
![]() |

We got six! Thats a good amount. Let's keep these as my main players. Anyone else after this will be an alternate. Monday we start! What are people playing?
As always, party balance is for sucker! lol. Just please make players that will play nice with others.

![]() |

Basics of character creation are 3rd level characters as normal and use this for magic items and gold
https://2e.aonprd.com/Rules.aspx?ID=587 You are exploring a haunted house, so aim for that kind of character who plays nicely with others.

Rola Weaver |

This is AceofMoxen's Submission. Do we want to be a preformed adventuring party? We could say we did troubles in Otari together.
Ng Medium Human Versatile Heritage Humanoid
Perception +7;
Languages None selected
Skills Acrobatics +8, Athletics +1, Deception +9, Diplomacy +9, Intimidation +9, Lore: Music +5, Occultism +5, Performance +11, Stealth +8
Str +1, Dex +3, Con +1, Int +0, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Winter), Musical Instrument (Handheld), Owlbear Claw, Healing Potion (Minor)
AC 20, Fort +6, Ref +10, Will +7
HP 35
Speed 30 feet
Melee +1 Shortsword +9 (Agile, Finesse, Versatile S, Magical), Damage 1d6+1 (P)
Ranged Longbow +8 (Deadly d10, Volley 30 ft.), Damage 1d8 (P)
Reach Spell (Concentrate, Metamagic) You can extend the range of your spells. 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.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Occult Known Spells DC 19, attack +9 2nd Dispel Magic (Sig), Remove Fear (2 slots); 1st Charm, Magic Missile, Liberating Command, Soothe (Sig) (3 slots); Cantrips Detect Magic, Mage Hand, Light, Shield, Telekinetic Projectile
Arcane Innate Spells DC 19, attack +9 Cantrips Electric Arc
Focus Spells (2 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Additional Feats Arcane Tattoos, Fleet, Lingering Composition, Martial Performance, Multifarious Muse, Virtuosic Performer
Additional Specials Arcane Tattoo (Electric Arc), Multifarious Muse (Warrior), Muses (Maestro), Signature Spells

![]() |

All sounds good! I'm gonna lean hard on Rule of Cool for stuff. You will get PFS credit, for this, but you apply that to a different character. So have fun with it.
Sorry for the late replay. Looks like the holes got filled, so I'll take it!

tomtesserae |

I'm still working on the finishing touches to my PC's background. Here's the mechanical aspects for Sparky the Poppet Farmhand Oracle...and the beginning and ending of his background. How he became an oracle is the part I'm finishing.
Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 16 Shield +1 AC Fort +7, Ref +7, Will +8
Hit Points 39
------------------------------
OFFENSE
------------------------------
Speed 25 ft.
Melee Sickle +7 1d4+2 S Agile, Finesse, Trip
Melee Club +7 1d6+2 B Thrown 10'
Ranged
Divine +9
Focus Points 1
------------------------------
STATISTICS
------------------------------
Str 14, Dex 10, Con 14, Int 10 Wis 12, Cha 18
Height 3’ 6” Weight 14 lbs. Age 2
Skill Feats Titan Wrestler
General Feats Toughness
Skills Expert Religion +8; Trained Acrobatics +5, Athletics +7, Intimidation +9, Lore (Farming) +5, Nature +6
Languages Common
Equipment Light Armor, Buckler, Club, Sickle.
Bulk
Money
------------------------------
ANCESTRY FEATURES
------------------------------
HP 6
Size S
Speed 25 feet
Ability Boosts Con, Cha, Free
Ability Flaw Dex
Languages Common
Traits Humanoid
Darkvision
Constructed
Flammable Weakness to fire damage equal to one-third your level. (Currently 1)
Heritage Stuffed
Feat Shiny Button Eyes
------------------------------
BACKGROUND FEATURE
------------------------------
Farmhand Ability Boosts: Con or Wis, plus one free. Trained Athletics and Farming Lore. Assurance (Athletics) skill feat.
------------------------------
CLASS FEATURES
------------------------------
Key Ability Cha
Hit Points 8 (+ Con mod)/level
Trained in Perception
Trained in Fortitude saving throw
Trained in Reflex saving throw
Expert in Will saving throw
Trained in Religion, one or more determined by mystery and 3 + Int mod skills
Trained in simple weapons
Trained in unarmed attacks
Trained in light armor
Trained in unarmored defenses
Trained in divine spell attacks
Trained in divine spell DCs
Mystery: Flames
Mystery Domain Spell: Sun
Spells: Daze, Detect Magic, Disrupt Undead, Read Aura, Stabilize; 3 1st level Create Water, Disrupting Weapons, Heal; 2nd Level Remove Fear, Fear The Sun
Revelation Cantrip: Produce Flame
Revelation Spells: Dazzling Flash, Incendiary Aura
Signature Spells: Heal and ?
Free Feat: Canny Acumen (Perception)
Feats: Glean Lore
A year and a day after the sorcerer passed Scraps awakened. He realized that morning that he wanted to explore the world again, like the vague memories he had of the sorcerer and their adventures.
The villagers dubbed him Sparky after that and thanked him profusely. He liked the name better than Strawsy so didn't mind. Along the way to Absalom, he joined a group of fellow adventurers. They found some trouble in Otari. After that was dealt with, they agreed a trip to Ravounel was a good idea. He decided Absalom would have to wait.

![]() |

One last question for you all, WHO is my last surviving heir to the Xarwin family? Who has assembled this team of friends and workers to explore your families forgotten house? If we got multiple people who want in, please roll a d20 if you say you want it. HIGH roll gets it if we have multiple takers. Tomorrow we start at the doorstep, but lets get a quick why of why we are going into this forgotten manor.

DoubleGold |

One last question for you all, WHO is my last surviving heir to the Xarwin family? Who has assembled this team of friends and workers to explore your families forgotten house? If we got multiple people who want in, please roll a d20 if you say you want it. HIGH roll gets it if we have multiple takers. Tomorrow we start at the doorstep, but lets get a quick why of why we are going into this forgotten manor.
I didn't see an actual player's guide for this.

Rola Weaver |

One last question for you all, WHO is my last surviving heir to the Xarwin family? Who has assembled this team of friends and workers to explore your families forgotten house? If we got multiple people who want in, please roll a d20 if you say you want it. HIGH roll gets it if we have multiple takers. Tomorrow we start at the doorstep, but lets get a quick why of why we are going into this forgotten manor.
I'd like to be the heir.
1d20 ⇒ 14

![]() |

fine_young_misanthrope wrote:One last question for you all, WHO is my last surviving heir to the Xarwin family? Who has assembled this team of friends and workers to explore your families forgotten house? If we got multiple people who want in, please roll a d20 if you say you want it. HIGH roll gets it if we have multiple takers. Tomorrow we start at the doorstep, but lets get a quick why of why we are going into this forgotten manor.I didn't see an actual player's guide for this.
No player's guide for this one. this is a straight up haunted house adventure in Golarion. If we were in person this would be about 10 to 20 hours of game. As of right now, one of you is the heir to a lost manor and the rest of you are all along to help that person check out their inheritance.
If you want to be the heir, roll for it! If not, Rola is our high roller!