
GM Kevin O'Rourke |

I'm going to be very silly again and try to consume even more of everyone's spare time. I understand people are busy with a lot of commitments so I wont be upset if people don't take me up on the offer but I wanted to see who'd be interested (and able).
I'm considering running Fall of Plaguestone with a few tweaks. If it goes well then I could carry over characters into the Age of Ashes adventure path...
Our heroes to be are journeying with a merchants wagon that has left Andoran and is journeying through Isger.
Fall of Plaguestone is designed for 1st-level characters, built using the rules found in the Pathfinder Core Rulebook. In addition to the backgrounds presented in that book, the following are additional background options available to PCs at the start of the game to represent their ties to the world and the story that is unfolding in Isger and its neighboring countries. With an eye towards Age of Ashes considering the backgrounds and advice in it's player guide. That said we can always just have characters part ways as they continue on with the merchants wagon if people want to bow out or introduce a new character then.
Lesser Scion
You are the youngest child in a noble house (in Cheliax, Isger, or Andoran) and stand to inherit nothing from your family. Although you have a minor title, it affords you no lands or wealth, but it has garnered you a small amount of respect and deference in your travels. When play begins, you are riding in a caravan bound for Elidir, where a cousin has promised to allow you to stay with them for a month.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You are trained in the Diplomacy skill and the Heraldry Lore skill. You gain the Hobnobber skill feat.
Lost and Alone
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome in Falcon's Hollow.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
Missionary
You received training from clergy in a faraway temple, who sent you out into the world to spread the faith. Although you are relatively new at this, you are always on the lookout for new places in need of your deity’s teachings and guidance. When play begins, you are riding along in a caravan making your way through sparsely populated regions of Isger, spreading the news of your faith to those who will listen.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You are trained in the Diplomacy and Scribing Lore skills. You gain the Group Impression skill feat.
Refugee
The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life. When play begins, you are riding along in a caravan taking you to what might be either a new home in Isger or simply another waypoint in your journey.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You are trained in the Survival skill and the Hunting Lore skill. You gain the Forager skill feat.
Teamster
You left your home a few months back for a life on the road, working for one caravan company and then another, always on the lookout for a new job and a better life. Last week, you were hired by a representative of the Bort Bargith’s company. You don’t know anyone from the company just yet, but most of its members seem to be honest merchants and traders.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You are trained in the Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.

Throkk the Mighty |
1 person marked this as a favorite. |

Introducing Throkk the Mighty! Though still with PF 1e sheet.
A human barbarian, aiming to multiclass archetype into fighter to represent his delight about hitting things with large axes.
I'm thinking "Lost and Alone" as Throkk hearing about all the fighting in Lastwall and wanting to get stuck into a huge battle.
Questions:
1. To represent Throkk's *keen* intellect, I'd like to make use of the voluntary flaws optional rules in character creation. Would this be okay?
2. Are there any barbarian tribes that would best tie into the overall plot? I didn't find a fall of plaguestone player's guide.

Throkk the Mighty |

Hello!
A compilation of links for ease of reference.

Throkk the Mighty |
1 person marked this as a favorite. |

Oh man, with Throkk's intelligence of 7, I may have to re-imagine my character concept so we're not too similar. :)
Hehe, fair enough. :) Well, there is always dialogue between two low-intelligence characters. ;)
Sulik then points you to a man named Torr whom the player can have low intelligence conversations with (Complete with subtitles!). The implication being that the two idiots understand one another perfectly.
Here's a transcript:
Torr: Me Torr (I'm Torr. Can I help you with anything?)
Chosen One: You Torr (Hello, Torr. I do have a few questions for you.)
Torr: Torr tell? (What would you like to know, my friend?)
Chosen One: Want! (you point at things) (Where can I barter?)
Torr: Tragu? Oo Kramat? Ick boo Den. (A trader here in Klamath? Why yes, Vic trades in antiquities for the most part. He's not in town right now. I think he might be trading things at the Den. That's south of here.)
Chosen One: Bar-ba Eden? (Have you ever heard of a Garden of Eden Creation Kit?)
Torr: Jeannie? Gick Vic (So you want a GECK, huh? Weren't those originally issued to vaults? I don't know where you'd find one, but if anyone does it would be Vic, the trader. He specializes in prewar things. He lives in the northeast part of Klamath.)
Chosen One: Roger? Gick Vic, Haji! (Thanks; I think I'll go look for him now. Goodbye.)

Andostre |
1 person marked this as a favorite. |

Hi htrotter!
All, I'm wondering if maybe I shouldn't switch to a rogue so we have a more balanced party. We've got a wizard, a barbarian, and a cleric. How many PCs are we going to have?
I've got a dwarf rogue concept that I can use. Throkk even knows him from a past life. :) From everything I keep reading, if you have a solid concept, choosing the right options to fit the concept makes making a PC very easy.

GM Kevin O'Rourke |
2 people marked this as a favorite. |

@Sazen You're starting off in eastern Isger, being a bit down on your luck and open to opportunities is a good way to go.
@Androste just the five. Whichever you prefer. Although rogues are cool from the playtest I found the way skills worked out anyone can pick up whatever skill... so wizards picking locks. Rogues are skill monkeys mainly, which I am pretty happy with. One thing to remember about fighters is they start at expert for martial and simple weapons so they're just that bit better at sword(/insert weapon here)play than paladins or barbarians. Have a gander at the class features, the rogue concept might still work with another class if you prefer the look of their abilities but Rogues are solid.
I like the character gen for 2e, you get solid stats and there's no fiddly chart for points. You'll almost certainly have a 16 in your key stat starting off but possibly 18 if you focus.

Throkk the Mighty |

I present my first draft of Throkk the Mighty, 2e version! This draft assumes that voluntary flaws are in effect.
Description:
Throkk is hairy, unkempt, and heavily muscled. He is far more perceptive than many onlookers give him credit for, even if he does not necessarily understand the reasons behind what he sees and hears. His stature, weapons, and emotions are all larger than life, reminiscent of the giants that he speaks of at times.
History:
Throkk's eighteenth summer saw him grow restless. His eagerness for battle was exceptional even by the ways of his people. The tribal elders read signs that Throkk had inherited some of the stature, battle prowess, and deadliness of the giants. They thought it best to tell Throkk that he should spend a few summers questing. Far, far away.
Thus Throkk has ventured forth, seeking adventure and great fights! He has ventured to the Land of the Last Wall, but while he found chain mail and other goods, even he had to leave due to the collapse. Now, he guards the caravan, hoping for a great fight that he can win!
===== Basics ====
Ancestry: Human (8 HP)
Heritage: Versatile Heritage (Free general feat)
Background: Lost and Alone
Class: Barbarian (12 HP + con mod + level Toughness; skills 3+ int mod)
Size: Medium
Traits: Human, Humanoid
Str 18 +4 [Boosts: Ancestry, Background, Class, Free]
Dex 12 +1 [Boosts: Free]
Con 18 +4 [Boosts: Ancestry, Background, Free, Voluntary]
Int 8 -1 [Flaw: Voluntary]
Wis 12 +1 [Boosts: Free]
Cha 8 -1 [Flaw: Voluntary]
BAB +? | Speed 25 feet
Languages; Common, Giant
=== Resistances ===
=== Weapons ===
Melee
Greataxe (large)
Dagger (large)
Warhammer (large)
Ranged
5 Javelins (large)
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
=== Armor ===
Chainmail
Trained in light armor and medium armor and unarmored defense
=== Ancestry Feats ===
1 at first level, then another every 4 levels (5th/9th/13th/17th)
Elven Weapon Familiarity [You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.]
=== Proficiencies ===
Expert in Perception
Expert in Fortitude
Trained in Reflex
Expert in Will
=== Skills ===
Additional Trained Skills per level: 2 +2 (int) = 4
Acrobatics
Arcana
Athletics (trained)
Crafting
Deception
Diplomacy
Intimidation (trained)
Lore, Warfare (trained)
--
Medicine
Nature (trained)
Occultism
Performance
Religion
Society
Stealth
Survival (trained)
=== General Feats ===
Toughness Feat 1
General
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level.
You reduce the DC of recovery checks by 1.
=== Skill Feats ===
Intimidating Glare Feat 1
General Skill
Prerequisite(s) trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
=== Equipment ===
Greataxe (large) 2 gp
Dagger (large) 0.2 gp
Warhammer (large) 1 gp
Chain mail 6 gp 9.2
Adventurer’s Pack 0.7 gp
Common Clothing 0.1gp
Winter Clothing 0.4gp
Crowbar 0.5gp
5 Sacks 0.01gp 10.91
5 Sheaths 0.05gp
Grappling Hook 0.1sp 11.06
Pup Tent 0.8 11.86
5 Javelins (large) 0.5 12.36
=== Class Features ===
Rage
You gain the Rage action, which lets you fly into a frenzy.
Rage [one-action]
Barbarian Concentrate Emotion Mental
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Instinct
Your rage wells up from a dominant instinct—one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct. For more information, see Instincts.
Giant Instinct
Your rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.
Anathema
Failing to face a personal challenge of strength is anathema.
Titan Mauler (Instinct Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to one weapon one size larger than you, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Specialization Ability
Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.
Raging Resistance
You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.
Barbarian Feats
At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.
Acute Vision Feat 1
When you are raging, your visual senses improve, granting you darkvision.
Raging Intimidation Feat 1
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
Lost and Alone
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome in Falcon's Hollow.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.

Morsun Morsun |

I would say to look at the Plaguestone backgrounds again but tbh I don't think any of them suit the concept as well.
Thanks for taking a look. I wasn't under the impression that we had to choose a campaign Background, and I agree that none of the ones for Age of Ashes fit as well. If I'm wrong about the Backgrounds, Kevin, I have no issue re-building him.
I'm looking forward to seeing that wry dwarf in action again!
I usually don't re-use PCs, preferring to create them each time so that they're suited to the campaign, but Morsun is the lone exception. This will be his 3rd time at bat, but his first time in Golarion!