Age of Ashes - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

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Welcome to Recruitment for my second PF2 campaign, which is the last of the 2 PF2 APs I promised to run in an interest check a while back. After getting campaign one (Quest for the Frozen Flame) off the ground, I am opening recruitment for Age of Ashes. I do love the theme and pacing of this adventure, and look forward to sharing my version with all of you.

Those new to PF2 or PBP are encouraged and welcomed to apply.

About the Game
As noted in the title, we will be playing Age of Ashes AP, which if played to entirety takes the PCs from level 1-20. It beings in the sleepy town of Breachill in rural Isger, but soon has the heroes traveling the length and breadth of Golarion, and perhaps beyond. The Players Guide for Age of Ashes has some very appropriate backstory, recommendations for characters, a quick primer on Breachill and information on the Call for Heroes where the scene opens. There are aslo some AP-specific backgrounds that are recommended by not required. Lots of good info here, read it!

Characters should be first level, and should have appropriate first level backstories that tie their background, skills, early feats, ancestry, alignment, faith, and equipment to it. Doesn't have to be a novel, but it does have to have a sense of verisimilitude and cohesiveness, if you want to be chosen.

Mainly looking for classes/ancestries etc from the Core or APG some of the other details can come from other sourcebooks, but all must be Paizo PF2 canon. No 3pp stuff in this game please.

The PCs will be answering the Call for Heroes (info in the Player's guide linked above), they may have pre-existing relationships with each other, or may be total strangers. They will need to be willing to answer a call, the motivation for that is up to you, and generally aid when all hell breaks loose, so behavior that is too Evil or uninterested in saving the day, will likely not play well here.

About the GM
I live in US Central time and will usually post in the later evenings, typically daily, to move the game along. Might get some other times, but 9-11PM will be most usual. I have a busy full time day job, so will only be able to look in and react, and rarely have long mid-day posts.

I have played TTRPGs since AD&D 1st Edition, generally as the DM/GM/referee. Had 4 star PFS credit before the version change. Ran many games on the PBP boards some lasting several years before petering out. I am fairly new to PF2 however, running my first home game currently, so will need some patience and grace on figuring out rules etc. I am open to suggestions, constructive criticism and any help the players can provide, but once I make a ruling, I expect the table to abide by it, and not draw out a long argument etc. Let's have fun first and foremost, and I will generally always rule in the players favor anyway.

I do love expansive use of language, great characterization, and captivating storytelling. Crunch, rules and mechanics have a place in all games (or chaos ensues) but I prefer a compelling story, and may rule in the favor of the cinematic RAI (rules as intended) rather than the mundane RAW (rules as written). I encourage all players to take chances for in this game, as in life, fortune favors the bold!

Some other notes
I welcome and encourage those new to PBP and PF2, so if you are impatient or can't abide the thought of helping new players out, teach them the ropes, and watch them explore the new system, this is likely not the table for you.

I plan to use Google docs to share maps, loot lists, and other handouts etc. I will try to link them to the gameplay page. There are few new systems in this AP that will have more of an impact later in the adventure, but Hexploration and Leadership mechanics will make an appearance.

I think it goes without saying, but decorum, inclusion, forbearance, patience, and teamwork are required in any table-top game. I expect behavior to apply to the highest standards and if anyone feels uncomfortable with content, interaction, or activity, they will speak up or send me a PM

Rather long intro, but wanted to set early expectations so you don't sign up for something long-term that's not a fit. I am excited to be back in the driver's seat for this AP, and look forward to your character submissions.

Please reply or PM me with questions as I am sure I left off important points I meant to make.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am quite interested! But I have one question: Normally half-elf is limited to humans as a heritage. Would you be willing to consider a dwarf with a half-elf heritage (a dwelf, if you will), born from a rare and unlikely union of a dwarf daddy and elf mommy who loved each other very much? Obviously, they would lose access to human-specific feats, accessing dwarf ones instead.


Intriguing. Would definitely like to play, though I have no experience yet with Pathfinder 2e, either in real life or play-by-post. Would like to try my hand at it, though.

Will check out the player guide, and get a submission ready for you to look over.


I'd be interested, and I like helping new players learn the game.

I do play in a lot of PBPs, though, so if you get sufficient interest I'd be happy to step aside for someone newer.

Grand Lodge

Hey there Dr Evil! I’d love to join in as a cleric. I can have it build out and with planned progression later today or tomorrow!


Lots of experience with PF 1e and 5th edition Dnd, here. A demo and a shortlived Adventures in Otari are my only exposure to 2nd edition Pathfinder. Would like the opportunity for a longer experience!

Liberty's Edge

Hello there! I'm definitely interested, having been in a few AoA games on here that fizzled out. I'm currently GMing this AP in a home game, would that be an issue for you?


Rolling up a Human Wizard for this. Was going to say a straight-forward, simple Wizard, but there's quite a bit changed with 2e, isn't there? Not all THAT simple... LOL

Just wanted to share. ;)


Well, I suspect that being in DM Dr. Evil's other PF2 game and having played AoA will likely disqualify me. But I'll lurk the recruitment to help with questions and advice.

I've finished AoA, am 15th level in EC, running AoE, running 3/4 of a team of 16th level PF2 gladiators, and messed around with a few more games, so I've got a lot of PF2 experience.


Pathfinder Adventure Path, Maps Subscriber
Archpaladin Zousha wrote:
I am quite interested! But I have one question: Normally half-elf is limited to humans as a heritage. Would you be willing to consider a dwarf with a half-elf heritage (a dwelf, if you will), born from a rare and unlikely union of a dwarf daddy and elf mommy who loved each other very much? Obviously, they would lose access to human-specific feats, accessing dwarf ones instead.

Only Paizo-published ancestries and heritages please


Pathfinder Adventure Path, Maps Subscriber

Welcome all. Yes, if you have limited or no PF2 experience that's fine with me. I will be honing my skills with the system as well.

I didn't say above, but will mention here: looking for 4 (min) to 6 (max) to take on this challenge. Typically I will want at least one character from each of the 4 basic tropes: arcane, divine, melee, and skill/lock/trap. So I will likely choose my favorite from those categories and then perhaps add 1-2 more if submissions are all good.

Just to reiterate, the most complex esoteric unique build you can think of is probably not going to wow me too much. I'd prefer basic builds with fantastic well told stories, again don't need a novella for backstory, but do need to tell how and why you got to the Call for Heroes, and tie in your character traits (background, ancestry, feats, skills, even equipment) if possible.

Those are the people I am looking for. Best of luck and I will be lurking around to answer questions.

I anticipate having a table ready for action within a week.


Pathfinder Adventure Path, Maps Subscriber
Losonti wrote:
Hello there! I'm definitely interested, having been in a few AoA games on here that fizzled out. I'm currently GMing this AP in a home game, would that be an issue for you?

I'd prefer people without much OOC knowledge, for there are some "mysteries" involved, but if your submission wows me, I will ask you to keep that knowledge separate from our character as much as possible.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
DM DoctorEvil wrote:
Archpaladin Zousha wrote:
I am quite interested! But I have one question: Normally half-elf is limited to humans as a heritage. Would you be willing to consider a dwarf with a half-elf heritage (a dwelf, if you will), born from a rare and unlikely union of a dwarf daddy and elf mommy who loved each other very much? Obviously, they would lose access to human-specific feats, accessing dwarf ones instead.
Only Paizo-published ancestries and heritages please

Okay...what if everything on his sheet was regular half-elf with no human feats OR dwarf feats taken at all, and the dwarfy heritage was communicated SOLELY through roleplay? Would that be okay?


Archpaladin Zousha wrote:
DM DoctorEvil wrote:
Archpaladin Zousha wrote:
I am quite interested! But I have one question: Normally half-elf is limited to humans as a heritage. Would you be willing to consider a dwarf with a half-elf heritage (a dwelf, if you will), born from a rare and unlikely union of a dwarf daddy and elf mommy who loved each other very much? Obviously, they would lose access to human-specific feats, accessing dwarf ones instead.
Only Paizo-published ancestries and heritages please
Okay...what if everything on his sheet was regular half-elf with no human feats OR dwarf feats taken at all, and the dwarfy heritage was communicated SOLELY through roleplay? Would that be okay?

You could take adopted ancestry as a general feat and then pick up both elven and dwarven feats from then on.

BTW, Dwelfs are Paizo-published, though an optional rule. Basically at first level instead of getting a dwarf heritage, he takes half-elf. so instead of getting something like fire resistance, he gets low-light vision and the ability to pick up elven feats, like having adopted ancestry. You can see this listed on the half-elf page at AoN: Half-Elf


Here's my submission.

Trista Lortella

Backstory:
The fires began even before Trista could remember them. Certainly, according to her old nurse, she was too young for any suspicion to fall on her. At least, for the first few years of her life.

As she grew, however, it became difficult to ignore that fact that furnishings, toys, and clothing had an alarming tendency to smolder when Trista was around, or even outright burst into flame. Whispers started to spread through society that there was something unnatural about the girl after what her father referred to as The Incident, when half of Oppara's second-best day school for young ladies went up in flames. Perhaps it was some sort of curse, or a malignant foreign influence. (Trista was one-quarter Keleshite, on her mother's side. The result of a scandalous dalliance during one of the border wars.)

One day, with her parents at wits end, and Trista herself becoming concerned about her ability to safely handle paper, embroidery, and linens, the fires simply...stopped. Her family attributed the whole chain of events to growing pains, and the less said about it the better. Trista, however, knew that the cessation of the fires was due to The Book.

Ever since she found it sitting on the edge of the fountain in the courtyard, Trista knew that The Book was special. It was not large, the size of a small journal or date book, and easy to slip into her bag or tuck unobtrusively under her arm. The cover was a deep green leather, and embossed with a spiral of mother of pearl. Touching the tome made her feel deliciously cool, like slipping into a pleasant bath on a hot afternoon. If her minders had troubled to look at it very closely, they would likely have been concerned about the way the lines changed, and new phrases appeared in familiar passages, but as Trista was mostly left to her own devices now that her "difficulties" had passed, no one made a fuss about the fact that she always carried The Book with her.

With the protections of her book, Trista finished her schooling with mostly decent, though undistinguished, marks. She did earn top scores in Fencing and Charm, and teachers made special note of her ability to make lively small talk, always peppering conversation with little-known facts sure to amuse. Rather than immediately take her place helping to manage the family's affairs, Trista elected to go on tour and see some of the country. She gave her chaperone the slip in Kozan and took ship for Isger.

One thing The Book hadn't been able to stop was the nightmares. She had always had them, to some extent, but these days they happened almost every night. And, if she was going to have any peace, Trista needed to investigate why, when she closed her eyes, she saw the small town of Breechill in ruins, with a dragon-shaped inferno stretching up toward the sky.

Trista can cover textbook and rogue skills, along with being fairly persuasive.

Vital Statistics:

Trista Lortella
NG Female Suli Human Thaumaturge 1
Perception +5; Low-Light Vision
Languages Common, Draconic, Elven

Skills Acrobatics +3, Arcana +4, Athletics +4, Diplomacy +6, Lore: Esoteric +6, Lore: Specific Place +4, Nature +3,
Occultism +4, Religion +3, Society +4, Stealth +6, Thievery +6

Str +1, Dex +3, Con +1, Int +1, Wis +0, Cha +3

Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap

AC 18, Fort +6, Ref +6, Will +5
HP 17
Speed 25 feet

Melee Shortsword +6 (Agile, Finesse, Versatile S), Damage 1d6+1 (P)
Ranged Shortbow +6 (Deadly d10), Damage 1d6 (P)

◆ Exploit Vulnerability (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances,
or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.
Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your
discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of
your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that
repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Additional Feats Diverse Lore, Dualborn, Dubious Knowledge, Student of the Canon, Suli

Additional Specials Esoteric Lore, First Implement And Esoterica (Tome), Geniekin Ancestry 1 (Fire), Geniekin Ancestry 2 (Water), Implement's Empowerment, Tome Initiate Benefit


Pathfinder Adventure Path, Maps Subscriber
Archpaladin Zousha wrote:
Okay...what if everything on his sheet was regular half-elf with no human feats OR dwarf feats taken at all, and the dwarfy heritage was communicated SOLELY through roleplay? Would that be okay?

I could be ok with that.


Pathfinder Adventure Path, Maps Subscriber
Philo Pharynx wrote:
BTW, Dwelfs are Paizo-published, though an optional rule. Basically at first level instead of getting a dwarf heritage, he takes half-elf. so instead of getting something like fire resistance, he gets low-light vision and the ability to pick up elven feats, like having adopted ancestry. You can see this listed on the half-elf page at AoN: Half-Elf

Interesting, and I learned something, but still not an optional rule that will be part of this campaign.

In my way of thinking, dwarves and elves just might not be compatible reproductively. My home world, dwarves create their scion from stone and if they've done an exquisite job, and pray hard enough, the ForgeHammer breathes life into their creation. But that's another story.


Pathfinder Adventure Path, Maps Subscriber
Matt Morris wrote:

Here's my submission.

Trista Lortella
** spoiler omitted **...

Thanks Matt. I will review her in detail later today.


I'm interested - will work on something and try to have it by the end of the day/early tomorrow.

I'm interested in being from Breachill (Local scion) & possibly a rogue. I like face stuff & it gets me out of my comfort zone of magic users.

I'm new to PF2e as a player, but I just started running Fall of Plaguestone to learn the system & have been really enjoying it. I love pbp for the role play/challenge to my writing skills.

edit: I see Matt's submission covered a lot of rogue things, but I am aiming for that skill/lock/trap build that DM mentioned being partial to for party composition. Hopefully, that doesn't step on toes?

I've been *dying* to play Age of Ashes :)


Sorry for a double post. I'm also thinking about an information broker type character - still human & local scion.

Wondering if that would be a good idea for the campaign? As I said, I'm pretty new to PF2e as a player, so I'll take all the advice I can get. >_>


Ruffian rogue is a really great face character/information broker. Demoralizing enemies with Intimidation really buffs the whole team, so it's a valuable combat contribution that only gets better with some investment in Skill Feats, which rogues have lots of.

I could also change around my characters skills a bit to make room for you to take care of traps. Her backstory justifies dabbling in pretty much anything.

Alternatively, if you want me to stay on the Dex-based skills, a ruffian rogue that focuses on Strength and Charisma is very effective, and can invest in doing some combat maneuvers with Athletics.

I think that scoundrel rogues are fun too, but it is a little harder to get feints to land, so I wouldn't necessarily recommend it for your first character.


Matt Morris wrote:

Ruffian rogue is a really great face character/information broker. Demoralizing enemies with Intimidation really buffs the whole team, so it's a valuable combat contribution that only gets better with some investment in Skill Feats, which rogues have lots of.

I could also change around my characters skills a bit to make room for you to take care of traps. Her backstory justifies dabbling in pretty much anything.

Alternatively, if you want me to stay on the Dex-based skills, a ruffian rogue that focuses on Strength and Charisma is very effective, and can invest in doing some combat maneuvers with Athletics.

I think that scoundrel rogues are fun too, but it is a little harder to get feints to land, so I wouldn't necessarily recommend it for your first character.

So the "fluff" here, the backstory, might help make this easier. I'm thinking of someone who is interested in having her finger on the pulse - knowing as much as she can about everyone and everything to manipulate the situation to her favor however that might work. She's nosy and charming, but a little scary (in my mind). A social butterfly type.

Ruffian rogue seems like a good fit for that! I was looking at an investigator as well, but it seems complex for a first character.

As an aside, hello, fellow high school English teacher. :)


English-teacher high five!

Investigator is fun, but it is more complicated, and you definitely need to plan something to do when you Devise a Stratagem and it is very low.

I think having an insider who knows people around town and is a bit of a social heavy hitter is a fun concept.


Well, I think right now I am deciding between the ruffian and the mastermind for the rogue, then I will have something done and ready to submit. I like the idea of the insider/social heavy hitter as well. I appreciate your insight. :)

Liberty's Edge

DM DoctorEvil wrote:

I'd prefer people without much OOC knowledge, for there are some "mysteries" involved, but if your submission wows me, I will ask you to keep that knowledge separate from our character as much as possible.

Can do! The character concept I've got in mind (a gymnast swashbuckler, for anyone who's curious) isn't a terribly intellectual one, so you can rest assured there won't be any "amazing" leaps of logic from out of nowhere. I'll work on fleshing them out tomorrow-ish.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm hoping to get a Flames Oracle going...I'll admit I'm torn between doing what's actually GOOD for the character (pumping things like STR and CHA, which I can get away with as TECHNICALLY being human) and trying to model the character appropriately (things like CON and WIS for the dwarf side and DEX and INT for the elf side)...

UGGH this part always gets my anxiety going!


Okay, I have a character concept that I can get in after work, so quite late. Valdrin will be a cleric of Sarenrae, and will be a wandering field medic wherever he is needed. More backstory to follow, with a stat block!


Hey, been a long time since I've tried doing an online game. Used to be incredibly active, then Idk I stepped away for a few years. Had some dramatic life events and upheavals happen that saw me going from Washington to New York to now Alaska.

Finally in a place where I have the time and will to want to play more. I'd love to get back into a campaign. I currently GM an in-person Skulls and Shackles game but always love to be a player. Seems like I end up GMing far far more than I ever play.

I'm somewhat familiar with PF2, I own so many of the books but have never had the chance to play in an actual game yet. Hoping to change that here. This'll be one of my first character's I've built for PF2. Hope I did things correctly. Not really familiar with what is meta and what might be bad. I'm a fast learner so please offer any and all advice!

My submission: Fentus Mourncrag

Backstory(got a little long on me):
Fentus Mourncrag:

A 27 year old human male, 5” 8”, black hair, dull brown eyes and a crooked nose gives the impression of a backroom brawler. He spent most of his life in Absalom trying to make a name for himself. His only parent, his mother, raised him by herself. Providing for him by working as a maid and servant for a noble house where Fentus often spent his youth. He received a middling education, often having to teach himself anything more than the basics. His young adult years were filled mostly with gambling, drinking and waking up in the sewers, gutters or alleyways of Absalom. Finding just enough money for food and drink for the night. His days were filled with schemes, scams and worse.

A fortnight ago his mother grew seriously ill and began fading very fast. He tried finding a cleric to look after but he didn't have the money to pay for the services. In an attempt to make enough, he took what they had and attempted to gamble the money on the races. Remarkably, for the first time in his life, he won. He won big. Unfortunately this caught some unwanted attention from some thugs he knew and owed money too. They stopped him, robbed him and left him limping home, empty handed. When he arrived home, his mother was near her end. Going to her bedside, she held a crumpled letter in her hand. Obviously very old, and very worn. Smudge marks and tears accompanied the faded words. With her dying breath, she explained it was from his father. A Hellknight with the Order of the Nail, he was stationed at Castle Altaerein. She was from a nearby town of Breachill when she met him. They fell in love, and unfortunately got pregnant out of wedlock. Before they were able to be wed, he disappeared. Fearing ostracization from the village, Jillian fled the village pregnant with a traveling merchant caravan. Ending up in Absalom. Soon after, she passed, in his arms. Unable to tell him anymore of his Father, only that she gave Fentus his father’s last name in honor.

This tragedy caused a fire to erupt in his veins, his father a famed Hellknight, him a disgraced vagabond who has done nothing with his life. This grief, and realization combined and something extraordinary happened as his Diabolic bloodline powers revealed themselves.

Now set to make something of his life, he has set off to Breachill to find any lost family members and hopefully learn what happened to his father.

character statistics:

Fentus Mourncrag Sorcerer 1
N Medium Human Versatile Heritage Humanoid
Perception +3;
Languages Common, Dwarven
Skills Acrobatics +2, Arcana +4, Athletics +0, Deception +7, Diplomacy +7, Lore: Engineering +4, Religion +3, Stealth +5, Thievery +5
Str +0, Dex +2, Con +2, Int +1, Wis +0, Cha +4
Items Unarmored
AC 15, Fort +5, Ref +5, Will +5
HP 8
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)
Divine Known Spells DC 17, attack +7

1st Admonishing Ray, Ray of Enfeeblement, Charm (3 slots);

Cantrips Divine Lance, Bullhorn, Guidance, Light, Produce Flame

Arcane Innate Spells DC 17, attack +7 Cantrips Detect Magic

Focus Spells (1 points)

Diabolic Edict Range 30 feet; Targets 1 willing living creature Duration 1 round You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks.

Additional Feats Arcane Sense, Pickpocket, Quick Identification

Additional Specials Bloodline (Diabolic)

edit*
If no martials end up signing up, Fentus can also be a bit of a brawler, and I've made an additional character sheet with him as a monk. In this case, his backstory would remain 98% the same, just where it says he gains his sorcerer powers, he wouldnt!

Fentus as a Brawler(monk):

Fentus Monk 1
N Medium Human Versatile Heritage Humanoid
Perception +5;
Languages None selected
Skills Acrobatics +5, Athletics +7, Lore: Engineering +3, Stealth +5, Survival +5, Thievery +5
Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +0
Items Unarmored
AC 17, Fort +6, Ref +7, Will +7
HP 11
Speed 25 feet
Melee Special Unarmed Tiger Claw +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d8+4 (S)
Melee Special Unarmed Dragon Tail +7 (Backswing, Nonlethal, Unarmed), Damage 1d10+4 (B)
Melee Special Unarmed (1d6) +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+4 (B, P or S)

Dragon Stance (Stance) Requirements You are unarmored. You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits. While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.

Tiger Stance (Stance) Requirements You are unarmored. You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

Flurry of Blows (Flourish, Monk) Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Additional Feats Pickpocket, Titan Wrestler
Additional Specials Powerful Fist


Dotting for interest - I'm new to PF2, and kinda newbish to PBP, but looking forward to getting my teeth in on this new system!

Second Seekers (Roheas)

I have been interested in Age of Ashes for a while and thanks to my dedication to Starfinder, missed out on the irl campaign of this that was running with some friends because it conflicted with my standing starfinder game.

I am friends with feyrial and am submitting a character that would complement theirs.

I present to you Mr. Serpens - a heavy fighter type and one-time local to Breachill who has been off for many a year trying to find fame and fortune and has recently returned to Breachill and made contact with a human family that ours was once well connected to.

Mr. Serpens background:

The name Mr. Serpens is of course a pseudonym that has been used by the much less edgy given name that he was born with - Chassarch Verdantia. The Verdantia clan of elves has lived in and around Kintargo for ages, albeit as a minor family. Not well respected in the ivory towers of Kyonin. A situation Chassarch Verdantia sought to change. And indeed many other things have since changed.

Mr. Serpens himself clocking in at nearly 300 years old, old enough to remember several epochs in this area. Old enough to remember when Aroden answered prayers. He knows everything is temporary and that there is more to life than Breachill, and has spent much of the last several centuries exploring the Deserts in northern Rahadoum and the Jistkan Imperium's ruins. Hoping to land a find that would put his family back on the map with the stuffy tower elves of Kyonin. Alas, the find of a century eluded him for more than 2. He joined forces with the infamous Aspis Consortium as a bronze agent for resources and help with the areas he lacked in - bureaucracy, connections, money - and it is from this connection that he has taken the nickname Serpens, displaying the bronze badge as a sort of mask to his true intentions. But with the word of revolution and yet another epoch shift in Breachill, Chassarch returned home.

There he connected with the granddaughter of his old friend, the one who goes by Finch these days. He arrived just in time to hear of the Call for Heroes. He has been gone long enough that only the surnames of Breachill are familiar to him, but he has taken a quick shine to Finch and her affinity for a master plan and all the gossip necessary to execute it. So he serves as the other half of the master plan, the operative, the sword arm. Well, okay he uses a cane, since it matches his silver fox aesthetic but the point stands. He may be entering the 2nd half of his life but with this Call to Heroes he may still stand to achieve his goal - his find of an elven lifetime that will put the others to shame.

Mr. Serpens is vain, has a short temper, and is driven by a thirst for glory, and unfortunately since he is an elf the path to glory for him comes in the form of academic achievement, tragic because he is not remotely suited for academic work. He is deeply jealous of Finch's intellect for this reason but his respect for her name may yet turn this into friendship. Typically dressed in a manner suited for Peaky blinders - the outfits are noble in origin but crude in application. He wears his silver hair in a bun with thin sideburns down to his jaw.

Intended Build Plan Mechanics and level 1 stats:

Plan is to be an Open Hand build with Ancient Elf dipping me into rogue. Elf to lean into high movement speed, movement shenanigany, high versatility. Using the Griffon Cane as a change of pace from swordplay and lifelong preference for bludgeoning weapons. The plan to is harry enemies with things like Snagging Strike to set up our rogues and then deliver big blows with Dual Handed Assault when things get to brass tacks. I like to play martials in pbp because it keeps things nice and simple from a mechanical perspective (and therefore easier to update from my phone)

In terms of skill specialization, with two other rogues in the party I will probably specialize in athletics and maybe survival long term to reflect all the time spent in the Desert? I have chosen Desert Lore and Engineering Lore to tie into where I have spent the last several centuries in Rahadoum and chosen Osiriani as a language for similar reasons. I like the cane on him also because as an older silver haired character the idea of him going ham wearing some hides and using a fancy cane really tickles me. The brawl-y style of the open hand fighter suits this aesthetic of an information broker and her knee breaker that I was going for with my background ties to Finch.

Mr. Serpens Fighter 1
Perception +6; Low-Light Vision
Languages Common, Elven, Osiriani
Skills Acrobatics +6, Athletics +7, Lore: Engineering +4, Lore: Desert +4, Nature +4, Society +4, Stealth +6, Survival +4, Thievery +6

Str +4, Dex +3, Con +0, Int +1, Wis +1, Cha +0

Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Tools, Signal Whistle, Potency Crystal, Elixir of Life (Minor)

AC 18, Fort +5, Ref +8, Will +4
HP 16

Speed 30 feet
Melee Griffon Cane +9 (Backswing, Two-Hand d10), Damage 1d6+4 (B)
Snagging Strike Requirements You have one hand free, and your target is within reach of that hand. You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.

About Me:
I am a long time PFS GM and Venture Officer, living in the EST, will also typically be updating late night. This is far from my first PF2 rodeo at this point, but I am going into this AP more or less blind aside from knowing of the basic premise.


This is Feyrial!

Here’s Elise “Finch” Grimms, charming Breachill native and aspiring information broker. As eddv said, we’re friends and we made our characters to complement each other.

Elise “Finch” Grimms Background:
Elise Grimms has lived in Breachill her entire life, descended from a long line of adventurers. It’s become a Grimms family tradition to answer the Call for Heroes, one that Elise had no issue adhering to. Elise spent much of her childhood blending into the shadows, listening to the adults talk around her without realizing just how much a child understood. Years of hoarding information led to finally realizing what could be done with it: selling it, using it, turning it into something that smooths out any encounter. She learned to be pretty sneaky to collect all this information, as her first few attempts led to some hairy situations that she barely scraped out of.
She is a witty, smooth-talking social butterfly and knows most people in town, even if only in passing. She has a knack for coaxing information out of people gently but doesn’t balk from violence, should it be necessary. She values knowledge and those who know how to wield it. She wants to make bigger connections and expand her web of influence and feels that anything that comes of The Call for Heroes can further those aims.
Elise would probably know Morta Valaskin and buy and sell information from her; she’d also probably know Roxie Denn and Trinil Uskwold, as folks like those women tend to hear things worth listening to.
Elise is in her late 20s and is relatively friendly, although she’s always looking for a way to turn a situation to her advantage in the smoothest way possible. She’s known as a little bit of a flirt and is equally well-known for cutting and running when something dares to get serious between her and a partner. Recently, she’s been working closely with an old family friend, Mr. Serpens. She goes by the name “Finch” when doing her shady dealings, guarding her real identity very carefully–only Mr. Serpens knows that Elise Grimms and Finch are one and the same. They work well together so far and she respects his work and relationship with her family, but sometimes his elven vanity can get on her nerves.
Elise is relatively tall, standing 5’6”, and is a typical redhead: long, wavy red hair, usually done up in braids; green eyes; pale skin smothered in freckles. She gets even more freckly when she’s been out in the sun for a while. She’s usually seen wearing some kind of forest green top and black pants when out and about; she prefers to keep her clothing pretty understated so it’s easier to blend into the background.

Stats:

Elise “Finch” Grimms, Mastermind Rogue 1, Local Scion
Perception +5;

Languages Common, Draconic, Elven, Goblin

Skills Acrobatics +6, Athletics +3, Crafting +5, Deception +6, Diplomacy +6, Intimidation +6, Lore: Politics +5, Lore: Specific Place +5, Medicine +3, Nature +3, Occultism +5, Society +5, Stealth +6, Survival +3, Thievery +6

Str +0, Dex +3, Con +1, Int +2, Wis +0, Cha +3

Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope (2), Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools

AC 17, Fort +4, Ref +8, Will +5
HP 17
Speed 25 feet

Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 (P)

Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill): 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.

Precision Damage Sneak Attack 1d6

Additional Feats: Additional Lore, Specialty Crafting, Streetwise, Trap Finder

Additional Specials: Rogue's Racket (Mastermind Racket), Sneak Attack, Surprise Attack


About Me:
I’m new to PF2e as a player, but am a longtime TTRPG person. I’ve been playing pbp for a little less than a year, and it’s my preferred method of play at this point. I’m a huge fan of roleplay and good writing, so I’m excited at the prospect of being at your “table” since it seems like you’re into that too. I’m a high school English teacher and the school year starts for me in about a week and a half. I’m in EST and will primarily be able to post in the evening unless it’s a testing day or an independent work day and I can sneak one in. They haven't blocked Paizo yet - we have a d&d club at the school. ;D


I would very much love to submit a PC to this campaign.

I am kinda burning to run a Sparkling Targe Magus (Role would be striker but also AC tank, with some arcane), would that be OK here? Or are you hard on Core + APG classes?


What the heck, I'll just submit him anyway. I'll wait on an alias until I'm perhaps selected.

I'll submit Olaf Son of No-one, magus.

Pathbuilder Link

Background:

Olaf grew up in a prestigious position, his father was a member of the famed Ulfen Guard of Taldor, protector of the Grand Prince himself. As a child of such a powerful warrior, Olaf dreamed of nothing other than joing the famed guards himself, and early in his youth the prospects were very good. He grew tall and strong, excelled in brawling and swordplay and was highly motivated.

Unfortunately the fates did not have such a path in mind. During his youth Olaf befriended a number of smaller kids, his protective nature causing him to stand up for those of lesser stature, and as they grew some of these friends went on to study the Arcane arts. Spending time with the budding wizards lit a fire of desire in the fighter, a thirst to learn magic so strong he couldn't but help himself in trying to learn magics. He was pretty good too, it didn't take him long to master numerous tiny cantrips and tricks.

But this was a horror for his father, who only valued martial arts and after weeks and months of bickering and arguing, he eventually forbid Olaf to continue his studies. In typical hot-headed youth fashion, Olaf threw the decree back in his father's face and stated he would study magic through Hell or high water. In a moment of rage, Olaf's father disowned him, throwing him from his family and dwelling and out onto the world alone.

Quickly Olaf also learned that many of his previous friendships were shallow as the prestige of his father's name, and he was well and truly alone. Not being the easy to keep down sort, the young man packed up what belongings he still owned, possibly stole some others, and set off by himself into the world, determined to make such a legend of his own name that his father would have no choice but to take back the harsh words he had thrown at his son.

Stats and whatnot:

Olaf Son of No-one Magus 1
N Medium Human Versatile Heritage Humanoid
Perception +3;
Languages Common, Dwarven, Elvish, Jotun, Orcish
Skills Acrobatics +1, Arcana +6, Athletics +7, Crafting +6, Lore: Desert +6, Medicine +3, Occultism +6, Society +6, Survival +3
Str +4, Dex +1, Con +1, Int +3, Wis +0, Cha +0
Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Basic Crafter's Book, Repair Kit, Steel Shield (Hardness 5, HP 20, BT 10)
AC 17 (+19 with shield raised), Fort +6, Ref +4, Will +5
HP 18
Shield Block
Speed 25 feet
Melee Bastard Sword +7 (Two-Hand d12), Damage 1d8+4 (S)
Spellstrike
Arcane Cascade
Arcane Prepared Spells DC 16, attack +6 1st Magic Weapon; Cantrips Detect Magic, Gouging Claw, Electric Arc, Ray of Frost, Shield
Focus Spells (1 points) Shielding Strike As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee Strike. You can then either Raise your Shield if you're wielding one or cast shield if you have the spell.
Additional Feats Quick Repair, Terrain Expertise, Toughness
Additional Specials Conflux Spells, Hybrid Study (Sparkling Targe), Spellstrike Specifics

Me:

I'm typically able to post multiple times a day and will let anyone know if I have any issues with at least one. Personality is very go along to get along and lets all have a good time. Reside in CST time zone.


Pathfinder Adventure Path, Maps Subscriber
DM DoctorEvil wrote:
Thanks Matt. I will review her in detail later today.

Sorry, I was a little under the weather yesterday and crashed instead of posting last night.

I did review the build for Trista, and it looks just fine. That coupled with the backstory leads me to invite you to the be the first spot secured in the party, if you want it.

I will open a Discussion and Gameplay thread in a bit, so feel free to dot or post there and welcome to the table!


DM DoctorEvil wrote:
DM DoctorEvil wrote:
Thanks Matt. I will review her in detail later today.

Sorry, I was a little under the weather yesterday and crashed instead of posting last night.

I did review the build for Trista, and it looks just fine. That coupled with the backstory leads me to invite you to the be the first spot secured in the party, if you want it.

I will open a Discussion and Gameplay thread in a bit, so feel free to dot or post there and welcome to the table!

Great, happy to come aboard. I'll get an allies together and post.


Here is my character submission!

Valdrin's Backstory:

Spoiler:
Hailing from Varisia, Valdrin has been raised as a wanderer. Never settling in a place for long was a way of life for the youth, and following rumors of battles tended to draw the curiosity of himself and his family. Wars and battles were a common scene for the boy, but not for the violence itself, but rather to help those injured or seeking redemption. Valdrin was a part of a traveling Serenite Collective, spreading her light and services to those that needed them in their most dire of needs.

After splitting off from his group in his late teens, the young man made his way across the Inner Seas, traveling from city to city, offering his services while spreading the word of Sarenrae or learning about the religions of other nations, with his journey bringing him to Isger.

Valdrin is of average height, with emerald green eyes and wavey black hair, tied back in a short ponytail most of the time. His skin, tanned to a light copper from his travels on the road, gives him away as one of the wandering gypsies of Varisia. Dressed in dust covered tans and whites, this easy going man keeps his healer's kit at the ready, in case he meets with any injured folk in his travels.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think I may need to withdraw from this one. Trista's base concept is so similar to what I was working on I'd basically be redundant. Have fun everyone!


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Pathfinder Adventure Path, Maps Subscriber
feyrial wrote:

I'm also thinking about an information broker type character - still human & local scion.

Wondering if that would be a good idea for the campaign? As I said, I'm pretty new to PF2e as a player, so I'll take all the advice I can get. >_>

It my be my own bias showing, but there's never too many skilled/scoundrel/investigator types for me. This sounds like a great idea for any campaign, but could fit well in AoA, and could be a good support person for the party even with Matt's Thaumaturge included.


Pathfinder Adventure Path, Maps Subscriber
Valdrin wrote:
Okay, I have a character concept that I can get in after work, so quite late. Valdrin will be a cleric of Sarenrae, and will be a wandering field medic wherever he is needed. More backstory to follow, with a stat block!

Clerics are always welcome. I see you posted a detailed few since this. As I catch up, I will review.


DM DoctorEvil wrote:
feyrial wrote:

I'm also thinking about an information broker type character - still human & local scion.

Wondering if that would be a good idea for the campaign? As I said, I'm pretty new to PF2e as a player, so I'll take all the advice I can get. >_>

It my be my own bias showing, but there's never too many skilled/scoundrel/investigator types for me. This sounds like a great idea for any campaign, but could fit well in AoA, and could be a good support person for the party even with Matt's Thaumaturge included.

Well, I posted Elise for your viewing pleasure. :) I can make any adjustments as needed, but she's very much a sneaky info snatcher with some traps skills.


Hey there. So I decided to give this a shot. Would you be okay if I made a cleric of Apsu? I saw that draconic deities may not be appropriate for the AP.


Pathfinder Lost Omens Subscriber

It's been a while since I last had my share of both PbP and PF2e, but there's no time to return like the present. Hope I'm not too rusty! Here's my submission, Larachelle the Dazzling, a universalist wizard who wants to shine bright and make her little brothers proud.

Character Sheet:

Larachelle the Dazzling
NG Human Wizard (Universalist) 1
Ability Scores: Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 14
Perception: +4 (T/E/M/L)
Speed: 25 ft.
Languages: Common, Draconic, Dwarven, Elven, Gnomish, Halfling
Background: Reputation Seeker

Defense
AC 14 (15 with Mage Armor)
Saving Throws: Fort +4 (T/E/M/L), Ref +4 (T/E/M/L), Will +6 (T/E/M/L)
HP: 15

Offense
Produce Flame: 1d20 + 7 (T/E/M/L), 1d4 + 4 fire
Dagger: 1d20 + 4 (T/E/M/L), 1d4 piercing

Spellcasting
Arcane Attack Roll: 7 (T/E/M/L), Arcane Spell DC: 17 (T/E/M/L)
Focus Pool: 1
Cantrips: bullhorn, daze, detect magic, prestidigitation, produce flame
1st level: color spray, mage armor

Feats
Ancestry Feats: Natural Ambition
Class Feats: Familiar, Widen Spell
General Feats: Recognize Spell
Skill Feats: Terrain Expertise (desert)

Skills
Acrobatics: +1 (T/E/M/L)
Arcana: +7 (T/E/M/L)
Athletics: +0 (T/E/M/L)
Crafting: +7 (T/E/M/L)
Deception: +5 (T/E/M/L)
Diplomacy: +5 (T/E/M/L)
Intimidation: +2 (T/E/M/L)
Lore (Desert): +7 (T/E/M/L)
Medicine: +1 (T/E/M/L)
Nature: +1 (T/E/M/L)
Occultism: +7 (T/E/M/L)
Performance: +5 (T/E/M/L)
Religion: +1 (T/E/M/L)
Society: +7 (T/E/M/L)
Stealth: +1 (T/E/M/L)
Survival: +4 (T/E/M/L)
Thievery: +1 (T/E/M/L)

Equipment
Ferret familiar named Ranks, lucky horseshoe (bonded item), spellbook, Staff of the Rising Star (daze, color spray); adventurer's pack, artisan's tools, 2 minor healing potions; 1.3 gp


Backstory:
Henriette the Glamorous's name was known all throughout the Empire of Cheliax and the neighbouring countries. Starting her career as a brilliant and promising prodigy studying at the Egorian Academy of the Magical Arts, the golden-haired maiden soon became a welcome face around the empire's outlying settlements as she made a name for herself with the Riders of the Rising Star, a group of adventurers dedicated to protecting the weak from roving monsters and opporunistic bandits. It was also with this adventuring company that Henriette met Gustaf, a hellknight-turned-champion of Sarenrae, who slowly grew from friend to lover.

Years went by, and the two realized that adventuring was beginning to take its toll on their bodies. Eventually, after a successful raid on a duergar colony in the darklands, Henriette and Gustaf decided to retire from the adventuring life and settle down in Breachill, a small Isgeri town that provided them with an open door and warm bed on more than one adventure. To the people of Breachill, Henriette the Glamorous and Gustaf Sunrider were now Enrika and Gustaf Axer, a pair of eccentric stablemasters with a treasure trove of heroic tales to tell the kids.

Rakael Axer grew up on these stories, their thrilling details springing to life in her active imagination. She was the eldest of three siblings - her twin younger brothers, Belor and Haines, aided their parents in operating the stables, while Rakael was encouraged to follow in her mother's footsteps and study the arcane arts. She even went on a so-called "adventure" to the deserts of Garund to try gain a more practical understanding of magic, but the expedition fizzled when word arrived of the return of the Whispering Tyrant, and the resulting turmoil throughout Avistan. Rakael returned home to find that her parents were summoned to bolster the ranks of Lastwall, and it wasn't long before the dreaded message arrived that they too fell victim to the lich's forces.

The Axers' deaths devastated their children. The heroes who felled many a beast and saved countless commoners were somehow bested, and left their scions without much more than a stable and a few trusty steeds. While Belor and Haines took ownership of the stable, Rakael decided to take up her parents' mantle and give her brothers a new shining champion to look up to. Thus, armed with a makeshift staff and her pet ferret Ranks, Larachelle the Dazzling heeds the Call for Heroes as her first step in what would either become a disastrous end to the Axer family or a new legend to follow her parents'.


Pathfinder Adventure Path, Maps Subscriber
Patrickthekid wrote:
Hey there. So I decided to give this a shot. Would you be okay if I made a cleric of Apsu? I saw that draconic deities may not be appropriate for the AP.

I would prefer to not have a cleric of Apsu in this AP.


Pathfinder Adventure Path, Maps Subscriber
Remnar wrote:

I would very much love to submit a PC to this campaign.

I am kinda burning to run a Sparkling Targe Magus (Role would be striker but also AC tank, with some arcane), would that be OK here? Or are you hard on Core + APG classes?

Prefer core classes but already broke that rule, so what the heck. I will review the build and comment


Pathfinder Adventure Path, Maps Subscriber
Archpaladin Zousha wrote:
I think I may need to withdraw from this one. Trista's base concept is so similar to what I was working on I'd basically be redundant. Have fun everyone!

Understand. Maybe we will catch you next time


Pathfinder Adventure Path, Maps Subscriber
Remnar wrote:

What the heck, I'll just submit him anyway. I'll wait on an alias until I'm perhaps selected.

I'll submit Olaf Son of No-one, magus.

Pathbuilder Link

** spoiler omitted **...

This looks good to me, just seems you might need to post the other spells in your Spellbook to the character page. Seeking a name for himself in Breachill and the call for heroes is a good starting point.

You are invited to join the table, if you wish, and may join the Discussion page while we fill in the rest of the sheets.

Magus AND Thaumaturge in the same party, what AM I thinking???


Pathfinder Adventure Path, Maps Subscriber
Fentus Mourncrag wrote:

Hey, been a long time since I've tried doing an online game. Used to be incredibly active, then Idk I stepped away for a few years. Had some dramatic life events and upheavals happen that saw me going from Washington to New York to now Alaska.

Finally in a place where I have the time and will to want to play more. I'd love to get back into a campaign. I currently GM an in-person Skulls and Shackles game but always love to be a player. Seems like I end up GMing far far more than I ever play.

I'm somewhat familiar with PF2, I own so many of the books but have never had the chance to play in an actual game yet. Hoping to change that here. This'll be one of my first character's I've built for PF2. Hope I did things correctly. Not really familiar with what is meta and what might be bad. I'm a fast learner so please offer any and all advice!

My submission: Fentus Mourncrag

Let's keep Fentus as a Diabolic sorceror. The only thing I saw was that he might have one more language -- I figured you'd add Infernal with the Bloodline, but you can choose.

if you want to join a PBP game, and can stick it out, then please accept an invite to join the table in the Arcane Caster role. Feel free to join the others in Discussion.


DM DoctorEvil wrote:
Remnar wrote:

What the heck, I'll just submit him anyway. I'll wait on an alias until I'm perhaps selected.

I'll submit Olaf Son of No-one, magus.

Pathbuilder Link

** spoiler omitted **...

This looks good to me, just seems you might need to post the other spells in your Spellbook to the character page. Seeking a name for himself in Breachill and the call for heroes is a good starting point.

You are invited to join the table, if you wish, and may join the Discussion page while we fill in the rest of the sheets.

Magus AND Thaumaturge in the same party, what AM I thinking???

oh heck yeah!

I’ll get a much better formatted profile up tomorrow night!


Pathfinder Adventure Path, Maps Subscriber

I will likely round out the table with they dynamic duo of Mr Serpens and Finch, and then finally Valdrin as the cleric.

I will work on review of the builds and comment if I see anything amiss but based on stories and concepts, that'll probably be the group.

1. Melee - Mr Serpens - elven fighter
2. Arcane - Fentus - sorceror
3. Divine - Valdrin - cleric
4. Skill - Finch - rogue
5. Other - Olaf - Magus
6. Other - Trista - Thaum

That seems like a good mix. Human heavy, but that's ok.

Let's consider Recruitment tentatively closed for now. Sorry if I didn't get to you, but I ended up filling slots on a FCFS basis I guess, and it worked out pretty much.

If something opens up or someone drops, I will let those who expressed interest know.


Awesome! I'll get my profile fully fleshed out by tomorrow (or tonight, if I'm up super late). Thanks for the opportunity:)

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