PFS Troubles in Otari with DM Deevor

Game Master Deevor

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Sovereign Court

See details in Cottonseed PFS PbP (2E) Recruitment Thread.


Not sure if this thread is up and running yet, but as it is Sunday, March 6th, I'll get the ball rolling.

Last year I took a Merisiel clone (Mary, the PC I'm posting as) through the Pathfinder Beginner Box. She ended up at Level 2 and it would be great to do the Troubles in Otari sequel with some version of her. If for whatever reason that's not in the cards, I'm more than happy to create/play a different PC.

I've played with your Hornietelle in Revolution on the Riverside and now Snakes in the Grass (as well as several with your Granitt), so you already know what my playing style is like.

Sovereign Court

This game will give PFS credit, but you play campaign characters not PFS characters, although I will ask for your PFS details to be able to credit a PFS character. Characters do not have to be in the Pathfinder Society.

Please include a small background for the character and a reason why you are in Otari. If the character is continuing on from the Beginners Box adventure, then include that in the background.

I don't particularly like guns in Pathfinder play, so gun wielding murder hobo characters are not being allowed and neither are their guns.

Can't think of anything else at present, but will discuss with any characters that want to join Troubles in Otari.


Marysiel (just Mary to her friends) is the campaign character that I took through the Beginner Box. Her profile is in the same state as it was at the end of that adventure, so would likely need to be cleaned up some to go through Troubles in Otari.

Here is her background from the Beginner Box:

Marysiel is an elf who grew up as an orphan among humans. She is a master at stowing away on ships and has called dozens of cities home, leaving one place for another after her human companions grew old and she stayed young. Marysiel has never met a problem that couldn’t be solved with a knife in one way or another. But when stabbing’s not the best solution, she makes up for it by being incredibly agile and skilled with small objects, such as lockpicks. Marysiel’s life experiences have taught her to enjoy things in the moment and to their fullest — it’s impossible to tell when the good times might end. She’s open and expressive with her thoughts and emotions, and while she’s always on the move and working on her latest batch of schemes for easy money, in the end all her plots come down to being faster than everyone else — either on her feet, or with her beloved blades. She wouldn’t have it any other way.

I must admit that Mary is not as attached to using her daggers as the Merisiel pregen she's based on; she tends to prefer the rapier/shortsword combination for melee and the shortbow for ranged attacks. Her knives are more for decoration.


I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Scarab Sages

Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

That is how modules typically work. I don't want to speak for the GM, but in my experience, generally.

I'm thinking of a couple of different characters. I'm usually stuck playing the healer, so I'd like to opt out of that if I can. I was thinking of either doing a Wit/All for One fencer that I've already built but never played, but if soneone else has their heart set on being a frontliner, I'll think about some of the other classes I've never played. I do have a summoner build in mind . . .


Would a crossbow using gunslinger be allowed?

Sovereign Court

Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Yes that's right.

Sovereign Court

ElbowtotheFace wrote:
Would a crossbow using gunslinger be allowed?

Not gonna say no yet, because I haven't got the rule book with gunslingers in, so let me have some time to read up about it and decide.


DM Deevor wrote:
Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Yes that's right.

Got it, thanks!

Would we start at level 1 or 2? And what level would the PFS char need to be?

Sovereign Court

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You start at level 2

Pathfinder Adventure: Troubles in Otari wrote:


Players who play through Troubles in Otari as well as GMs who run the adventure, can apply the adventure’s Chronicle Sheet to any of their Pathfinder Society Organized Play characters. Players and GMs must decide which character to apply credit to when they receive the Chronicle Sheet. The Chronicle Sheet gives 12 Experience Point(s), 12 Reputation with one faction, and 30 Treasure Bundles appropriate to a character of their level, applied in batches of 10 Treasure Bundles at each 4 XP interval. It also grants 24 days of Downtime. This adventure is not repeatable, therefore an individual may earn a chronicle once as player and once as GM for the adventure.

Scarab Sages

1 person marked this as a favorite.
Mitch wrote:
DM Deevor wrote:
Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Yes that's right.

Got it, thanks!

Would we start at level 1 or 2? And what level would the PFS char need to be?

I may be wrong, but they seemed to have decoupled levels gained from modules/Adventure Paths from what level the PFS character is. So I think the level can apply to anyone. The chronicle sheets don't have a level range on them anyway.


1 person marked this as a favorite.

I’m working on a witch, who will have some healing ability as well.

Background: Village life was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.
Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from nearby Otari, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.
After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she called Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do.
She is currently in Otari with Rosie, buying supplies and selling their crafts.

Horizon Hunters

I would be interested in this. We can apply the xp to any character correct?


I'm really interested in this. I know you don't want guns/gunslingers, but how do you feel about rare backgrounds or ancestries?


1 person marked this as a favorite.
Atae wrote:
I would be interested in this. We can apply the xp to any character correct?

I believe the sanctioning documents for this adventure state that the chronicles can be applied to any PFS Organized Play Character, which means we don't have to worry about any level restrictions.


I'd be interested. Thinking of playing a monk, but I'm flexible with the needs of the party, and what you would like to allow.


Flory Buntzer:

Flory Buntzer

Female Human
Witch 2
N

Str 10+2=12
Dex 10+2+2=14
Con 10
Int 10+2+2+2+2=18
Wis 10+2=12
Cha 10+2=12

HP: 8+6+6=20
AC: 10+2+4=16
Dagger: +6, 1d4+1P, Agile, finesse, thrown 10 ft., versatile S
Sling: +6, 1d6B, 50’, Propulsive
Gouging Claw: +8, 1d6+4P/S, crit: 1d4 persistent bleed

Speed: 25’
Languages: Common, Halfling, Elven, Dwarven, Sylvan

Acrobatics T 6
Athletics T 5 (Heritage: Skilled)
Crafting T 8 (Tailor +1, Quick Repair)
Deception T 5
Intimidation T 5
Lore: Guild T 8
Medicine T 5
Nature T 5
Perception T 5
Society T 8
Stealth T 6
Survival T 5

Fort T 4
Ref T 6
Will E 7

Unarmed T
Simple weapons T

Unarmored T

Primal spell attacks T +8
Primal spell DC T 18

Heritage: Skilled (Athletics)
You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

Ancestry Feat: Adapted Cantrip (Shield)
Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

Background: Artisan
+2 Int
Skill Feat: Specialty Crafting (Tailor)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Class: Witch
Patron: Wild (Princess Gossamer, fae liege of spiders)
Spell List: primal
Patron Skill: Nature
Hex Cantrip: wilding word (page 239)
Granted Spell: your choice of summon animal or summon plant or fungus

Familiar: Spider (Lady Gwendolyn), extra familiar ability
AC: 16
HP: 10
Speed: 25’

Acrobatics: 6
Perception: 6
Stealth: 6
Other: 2

Fort 4
Ref 6
Will 7

Low-light vision
Empathic communication, 1 mi

Climber: It gains a climb Speed of 25 feet.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

Class Feat: Reach Spell
If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Skill Feat: Quick Repair
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Class Feat: Cantrip Expansion
You can prepare two additional cantrips each day.

Cantrips: 10
Acid Splash
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

Dancing Lights
Cast [two-actions] somatic, verbal
Range: 120 feet
Duration: sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

Detect Magic
Cast [two-actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.

Gouging Claw
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.

Know Direction
Cast [two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).

Prestidigitation
Cast [two‑actions] somatic, verbal
Range: 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
• Cook: Cool, warm, or flavor 1 pound of nonliving material.
• Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
• Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Read Aura
Cast 1 minute (somatic, verbal)
Range: 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.

Shield
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.

Stabilize
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 dying creature
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Tanglefoot
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.

1st: 4
Ant Haul
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Duration: 8 hours
You reinforce the target’s musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

Heal
Cast[one-action]to[three-actions]
Range varies; Targets 1 willing living creature or 1 undead creature
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Mending
Cast 10 minutes (somatic, verbal)
Range: touch; Targets non-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.

Spider Sting
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Saving Throw Fortitude
You magically duplicate a spider’s venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success: The target is unaffected.
Success: The target takes 1d4 poison damage.
Failure: The target is afflicted with spider venom at stage 1.
Critical Failure: The target is afflicted with spider venom atstage 2.
Spider Venom (poison); Level 1; Maximum Duration 4 rounds.
Stage 1: 1d4 poison damage and enfeebled 1 (1 round);
Stage 2: 1d4 poison damage and enfeebled 2 (1 round).

Summon Animal (giant spider - reskinned giant centipede)
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.

GIANT CENTIPEDE
Perception +6; darkvision
Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
AC 15; Fort +7, Ref +6, Will +2
HP 8
Speed 30 feet, climb 30 feet
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus giant centipede venom
Giant Centipede Venom (poison); Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds;
Stage 1: 1d6 poison damage (1 round);
Stage 2: 1d8 poison damage and flat-footed (1 round)
Stage 3: 1d12 poison damage, clumsy 1, and flat-footed (1 round)

Spells Prepared
0: 8
Dancing Lights
Detect Magic
Gouging Claw
Read Aura
Prestidigitation
Shield
Stabilize
Tanglefoot

1: 3
Ant Haul
Heal
Summon Animal

Focus Pool: 1

Hex: Phase Familiar
Cast [reaction] somatic
Trigger: Your familiar would take damage.
Range: 60 feet; Targets your familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.

Hex Cantrip: Wilding Word (no Focus Point, 1/rd)
Cast [one-action] verbal
Range: 30 feet; Targets 1 animal, fungus, or plant
Saving Throw: Will; Duration sustained up to 1 minute
With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success: The target is unaffected.
Success: When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure: As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure: As success, but the target also becomes sickened 2 each time it damages you.

Equipment: 20g, 6B / 4.6g, 3.6B
Artisan Tools (Tailor) 4g, 2B
Healer’s Tools 5g, B
Backpack 0.1g, -
Belt pouch x2 0.08g, -
Ordinary clothing 0.1g, -
Dagger 0.2g, L
Sling 0g, L
10 bullets 0.01g, L
Minor elixir of life x2 6g, 2L
Lvl 1 permanent item: Cloak of Feline Rest
Price 20 gp
Usage worn cloak; Bulk L
This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you’re momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it’s not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory Perception checks, rather than a –4 status penalty.

Background: Village life was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.
Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from nearby Otari, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.
After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she called Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do.
She is currently in Otari with Rosie, buying supplies and selling their crafts.

Appearance: Flory is a thin teenager with long, dark-blonde hair and blue eyes. She wears a simple brown dress, and a finely-made black cloak.


Pathfinder Starfinder Roleplaying Game Subscriber

I'm interested! I want to play a lawful neutral Battle Oracle, who plans to become a hellknight signifer in the future.

Sovereign Court

Mr Tea wrote:
I'm really interested in this. I know you don't want guns/gunslingers, but how do you feel about rare backgrounds or ancestries?

If you have a background that fits and you give me a chance to see if they fit with the game, might give you one rare background or ancestry, It's difficult to say yea or nay, when I don't have any details.

Sovereign Court

Matt Morris wrote:
I'd be interested. Thinking of playing a monk, but I'm flexible with the needs of the party, and what you would like to allow.

As with everyone else, happy if you want to play a monk, just get a background and reason for being in Otari.

Scarab Sages

Nothing set in stone, but this was what I was thinking. Did this on my phone so couldn’t include all the swashbuckler class features, but this will give you an idea of what I was thinking.

Arity Bell:

Arity Bell
Female Human
Swashbuckler 2
NG

Speed: 25 (or 30 with panache)

Human Ancestry: Versitile Heritage->Toughness
Ancestry Feat: Cooperative Nature

Background: Barkeep (+Diplomacy, Alchohol Lore, Hobnobber Skill Feat)
Wit Swashbuckler (+Diplomacy Free Skill, +Bon Mot Skill Feat)
Swashbuckler Class Feat: All for One
Swashbuckler class feat (2nd): Marshal dedication (Diplomacy->expert)
Skill feat (2nd): Steady Balance

Str 14
Dex 18
Con 12
Int 10
Wis 10
Cha 14

HP: 8(racial)+10(class)+1(con)+ 10(class)+1(con)+2(Toughness)=32
AC: 19(20 with buckler) +1(leather armor)+4(dexterity)+2(level)+2(trained)+(possible +1 from buckler)
Short Sword: +8, 1d6+2 ( Agile, finesse, versatile S)(possible +2 if I have panache)
Probing Cane: +8 1d6+2 (Finesse, sweep)
Throwing Dagger: +8, 1d4+2 (Agile, Finesse, thrown 20)

Languages:
Common, Draconic

Perception E +6

Acrobatics T +8
Athletics T 6
Diplomacy E +8
Intimidation T 6
Lore: Alcohol: +4
Medicine T 4
Society T 4
Thievery T +8

Fort T +5
Ref E +10
Will E +6

Equipment:
Shortsword (0.9 gold)
Throwing daggersx5 (1.5 gold)
Adventuring Kit (1.5 gold)
Probing Cane (0.5 gold)
Buckler (1 gold)
Leather Armor (2 gold)
Thieve’s tools (2 gold)
Total: 9.4 gold

I’ll figure out the rest of my gold later. Backstory to come.

Horizon Hunters

Playing a pregen would be fine with me.


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I'm one of the reserved players, and checking in with my proposed character to solicit comments from both other players and GM Deevor.

Bonnie is a former pirate, but not the "steal stuff" kind: she ran a protection racket for bat guano transports, and since nobody uses bat guano any more, the racket collapsed and she found herself unemployed in Otari.

She's retconned into my Beginner's Box adventure narratively - my BB character (Slorol Nutflush) showed up at the fishery being chased by some poker players who had some disagreements over a game, and Bonnie was one of those players.

Mechanically, she's a laughing shadow magus (she would teleport from one ship to another for the element of surprise) with a marshal archetype (as a pirate captain).

I may change her name if I can think of something a little more clever, and I'm open to changing her mechanics if people don't like the class. Her background and backstory would likely remain constant, though.


Bonnie Anne wrote:

I'm one of the reserved players, and checking in with my proposed character to solicit comments from both other players and GM Deevor.

Bonnie is a former pirate, but not the "steal stuff" kind: she ran a protection racket for bat guano transports, and since nobody uses bat guano any more, the racket collapsed and she found herself unemployed in Otari.

She's retconned into my Beginner's Box adventure narratively - my BB character (Slorol Nutflush) showed up at the fishery being chased by some poker players who had some disagreements over a game, and Bonnie was one of those players.

Mechanically, she's a laughing shadow magus (she would teleport from one ship to another for the element of surprise) with a marshal archetype (as a pirate captain).

I may change her name if I can think of something a little more clever, and I'm open to changing her mechanics if people don't like the class. Her background and backstory would likely remain constant, though.

Seems fine to me


So I ended up rolling an Orc Barbarian instead of a gunslinger.

Zokash:

Barbarian 2
Warrior
CG Medium Hold-Scarred Orc (Humanoid, Orc)

Perception +7; Darkvision
Languages Common, Orc
Skills Acrobatics +6, Athletics +8, Intimidation +4, Lore: Warfare +4, Nature +5, Survival +5
Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +0
Items Hide, Adventurer's Pack, Arrows (20), Climbing Kit
AC 19, Fort +8, Ref +6, Will +7
HP 40

No Escape
Trigger A foe within reach attempts to move away from you. You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed. You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Orc Ferocity
Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Speed 25 feet
Melee Greataxe +8 (Sweep), Damage 1d12+4 (S)
Melee Dagger +8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 (P)
Ranged Composite Shortbow +6 (Deadly d10, Propulsive), Damage 1d6+2 (P)
Sudden Charge (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Rage (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.

Additional Feats Cat Fall, Diehard, Hold-Scarred Orc, Intimidating Glare
Additional Specials Instinct (Blue), Instinct (Dragon Instinct)

Description and Personality to come later...


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I'm actually going to step back, y'all. (Little too much on my plate right now, on reflection.) Have fun in Otari!


My idea was to play a petty criminal from Last Wall who was exposed to the Whispering Tyrant's necromantic onslaught whilst waiting to be judged.. He died and found himself waking up in a pile of bodies. Somewhat changed, he has fled the Eye of Dread and ended up on Kortos, in Otari. He wants to become a hero, redeeming himself in his own eyes.

Mechanically, Mylos Knaven is an Undead bloodline Sorcerer with the Returned background.

Vigilant Seal

Bowrf is an Ant Gnoll (with his flying tiny hyena companion, Rod). A wizard who likes to summon things to fight for him. Of course, he'd rather just figure out a way to get what he wants without fighting.

Bowrf Chawr:
Wizard 2
N Small Gnoll
Perception +3; Low-Light Vision
Languages Common, Draconic, Gnoll, Gnomish, Goblin, Jotun, Sylvan, Undercommon
Skills Acrobatics +7, Arcana +8, Athletics +6, Crafting +8, Deception +4, Lore: Accounting +8, Occultism +8, Society +8, Stealth +7, Thievery +7
Str +2, Dex +3, Con +1, Int +4, Wis -1, Cha +0
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Material Component Pouch, Writing Set, Thieves' Tools (Replacement Picks), Thieves' Tools
AC 17, Fort +5, Ref +7, Will +5
HP 22
Speed 25 feet
Melee Staff +6 (Two-Hand d8), Damage 1d4+2 (B)
Ranged Hand Crossbow +3 (), Damage 1d6 (P)
Reach Spell
Eye for Numbers
Drain Bonded Item
Arcane Prepared Spells DC 18, attack +8 1st Gravitational Pull, Feather Fall, Summon Construct, Summon Animal; Cantrips Telekinetic Projectile, Acid Splash, Light, Prestidigitation, Mage Hand, Tanglefoot
Focus Spells (1 points) Augment Summoning Range 30 feet; Targets 1 creature you summoned You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC) for the duration of its summoning, up to 1 minute.
Additional Feats Ant Gnoll, Enhanced Familiar, Hyena Familiar, Multilingual
Additional Specials Arcane Bond, Arcane School (Conjuration), Arcane Thesis (Metamagical Experimentation), Bite (Gnoll), Spellbook


Pathfinder Roleplaying Game Superscriber

I'm been toying with a kindly old lady witch with a gingerbread man familiar whose children and grandchildren have all grown up and left to be pathfinders. She runs a small bakery in town but has become bored with her family gone. Their letters home sound so exciting that she would jump at the chance to have some adventures of her own.

I think an alchemist dedication would be fun. Her elixirs would actually be magic muffins that she hands out. If gingerbread man familiar dies or she changes its abilities she actually eats him and bakes another.

Grammy Esther:
Grammy Esther
Female human witch 2 (Advanced Player's Guide, 95)
NG, Medium, Human, Humanoid
Heritage versatile heritage
Background cook
Perception +5
Languages Common
Skills Arcana +8, Cooking Lore +8, Crafting +8, Diplomacy +6, Intimidation +6, Medicine +5, Nature +5, Occultism +8, Society +8, Stealth +5, Survival +5
Str 10 (+0), Dex 12 (+1), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 14 (+2)
Other Items batches of infused reagent, familiar, money
--------------------
AC 15; Fort +5; Ref +5; Will +7
HP 22
--------------------
Speed 25 feet
Focus Spells 2 Focus Points, DC 10; 1st Cackle, Nudge Fate, Phase Familiar
Ancestry Feats Natural Ambition
Class Feats Cackle[APG], Alchemist Dedication
Skill Feats Alchemical Crafting, Battle Medicine, Seasoned[APG], Trick Magic Item
Other Abilities advanced alchemy, familiar, infused reagents

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Ginger:
Ginger
Male gingerbread man
NG, Tiny, Animal, Minion
low-light vision
--------------------
AC 15; Fort +5; Ref +5; Will +7
HP 10
--------------------
Speed 25 feet
Ambassador Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you’re a master of the skill in question.
Independent In an encounter, if you don’t Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action.
Valet You can command your familiar to deliver you items more efficiently. Your familiar doesn’t use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can’t use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.
Other Abilities land speed

Spells known:
Cantrips-Daze, Detect Magic, Guidance, Light, Message, Read the Air, Shield, Sigil, Tame, Telekinetic Projectile

Spell 1-Ill Omen, Mage Armor, Phantom Pain, Soothe, Sanctuary, Sleep, Summon Fey, True Strike
--------------------
Gingerbread Man

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.


Halgar wrote:
Her elixirs would actually be magic muffins that she hands out.

Would that make her the... muffin ma'am

Scarab Sages

Arity Bell Backstory:

Young Arity works at a small clothing shop in Otari, sewing run-of-the mill dresses and work cloths mostly. However, Arity has much grander dreams. Ever since she was a young girl, she has dreamed of going on epic sword-weilding heroes getting into legendary sword fights with evil sorcerers and dark counts. She has taken every opportunity she can to learn the art of fencing from anyone who passes by. Armed with some leather armor she has made herself and a short sword a customer left at the shop some years ago, Arity believes she is ready for her first proper adventure. Now if only one would come calling. . .

Changed up a few things, decided to take the merchant background, which only changes out her lore skill (to mercantile) and her skill feat (to hobnobber). Also decided to change up one of her free skill picks from medicine to crafting.


Pathfinder Roleplaying Game Superscriber

I just noticed that Mitch has also proposed a witch. If we are both selected I could instead play investigator Albrecht Jaeger, a hunchbacked forensics investigator with alchemist dedication. I haven't statted him up yet but I have a pretty good idea of what to do with him.

He's originally from Ulsalev but was sent to live with relatives in Otari because his wealthy parents were embarrassed by his deformity. He ended up taking the surname of the family that raised him. His foster mother (his aunt) owns a successful logging business that with Albrecht's assistance has flourished but he longs to utilize some of the investigative skills he learned at the University of Lepidstadt. More details to be determined if I am selected and end up playing him.


Halgur wrote:

I just noticed that Mitch has also proposed a witch. If we are both selected I could instead play investigator Albrecht Jaeger, a hunchbacked forensics investigator with alchemist dedication. I haven't statted him up yet but I have a pretty good idea of what to do with him.

He's originally from Ulsalev but was sent to live with relatives in Otari because his wealthy parents were embarrassed by his deformity. He ended up taking the surname of the family that raised him. His foster mother (his aunt) owns a successful logging business that with Albrecht's assistance has flourished but he longs to utilize some of the investigative skills he learned at the University of Lepidstadt. More details to be determined if I am selected and end up playing him.

Or maybe play Grammy as an alchemist?


Pathfinder Roleplaying Game Superscriber
Mitch wrote:
Halgur wrote:

I just noticed that Mitch has also proposed a witch. If we are both selected I could instead play investigator Albrecht Jaeger, a hunchbacked forensics investigator with alchemist dedication. I haven't statted him up yet but I have a pretty good idea of what to do with him.

He's originally from Ulsalev but was sent to live with relatives in Otari because his wealthy parents were embarrassed by his deformity. He ended up taking the surname of the family that raised him. His foster mother (his aunt) owns a successful logging business that with Albrecht's assistance has flourished but he longs to utilize some of the investigative skills he learned at the University of Lepidstadt. More details to be determined if I am selected and end up playing him.

Or maybe play Grammy as an alchemist?

Maybe. The familiar is pretty important to the character concept though and the witch's familiar is quite a bit more dynamic. Also if it dies she can get another in a single day.

Sovereign Court

OK, I'm going to look through stuff tonight ... been a bit washed away this weekend.


Some stats to go with the short background.

Mylos Knaven:

Sorcerer 2

Perception +4;

Skills Acrobatics +2, Athletics +5, Deception +8, Diplomacy +8, Intimidation +8, Lore: Boneyard +5, Religion +4, Society +5, Stealth +6, Thievery +6

Str 12 +1, Dex 14 +2, Con 12 +1, Int 12 +1, Wis 10 +0, Cha 18 +4

AC 16, Fort +5, Ref +6, Will +6
HP 22
Speed 25 feet

Bon Mot

Divine Known Spells DC 18, attack +8

1st Burning Hands, Heal, Ray of Enfeeblement, Harm (Sig) (4 slots);

Cantrips Divine Lance, Shield, Prestidigitation, Light, Chill Touch

Focus Spells (1 points) Undeath's Blessing
Additional Feats Blessed Blood, Diehard, Intimidating Glare, Skill Training
Additional Specials Bloodline (Undead), Skill Training (Athletics), Surprise Attack

Sovereign Court

No more submissions, time to look at everything. And liking lots.

But Matt's monk and the battle oracle, you can still be considered if you put a background in, why you're in Otari and a little bit about the intended character.


Pathfinder Starfinder Roleplaying Game Subscriber

GM:
My character is a Hellknight Armiger, dreaming of joining the Order of the Torrent. She was born and grew up on the island of Cortos in a wealthy family, spending most of her youth in the family estate, where she always had a craving for fencing training instead of ballroom dancing. The second thing that distinguished her from childhood was her incredible discipline, which she literally demanded from everyone as well as from herself. Servants, relatives, brothers and sisters, even parents - she did not forgive anyone for small flaws and weaknesses. Later, she once read in books about the sad but impressive story of the Hell Knights, and something switched in her mind. She realized that this was her destiny. The realization was so vivid and strong that she couldn't fight it. And she didn't want to.

Some time ago, she started traveling and began to carry law and order in the form in which she understands it (mainly with a sword), and discovered an incredible talent for fighting. A talent that goes beyond swordsmanship. Something divine leads her on the road of adventure towards the battle with crime and chaos. She considered it a good sign and is looking for new opportunities to make the world "a little straighter".

In the meantime, she needs to prepare for the Hellknight exam - a harsh procedure involving a duel with the devil. This requires experience and skill that cannot be obtained in the training hall.

The path led her to Otari...

Sovereign Court

So the considerations are:
and I'd like to say it's really difficult cos I like some of the combinations a lot and considered running a second table, but don't have time for 2 tables.

Preselected:
* Bpnnie - Shadow Magus
* Arity - Swashbuckler

Select from:
* Maryseil - Rogue
* Halgur's - Investigator
* Mr Tea - Sorcerer
* Bowrf - Wizard
* Mitch - Witch
* Ekatn - Battle Oracle
* Elbow - Barbarian

Selected:

* Bonnie
* Arity
* Maryseil
* Rosie - Mitch's witch
* Halgur's - Investigator
* Mr Tea - Sorcerer

Will the selected players kindly make their way over to the discussion thread and dot into the gameplay thread. Gameplay won't be starting until the backend of next week at the earliest.

2nd table, possibly
Elbow's Barbarian
Battle Oracle
Wizard
Atae's pregen or the monk

The second table I really like the sound of, if you are still interested in April/May timeframe, when I may have more time I'll contact you if I can get the second table going.


Sounds good, I look forward to hearing from you down the road. Good luck and happy gaming.

Vigilant Seal

I'll be interested.


Pathfinder Starfinder Roleplaying Game Subscriber

Sounds great! I will wait for PM. See you! And everyone have a good game at this table!

Horizon Hunters

I would be

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