
GM Blake |
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So I got punched in the gut by one hand and help from the other hand. Fortunately, the punch is acute and the help is long term. My son's current daycare applied and received a license to be a learning pod, which means he can "go" to school at the daycare and be supervised, thus pulling pressure off his full time, essential worker parents. Today, I got hit by eight consults in the last half of the day while training fresh new doctors that left me with no time. I call it a win in the cosmic balance.

Leaf-On-Wind |

Ooof.
Congratulations on the relief, though!
Changed avatar back to this, Hilary had Ikiko first, she's got dibs and it's really okay, I use that for a different character in a different game.
Leaf-On-Wind
Tengu monk 1 Advanced Player's Guide, 24
Uncommon, CG, Medium, Humanoid, Tengu
Perception +5; low-light vision
Languages Common, Tengu
Skills Acrobatics +7 (Whenever you roll a success using the Balance action, you get a critical success instead.), Athletics +4, Circus Lore +3, Deception +4, Performance +4, Society +3, Stealth +7, Survival +5, Tengu Lore +3
Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 12 (+1)
Other Items longbow, staff, arrows (50), backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, flint and steel, grappling hook, lesser smokestick, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (4 gp; 1 sp)
--------------------
AC 19; Fort +6; Ref +9; Will +7
HP 17 Hero Points 1
--------------------
Speed 25 feet
Melee [1] beak +7 (finesse), Damage 1d6+1 Pier
Melee [1] fist +7 (nonlethal, agile, finesse), Damage 1d6+1 Blud
Melee [1] staff +4 (two-hand (1d8)), Damage 1d4+1 Blud
Ranged [1] longbow +7 (deadly (1d10), volley 30, range increment 100 feet, reload 0), Damage 1d8 Pier
Feats Monastic Archer Stance, Steady Balance, Tengu Lore
Other Abilities flurry of blows, powerful fist, skyborn tengu
I had this brief idea of a routine being doing acrobatics and shooting at targets from 'impossible' angles while doing so?

GM Blake |

Well, that was a rough week for so many different reasons.
Before I began the Character Creation part of the Rules Workshop, I wanted to present the details on Signature Tricks for Player Characters, as it may influence your build or your build may influence your Signature Trick, if you are a circus performer.
Each PC can design their own signature trick. The player decides their signature trick’s trick check (which can be a skill check, saving throw, or attack roll), chooses a trick trait (below), and names and dramatically describes the trick. The signature trick’s level is equal to the PC’s level and increases whenever the PC gains a level. Only the PC who created the signature trick can perform it; NPCs or other PCs cannot perform another PC’s signature trick. Otherwise, signature tricks do not have additional requirements or challenges associated with them.
PCs’ signature tricks improve and grow more complex as they go up in level, as shown on Table 2: Trick Progression. For example, while a 1st-level performer can use only a single type of check to perform their trick and their trick has only one trick trait, a 10th-level performer can use one of two different checks for each trick attempt and their trick can have up to two trick traits.
I would recommend tempering your description of your tricks to the level and difficult it possesses so that you can add complexity to the description as you add complexity mechanically.
Redesigning Tricks: Once a signature trick is created, it is difficult to change. A PC can change their signature trick (including its trick checks and trick traits) whenever they gain a level or by spending 6 consecutive downtime days redesigning the trick.
Aerial (Acrobatics): The trick involves flight by either magical or mundane means.
Air (Survival): The trick involves the manipulation of mist, wind, or another prop with atmospheric properties.Alchemical: As part of the trick, the performer can expend one alchemical item in their possession. Upon doing so, the performer gains a +1 circumstance bonus to their trick check. This destroys the item.
Agile: The penalty for performing an agile trick a second or third time in the same act is –4 or –8, respectively, instead of –5 or –10.
Animal (Nature): The trick utilizes trained animals.
Audience (Society): The audience participates in the trick.
Beast (Arcana): The trick relies on intelligent beasts.
Dance: The trick involves dancing or choreographed movements. Circumstance bonuses to trick checks gained from performers using the Costar reaction stack. For example, if two other PCs successfully Costar with their ally and have the master proficiency rank in that trick check, the total circumstance bonus granted from the Costar reaction is +6 (rather than +3).
Earth (Occultism): The trick involves the use of mud, earth, or stone.
Emotion: The trick uses alchemical or magical effects to induce a powerful emotional response from the audience. A trick must have either the alchemical or magical trait in order to have the emotion trait. Whenever a performer succeeds or critically succeeds at a trick check with the emotion trait, they can reduce the amount
of Excitement or Anticipation (or both) the trick generates however
they wish, down to a minimum of 0 Excitement or Anticipation.
Fire (Intimidation): This trick involves fire, smoke, or pyrotechnics.
Injury [Compulsory Trait]: Anytime a PC uses a saving throw for one of the trick checks, the trick has this trait. If an NPC or PC performing a trick with the injury trait critically fails any trick check, they have a chance of becoming injured. To determine if the performer is injured, roll a flat DC 15 check. On a failure, the performer becomes injured. An injured performer (whether PC or NPC) cannot perform tricks for the rest of the show. In addition, at the beginning of the next show, the injured performer must succeed at a flat DC 15 check to determine if they have recovered sufficiently to perform again. On a failure, the performer cannot perform in that show, either due to the lasting effects of the injury or due to fright of becoming injured again. A performer can miss only one show after the show in which they were injured.
On subsequent shows, no check is necessary and the PC or NPC can once again perform as normal.
Magical: The trick involves the use of magic. While Performing the Trick, the performer can expend one spell slot of any level. If the performance succeeds or critically succeeds, the trick generates an additional amount of Excitement equal to the expended spell slot’s level.
Musical (Performance): The trick involves musical cues or is somehow augmented by sound effects or music.
Plant (Nature): The trick uses plants such as trees, flowers, or fungi, or uses magic that affects such plants.
Prop (Crafting): The trick requires the use of some mundane prop or stage setup.
Team [Compulsory Trait]: This trick requires more than one person. Anytime a PC performing a signature trick accepts the Costar reaction from a performer, the trick has this trait.
Time: The trick involves distorting or altering time in some way. A performer whose trick has the time trait can perform that trick one additional time per act, taking a penalty to the fourth trick check equal to the penalty to the third trick check.
Water (Athletics): The trick features water as a primary component of its performance.
If you choose a trait that has a skill named after it, assigning that particular skill to your trick grants a +1 bonus to that skill check.
Compulsory traits are those assigned to tricks that meet certain conditions and do not apply to your trait limit.
We'll cover Anticipation and Excitement when I discuss the mechanics of running a circus.
The Costar reaction is available. The character performing the Costar reaction rolls the same skill checks as the Signature performer to assist them in their Signature Trick.

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Hey gang,
I am feeling emotionally overextended at the moment, with everything going on in the world, and I don't know that starting an AP would be good for me right now.
I have been sitting on this fence for a little while; I was torn because I really want to play with all of you. This is a great group, and I feel fortunate to have your invite.
I was hoping that these anxieties I've been feeling could be managed, but they are increasing. I'm extremely sorry that I didn't reach this conclusion earlier, but I hope you will understand.
Thank you again for the invitation to join this wonderful group.

GM Blake |
1 person marked this as a favorite. |

@The Fox: That is perfectly understandable. If things settle down and you want to come back, send one of us a message. I hope things begin to loosen their grip soon for you.

GM Blake |

The start is looking to be later in August than initially planned, unless you all feel confident in your character creation and ready to go. I imagine that most of you have read the character creation rules at least twice, as I suspect that is the first thing any player reads in a new RPG, so if I'm being too basic, let me know.
Character Creation 1: Notable Differences between PF1 and PF2
Generating Statistics
Unlike PF1, there is no Point Buy system (or random generation) for character statistics. Instead, your ability scores are generated by the choices you make during character creation (and increase later at defined intervals).
All statistics start at 10.
Boosts raise a statistic by 2.
Flaws lower a statistic by 2.
Ancestry: The population from which your character descends grants either TWO boosts or THREE boosts and ONE flaw, depending upon the ancestry. The ancestry will define where those boosts (and flaw) go, and there is usually a free boost.
Free boosts from the same source can be placed into a statistic with a flaw from that source, but they cannot be applied to a statistic boosted from the same source.
E.g. A tengu has a Dexterity boost and a Free boost. That free boost can go anywhere except Dexterity. Later on in creation, however, you could use the Background free boost to increase Dexterity.
E.g. An elf has a Dexterity boost, a Intelligence boost, and a Free boost as well as a Constitution flaw. You could put that Free boost in Constitution.
Background: This provides ONE defined boost (usually from a choice of two) and ONE free boost.
Class: Your Class' key statistic receives ONE boost (if you have a choice in key statistic, like Fighter's choice between STR and DEX, your boost goes to the statistic you chose to be the key statistic).
Discretionary: You have FOUR free boosts to apply at the end.
No statistic can be higher than 18.

BretI |
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Since it always helps me to look at an example, I will go through the steps for my character. In each case the attributes will be given in the following order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
Ancestry is Iruxi (aka Lizardfolk)
ABILITY BOOSTS Strength Wisdom Free
ABILITY FLAW Intelligence
I applied the free boost to Int, giving me 12 10 10 10 12 10
Background I chose Circus Born.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
I took Charisma and Strength, giving me 14 10 10 10 12 12
I also got a skill, a feat and a lore from the background.
Class is cleric, giving a boost to Wisdom. Now 14 10 10 10 14 12
Discretionary boosts were given to Strength, Constitution, Wisdom and Charisma.
Final attributes:
Str 16
Dex 10
Con 12
Int 10
Wis 16
Cha 14
Note that the only way to get an 18 starting attribute is to get boosts from all of Ancestry, Background, Class and Discretionary.

GM Blake |

Character Creation 2: Skills
Unlike PF1, you don't receive a set of skill points each level and distribute them as you see fit. In PF2, you receive proficiency (see Levels of Proficiency in different skills based on Background, Class choices, and a number of discretionary proficiency based on your class. Any of these fixed skill proficiencies can be swapped to another skill if you already have proficiency in it due to another feature (e.g. if both your Background and Class grant you trained proficiency in Medicine, you could choose a different skill to be trained in). Feats can also grant you more proficiencies in skills.
Example 1:
I make a Human. I choose Versatile Heritage and take General Training as my ancestry feat. So far, no effect on my skill proficiency.
I choose Secular Medic as my Background. This makes me Trained in Medicine and Trained in Anatomy Lore (as well as giving me the Battle Medicine skill feat).
I choose Bard as my class. This makes me Trained in Occultism, Trained in Performance, and then I can select 4 (+ intelligence modifier) skills to be trained in.
Example 2:
I make a Human. I choose Skilled Heritage and take Natural Skill as my ancestry feat. Skilled heritage grants me Trained in 1 skill of my choice. Natural Skill grants me Trained in 1 skill of my choice. I choose Athletics, Acrobatics, and Arcana.
I choose Artist as my Background. This grants me Trained in Craft and Trained in Art Lore.
I choose Wizard as my class. This would make me Trained in Arcana, but I'm already Trained, so I can pick a different skill, and it gives me 2 (+ intelligence modifier) skills to be trained in. I pick Deception as my replacement skill, then I picked Diplomacy and Intimidation, leaving me with my intelligence modifier more left to pick, and since I'm a Wizard, probably 4 more: Medicine, Nature, Occultism, Performance.
Level of Proficiency
Proficiency is a system that measures a character’s aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that’s added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you’re untrained, your proficiency bonus is +0. If you’re trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.
You increase proficiency (from Trained to Expert, for example) through Skill Increases gained from level up, and the level of proficiency you can reach is capped at certain levels, and via certain feats.

BretI |
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It is worth noting that characters have a much easier time becoming Trained in a skill than they do becoming Expert or better.
Rogues and Investigators get more skill increases, but for simplicity let’s focus on the normal case, one skill increase every odd level starting at third.
Becoming Expert or better
Most characters can not become expert at a skill until third level. Then they choose a single skill they are expert at. Fifth level allows them to become expert at another. At seventh level people can start becoming Master at a skill that you were Expert at. It is my impression that the better proficiency levels are very much worth it.
Getting to Expert in a skill does more than just increase your skill bonus. It opens up the option of others using Follow the Expert so they can perform a skill they are untrained in. Things will have a proficiency level required to be able to succeed at a check. Some feats (like Cat Fall) give more as you increase your proficiency. Many feats require the higher levels of proficiency to gain them.
There are a few ways to get more skills at Expert, but they all have an opportunity cost. The Human Skilled heritage gives you Trained in a skill, but even better will automatically give you Expert in it at Fifth level. The Rogue dedication also provides a way to get skills to higher proficiency. Some archetypes are also granting improved proficiency.
Limits on the higher proficiencies
I recommend people really think about what skills they use their skill increases on. Assuming you are always using them to gain the higher proficiencies, most characters will only have two skills at Master and one at Expert when they get to 13th level and can first become Legendary at a skill.
Getting more skills to trained is easier
Getting more skills at Trained can be as easy as increasing your Int at 5th or higher. There is also the Skill Training general skill feat that requires 12 Int but allows you to become trained in another skill. Most dedications also provide for gaining more skills at Trained level.

GM Blake |

GM Blake wrote:Evora Yarket: A Kellid half-orc strongwoman. She is one of the Menagerie's most dedicated performers, maintaining rigorous exercise regimens every day to stay in top performing shape.Evora sounds like one of the people who could have had an influence on my character. As a follower of Kurgess, fitness is important to him. I could see Rulean having gained some of his fitness training from Evora. I don’t know her personality, but I could see her being someone that Rulean respects.
Could be a friend, frenemy, competitor, or enemy depending on her personality.
Evora is dedicated to improving herself and proving to Mistress Dusklight. It is not greed or pride but a steadfast determination to prove herself worthy of the circus, which is her home, and Mistress Dusklight, who she views as the clan leader who adopted her into this home. She is earnest, trusting, and trustworthy. That she would not break from the Menagerie and come with you might be a source of sadness, but she did not perceive her experiences in the Menagerie the same way you did.

GM Blake |

What more information would you like to better flesh out your backgrounds?
Where are each of us in character development and building?
I imagine that several of you are preparing for Gameday--or recovering from head injuries--so no pressure. Once we have builds final, I will roll out the opening act.

Lady Ladile |
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Information-wise, I think I'm good at the moment.
Still at the same place I was the last time I posted re: character development but that's (as you surmised) more due to Gameday prep taking precedence in my thoughts rather than any sort of writer's block or apathy regarding Clover.
But on the bright side I've basically got my prep for my Gameday scenarios done and after tomorrow night I'll be on my 3 off, 1 on, 3 off cycle for work. Come hell or high water, I'll get Clover finished during that time frame!

Song-of-Air |
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Okay, I am going get started with Song-of-Air.
Ancestry is Tengu.
6 hit points, ability boost to Dex and Free. Because I am picking a bard, let's say that I have Dex and Charisma from my ancestry. I am looking at Skyborn, but it might overlap a bit much with Aerialist, below. A secondary heritage I am considering is Storm-Tossed to be different from Leaf-on-Wind.
For ancestry feat, I am torn between Squawk and Tengu Weapon familiarity. Squawk is ADORABLE. Tengu Weapon Familiarity would let me pick up a more interesting sword.
Background is Aerialist.
This offers Dex or Charisma, and one free. Very likely this will be Dex and Charisma. Trained in Acrobatics, Rope Lore and the Cat Fall feet.
Class is Bard.
This offers charisma.
Free
I am going with Dex, Charisma, Con, and Intelligence for now, but am considering trading Con for a bit of Strength. I have to look at weapons and see how they work. Eh, let's go Strength.
Totals
STR 12 (+1)
DEX 16 (+3)
CON 10 (+0)
INT 12 (+1)
WIS 10 (+0)
CHA 18 (+4)
SKILLS
Acrobatics (from background)
Perform
Occultism
And 5 other skills:
Athletics - just makes sense for an Aerialist
Bluff
Diplomacy
Intimidate
The last one... Society? Thievery? Stealth? Suggestions?
I think my muse will be enigma to reflect working in multiple areas of the circus.

GM Blake |
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I would recommend the more general skill (Society) over a more specific skill (Lore) when dealing with skill trainings as those are limited. If choosing an optional Lore due to either the Additional Lore feat or other features that specifically grant Lore, the following would be reasonable and potentially advantageous:
Circus, Kortos (the main island), Aroden, reptile, archaeology
That's about all I can think of at the moment without giving away (more) spoilers.
EDIT: Caves/darklands as I mentioned previously. Though it is a bit meta, I wouldn't hold it against you. There needs to be a bit of meta in character design so that your characters feel useful in the environment you'll eventually end up in rather than just the one you start the campaign in.
EDIT EDIT: I encourage anyone to run open ended choices (e.g. terrains, creature types) past me and the rest of the table in discussion. I can give you hints and nudges away from less useful choices and toward more useful choices.

BretI |

The last one... Society? Thievery? Stealth? Suggestions?I think my muse will be enigma to reflect working in multiple areas of the circus.
Thievery is a skill that you generally only need on one or two characters. Is Lil” Eschie still planning to take a rogue, and if so would it be the type that would handle traps?
Stealth with at least one person in the group taking Quiet Allies gives a chance at group stealth. Without it you will likely be frustrated as my low skill character never learns that skill.
Society I can certainly see as useful. What (if any) Society feats to you plan to take?

Song-of-Air |

Given my 12 intelligence, I won't be awesome at Bardic Lore, but at least I'll have a good chance at rolling most of the oddball lores.
Is there already an NPC ringmaster in place, Blake? Is this a role that Song can start with, or one that she will need to work her way up to?
Hmm

GM Blake |

Is there already an NPC ringmaster in place, Blake? Is this a role that Song can start with, or one that she will need to work her way up to?
Work your way up to.

DM Lil" Eschie |

NameNabi Salekhet
Ancestry Human, two abilities boost to choose: Dex and Con
HP 8, Speed 25 feet, Langage Common.
Heritage : Skilled Heritage (trained in one skill ).
Ancestry feat: Natural Ambition ( one class feat)
Background Blown in.
Ability boost Dex, Cha.
Trained in Underworld lore.
Trained in Thievery.
Skill feat Subtle theft.
ClassRogue
Abilities boost Cha
Hp 8
Trained in Fortitude
Expert in Reflex
Expert in Will
Expert in Perception
Trained in stealth
Trained in 7+Int bonus skills
Trained in skill from thief racket (Scoundrel, Trained in Diplomacy and Deception)
Rogue feat: either Trap Finder or Nimble dodge
Free
Abilities boost: Str, Dex, Int, Wis
Total abilities boost:
Str,Int, Wis, Con +2
Dex +6
Cha +4

Clover Montajay |

Okay, I've got the majority of Clover's 'crunch' on her profile. Still need to buy equipment (15g for starting cash GM or something different?) but here's the gist:
Ancestry: Hillock Halfling
Halfling gives a boost to Dex, Wis, and one Free Choice. They take a penalty to Str. I selected Str as my Free Choice to offset the flaw.
Background: Animal Trainer
This gives a boost to either Str or Wis. I went with Wis and chose Con for my free boost.
This gives Trained in either Athletics or Nature. I chose Nature.*
Since I chose Nature, I also gain the Train Animal skill feat.
Finally, I'm trained in a Lore skill related to a specific type of animal (Avian, Feline, etc.). Since I decided to select Badger as Clover's animal companion, I went with the custom 'Mustelidae Lore'.
Class: Ranger
This gives a boost to either Str or Dex. I chose Str.
For my Ranger Feat, I chose Animal Companion (Badger).
For my Hunter's Edge ability, I chose Outwit.
Free Ability Boosts: Str, Dex, Con, Cha. I like a well-rounded character.
Final Stat Array
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+1)
Wis 14 (+2)
Cha 12 (+1)
I ran into a bit of a conundrum. Ranger automatically gives trained in the Nature skill but I'd rather select Nature as my Background skill to gain access to the Train Animal skill feat. Selecting Athletics gives you Titan Wrestler as a feat but I don't really envision Clover specializing in critter wrestling.
Would it be okay to swap the two skills around (Nature & Athletics respectively) or do I need to take Athletics (and the resultant feat) as my Background skill, keep Nature as a trained class skill, and pick up the Animal Trainer feat later?
General Background Stuff
Rather than hammer out a really detailed character background I'd prefer to paint Clover's in broad strokes to start and fill in the details as we go. Basic idea is that she was one of those kids who said, "I wanna be in the circus when I grow up!" and actually made good on it. Maybe she picked up a lot of her initial training from Danika but they eventually came to loggerheads on how to best treat the animals in their care, which is a large part of what prompted her to split with the rest of the Circus of Wayward Wonders.
The fine details of a rivalry with Danika will depend somewhat on her character; it makes a difference if Danika is just as much of a jerk/bully as Madame Dusklight or if she's just been beaten down so much that she'll do/say whatever it takes to stay in Madame Dusklight's good graces. The latter is somewhat sympathetic but the former, not so much.
As far as her relationships with the others, I'd say she probably gets on well enough with most of them. Given her area of interest she's probably got an especial fondness for Cubby and does what she can for poor old Bardolph.

Clover Montajay |

ACTUALLY, GM, disregard my spoilered question. I'll need to change her profile around a bit but I'll keep Nature as a Ranger class skill and take Athletics as a Background skill, along with the Titan Wrestler feat it grants. Clover can just pick up the Train Animal feat at 2nd level as a representation of FINALLY getting to branch out with her own training a bit.
It just hit me that OF COURSE a good way to get butts in seats is to make a show of having a tiny halfling wrestle big critters. Which is all well and good until both halfling and critters start getting treated poorly which just increases the chances for something to go wrong since wild critters are WILD even under the best of conditions. Blammo, another reason for Clover to tell Madame Dusklight to go pound sand!

BretI |

If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.
You can take Nature and Train Animal via Animal Trainer and move the Ranger training in Nature to a different skill.

Clover Montajay |

^Okay, I *thought* there was a rule like that but couldn't place where exactly I'd seen it. That said, turns out I kinda like this slightly new twist on Clover so I'll stick with taking Athletics for my Background skill. Good to know, though! :)

GM Blake |

*Chuckle* Okay. Bret absolutely is correct. The rule is painfully difficult to find when yiu want to read it, but it exists.

GM Blake |

@ Clover: Madame Dusklight would have been more than gleeful to pit a small wrestler against much worse than wild animals.
If you build into combat maneuvers (esp. grapple, shove, and/or trip), you will have ample opportunity to make use of the Titan Wrestler feat after Book 1.

Rulean |

I need to pick spells and should work a little more on providing connections in the background, but I think the basic character is there. Comments welcome.

Clover Montajay |

@GM - Awesome! I love it when a spark of an idea takes a character in a different direction than you'd expected. I just need to purchase equipment and get her tagline set up and then Clover should basically be good to go. I did also make an alias for her animal companion; will get that formatted too :)

Clover Montajay |
1 person marked this as a favorite. |

Okay, I've got my tagline done and equipment bought. Unless I think of something else to buy I think Clover is finally ready to go :)

GM Blake |

Do you guys have any interest in playing a segment of a quest or scenario to try out your builds and team work or would you prefer a more organic experience where you're all just as novel to adventuring (with these builds) as your characters?

Song-of-Air |

I don't think so. I would like the option to be able to rebuild later if we discover something not working! So this means that I should probably get off my duff and finalize Song.
Hmm

Rulean |

I am also in favor of just starting in the circus and being a little more generous with rebuild if someone finds their build isn’t working for them.

DM Lil" Eschie |

Can someone check this list of skills/feats:
Starting with these skills from class& Background
Perception Expert
Trained in : Underworld lore, Thievery, Diplomacy, Deception
Rogue skills (7+2 from Int, All Trained):
Acrobatics, Athletics, Circus Lore, Performance Juggling, Society, Survival, Fortune Telling Lore, Medicine, Noble lore
Martial:
TRained in Simple weapons, sap, rapier, short bow, short sword, light armor
Skill feat
Suble thief, Charming Liar
Rogue Feat:
Nimble dodge
Equipment: I think I'll take the basic rogue starting kit, maybe trading a short sword for the rapier
Did I do some mistakes in building my character?

Leaf-On-Wind |

I figure if we mess things up we can hop over in Discussion, sort it out, and move on? My fear is that if we do a scenario or quest it'll distract from our story?

GM Blake |

That is a valid concern, especially since I can't really work it in organically like some other APs.

Clover Montajay |

Yeah, I think I would rather just jump right into the AP and run with a more lenient/flexible rebuild/retrain mechanic. It's also less work up front for you as a GM, I think.

GM Blake |
1 person marked this as a favorite. |

Hopefully, this Session 0 will give me a chance to make sure you do not take anything completely irrelevant, but then there's still personal perception of your build working the way you thought it would.
I'm gathering you took Scoundrel racket, if so, skills and feats look almost correct: you left off trained in Stealth from Rogue class and, if you stayed with Skilled Heritage, you're missing 1 more skill.
Notes:
1. Performance is simply Performance, you don't need to select a style (some feats have effects that only apply to a certain style, but you're not limited in what you can use your Performance skill to accomplish).
2. You'll probably have little opportunity to use Noble Lore and what little there is would be covered by Society. If you could find a way to include Religion, Aroden Lore, or Antiquities Lore, it may serve you better.
3. Another class feat to choose if you stuck with Natural Ambition for your Ancestry Feat.
The mechanics may be baked in, but I'm missing your heritage, and for the life of me, I can't find your ancestry feat.
Looks good. Mustelidae lore. Love it. Not my favorite carnivora, but my favorite to say out loud.
Squawk is adorable.
You probably sketched out a build and I missed it/forgot. I'll go back and look for it.
I'm going to sketch out a timeline for the circus since some of you are entering at different points after the break from the Menagerie.

DM Lil" Eschie |

Yes, I took Scoundrel racket. I should have wrote that.
I did a little mistake with my number of skills ( 12 Int is +1 skill, not +2, but skilled heritage gave me one more skill, so that balance it). I'll switch Noble lore for Antiquities Lore
Will choose another class feat from Natural ambition, and wrote it all on a virtual sheet

GM Blake |

I hear you. For me it was entering my first child into school for the first time... virtually.

Song-of-Air |

I've done the mechanical work on the character, and it's all on the profile. I need to build up the background, but I think I need to spend some time building that up with Wei Ji. Maybe the two of us can brainstorm a little here!