10
CHA 18
HP 17
AC 15
Languages: Common, Elven
Skills:
+5 Acrobatics (T)
+1 Arcana (U)
+1 Athletics (U)
+4 Crafting (T)
+7 Deception (T)
+7 Diplomacy (T)
+4 Intimidation (U)
+4 Engineering Lore (T)
+4 Shelyn Lore (T)
+0 Medicine (U)
+0 Nature (U)
+5 Occultism (T)
+7 Performance (T)
+0 Religion (U)
+4 Society (T)
+2 Stealth (U)
+3 Survival (T)
+5 Thievery (T)
Feats:
Natural Skill (Ancestry, CRB p. 57)
Lingering Composition (Class, CRB p. 99)
Pickpocket (Skill, CRB p. 264)
Proficiencies:
Unarmored (T)
Light Armor (T)
Simple Weapons (T)
Longsword, rapier, sap, shortbow, shortsword, and whip (T)
Unarmed (T)
Combat:
+5 Rapier (1d6+1 P, Deadly 1d8, disarm, finesse)
+5 dagger (1d4+1 P, agile, finesse, thrown 10 ft, versatile S)
+5 sling (1d6 B, range 50 ft, propulsive)
Saves:
+4 Fort (T)
+5 Reflex (T)
+5 Will (E)
Occult Spellcasting
Occult Spell DCs (T) - 17
Occult Spell Attacks (T) - +7
Spell Repertoire
Cantrips - daze, ghost sound, guidance, shield, telekinetic projectile
1st-level (2/day) - charm, color spray, soothe
Composition Spells (Focus Points: 2)
Counterperformance (Cost 1)
Lingering Composition (Cost 1)
Equipment: Bard Kit (studded leather, 20 sling bullets, rapier, dagger, sling, adventurer’s pack, bandolier, handheld musical instrument (lute), sheath)
Bulk 4 Light 3
Coin: 8 gp, 2 sp
Aramil was born in the city of Magnimar. His mother, Taraliel, was an elven adventurer, but he never met his father. He knew his name was Obron Wellys, and he’d adventured with his mother for a while. For the first few years of his life, things were good with him and his mother. Then she got the itch to go adventuring again, and began leaving him with an elderly woman who ran an inn while she journeyed for a month at a time. She didn’t come back from one of those trips, however, and the elderly woman died shortly thereafter. The new owner of the inn, not wanting Aramil around, was kicked out into the streets. There, he learned to subsist on what he could scavenge and fell in with a gang of pickpockets and thieves. Aramil knew that, deep down, his mother wouldn’t approve, but the gang provided a way to make money and eat regularly, which helped him survive.
One day, Aramil attempted to pick the pocket of a priest of Shelyn. He was caught, but the priest, seeing Aramil was clearly a street urchin, instead took him to the temple, where Aramil had a chance to bathe, dress in clean clothes, and eat a good meal. The priest said his name was Valint Selwick, and he had once been like Aramil until another priest of Shelyn had stepped in to help him. Valint said he had a choice. He could continue the life he’d been living, or he could try to find a new one with the church of Shelyn. Aramil, knowing a good opportunity when he saw one, decided to stay with the church.
Aramil didn’t have the temperament to be a priest, but he showed a natural talent for art and music. The temple of Shelyn trained him to play several different kinds of instruments, as well as teaching him the arts and architecture - for what is architecture if not the art of buildings? Once he grew old enough, he left the temple and began to perform in taverns and inns to make a living. One day, while performing, he overheard someone mention his father’s name. He asked the man about the name, and he told him that he’d grown up in the same village as Obron, a place called Breachill in Isger. Aramil thanked the man, and that night, made plans to journey from Magnimar to Breachill in order to see if he could find his father or, barring that, if he could find his father’s family.
Upon arrival, he heard about the Call for Heroes, and decided that if his father was an adventurer, he might find him there.

Diaz Ex Machina |

I have a last minute submission for this table!
Introducing...
Cris Krestle, CG male half-orc fighter
Ancestry: Human
Background: Reputation Seeker
Class: Fighter
Cris is the son of a couple of half-orcs who moved to Breachill just about twenty years ago. He worked for a bit for Mrs. Howerdell at the Breach Creek Lumbermill as an escort for her lumberjacks, but he always wanted something more. Four years ago he left town and joined a scientific expedition in the jungles of Sargava, hoping to find there the adventures he dreamed of since he was a kid. But something went really wrong there, something he doesn't want to talk about, and so he returned as the only survivor of that trip less than a month ago. But whatever happened in the jungles of Garund didn't change Cris' idea of become an adventurer, and so he decided to answer the Call for Heroes of his hometown.
This is just a first draft of the story. While playing I will write a better and more detailed background based on this initial sketch.

Vrog Skyreaver |

Here is my submission:
Karen
LG Half-Orc Cleric 1
Background: Barkeep
STR 10
DEX 14
CON 12
INT 10
WIS 18
CHA 14
HP 17
AC 15
Perception (T) +7; Senses: Low-Light Vision
Fort (T) +4
Ref (T) +5
Will (E) +9
Speed 25'
Unarmed: +5 to hit; 1d6b damage; Agile, Finesse, Nonlethal, Unarmed
Skills:
Acrobatics (T) +5
Athletics (T) +3
Crafting (T) +3
Diplomacy (T) +5
Lore (Alcohol; T) +3
Religion (T) +7
Class Features:
Deity (Irori)
Divine Font (Heal)
Divine Spellcasting
Doctrine (Cloistered Cleric)
Offense:
Simple Weapons (T)
Unarmed Attacks (T)
Defense:
Unarmored Defense (T)
Spells:
Spell DC (T) 17
Spell Attack (T) +7
Spells/Day: -/2+3
Focus: 1
Focus Spells:
Athletic Rush (pg 389)
Spells:
*Cantrips:
Detect Magic (pg 328)
Divine Lance (pg 331)
Guidance (pg 342)
Prestidigitation (pg 359)
Shield (pg 368)
*First:
Bless (pg 321)
Magic Weapon (pg 349)
Equipment:
6 gp, 9 sp
Backpack 1sp
Bull's-eye Lantern 1gp
Healer's Tools 5gp
Silver Holy Symbol 2gp
Feats:
*Ancestry:
Natural Ambition (pg 57)
*Class:
Deadly Simplicity (pg 121)
Domain Initiate (Might) (pg 121)
Karen is the daughter of an Orcish Brewer and a Dwarven Barkeep.
The two of them run a tavern and inn in one of the smaller towns of Andor. Their tavern, The Grilled Goblin, is very popular with adventurers. Karen grew up working in the tavern, helping to serve customers and listening to the stories of the regulars who bragged about their exploits. When Karen came of age, she joined the church of Irori and decided to see if the stories she heard growing up were true by becoming an adventurer.

Eyza Danver |

This is Sha'ir's Alias, I posted earlier about wanting to play a bard?
Here I am!
Ancestry: Half-elf
Class:Bard
Muse:Polymath
Role: Skill-monkey, utility/support caster, mild combat, social stuff.
Ezra Denver is effervescent and dilettantish. He claims that a human relative of his joined the Hellknights but cannot say which order. While he has no intention of joining them, Ezya would love to compose an epic about a suitably dark and brooding Hellknight hero. He loves doing research but his tendency to get distracted is slowing things down. For instance, Ezya can make magic! It came up entirely by accident but a lot of the esoterica he's been perusing added up to his telekinetically throwing a pebble at a poor rat. Purely by accident of course! But he is still very much focused on the Hellknight...
...actually Ezya has been figuring out how to handle an even curve blade. One would think it were just the same as a scimitar but no! He thought of asking his Elven great grandfather but they're not that close...
... also he has been practicing paleography. People wrote so differently in the past! There are hand written texts which almost come across as another language entirely...
... Ezya always likes to quote how the Varisian words for 'home' and 'journey' are the same. He loves that! Home is what he can carry with him as he travels Golarion. Although, that old Hellknight castle might be nice to shack up in for a while...