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Being new to the forums isn't a big issue, if you're happy to commit to the posting rate?
One trick I think many people miss on these forums is: bookmark your "campaigns" tab of your "people" page. For you it's this url.
You have nothing in it now, but as soon as you post in a game thread, it becomes more like mine...
It saves checking the individual forums for new posts, you get all your game threads in one easy place.

nomrom |
Posting rate shouldn't be an issue. My job is entirely on the computer, and I get pretty decent chunks of downtime in between tasks, so finding time to make at least one post every weekday wouldn't be an issue. Weekends might be a little more hit and miss, but I should always be able to warn beforehand if I'm definitely going to skip a whole weekend.
And I will definitely welcome any tips you have. These forums are a little confusing at first glance. I'm definitely used to seeing people's usernames in posts, not the characters' names.

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Helaman here... chellish war cleric of Iomedae. Can you give it a once over? It was made for another campaign that I don't think went far or I wasn't selected for.
I may switch his Domain from might to Zeal
*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/* /*/*
Rufinus The Red, or Red is descended from a noble house cast out Of Cheliax around the time of the ascendance of House Thrune. The Official Records of the family name, if it exists after the burning of so many histories, would be buried in a Hellknight archive somewhere. The family were staunch worshippers of Aroden, who switched to the faith of the Inheritor about 3 generations ago, and now are moderately well to do traders based in **Molthune.
Red is the youngest of three very rough and tumble brothers, the eldest moved into the family business, the middle brother joined **Molthune's army and Rufinus went into the clergy. His combative nature suited the militant nature of the Church, and years of simple doctoring learned as a result of interfamilial beatings made him a natural as a medic.
Though his formal name is Valericus Rufinus Isauricus, he only uses it for formal occasions. He is burly, more broad than tall, standing just 5'8", and has a full head of auburn red hair. While Red is capable of polite and civil conversation, his defaults to blunt and pointed, with little patience for lies and nonsense. His language often veers to salty, and has gained the nickname "The swearing curate".
Rufinus has been released from formal church duties recently, and like many others, encouraged to take up an adventurers lifestyle. **It was recommended that he try The Call for Heroes. It would be good for him and good for the image of the Church.
** This bit can be changed.

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One of the players here. We currently have a barbarian, a wizard, and an oracle so I guess we're just missing a skill-based class.
I think we have a nice mix of characters and have really been enjoying both the player interaction and the GMing. I suppose I'm biased, but I think it's well worth joining. Not that I need to convince anyone - it looks like we have plenty of interest! :)

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Val looks fine with two comments:
1) It looks like you haven't spent any skill points and even without them, your numbers are a bit low..... Have a check of that.
2) You nee to level him up to 2 :D
Gimme a bit.
Edit: I've tried looking for the players guide and rules on possible bonus skill points etc but came up zip including the Google drive... mind you this is after a night of heavy drinking so I'm still trying to get my head straight. Any help appreciated.

Ventiine |

I'm interested in this, but a witch may not be what you are looking for. I need a day or so to convert my PE1 to a PE2 character but I have a witch support I've been wanting to play. I'm going to remove the Herb Witch archetype and probably make her a more vanilla witch.
Edit: Oh PF2 doesn't have a hedgehog creature :( I'll do a little thinking

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Nevynxxx wrote:Val looks fine with two comments:
1) It looks like you haven't spent any skill points and even without them, your numbers are a bit low..... Have a check of that.
2) You nee to level him up to 2 :D
Gimme a bit.
Edit: I've tried looking for the players guide and rules on possible bonus skill points etc but came up zip including the Google drive... mind you this is after a night of heavy drinking so I'm still trying to get my head straight. Any help appreciated.
Sober at last... but heading out for a 50th tonight soooo....
I worked out my skills problem and THINK my level 1 skill list is now kosher. Take a look.
Working through level 2 now.
Cleric feat, skill feat To add
Rapid Response seems in character for the headstrong Red.
Encouraging Words to use swear words to get people back into the fight :)
Thoughts on these two choices?

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Time has again taken it's inevtitable toll and though we roll on, some players have sadly been lost to the mists.
We have just finished up part two of this three parter and, barring an info drop, will be rolling into part three soon.
It's a little bit creepy, and gets more so as we go... maybe not for the faint of heart.
We started June 2020, so expect about 9 months from here to the finish.
We have a barbarian, a battle cleric, and a Wizard
Ideally we need a rogue and... something else.

tomtesserae |

I suggested a character for this game in May. I'm still interested in playing her although I would need to make the character sheet. I envisioned playing her as an intimidating presence, but I have the feeling the barbarian uses Intimidate in combat. I could take Thievery instead without a problem. Oh, her background may be a problem. A monk from Isger and the Sisters of the Golden Erinyes who came to town looking to bring orphans back to the monastery. So she'd be Lawful Evil, but I'd play it closer to Lawful Neutral to minimize any intra-party conflicts. If you think this character isn't a good idea, I'd make someone else (not LE). In the time it took me to write this I already talked myself out of this character. I'll work on something new. (Probably a monk with a different background).

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I suggested a character for this game in May. I'm still interested in playing her although I would need to make the character sheet. I envisioned playing her as an intimidating presence, but I have the feeling the barbarian uses Intimidate in combat. I could take Thievery instead without a problem. Oh, her background may be a problem. A monk from Isger and the Sisters of the Golden Erinyes who came to town looking to bring orphans back to the monastery. So she'd be Lawful Evil, but I'd play it closer to Lawful Neutral to minimize any intra-party conflicts. If you think this character isn't a good idea, I'd make someone else (not LE). In the time it took me to write this I already talked myself out of this character. I'll work on something new. (Probably a monk with a different background)
May 2020! Definitely happy to have you along.... That backstory though definitely doesn't fit.... you'd be more likey to side with the villain and *make damned sure you had orphans* than to work with the group... :)

Zen Gypsy |

I've got a concept brewing, thinking of taking a Half Elf, with the Forlorn Ancestry feat, coupled with Lost and Alone background to emulate a shell shocked survivor, turned monster hunter. Mechanically speaking, thinking he'd be an Outwit Ranger with an Alchemy dedication, for Bombs, Elixirs, and Poisons.
Now I'm not familiar with the adventure, so I'm unsure how we would integrate him into the current scenario with the existing group, but I'm happy to work with folks on that.

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1 person marked this as a favorite. |
I've got a concept brewing, thinking of taking a Half Elf, with the Forlorn Ancestry feat, coupled with Lost and Alone background to emulate a shell shocked survivor, turned monster hunter. Mechanically speaking, thinking he'd be an Outwit Ranger with an Alchemy dedication, for Bombs, Elixirs, and Poisons.
Now I'm not familiar with the adventure, so I'm unsure how we would integrate him into the current scenario with the existing group, but I'm happy to work with folks on that.
Sounds cool

tomtesserae |

Okay, I decided to go with a goblin witch. I'm not quite sure of the background. Would you allow the Hounded Thief background? If it has to be a campaign background, probably Refugee would be best...though Lost and Alone is tempting. I want to double check the character sheet before posting, plus get a little more than three sentences for the character's history.

tomtesserae |

Booky
Goblin Hounded Thief
1 Witch Chaotic Neutral
Senses Perception +4
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DEFENSE
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AC 17 Fort +4, Ref +7, Will +6
Hit Points 22
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OFFENSE
------------------------------
Speed 25 ft.
Melee Unarmed +4 1d4 B Agile, finesse, nonlethal, unarmed
Melee Dagger +4 1d4 P Agile, Finesse, Thrown 10', Versatile S
Ranged Dagger +7 1d4 P
Ranged Sling +7 1d6 B Propulsive
Arcane +7
Focus Points 1
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STATISTICS
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Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 14
Height 3’ 2” Weight 27 lbs. Age 10 Gender Male
Feats
Skills Trained
Acrobatics +7
Arcana +8
Athletics +4
Crafting +8
Diplomacy +4
Lore (Goblin) +8
Lore (Underworld) +8
Nature +4
Occultism +8
Religion +4
Stealth +7
Survival +4
Thievery +7
Languages Goblin, Common, Elven, Sylvan, Orchish, Celestial
Equipment
Bulk
Money
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ANCESTRY FEATURES
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HP 6
Size Small
Speed 25 feet
Ability Boosts Dex, Cha, Int
Ability Flaws Wis
Languages Goblin, Common
Traits Goblin, humanoid
Heritage Unbreakable 10 hp
Feat Goblin Lore
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BACKGROUND FEATURE
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Hounded Thief Ability Boosts: Dex or Wis, plus one free. Trained in Thievery skill and Underworld Lore. Gain Pickpocket skill feat.
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CLASS FEATURES
------------------------------
Key Ability Int
Hit Points 6 (+Con mod)/level
Trained in Perception
Trained in Fortitude saving throw
Trained in Reflex saving throw
Expert in Will saving throw
Trained in Arcana, and 3 +Int mod skills = 7
Trained in simple weapons
Trained in unarmed attacks
Untrained in all armors
Trained in unarmored defenses
Trained in arcane spell attacks
Trained in arcane spell DCs
Patron Rune
Witch Spellcasting
Heightening Spells
Cantrips
Familiar: Owl
Familiar's known spells: 10 cantrips Acid Splash, Daze, Detect Magic, Electric Arc, Gale Blast, Ghost Sound, Prestidigitation, Produce Flame, Read Aura, Shield; 5 1st level Color Spray, Deja Vu, Mage Armor, Pocket Library, Sleep, Granted Spell Magic Weapon.
Hexes (witch focus spells) Phase Familiar
Hex Cantrips Discern Secrets
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BACKGROUND
------------------------------
Born in 4709 AR, Booky grew up in the Chitterwood, in the wake of the Goblinblood wars. It was a tenuous life as the tribe attempted to revitalize the forest's burned areas with the help from a group of druids. He learned to read at nine months old, basically teaching himself after another goblin taught him the letters.
At the request of the tribe's leaders, the druids brought more books than most of the goblins had ever seen before. Booky was enamored by the books: the elegant appearance of the letters as they orderly flowed across the page; the colorful illustrations; the feel of the leather in his hand. He tried making a few books, but he didn't have the proper supplies nor really know how to use them, so they were mostly lessons of what not to do.
The rest of his family and the others began calling him Booky because of his obsession with books. In time most people forgot his original name.
Two years ago, at the age of eight, he was in Elidir. It was his first time in the city. He pickpocketed a few humans at random to gain money to buy a book. From the last human, a woman in velvet blue robes, he stole a brass and crystal disk. As he turned it over, trying to make sense of it, he felt a prick. A hidden needle had stabbed his finger and drew blood. He went to a store that sold a variety of trinkets, books, and maps. He traded the object and the coins he had stolen for an old book about the Chitterwood Forest. Since then every so often his finger hurts from where it was stabbed.
Last year, he was reading a book as twilight deepened when a tiny owl landed in front of him. Booky held his breath momentarily in awe. He was stunned when the owl started to speak to him. At first he thought it was a druid's prank. After a few minutes he realized it wasn't a prank. This owl was offering to help him find more books than he could read in a lifetime. A forgotten library of the ancient Taldor Empire. He happily agreed and was soon roaming the countryside in search of clues to a library from the Third Army of Expansion.
Okay, I hope that's everything. Please let me know of any problems or concerns. Thanks.

tomtesserae |

I made him second level and changed his familiar's known spells. I took the Enhanced Familiar class feat and the Forager skill feat.

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Ok, so I did skip Thievery since others are probably better then I would be.
Here is
Ancestry & Heritage: Kobold [Brass]
Background: Fortune Teller
Class: Sorcerer
Size: Small
Alignment: NG
Traits: Humanoid, Kobold
Deity:
Languages: Common, Draconic
Ability Scores:
Str Mod: 0 Str Score: 10 []
Dex Mod: 2 Dex Score: 14 [+2 Race, +2 Start,]
Con Mod: 2 Con Score: 14 [-2 Race. +2 Start, +2 Background]
Int Mod: 0 Int Score: 10 []
Wis Mod: 2 Wis Score: 14 [+2 Race, +2 Start,]
Cha Mod: 4 Cha Score: 18 [+2 Race, +2 Start, +2 background, +2 Sorc]
Armor Class
AC = (17) (Dex [2] or Cap[]) *T*EML + (Item [1] Mage Armor)
Unarmored: *T*EML Light: TEML Medium: TEML Heavy: TEML
Shield ( ) Hardness: Max HP ()/BT () Current HP ()
Saving Throws
Fortitude: (+6) Con [2] + Prof [4] + Item [] *T*EML
Reflex: (+6) Dex [2] + Prof [4] + Item [] *T*EML
Will: (+8) Wis [2] + Prof [6] + Item [] T*E*ML
Hit Points: Max [22] ; Temporary [] ; Dying [] ; Wounded [] ;
Resistances and Immunities: [Resist Fire- 2]
Conditions: []
Perception (Darkvision): [+6] Wis[2] + Prof [4]+ *T*EML + Item []
Speed [25] Ft ; Movement Types & Notes: []
Melee
Weapon: Bite [+6]= Dex [2] + Prof [4] + *T*EML + Item []
Dice [1d6] + Str [0] + W Spec [0] + Other [0] + Traits [0]
Weapon: []= Str [] + Prof [] + TEML + Item []
Dice [] + Str[] BPS + W Spec[] + Other [] + Traits []
Ranged
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon: []= Dex [] + Prof [] + TEML + Item []
Dice [] + Special [] BPS + W Spec[] + Other [] + Traits []
Weapon Proficiencies
Simple: *T*EML ; Unarmed: *T*EML; Martial: TEML ; Advanced: TEML ; Expert: TEML
Skills
Acrobatics: [6]= Dex [2]+ Prof[4] + *T*EML + Item [] - Armor []
Arcana: [4]= Int [0]+ Prof [4] + *T*EML + Item []
Athletics: []= Str []+ Prof[] + TEML + Item [] - Armor []
Crafting: []= Int []+ Prof[] + TEML + Item []
Deception: []= Cha []+ Prof[] + TEML + Item []
Diplomacy: [8]= Cha [4]+ Prof [4] + *T*EML + Item []
Intimidation: [8]= Cha [4]+ Prof[4] + *T*EML + Item []
[Fortune Teller] Lore: [4]= Int [0]+ Prof [4] + *T*EML + Item []
[] Lore: []= Int []+ Prof[] + TEML + Item []
Medicine: []= Int []+ Prof[] + TEML + Item [1]
Nature: []= Int []+ Prof [] + TEML + Item []
Occultism: [4]= Int [0]+ Prof [4] + *T*EML + Item []
Performance: []= Cha []+ Prof [] + TEML + Item []
Religion: []= Int [0]+ Prof[] + TEML + Item []
Society: []= Int [0]+ Prof[] + TEML + Item []
Stealth: []= Dex [2]+ Prof [] + TEML + Item [] - Armor []
Survival: []= Int [0]+ Prof [] + TEML + Item []
Thievery: []= Dex []+ Prof [] + TEML + Item [] - Armor []
Ancestry Feats and Abilities
Heritage 1st: Strongjaw Kobold: Your bloodline is noted for their powerful jaws and sharp teeth. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Feat 1st: Kobold Breath [30 ft line. 1d4+1d4 for each additional levels (3,5…); DC ]
Skill Feats:
Background: Oddity Identification [You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.]
2nd: Intimidating Glare [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.]
General Feats:
Class Feats and Abilities:
Feature 1st: Draconic Bloodline
Feature 1st: Sorcerer Spellcasting [Trained in Cast a Spell action.]
Feature 1st: Spell Repertoire [Learn Arcane Spells and Cantrips]
Feat 1st:
Feat 2nd: Dragon Disciple Dedication [Brass: Fire Resist equal to half your level. +1 against sleep effects and anything that would paralyze you.]
Bonus Feats:
Inventory:
Bulk [] ; Encumbered [] = 5 + Str[] ; Maximum []= 10 + Str[]
CP: ; SP: ; GP: ; PP:
Spell Attack Roll: [8]=Key [4] + Prof [4] + *T*EML
Spell DC: [18]= 10+ Key [4] + Prof [4] + *T*EML
Magic Tradition: Arcane
Cantrips (5): Shield (D), Detect Magic, Electric Arc, Produce Flame,
Read Magic
Innate Spell:
Focus Spells (Focus Pool- 1): Dragon Claws
Spells:
L 1 (4): True Strike (D), Burning Hands, Mage Armor, Magic Missile