Heroes of Cadranite (Inactive)

Game Master Fallen_Mage

Chapter 1: Shadows of the Past

In game time: Day 9

Symbols: Action ◆ | Free Action ◇ | Reaction ↺

Archives of Nethys PF2E

Secret Trait
Conditions
Basic Actions
Exploration Activities

Combat Map


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I will get things transferred over soon and think about what stuff Alric has been doing since that awful night. I definitely think he'd have stayed in Swampwood though.


After reading your last post I found myself thinking, 'Uh oh, I may have just created a Champion of Aruuc.'


Map NG Female Elf (Aasimar) Oracle of the Cosmos 3 | HP 27/30 | AC 18 | Fort +5 / Ref +7 / Will +7 | Class DC 18 | Perception +5 | Low-Light Vision / Darkvision | Hero Points 3 | Spells 1L 3/3 2L 2/2 | Focus Points 2/2 | Spell Attack +7 / Spell DC 17 | | DR 3 v Bludgeoning, Piercing, Slashing | Exploration Mode: Search (repair or treat wounds as needed)

So, just to be clear... you want us to put "Marked Soul" on our sheets under traits, but with no description of it?


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Correct, it's purpose will be revealed in the fullness of time. *hehehe*


Female Gnome (Aasimar) Summoner 3 | Exploration Action: Investigate

I've put up a rough draft of Fel's new sheet (minus equipment). Before I go further, though, there's a question I need answered: Which deity does she serve? Vei has presumably told Fel by now.


@Fel - There is a link to my homebrew pantheon in the Campaign Tab. Unless you have your heart set on me choosing. Also don't forget to add the Aasimar, Gnome, and Humanoid traits to your sheet.

@Everyone - As for starting money, you will each have 30 GP to buy your equipment.


I will have a post up later today folks, have to help a friend out most of today.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Alright, I managed to get the crunch and basic outline of events for Elyana done. I've gone with a sorcerer build using the nymph bloodline since that seems to fit the nature theme of the character well.

Around two to four years after the prologue the elven colonist arrived to form their settlement called Symeshara in the "nearby" Symeshara Forest and when they did Elyana and her parents moved there. While she tried to come back as much as she could she's not had the time to return for the last two or three years until now. In that time her bloodline manifested and she became far to beautiful for her own good in typical nymph fashion so it she is going to be strikingly different from when last anyone saw her.

I'm also looking to take a voluntary -1 on fort saves vs disease/poisons due to the strain and severity of her filth fever after nearly getting mauled to death by a giant rat. She also has a phobia of rodents and rats in particular.


Solid build, but there are a couple of things that need to be changed/clarified:

1) You do not gain a Proficiency Bonus to skills that you are not trained in.

2) What is giving you proficiency with the Elven Curved Blade?


I won't have the crunch till later but after thinking about it, I think I'm still going to stick with being a ranger for Alric. Champions are cool but I really like the feeling of a Ranger of Aruuc. I'm going to say that there was an attack by some other sentient group, either corrupted lizardfolk or a goblin attack, that he was instrumental in helping defeat.

You have any preference GM Scary Ceiling Voice?


Well, my gut reaction would be lizardfolk, but you can go with either option as you see fit.

You could always take Champion as an Archetype, just throwing it out there.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

I just dug into it some more and I realize I misunderstood the untrained. I thought you still added your level+0. I'll get it fixed.

*Edit*

I think I got them all corrected. Currently she is not trained with the elven curve blade but I plan to take that next level with the general feet. Doesn't mean she can't use the weapon, she just can't use it well.


How is your proficiency higher with the dagger than the sling?

Also, I believe you have 2 too many trained skills. You should have 4 from your Background and Bloodline and 4 from your class (2 + Int Mod).


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

My bloodline both were skills I already had trained from the prologue.

I fixed the dagger proficiency, not sure how I did that to begin with.


And if you're already trained you get to pick others, got it. Alright, you should be good then.

**Addendum ** Make sure you put Elf and Humanoid in the Traits in Vital Stats.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

done


AC 19 HP 31/41| F +8 R +9 W +8| HERO POINTS: 1 Focus Points 0/1 Exploration Mode: Scout Monk 3

I’m double checking the character sheet and will post that tomorrow. For now, here are the answers to your questions:

1) What have you been doing for the past eight years? For the first two years, Cardren was angry and was very destructive. He stole, he cheated, he lied, and got into many fights. He had trouble sleeping and would unintentionally wake up the house screaming from his nightmares. Finally his parents sent him away to a monastery that had a reputation for taking troubled youth and developing their self-discipline and giving them purpose. He spent about five and half years there, developing his mind and body, learning to manage the trauma. About six months ago, he started working for his family, making arcana supply deliveries in the surrounding region. He knows it is temporary as he seeks a greater purpose. Part of him wants to sign on to a ship and visit distant lands, maybe tracing the history of martial arts. Part of him wants to find more people with tattoos like him. Another part wants to stay in Freeport and mentor troubled youth.

2) Did you leave Swampwood? Yes, Cardren returned home to Freeport.
2a) If so, what brought you back at this point eight years later? He returns to Swampwood for a celebration. His cousin Chet’s wedding.
3) Metagame question: Would you like to use the Critical Hit Deck only for Nat 20's for you the PC's or on any Critical Hit? Any Critical Hit is fine.


Female Gnome (Aasimar) Summoner 3 | Exploration Action: Investigate

1)What have you been doing for the past eight years? Serving the grand design. Fel was deeply affected by her ordeal. She fell into a severe depression. Had she been alone, the Bleaching might have taken her. Thankfully, she had plenty of loving support. Fel's parents, best friends and guardian angel all guided her back to health. She remembered how to smile again.

Once Fel had fully recovered, Vei took her aside. It was time to reveal which deity she served. She had been sent by Faluun: The God of knowledge and magic. She offered Fel a chance to become one of his clergy. The young Gnome gladly accepted. Her training began in earnest.

Fel's connection to the divine grew stronger. She learnt how to cast more complex spells. Vei gradually became more visible and tangible. Until, one joyous day, she manifested fully in the physical world. Fel was finally able to give her companion a loving hug. Thus was born an inseparable duo.

2) Did you leave Swampwood? Yes. Fel travels wherever she's needed. Though to date, she hasn't strayed too far from home. There are plenty of tasks to handle in the surrounding area. She goes from village to village (with the occasional detour to historical sites). Fel heals the sick, gathers knowledge, and defends the helpless.

2a) If so, what brought you back at this point eight years later? This is just one of many returns. Fel visits Swampwood quite often.

3) Metagame question: Would you like to use the Critical Hit Deck only for Nat 20's for you the PC's or on any Critical Hit? PCs only. That's assuming that 'no decks at all' isn't an option.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

I forgot to add this on mine:
3) Metagame question: Would you like to use the Critical Hit Deck only for Nat 20's for you the PC's or on any Critical Hit?

I'm fine with using them as long as nothing is going to auto-kill or permanently maim anyone (rad us). Otherwise I have no problem with them either way. They rarely apply to me in a good way given how badly dice tend to hate me.


AC 19 HP 31/41| F +8 R +9 W +8| HERO POINTS: 1 Focus Points 0/1 Exploration Mode: Scout Monk 3

I believe everything is correct below. Please let me know if I made a mistake or if something needs clarification.

Vital Stats:

Age: 20
Speed: 30 
HP: 19 (8 + 10 + 1)
Eye Color: Brown
Hair Color: Shaved head, dark brown hair.
Skin Color: Tanned
Languages: Common, Elven
Background: Merchant
Heritage: Human
Traits: Human, Humanoid, Marked Soul  

Saves:

Fort (E): +7 | Ref (E): +8 | Will (E): +7

Trained Skills:

Acrobatics: +6 ( 2 Dex + T + Item -  Armor)
Arcana: + (  Int +  Prof + Item)
Athletics: +8 ( 4 Str +  T + Item -  Armor)
Crafting: + (  Int +  Prof + Item)
Deception: +4 ( 0 Cha + T + Item)
Diplomacy: +4 ( 0 Cha +  T + Item)
Intimidation: + (  Cha +  Prof + Item)
Mercantile Lore: +5 ( 1 Int + T + Item)
Lore: + (  Int + Prof + Item)
Medicine: + (  Wis + Prof + Item)
Nature: + (  Wis + Prof + Item)
Occultism: + (  Int + Prof + Item)
Performance: + (  Cha + Prof + Item)
Religion: +5 ( 1 Wis + T + Item)
Society: + (  Int + Prof + Item)
Stealth: +6 ( 2 Dex + T + Item -  Armor)
Survival: + (  Wis + Prof + Item)
Thievery: + (  Dex + Prof + Item -  Armor)

Feat:

Ancestry Versatile Heritage: Fleet; Cooperative Nature

Class Ki Strike, Stunning Fist

SkillBargain Hunter

General

Bonus

Special Abilities:

Flurry of Blows

Special Actions:

Proficiencies:

Weapons: Trained in simple weapons and unarmed attacks.

Armor: Untrained in all armors. Expert in Unarmored defense.

Perception: Trained

Combat:

Perception: +5 ( 1 Wis + 4 + Item)
AC: 18 ( 10 + 2 Dex + 6 +  Item)

Unarmed | +8 ( 4 + 4 + Item) | Damage (1d6B+4) |  Other Damage | Agile, Finesse, Nonlethal, Unarmed
Flurry of Blows +8 1d6B+4 // +4 1d6B+4 Agile, Finesse, Nonlethal, Unarmed

Spells:

Tradition: Divine
Spell DC: 15 (10 +  1 +  4)
Spell Attack: +5 (  1 +  4)

Equipment and Possessions:

Bulk Limit: 14
Encumbered: 9
Total Bulk: 2
Healing Potion (minor) x2 8gp, L
Healing Potion (lesser) 12 gp, L
Cheetah’s Elixir (lesser) 3gp, L
Darkvision Elixir (lesser) 7gp, L
Adventurer’s Pack 1gp 5 sp, 1 bulk
Tent (pup) 8 sp, L
Clothing (explorer’s) x3 3 sp L
Clothing (ordinary) x2 2 sp L
Playing cards 5 sp

Money: 3 gp


@Cardren - Well as a Monk you're not really trained in spells. But you could change that section to your Class DC. Also, technically Flurry of Blows is a Special Action, but that's just my preference. Could you also add your Ability Scores somewhere on your character page?


AC 19 HP 31/41| F +8 R +9 W +8| HERO POINTS: 1 Focus Points 0/1 Exploration Mode: Scout Monk 3

In Cadren's profile, I put the ability scores under Vital Stats. I switched Flurry of Blows to Special Actions. I changed that section to Class DC, but the reason I put something under Spells is because of this link to archives of Nethys: When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition and your key spellcasting ability is Wisdom.

If there are any other issues please let me know.


Fair point. Compromise? Label it Focus Spells/Class DCs?


Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

So this is what I have for Alric right now. Let me know if you need me to do up any changes. I will adjust his background, descriptions, and everything else in a little bit since he's now a man and not just a boy anymore. I did take an uncommon class feat that was used in another adventure path so if that is not okay, just let me know and I can change it for something else :)

Vital Stats:

Age: 22 years old
Speed: 25
HP: 30
Eye Color: Dark Blue
Hair Color: Dirty Blonde
Skin Color: Ruddy
Languages: Elven, Common, Sylvan
Background: Hunter
Heritage: Versatile Heritage
Traits: Marked Soul, Human

Saves:

Fort (Prof): +7 | Ref (Prof): +9 | Will (Prof): +6

Trained Skills:

Acrobatics: +7 (3 + 4)
Arcana: +1 (1 + 0)
Athletics: +6 (2 + 4)
Crafting: +5 (1 + 4)
Deception: +0 (0 + 0)
Diplomacy: +0 (0 + 0)
Intimidation: +0 (0 + 0)
Lore (Tanning): +5 (1 + 4)
Lore: +1 (1 + 0)
Medicine: +6 (2 + 4)
Nature: +6 (2 + 4)
Occultism: +1 (1 + 0)
Performance: +0 (0 + 0)
Religion: +2 (2 + 0)
Society: +1 (1 + 0)
Stealth: +7 (3 + 4)
Survival: +6 (2 + 4)
Thievery: + (3 + 0)

Feats:

Ancestry
Unconventional Weaponry (1st Level): You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon. (Dueling Sword)

Class
Twin Takedown (1st Level): You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Relentless Stalker (2nd Level): Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect.

Skill
Survey Wildlife (Background Feat): You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

Battlefield Medicine (2nd Level): 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 temporarily immune to your Battle Medicine for 1 day.

General
Toughness (Heritage Feat): You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

Bonus

Special Abilities:

Hunt Prey: When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action.

Hunter's Edge: You have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training.
Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

Special Actions:

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.

Battlefield Medicine (>, General, Healing, Manipulate, Skill): 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 temporarily immune to your Battle Medicine for 1 day.

Twin Takedown (>, Flourish, Ranger): You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Relentless Stalker (Reaction, Uncommon, Move, Ranger): Your hunted prey cannot escape your relentless pursuit. Stride up to your Speed in tandem with the triggering creature, remaining adjacent to the foe throughout its movement until it stops moving or you run out of movement. You can ignore difficult terrain during this movement unless the difficult terrain is caused by a magical effect.

Proficiencies:

Weapons: Trained (Simple, Martial, Unarmored)

Armor: Trained (Light, Medium, Unarmored)

Perception: Expert

Combat:

Perception: +8 (2 + 6)
AC: 19 ( 10 + 3 + 4 + 2)

Dueling Sword | +7 ( 3 + 4) | Damage (1d8+2 S) | N/A | Traits: Finesse, Versatile (P)
Main-gauche | +7 ( 3 + 4) | Damage (1d4+2 P) | N/A | Traits: Agile, Disarm, Finesse, Parry, Versatile (S)
Longbow | +7 ( 3 + 4) | Damage (1d8 P) | N/A | Traits: Deadly (d10), Volley 30ft
Unarmed | +7 ( 3 + 4) | Damage (1d4+2 B) | N/A | Traits: Agile, Finesse, Nonlethal, Unarmed

Spells:

Tradition:
Spell DC: 10 (10 + Key + Prof)
Spell Attack: + ( Key + Prof)

Equipment and Possessions:

Bulk Limit: 12
Encumbered: 7.0
Combat Gear: studded leather armor, dueling sword, main-gauche, longbow, 20 arrows
Mundane Gear: adventurer's pack (backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin), compass, healer's tools
Magical Gear:
Total Bulk: 6.4
Money: 10gp, 8sp

Appearance:
Alric is a young human male with short blonde hair and dark blue eyes with a ruddy complexion that is sun-kissed thanks to many long days spent out in the woods and swamps of his hometown. He generally wears a rough piece of leather armor with dark clothing underneath when he is out and about, soft and natural tones even when he is in town. He wields a family heirloom, a dueling sword that is worn but well-maintained and obviously loved, but he has yet to really learn how to use it. His father was quite specific to teach his son how to use a longbow first before a blade.

Personality:
Alric is exactly what you imagine a "good son" to be. He listens to his elders, he is patient when learning new things, and he does his best to please them. His troubles usually come from either his friends pulling him into something reckless or it is his own yearning to prove himself as a man and someone who is good. Alric has picked fights with those who are bigger, stronger, and meaner than him to protect his friends and little siblings and has paid the cost with black eyes and bad bruises. Quiet but decisive, some may think that Alric does not like them but the truth is that he prefers to watch and listen than talk himself.

History:
The Ludwig family, generations ago, settled in Swampwood after some strange controversy within the large port city of Freeport. Destitute and with little coin to survive with, the Ludwigs persevered through the kindness of their neighbors and through their own ingenuity. Even then, life was hard for these former dilettantes and merchants, who now had to ply their hobbies as a mean to survive. It was during their time of struggles that they ran across a group of elven rangers, their names being Noros and Elhniss, in the deeper parts of the woods.

Either out of pity or perhaps seeing the potential these human interlopers had, the elves took the most skilled underneath their wings and taught them old secrets of magic that came from the world around them. Those that returned back were changed; the first rangers of the Ludwig family. No one knows what happened to the elves but their lessons and their tongues are passed down from generation to generation. A fourth generation Ludwig, Alric began to learn from his father the ways to truly read the forest and help protect it and the people within it.

While Alric was an obedient son, even he couldn't help but be enthused by the stories of heroic adventurers and the legends of some Ludwigs that had come before him. Champions of the forest, protectors of the innocent, he was so deeply engrossed in his thoughts that he almost missed the strange music that had begun to play out in the dark forest in the dead of night. No one else seemed awake but the music called for him.

"The Piper..." Alric murmured, the stories of a strange abductor taking children in the night coming back to the mind. He seemed more like a bogeyman around a campfire than an actual danger but there was no doubt, there was pipe music calling from under the eaves of the forest. Quickly he dressed, tugging his boots on. As he opened the window, he heard a gasp from nearby.

Kristoff and Helden, fraternal twins and Alric's younger siblings, looked at their older brother with a look of worry and fear in their eyes. Even though his heart hammered in his chest of both fear and excitement, he kept a calm smile on his face as he gave them both a nod.

"Don't worry, I won't be long. I'll be back before the sun rises, you'll see. Now go back to bed." Still worried, the twins nodded before curling back up in bed together. Looking out into the cool night, Alric slipped out the window and into the darkness that called him.

1) What have you been doing for the past eight years?

After returning home from their strange encounter with the Piper, Alric and the other children were celebrated as heroes for rescuing the children. Still feeling responsible for the marking upon his little brother and for the loss of Shadei, Alric threw himself into his training and spent more time out in the wilds than within Swampwood properly. He excelled at his training and was, on his fifteenth birthday, accepted into the brotherhood of rangers that protected the routes and forests in and around Swampwood. While somewhat sullen and reclusive, the human man was kind and friendly to children and animals alike.

Alric's skill truly came into being when the Blackscale Tribe, a usually peaceful lizardfolk tribe to the north, was taken over by a corrupt and dangerous shaman before being led to war against the town. His skill in the swamps and forest was exceptional and he had managed to infiltrate the tribe's home and eliminate the dangerous leader under a flurry of steel and viciousness. Hailed a hero once more, Alric spent as little time as he could in the celebrations before heading out into the woods once more. He predicts that whatever the thing was that called itself the Piper would someday return and he would be ready to protect his home, his family, and maybe even save Shadei from its darkness.

2) Did you leave Swampwood?

Alric has never truly left Swampwood, though you would think he did with how rarely he is in town. He enjoys the tranquility of nature and the solitude it gives him. People are often too busy, too loud, and too oblivious to things that they take for granted. He educates them as best as he can, makes sure that no dangerous beast troubles the town, and tries to enlighten who he can about the tenets of Aruuc. His fellow player-characters are treated very well by him, the shared trauma leading him to enjoy their company even if he does not talk much. More than once, an extra bit of food or furs would be given to them anonymously when the harder winter months began to approach.

3) Metagame question: Would you like to use the Critical Hit Deck only for Nat 20's for you the PC's or on any Critical Hit?

I am cool for trying it out. I know when you buy a new thing, you want to give it a go. I would like it though that any "useless" critical hits (like one that does something special to a spellcaster but we're fighting a troll who definitely is not one) can still revert to just doubling the damage.

EDIT: I also changed Alric's picture. Wanted something that seemed a little more laidback for the adult version of the young ranger.


You need to add Humanoid to your Traits. Other than that, everything seems to be in order. Relentless Stalker makes perfect RP sense to me and it's not setting specific so there should be any issues. For the Dueling Sword, I presume that you're using the Aldori Dueling Sword, but just dropping the Aldori part?


@Fel - You still put your ability modifier with untrained skills. Please mark down which ones you are trained in. Please add Act Together and Manifest Eidolon to Special Actions along with the number of actions they use.


Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

Alright, Alric is all updated now. I have added more to the fluff of things as well, differentiating how he was when he was young and now. I wrote up about the lizardfolk attack and what was happening. Let me know if I need to change anything there at all.

EDIT: Correct on the dueling sword part. Just dropped the Aldori from it.


Please add your ability scores somewhere.


Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

Done and done.


Female Gnome (Aasimar) Summoner 3 | Exploration Action: Investigate
GM Scary Ceiling Voice wrote:
@Fel - You still put your ability modifier with untrained skills. Please mark down which ones you are trained in. Please add Act Together and Manifest Eidolon to Special Actions along with the number of actions they use.

Done.


Perfect.

Now we wait for Zaranna to finish hers when she gets the time and we should be good to go.

I don't think Samantha is going to continue with us. I have heard anything from her player and I've PM'ed three times.


AC 19 HP 31/41| F +8 R +9 W +8| HERO POINTS: 1 Focus Points 0/1 Exploration Mode: Scout Monk 3

I added my stat bonuses to the untrained skills, something I forgot to do before. Also I changed the spoiler to “Focus Spells/Class DC” as you suggested. I don’t know really what difference it will make to have the ki spells be considered divine compared to occult, or even if that will come into play.

This is my first 2E game. I’ve made a fair number of characters for fun and learning the system but still feel a little ignorant of the system, especially when it comes to choosing new class feats or abilities as the characters gain levels. To be fair, I often feel that way with any RPG I play. Some games have “traps” in some of the choices offered to players. 2E doesn’t feel that way at all.

Thank you for helping me learn the rules better in a supportive way :-)


Skill used to identify the spell for one, also any sort of effect that would impact a specific spell tradition would factor in. For instance, if you were in an area that denied access to divine magic, your divine ki spells would be effected.

I have a different homebrew setting that I've been working on for over a year now and there is one area I have where Primal spells don't always work.


Map NG Female Elf (Aasimar) Oracle of the Cosmos 3 | HP 27/30 | AC 18 | Fort +5 / Ref +7 / Will +7 | Class DC 18 | Perception +5 | Low-Light Vision / Darkvision | Hero Points 3 | Spells 1L 3/3 2L 2/2 | Focus Points 2/2 | Spell Attack +7 / Spell DC 17 | | DR 3 v Bludgeoning, Piercing, Slashing | Exploration Mode: Search (repair or treat wounds as needed)

Sorry you guys are waiting on me. I'll get it done in the next few days.


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Take your time.


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female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Yeah, you're fine as afar as I'm concerned. The WoW expansion has been sucking down most of my time outside of work just now so I'm quite patient.


Just checking in with everyone.

To make sure I have the consensus, you're all on board with just using the Critical Hit Deck for PC Crits only?


Map NG Female Elf (Aasimar) Oracle of the Cosmos 3 | HP 27/30 | AC 18 | Fort +5 / Ref +7 / Will +7 | Class DC 18 | Perception +5 | Low-Light Vision / Darkvision | Hero Points 3 | Spells 1L 3/3 2L 2/2 | Focus Points 2/2 | Spell Attack +7 / Spell DC 17 | | DR 3 v Bludgeoning, Piercing, Slashing | Exploration Mode: Search (repair or treat wounds as needed)

Yep. Also still working on my level up, but have started. Hoping to finish up after work today.


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

Yep, sounds good.


Female Gnome (Aasimar) Summoner 3 | Exploration Action: Investigate

That's fine.


AC 19 HP 31/41| F +8 R +9 W +8| HERO POINTS: 1 Focus Points 0/1 Exploration Mode: Scout Monk 3

Critical hit deck for the PCs only is fine with me.


Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

Sounds good to me!


Map NG Female Elf (Aasimar) Oracle of the Cosmos 3 | HP 27/30 | AC 18 | Fort +5 / Ref +7 / Will +7 | Class DC 18 | Perception +5 | Low-Light Vision / Darkvision | Hero Points 3 | Spells 1L 3/3 2L 2/2 | Focus Points 2/2 | Spell Attack +7 / Spell DC 17 | | DR 3 v Bludgeoning, Piercing, Slashing | Exploration Mode: Search (repair or treat wounds as needed)

What have you been doing for the past eight years?

Eight years later, Zaranna is 26. She no longer has nightmares about being kidnapped and thrown into a position of responsibility because she was the oldest. She doesn't wake up shaken from the images of skulls that she personally cracked, or the awful feeling of guilt at wondering if she could somehow have saved Shadei.

She does remember though, every day when she puts on her key necklace, and every day when she sees the mark on her hand, or the line of quartz crystals she keeps on the shelf in her room. The experience has changed her from what she was into what she is now becoming... but all things are controlled by the Gods, who surely had a hand in their escape, and Zaranna is glad to be led by then, because without that she would again be that weak young woman, unable to save a child in her charge. Unable to face true evil. With the Gods she can be strong, and with their help, she will prevail.

Did you leave Swampwood?

Yes, Zaranna went off to college to study. She began studying, not sure what she wanted to do with her life, but she started out studying to be a Cleric of Zarana.

However, even though she still greatly reveres Zarana who she was named after, she found that studying only a singular God seemed like it wasn't enough... it didn't give a clear picture of the heavens as she was drawn to know by her nature as an Aasimar, and those subjects both just led to more and more questions as her mind kept reaching out into the blackness, and fire, of the Cosmos. As she studied all of that, she eventually felt called and chosen as an Oracle.

She returned to see her family after college, and has stayed since then, feeling that the Gods want her to be here for a reason.

Metagame question: Would you like to use the Critical Hit Deck only for Nat 20s for you the PCs or on any Critical Hit?

I prefer only for PCs.

================================

Also, I think I am done leveling up. However, I have not yet taken a look at your preferred format and changed it to that. I will try to take a look over the weekend and see if I can rearrange in a way that will help you... but thought I should post all this now instead of after because I already took forever. :)


Okay, looks like everyone's good to go. I'll get the next chapter started as soon as I can.


@ Zaranna - Please fix your proficiency bonuses. Proficiencies are Level + Training bonus (i.e. Trained is Level + 2)


Map NG Female Elf (Aasimar) Oracle of the Cosmos 3 | HP 27/30 | AC 18 | Fort +5 / Ref +7 / Will +7 | Class DC 18 | Perception +5 | Low-Light Vision / Darkvision | Hero Points 3 | Spells 1L 3/3 2L 2/2 | Focus Points 2/2 | Spell Attack +7 / Spell DC 17 | | DR 3 v Bludgeoning, Piercing, Slashing | Exploration Mode: Search (repair or treat wounds as needed)

So, I think I have it now... everytime it says "proficiency" it doesn't just mean +2 for trained and +4 for expert... it means your level plus those.

If that is correct, then I think I have it updated.


Yep, that is correct.


Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

It is funny actually, that is the cost that is standard in the book for a private room in inn. At least the Archives of Nethys say it is.

I will have a post up later for sure!


female elven (seer) (cultist) | HP 19/21 THP 0/0 | AC 17 (18) | F +4, R +8 W +8 | Class DC 19 | Spell DC 19 | lowlight vision; Perception +6; Perception DC 16 | Hero Pts 2 | spells 1st 3/4; 2ns 3/3 | Healing Wave 1/hr 3d4 | Penalties: -1 vs disease/poison | conditions: none | explore: Detect Magic

I wasn't sure what the cost would normally be in 2ed. She's certainly paying the whole thing, she just wants to make sure she is not getting cheated.


Alignment: LG | HP: 41/44 l AC: 20 l F: +8, R: +10, W: +9 l Per: +9 l Movement: 25 l Hero Points: 3 | Condition: None | Explore Activity: Scout

An outage slowed me down quite a bit this morning. I'll try to post tonight or tomorrow morning. Feel free to move things along though folks if you want <3

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