| Onye Dinta |
| 1 person marked this as a favorite. |
Bon Mot would fit well with Nicky's penchant for smack talk in battle.
Nicholo Reiland
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@Gm - For roleplaying flavor, I'm having my magic item - a cloak of living leaves - actually talk with me.
It's just meant for flavor, if you or the other players don't like, I can just write it off as the fall knocked Nicky in the head and he imagined the interaction as a side effect from a concussion.
Backdrop:
I try to do things to bond with my magic items, give them personality. In my home games, I do something called Growth items. Allow the basic magic items to "grow in power" as the characters level up and get bigger/badder. This allows the characters to not have to swap out magic all the time- especially if they roleplay and "name their sword" or a wand of fireballs does something particularly cool a time or two. The players have to lean into the roleplaying in order to get their growth item to actually improve in commensurate power. It's done wonders for the game. A great example is when I gave a character a gift of a Chipuchin monkey (the Szarni gave the gift), and the PC roleplayed interactions with the monkey in fantastic fashion.
GM Tyranius
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| 1 person marked this as a favorite. |
[quote-Nicholo]I try to do things to bond with my magic items, give them personality. In my home games, I do something called Growth items. Allow the basic magic items to "grow in power" as the characters level up and get bigger/badder. This allows the characters to not have to swap out magic all the time- especially if they roleplay and "name their sword" or a wand of fireballs does something particularly cool a time or two. The players have to lean into the roleplaying in order to get their growth item to actually improve in commensurate power. It's done wonders for the game. A great example is when I gave a character a gift of a Chipuchin monkey (the Szarni gave the gift), and the PC roleplayed interactions with the monkey in fantastic fashion.
Pathfinder 2e has a system like this built in already. For example your new cloak has 3 different forms. As you level up you can upgrand your Gloak of Gnawing Leaves to a Cloak of Thirsty Fronds at Level 7 and finally to a Cloak of Devouring Thorns at Level 12. This increases the DC and frequency you can use it from once per day to once per minute to once per round as well as increased damage of course. You just have to pay the difference between the pair for the upgrade.
GM Tyranius
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I don't forsee that causing any problems.
| The Zane |
| 1 person marked this as a favorite. |
Did someone mention my name? I just got done with scoring three goals in Droid-death ball and someone said they tagged me in a the vid-net.
Well, if you are seeking an autograph, no problem! Just tell me where to send it. If you want an autographed Doshko, you got to supply the Doshko.... but I'll sign it! I'll even get my good friend and Vid-sensation Draka to sign it also. That was her weapon of choice anyway.
Nicholo Reiland
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| 2 people marked this as a favorite. |
Happy 4th of July to all!
A special message of thanks to all those that are in the armed forces or have family in the armed forces. It is always with awe and respect that I hold military people. A ton of sweat, tears and blood go into keeping people safe.
| Onye Dinta |
Level 4
+11 hp
+1 to everything
Class Feat: Aura of Courage
Skill Feat: Catfall
Bonus Archetype: Order Explorer (wild order) -> Wild Shape
Net result of a fall: Falls are treated as 25 ft shorter, take half damage from falls, do not fall prone.
| Daehalya Shadowsun |
Daehalya to level 4!
+10 hp
+1 to everything
Class feat: Predictable! (of course, my Wisdom's my worst attribute, but this will at least give me something to do that doesn't involve MAP)
Skill feat: Powerful Leap
Skill increase: Occultism (maybe I'll take the Skysage archetype once I've got 3 staff acrobat feats)
Archetype feat: Bullying Staff (Staff Acrobat doesn't really give you much choice...)
| Odioki |
Odioki Level 4:
+10HP
+1 to everything
Class feat: Breached Defense (I think that's the most useful one)
Skill Feat: Unmistakable Lore
Archetype Feat: Basic Psychihc Spell casting (learned True Strike)
Nicholo Reiland
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A 4th Level Elven & Tielfing Combo
Class Feat: Shared Stratagem - (Feat 2)
Free Archetype Feat: (2nd level)
Sentinel Dedication: (Should have taken at level 2)
Steel Skin: Taking at level 4.
Skills: Deception to Expert
Skill Feat: Snare Crafting I took this as it just seemed perfect for Nicky, even if snares are not effective in PF2
HP: +9
+1 to everything
GM Tyranius
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Snare crafting can be useful, I have 2 charaters that use it, but it is very feat intensive to get to the point of placing them in combat and moving them around during combat.
The not so useful part before all those feats is having the opportunity t place snares prior to combat without the enemy seeing it.
Nicholo Reiland
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No worries GM! It's a character thing vs trying to be ultra-useful.
While I WANT Nicky to be useful, this skill is just too much into his personality to not elect it roleplaying wise.
So, it's more roleplay vs trying to pump a lot of feats into that build.
Is everything else okay?
@Party, I'm claiming one of the chain mails now that I can wear Medium armor. I updated the treasure sheet. AC now 20! AC 21 with buckler raised.
GM Tyranius
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All good, was mainly letting you know that there are later feats dwn the road that will allow you to use snares in combat.
| Onye Dinta |
| 1 person marked this as a favorite. |
seriously dice bot - the last 5-6 rolls. Can't I at least get somewhere close to average?
I'm starting to suspect the player dice in this campaign are cursed. ;)
Nicholo Reiland
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I agree. I have never seen a gunslinger *not* crush it, but I guess even guns miss when all he gets from DiceBot are rolls between 1-4!
I mean seriously, We will get a 19 or 20 on a meaningless roll. Then it's Prime numbers on attacks or skill checks.
GM Tyranius
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Here are your Chronicles for Book 1!
| Onye Dinta |
Level 5
+1 to everything
STR>14, DEX>19, CON>14, CHA>14
Weapon Proficiency > Expert
Stealth > Expert
Ancestry Feat: Light Paws (2 Action: Step+Stride or Stride+Step, ignore difficult terrain)
Wild Shape gains 10 temporary hit points upon casting.
| Daehalya Shadowsun |
Daehalya, level 5!
Ability boosts: +2 Str, +2 Dex, +2 Con, +2 Wis
+1 to everything
+15 HP (adjusting for the Con boost)
Ancestry feat: Ageless Patience: You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Skill feat: Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Skill increase: Acrobatics to Expert
Sneak attack 2d6
Weapon tricks: You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons as well as the rapier, sap, shortbow, shortsword, and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.
| Alvarius Blackthorn |
Alvarius is updated to level 5 in his profile, using the Remaster rules. The key updates are:
- 3rd level spells (Fireball, Haste, Vampiric Feast)
- Arcana is Expert
- New feat: As In Life, So In Death (as long has he's covered in clothing he passes as human)
- Daily buff spells: Mystic Armor, False Vitality
Male skeleton wizard 5 (Advanced Player's Guide, Book of the Dead 54, Secrets of Magic)
Rare, Medium, Skeleton, Undead
Heritage fodder skeleton
Background sense of belonging
Perception +9; low-light vision
Languages Aklo, Common, Dwarven, Elven, Necril, Skald
Skills Arcana +13, Crafting +13, Deception +10, Intimidation +10, Medicine +10, Occultism +11, Religion +9, Scouting Lore +11, Society +11, Stealth +9, Survival +9
Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +3
Items dagger, Alvie's Spellbook, backpack, basic crafter's book, bedroll, chalk (10), cold-weather clothing, disguise kit, flint and steel, Formula book, hat of disguise, healer's gloves, healer's toolkit, minor oil of unlife[APG] (2), rations (1 week) (2), repair toolkit, rope (foot) (50), scroll of harm, soap, torch (5), waterskin, purse (2 gp, 8 sp)
Undead Hunger (Collect Bones For Self-repair) While you don’t eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul’s hunger for humanoid flesh, a zombie’s craving for brains, and a vampire’s desire for blood. Additionally, while you don’t sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.
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AC 19; Fort +7; Ref +11; Will +11; +1 circumstance bonus vs. disease and poison
HP 41; void healing; Immunities death effects
Negative Survival Unlike normal undead, you aren’t destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points (Core Rulebook 459). Because you’re undead, many methods of bringing someone back from dying, such as stabilize, don’t benefit you. When you would die, you’re destroyed rather than dead, just like other undead.
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Speed 30 feet
Melee [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Arcane Wizard Spells DC 21, attack +11; 3rd fireball, haste, vampiric feast 2nd dispel magic, false vitality, invisibility, mist 1st animate dead[APG], force barrage, mystic armor, true strike Cantrips (3rd) electric arc, frostbite, gouging claw[SoM], read aura, scatter scree[SoM], shield
Divine Sorcerer Spellcasting DC 20, attack +10; 1st (1 slots) harm* Cantrips (3rd) detect magic, guidance
*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Focus Spells 1 Focus Point, DC 21; 3rd Force Bolt
Ancestry Feats As In Life, So In Death[BD], Collapse[BD]
Class Feats Basic Sorcerer Spellcasting, Reach Spell, Sorcerer Dedication, Widen Spell
General Feats Adopted Ancestry, Toughness
Skill Feats Forager, Magical Crafting, Stitch Flesh[BD]
Other Abilities arcane school, arcane thesis, component substitution, experimental spellshaping, school of battle magic, signature spells, undead, wizard spellcasting
| Ezgara |
Leveled. The Character Plan Spreadsheet shows the way, and the Spellbook has prepped spells.
Nicholo Reiland
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Nicky – Just like in Short Circuit – Number 5 is alive!
Ancestry Feat --- Fiendish Resistance – Fire.
Skillful Lesson Feat – Glad Hand.
Ability Boost – INT, STR, CHA, CON
Language- -Draconic!
Skill to Expert – Crafting
Added Nauseating Snare to Snare formula’s
Specialist Snare Kit – 55 GP’s from the Wolves.
Tiefling investigator 5 (Advanced Player's Guide 55)
Medium, Tiefling
Background dreams of vengeance, entertainer
Perception +11
Languages Aklo, Common, Diabolic, Draconic, Elven, Fey, Sakvroth
Skills Acrobatics +7, Arcana +12, Athletics +10, Crafting +14, Deception +13, Diplomacy +13, Gladiatorial Lore +12, Intimidation +11, Occultism +12, Performance +11, Religion +9, Sailing Lore +12, Society +14, Survival +9, Theater Lore +12
Str +3, Dex +0, Con +2, Int +4, Wis +1, Cha +3
Items chain mail, glamorous buckler[APG], bioluminescence bomb (2), crossbow (18 bolts), elven curve blade, lesser acid flask, sap, shortsword, backpack, bedroll, bull's-eye lantern, chalk (10), cloak of gnawing leaves, crowbar, fine clothing, flint and steel, magnifying glass, rations (1 week) (2), repair toolkit, rope (foot) (50), soap, specialist snare kit, waterskin, purse (40 gp, 8 sp, 5 cp)
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AC 21 (22 with shield raised); Fort +9; Ref +9; Will +10
HP 58; Resistances fire 5
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 30 feet
Melee [1] elven curve blade +13 (forceful, finesse, elf), Damage 1d8+3 S +2d6 S/Prec
Melee [1] sap +13 (nonlethal, agile), Damage 1d6+3 B +2d6 B/Prec
Melee [1] shield bash +12, Damage 1d4+3 B
Melee [1] shortsword +13 (versatile S, agile, finesse), Damage 1d6+3 P +2d6 P/Prec
Ranged [1] lesser acid flask +13 (thrown 20 ft., acid, alchemical, bomb, consumable, splash), Damage 1 A +2d6 A/Prec +1d6 pers A +1 A splash
Ranged [1] bioluminescence bomb +13 (thrown 20 ft., alchemical, bomb, consumable, light), Effects 2d6[:/Prec +dazzled 1r
Ranged [1] crossbow +13 (range increment 120 feet, reload 1), Damage 1d8 P +2d6 P/Prec
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Ancestry Feats Elven Weapon Familiarity
Class Feats Flexible Studies[APG], Sentinel Dedication[APG], Shared Stratagem[APG], That's Odd[APG]
General Feats Adopted Ancestry
Skill Feats Bon Mot[APG], Fascinating Performance, Glad-hand, Group Impression, Multilingual, No Cause For Alarm[APG], Snare Crafting, Titan Wrestler
Other Abilities ancestry hit points, interrogation, pointed question, size, speed, trait
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Nicholo Reiland
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@Everyone - we have magic items that need splitting and selling. I purchased a snare kit for 55 GP, but realize we might not have 55 GP's each to spend!
Can people- even the new PC's look at the list and claim needed items?
Nicky uses a Crossbow - so the magical one might work for him- but he's high up on the loot list already.
GM Tyranius
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Sounds good. Thanks for the update!
| redward |
@GM Tyranius
Would you be okay with Grundle picking up Aura Sight as his level 6 Skill Feat?
GM Tyranius
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Yes, that should be fine
| Onye Dinta |
I'm planning to burn my Champion feat to finish up Druid MC and then Free Archetype into Thaumaturge MC (or vice versa). Does anyone mind if I reskin the "Tome" to be his masks--there can be all kinds of animistic knowledge carved on the inner aspect, if it helps--with the understanding that wearing one is not holding it, so anything that requires holding your implement requires him to be holding a mask not simply wearing it. I really just want the swap-out-skill benefit to fit with the different cat spirits inhabiting each mask.
| Alvarius Blackthorn |
I dig it
GM Tyranius
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Indeed! Sounds fun. I like reskinning stuff as long as it doesn't change mechanics.