Curse of the Crimson Throne for PF2e by DM Doctor Evil

Game Master DM DoctorEvil

Korvosa Street map

Map of Korvosa and environs

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hustonj wrote:

My current thought is an Elven Aasimar Variant Noble Bard. Based on your post, I don't see anything which would forbid me from doing this, but I figured I would check.

DM DoctorEvil wrote:
You can choose a suitable background, or I will provide a few from the Hardcover Edition that will work below.
Maybe I missed them, but I didn't see your recommended backgrounds. I'm suspicious that Noble won't be on them. <grin>

The background are linked now courtesy of pinvendor. Don't think there is a Noble background per se, but you can still choose the rulebook version or make your character a noble scion that just happens to have one of these other details in their history.


Smiles-a-lot wrote:
Right now I’m thinking about a varisian fortuneteller/harrow reader. Looking for something gish like with some personality.

Thaumaturge, perhaps?


Or, with the 2e versions of the backgrounds in hand, maybe I'll go in a different direction entirely.


Background is complete and added to the character sheet!

Background:

Camber Seedsplit is a native of Korvosa. He grew up among his own kind on the docks, eventually taking jobs lugging cargo on and off ships. He also learned how to start turning clay dredged from the harbor into goods: cups, plates, and vessels. He kept a low, respectable profile, married a local halfling, Bellis, raised two children, Rowan and Daisy, and lived a simple life in a rented hovel in the Shingles off Kroft Boulevard in East Shore.

Yet he couldn’t get very far in his favorite hobby. Good pottery requires a kiln, and they are expensive to maintain. This changed when the Cerulean Society offered him the use of a kiln in return for making vessels for shipping vinegar, with hidden compartments in their base. Not wanting to turn down the Society, he agreed. Although he has always tried to keep his family apart from the underworld, he knows that sometimes, the underworld comes to him regardless, and its better to accept it than to cause waves trying to insulate yourself.

This still could not protect his family, however. His son Rowan went missing in the past week. He started neglecting his business, searching high and low for him. He knows rent is due in a couple weeks, but he hasn’t been working. Instead, he has been talking to connections, spending coin, trying to learn what may have happened to Rowan, and whether there is any chance to get him back safely.
And now, he has learned a name: Gaedren Lamm.

Appearance:

Camber has curly mouse-brown hair, hazel eyes, and skin the color of birchwood. His body is sturdy and compact, the result of years of toil. His features no longer bear the plumpness of youth, but remain soft and friendly, in contrast to his hardened body. He usually wears a hefty padded apron, both used as he moves cargo on and off ships, and as protection from the kiln when he indulges his hobby.

Personality:

In general, Camber is friendly, welcoming, unassuming, and fatherly. He is well known to remain calm in the face of threats, and does what he can to smooth things over between people. In this way he remains non-confrontational and does not naturally choose to interfere with others.

Yet he is not afraid to get dirty. He does what he must to get the job done, and keeps a good, healthy sense of pride in his work. But most importantly, he knows that even if you do everything to stay away from trouble, trouble will still seek you out. He welcomes work with the Cerulean Society. He’s not a high-ranking member nor does he have desire to become so, but he’s happy to accept special pottery commissions from them, move certain items on and off ships, no questions asked. Over the years he has quietly picked up a particular set of skills, but is not looking to show them off.

But now that Rowan has gone missing, that is changing. Camber is not afraid to get dirty. He will do what is needed to get the job done. So, he’ll do whatever it takes to save his boy.

Although, he’s not going to show off how mad he’s gotten about it.


hustonj wrote:
Smiles-a-lot wrote:
Right now I’m thinking about a varisian fortuneteller/harrow reader. Looking for something gish like with some personality.
Thaumaturge, perhaps?

Great advice hustonj! I’m not sure you can get any more personality than a Thaumaturge. Given all the roleplaying fodder in the class mechanics and given Smile-a-lots’ idea, being able to wrap a harrow-deck theme around literally everything it is a great pool of potential.

Thaumaturge is absolutely my favorite class in PF2e, but I really need to focus on the basics at this stage so chose Fighter…


Me'mori wrote:
Placeholder for grappler brute.

Betrayed Orc Barbarian Wrestler, they worked the back alley fights until they were jailed on a tip-off by Lamm who rigged the bet against them. Hungry for Revenge, they aim to get their back pay from him— but payback will also do nicely.

I'm still figuring it out as I go, so I'll be responding to this post with a sheet once I get it.

Grand Lodge

Spoilered Background, DO NOT READ if you don't want spoilers!:

Haohji was borne of immigrant parents from the Minkai region. As he grew up in the Shingles district of Korvosa, he and his childhood friend, Utami, grew up scrappy fighters.

One day, a fight turned South, as the pair were outnumbered and things looked dire, until a stranger, a master swordsman intervened. Seeing our potential, the man that we came to know as Vencarlo offered the two a place at his fencing academy.

Utami became a star pupil, learning the ins and outs of the blade and quickly outmatched many other students, much to the irritation of noble scions that paid a tidy sum to learn from the best. Meanwhile, Haohji favored fist-fighting, but focused learning on conditioning and reading his opponents to almost predict their next move before they even knew what it would be.

One day, Utami humiliated one of the noble boys, and was challenged to a duel. Knowing that it was forbidden by Master Vencarlo, she scoffed at the boy, turning her back on him and he struck at her. Furious, she beat him soundly, giving him a scar to wear as a badge of his cowardice. When Vencarlo found out, he was furious, expelling both Utami and the noble child, though the noble's father would soon pull strings to pressure Vencarlo to take him back.

Utami left, but Haohji visited her often, helping to keep her trained and trying to keep her out of trouble. Then one day, she disappeared! No one seemed to know where she went, or what happened to her.

--

So, this is where it might be fun if perhaps she was abducted and
reconditioned to be one of Queen Ileosa's Grey Maidens. Meanwhile, Haohji thinks that she was abducted in the 1st chapter of the adventure, leading him to join with the PCs.

What do you think?

I am planning to take Artisan, but with the focus on training equipment for Athletics. Is that okay?


Hi! I am completely new to this, and I want to make sure I'm understanding the format correctly-- we would be playing by text?


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Aeshuura wrote:
** spoiler omitted **

LOL, I was thinking the exact same thing with my missing person.


Smiles-a-lot wrote:
Right now I’m thinking about a varisian fortuneteller/harrow reader. Looking for something gish like with some personality.

Like others have suggested thaumaturge could work. You could also go with oracle with the battle mystery for a similar gish like personality.


CthosEris wrote:
Hi! I am completely new to this, and I want to make sure I'm understanding the format correctly-- we would be playing by text?

Yes, play by post on this forum. This is the Recruitment thread. HERE is a link to a Gameplay thread chosen at random.

In each post you can describe your character's actions and randomly generate dic rolls using the conventions found below each post box below: "How to Format your text".

I can make a dice roll thus:

1d6 ⇒ 3 Which is written {dice}1d6{/dice} with "[" and "]" replacing the { and }, because every time I try to write it correctly it will generate a dice roll. You can hit Reply on my post to see how I did it and then just cancel...


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And for those of you who haven't seen them before:

PbP Guides:
Doomed Hero’s Guide to Play by Post Gaming

Building a Better Doomed Hero: Painlord’s Guide to Advanced PbP play

Doomed Hero’s Guide to PbP GMing


@DM Doctor Evil: my First Printing CRB lists the Adventurer's pack costing 7 sp, 2 bulk and contains:

backpack , bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Archives of Nethys entry lists same as 1 gp 5 sp, 1 bulk and contains:

backpack, bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

So the original is heavier, cheaper and comes with two extra belt pouches.

Which would you like to go with?!?


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Image I'm thinking of using for Morganne


OCEANSHIELDWOLPF 2.0 wrote:
CthosEris wrote:
Hi! I am completely new to this, and I want to make sure I'm understanding the format correctly-- we would be playing by text?

Yes, play by post on this forum. This is the Recruitment thread. HERE is a link to a Gameplay thread chosen at random.

In each post you can describe your character's actions and randomly generate dic rolls using the conventions found below each post box below: "How to Format your text".

I can make a dice roll thus:

1d6 Which is written {dice}1d6{/dice} with "[" and "]" replacing the { and }, because every time I try to write it correctly it will generate a dice roll. You can hit Reply on my post to see how I did it and then just cancel...

Cool, thank you so much!


I realised too late to edit my post above, but you can’t actually replicate my dice roll by Replying, but using the “How to format” your text should be the most helpful.

Essentially, a Recruitment thread is where you pitch a character to the GM, Discussion threads are for out of character discussions with the group and Gameplay is where the magic happens. Unless it is a game without magic.

Some GMs use Roll 20/Foundry/ VTT for maps, some use Google slides and some just use “theater of the mind”.


Alright, going to do Perivolt Ornelos's backstory in stages due to some time constraints. Crunch definitely not complete, and aspects of the backstory are definitely available for veto by the GM if they could be too disruptive to the game.

DM DoctorEvil: I was thinking of doing an imp for a familiar since that's indicated as very common and thematic for the Korvosa region in some background material I found. Would that be alright?

The Missing Child, Part 1: Six Years Ago:
When one's family name is Ornelos, becoming embroiled in all things magic is a foregone conclusion. Perivolt is the ninth child of Trevorl Ornelos who himself is the fifth son to Perivolt's grandfather Regus Ornelos. Great-grandfather Toff Ornelos' tight grasp over the Acadamae in Korvosa as headmaster guarantees entry for any and all Ornelos who choose to pursue the arcane arts. Well, an entry attempt, at least, with much less chance of death than those with a different family name. Most of the time. Probably. Not that it mattered. There were plenty of Ornelos children to spare after all. Perivolt's father alone had had three wives at least and who knew how many mistresses. Trevorl's stance was magical lineages only got better when new magical blood is introduced, and he appeared to have made it his mission to sire children with every lineage possible if there was a drop of interesting magical heritage. Which brings us to Graykos.

Perivolt was thirteen the first time he encountered Graykos. Only three years old, Graykos had trotted over to Perivolt with surprisingly agile steps for his age as Perivolt and his older sister Redwella (daughter of Trevorl's third wife, Alana, who rumor says was once a part of the Jadwiga of Irrisen) alternated castings of the cantrip electric arc (Perivolt was a prodigy of magic even then) and ray of frost (Redwella was simply a genius with elemental ice magic) to keep a single coin aloft between them.

"You are magic!," the little tyke had announced to them in case they had any doubts.

The sixteen-year-old Redwella had sniffed and given the boy a frosty but slightly unsure glance, her sharp features still somewhere between girlish and womanly somehow making the imitation of her imperious and disturbingly beautiful mother less than intimidating. She blasted the coin once again coating it in a sheen of white. "Indeed we are, little boy. We are Ornelos." Clearly nothing more need be said.

Perivolt had chuckled and reached up to snatch the frosted coin as it arced back to him. He held it out to the toddler while the frost slowly receded from the warmth of Perivolt's hands.

"I'll bet your magic, too!" Perivolt said with a sly smile. He waited for the small boy to reach for the coin which Graykos did instinctively before Perivolt flourished his fingers and hid the coin in an age-old sleight of hand. His eyes wide, Graykos's hand stopped in surprise, and Perivolt reached out quick and seemingly pulled the coin from Graykos's left ear. The boy gasped in surprise. Perivolt winked at him and pressed the coin into his still outreached hand. "See? Look at that. You've got some magic inside you after all."

"Graykos!" A woman's shriek came from one of the courtyard's entryways. A figure dressed in a kitchen servant's uniform came dashing out to grab up the three-year-old into her arms. She bowed low to Perivolt and Redwella. "I'm so sorry Mistress Redwella, Master Perivolt. My Graykos wandered off while I was busy with the food preparations. My deepest apologies."

Redwella hmphed then said, "You ought pay your little one more mind, Miss-" Redwella eyed the woman until she gasped "M-Maka Brings-Blessed-Rain!" Huh, Perivolt hadn't even noticed until then: the woman and child were definitely of Shoanti origin.

Redwella's eyes narrowed, "The kitchen is no place for a child. Brings-Blessed-Rain, you should know it's dangerous in a kitchen for a youngling. From whence my mother comes, a child in the kitchen is often about to be popped into the oven." She cocked her head. "Perhaps I should come and visit the kitchen to inspect how our food is being is made. Maybe even make a local delicacy from our home country of Irrisen." Redwella gave Graykos a sidelong glance and licked her lips.

Maka Brings-Blessed-Rain's face turned pale. "P-please forgi-give me, my lady! I will do better." She bowed low again and retreated hastily, Graykos clutched to her chest in an effort to protect him from becoming a witchly lunch.

After she had gone, Perivolt burst into laughter, slowly clapping at his dear half-sister's performance. She preened under his gaze of admiration with a self-satisfied smugness only one born of the Winter Witches could manage. "You terrified that poor woman, and now she's going to be going about her kitchen work while looking over her shoulder. If dinner gets burnt tonight, it's on you!"

"Yes, yes. Burnt roast is horrible and all, but..." Redwella said tapping a long, slender perfect finger on her lips, "Did you notice? That boy looks like you."

Perivolt blinked and tried to recall the toddler's features. "Well, I'll be...you're right!" He snorted and shook his head. "Damn, old man, is no pretty girl outside your range? I'm going to end up a bachelor at this rate. When I'm finally old enough to get married, I'll probably be related to any of the single girls in Korvosa!"

Redwella's mouth twisted slightly. "Father really shouldn't be messing with their kind. Tribal heathens worshipping long-dead superstitions."

"Hey now," Perivolt rebuked her with a look to which Redwella promptly hmphed. "If he's Ornelos, then he's one of us. When that Graykos comes up with magic out his ass, no one will give a damn who begat him. In fact," He tapped his temple with a finger before brushing his light brown hair from his eyes. "I bet the old man knows something. An honorific like Brings-Blessed-Rain? I wouldn't be surprised if that woman's got a heritage from the Shoanti shamans or something."

Redwella sighed. "Yes, but I guarantee it will cause quite the stir when it comes out." His half-sister regarded him for a moment, her icy blue eyes drawing out the strange azure highlights which hid in her snow white hair. "That's why we, more specifically you, are going to look out for him."

"Me?" Perivolt blurted. His dark brown eyes which he had inherited from his own mother Elsa formerly of House Fordyce widened in surprise.

"Yes, Perivolt, you. I'm going to be starting at the Acadamae in a couple of years, so looking out for our secret brother is going to fall to you. We can't let the others get to him. You know this." Redwella replied calmly. "Your little parlor trick impressed Graykos, and I'm sure he's going to want to see you, well, us again." She let some magical ice drip from her finger tips. "We are magic."

Perivolt chuckled. "Yeah, yeah. Well, he probably is, too. Maybe we can help get his own Shoanti honorific." He swept a hand through the air, eyes wide and voice dramatic. "Graykos Mastered-All-Magic!" Pleased with his own cleverness, Perivolt laughed heartily.

Redwella joined in, a rare treat. Her laugh was high and lilting, full of warmth without any trace of the cold and ice which seemed to flow through her veins instead of blood. For Perivolt it would become a wonderful memory of his sister which he would cherish: The day they made a silly little pact to guide a newly discovered brother through the dangers of childhood as an Ornelos scion. A simple promise shared between close siblings.

A promise that in time would shape the rest of Perivolt's life.


hustonj wrote:
Smiles-a-lot wrote:
Right now I’m thinking about a varisian fortuneteller/harrow reader. Looking for something gish like with some personality.
Thaumaturge, perhaps?
Veegees wrote:
Like others have suggested thaumaturge could work. You could also go with oracle with the battle mystery for a similar gish like personality.

Those both looks good. Thanks for your help!

Grand Lodge

Veegees wrote:
Aeshuura wrote:
** spoiler omitted **
LOL, I was thinking the exact same thing with my missing person.

Nice, it could be a bonding point...

Sovereign Court

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If anyone is interested, I did put together a PF2E statblock template a while back. I did update it it recently.


Thanks for the campaign backgrounds. Investigating the death of my parents Billi got addicted!! Easy to see one causing the other, but I like the addict line.

Anyone knows if anyone can cold turkey shrug off any drug addiction, it would be a dwarf!! War axe is sharpened and ready to go. I looked into multiclassing to cleric, but don't see it happening. But PF 2E lets a fighter be fairly well trained in medicine!!


Billi Hardstone wrote:

Thanks for the campaign backgrounds. Investigating the death of my parents Billi got addicted!! Easy to see one causing the other, but I like the addict line.

Anyone knows if anyone can cold turkey shrug off any drug addiction, it would be a dwarf!! War axe is sharpened and ready to go. I looked into multiclassing to cleric, but don't see it happening. But PF 2E lets a fighter be fairly well trained in medicine!!

Battle Medicine is, from my reading of the boards, an extremely useful combat skill for groups both with and without magical healing. Sadly, fighters get very few skills, and it didn’t make sense for my character’s background. Or…it would have…but given that paucity it was too far down the list of those that did.


This is Smile-a-lot’s work in progress alias. I have the fluff done and I am working on the crunchy bits. Right now the information I have is in the Alias but I will post the information in the recruitment thread once it is completed.

I have a couple of questions:
1. I would like to take the Astrological Augur background and wondered if that was acceptable since it is rare. This will help explain her ability to read the harrow by letter her cast augury once a week.
2. I have decided to play a thaumaturge. I have watched a couple of YouTube videos and browsed through a guide. I have a good handle on the class and its action economy. However, if you would prefer I submit something else let me know.

Thanks.


Pathfinder Adventure Path, Maps Subscriber
Aeshuura wrote:


I am planning to take Artisan, but with the focus on training equipment for Athletics. Is that okay?

Aeshurra:
I can probably live with this, but you would have to not give away some surprises that come along with knowing these NPCs. If you can do that, you can proceed, if you can't then might have to come up with something else.

I can live with the Artisan background. You need a tie to Gaedren Lamm that I don't see in your backstory so far (might have missed it).


Pathfinder Adventure Path, Maps Subscriber
OCEANSHIELDWOLPF 2.0 wrote:

And for those of you who haven't seen them before:

PbP Guides:
Doomed Hero’s Guide to Play by Post Gaming

Building a Better Doomed Hero: Painlord’s Guide to Advanced PbP play

Doomed Hero’s Guide to PbP GMing

Thanks for steering them to some great resources!


Pathfinder Adventure Path, Maps Subscriber
OCEANSHIELDWOLPF 2.0 wrote:

@DM Doctor Evil: my First Printing CRB lists the Adventurer's pack costing 7 sp, 2 bulk and contains:

backpack , bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Archives of Nethys entry lists same as 1 gp 5 sp, 1 bulk and contains:

backpack, bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Which would you like to go with?!?

I wonder it is in the errata somewhere. My version of Hero Lab agrees with the AON listing/weight/cost. So let's say the 15sp (1.5gp) version is what we will be using.


Pathfinder Adventure Path, Maps Subscriber
Billi Hardstone wrote:

Thanks for the campaign backgrounds. Investigating the death of my parents Billi got addicted!! Easy to see one causing the other, but I like the addict line.

Anyone knows if anyone can cold turkey shrug off any drug addiction, it would be a dwarf!! War axe is sharpened and ready to go. I looked into multiclassing to cleric, but don't see it happening. But PF 2E lets a fighter be fairly well trained in medicine!!

This will work. Thanks for the submission!


Pathfinder Adventure Path, Maps Subscriber
pinvendor wrote:

Alright, going to do Perivolt Ornelos's backstory in stages due to some time constraints. Crunch definitely not complete, and aspects of the backstory are definitely available for veto by the GM if they could be too disruptive to the game.

DM DoctorEvil: I was thinking of doing an imp for a familiar since that's indicated as very common and thematic for the Korvosa region in some background material I found. Would that be alright?

** spoiler omitted **...

Imp can work for the familiar if you can fold into the story somehow. They are devil and therefore Lawful Evil by alignment. You might have to consider an adjacent alignment to keep such a familiar or have a lot of conflict with it.

You don't need to write a novel (unless you want to) for backstory. For recruitment, just broad strokes are fine. Enough to get a sense of where you are heading. Don't let that dissuade you from creating a detailed background, but hate to see it wasted if not chosen.


Pathfinder Adventure Path, Maps Subscriber
Zelda Varro wrote:

This is Smile-a-lot’s work in progress alias. I have the fluff done and I am working on the crunchy bits. Right now the information I have is in the Alias but I will post the information in the recruitment thread once it is completed.

I have a couple of questions:
1. I would like to take the Astrological Augur background and wondered if that was acceptable since it is rare. This will help explain her ability to read the harrow by letter her cast augury once a week.
2. I have decided to play a thaumaturge. I have watched a couple of YouTube videos and browsed through a guide. I have a good handle on the class and its action economy. However, if you would prefer I submit something else let me know.

Thanks.

How do you tie the background to your story will determine if I think you can keep it or not. Make it compelling and I will allow it.

Thaumaturge is fine to play. Have one in another campaign I am running.


Currently fiddling with a human scoundrel rogue with a missing sibling.

He almost has ALL the skills trained. 3 marked as Untrained, plus all the assorted Lores he doesn't have, of course.

Story is percolating.

I did start him with the idea of trying to rebuild Gudada Purrun, but now I'm struggling to break the story further away and make him someone different beyond just the difference in the campaign backgrounds.

Avoiding buying gear until I've got a better picture in my head.

Not sure if I'm going to get there before you call time. <shrug>


Pathfinder Adventure Path, Maps Subscriber

Going to try to give the list of completed submissions, but will most likely be certain to miss someone. It's also hard to classify because roles get mixed up, but if I am looking for 4-6 characters, I will be certainly picking at least one each from the 4 main tropes. If you want to be reclassified by me, just LMK. Also, if i left you off the list, its not intentional.

Only full submissions are included.

Martial
Billi - Dwarf Fighter
Tain - Human Fighter

Arcane
Nininox - gnome sorceror (Djinn bloodline)
Morganne - duskwalker Sorceror (might be a healer?)

Divine
Salloug - orc oracle of tempests
Talindra - Champion of Shelyn

Skill
Camber - halfling rogue
Sable - Human Bard

Lots of others are in flight it seems. LMK when you have close to a finished product.


Pathfinder Adventure Path, Maps Subscriber
hustonj wrote:

Currently fiddling with a human scoundrel rogue with a missing sibling.

He almost has ALL the skills trained. 3 marked as Untrained, plus all the assorted Lores he doesn't have, of course.

Story is percolating.

I did start him with the idea of trying to rebuild Gudada Purrun, but now I'm struggling to break the story further away and make him someone different beyond just the difference in the campaign backgrounds.

Avoiding buying gear until I've got a better picture in my head.

Not sure if I'm going to get there before you call time. <shrug>

I like where its heading. Gudada was a favorite of mine but I understand why you don't want a clone. You still have time, at least through the weekend.


DM DoctorEvil wrote:
OCEANSHIELDWOLPF 2.0 wrote:

@DM Doctor Evil: my First Printing CRB lists the Adventurer's pack costing 7 sp, 2 bulk and contains:

backpack , bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Archives of Nethys entry lists same as 1 gp 5 sp, 1 bulk and contains:

backpack, bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Which would you like to go with?!?

I wonder it is in the errata somewhere. My version of Hero Lab agrees with the AON listing/weight/cost. So let's say the 15sp (1.5gp) version is what we will be using.

The AoN has superscript to say it is from the 4th printing, so I’d say yes, errata’d.


DM DoctorEvil wrote:

Going to try to give the list of completed submissions, but will most likely be certain to miss someone. It's also hard to classify because roles get mixed up, but if I am looking for 4-6 characters, I will be certainly picking at least one each from the 4 main tropes. If you want to be reclassified by me, just LMK. Also, if i left you off the list, its not intentional.

Only full submissions are included.

Martial
Billi - Dwarf Fighter
Tain - Human Fighter

Arcane
Nininox - gnome sorceror (Djinn bloodline)
Morganne - duskwalker Sorceror (might be a healer?)

Divine
Salloug - orc oracle of tempests
Talindra - Champion of Shelyn

Skill
Camber - halfling rogue
Sable - Human Bard

Lots of others are in flight it seems. LMK when you have close to a finished product.

Morganne is a divine caster.

Radiant Oath

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DM DoctorEvil wrote:
You don't need to write a novel (unless you want to) for backstory. For recruitment, just broad strokes are fine. Enough to get a sense of where you are heading. Don't let that dissuade you from creating a detailed background, but hate to see it wasted if not chosen.

I wouldn't say they're wasted; you can always adjust a good backstory to fit into another story. Campaign traits help a lot here, though they're more a starting point than a full solution. I originally created Talindra as a PFS character, hoping to try out PF2e that way, but this PbP specifically seeking new players gave me the confidence to apply. So I made some quick changes. Elora was originally an unnamed NPC, though now she plays a far more important role in Talindra's life. Still working on the specifics, but I'd like that to be a bit of a surprise as the adventure unfolds. :)

DM DoctorEvil wrote:

Divine

Talindra - Champion of Shelyn

While Talindra is definitely starting as a champion (not a paladin as I said above; 25 years of habit there, sorry!), I should point out that there is a nonzero possibility that she will end up taking some bard archetype feats. I have an arc in mind for her where she uses her mellifluous voice to bolster her allies while she defends them with her shield and her faith. Kind of like what I want her to be when she grows up; whether she takes that path really depends on where life takes her.


Going to drop from this. I think you are in good hands with DM Doctor Evil, enjoy.


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Hey, Gary Gygax used to pick half fighter types in his adventuring parties. Now he started with rules where almost everyone was a fighter before I met him, so he added the other classes later.

But I think those days are over, now one true fighter is probably the exception.


Unfortunately I will be dropping out as well. I've been under the weather the past few days and haven't really had a chance to dig into the rule set. Thanks again for offering to run this.

Grand Lodge

DM DoctorEvil wrote:
Aeshuura wrote:


I am planning to take Artisan, but with the focus on training equipment for Athletics. Is that okay?

** spoiler omitted **

I can live with the Artisan background. You need a tie to Gaedren Lamm that I don't see in your backstory so far (might have missed it).

DM:
Yeah I can easily do that. I figure after Utami was kicked out, Haohji would have left the school and hasn't seen said instructor for some time and may not immediately recognize him, though he may recognize his style with a check maybe?

As for Gaedren Lamm, I am thinking that as a child, maybe he and Utami were one of Lamm's Lambs, until they tried to escape. This lead to the fight that we were saved from? How does that sound?

I am working on moving the Pathbuilder character to Haohji's profile. should be done by the end of today, hopefully...


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Oh yeah pathbuilder is very useful for anyone who is new to pathfinder.
The above link is for the 2e version though there is a 1e version too for those interested. Although I don't think there's a web version of 1e.

Grand Lodge

Yeah, I was using Demiplane, but they are not quite ready yet... and I don't have all the books to do everything that I would like.


DM DoctorEvil wrote:

Imp can work for the familiar if you can fold into the story somehow. They are devil and therefore Lawful Evil by alignment. You might have to consider an adjacent alignment to keep such a familiar or have a lot of conflict with it.

I'll probably skip then. My guy is definitely on the Good side of things. I was thinking of the imp familiar as more of just a shape like a Summoner's eidolon. If it's the actual thing, I'll pick something else.

DM DoctorEvil wrote:
You don't need to write a novel (unless you want to) for backstory. For recruitment, just broad strokes are fine. Enough to get a sense of where you are heading. Don't let that dissuade you from creating a detailed background, but hate to see it wasted if not chosen.

Nah, not wasted. Gets my creative juices flowing and helps me populate the shared world with potential NPCs for the GM to throw into the story even in a casual way or perhaps explain why certain rolls work out. If you were to accept Perivolt and the concept of the Ornelos brood being enormous, that 20 he rolls trying to talk the party out of a sticky situation would easily be explained by the guard actually being one of his aunts or cousins or something. Got to set the stage with the right lighting to make the actors shine. :P

I like to write and doing it like this helps me get the character right in my head plus gets me invested in the motivation they are supposed to have for all of this, too.


pinvendor wrote:


I'll probably skip then. My guy is definitely on the Good side of things. I was thinking of the imp familiar as more of just a shape like a Summoner's eidolon. If it's the actual thing, I'll pick something else.

I'd suggest a pseudodragon but unfortunately there isn't a pseudodragon familiar in 2e yet. The closest thing is probably the faerie dragon or house drake.

Radiant Oath

Veegees wrote:
pinvendor wrote:


I'll probably skip then. My guy is definitely on the Good side of things. I was thinking of the imp familiar as more of just a shape like a Summoner's eidolon. If it's the actual thing, I'll pick something else.
I'd suggest a pseudodragon but unfortunately there isn't a pseudodragon familiar in 2e yet. The closest thing is probably the faerie dragon or house drake.

There is, of course, a pseudodragon in PF1, and there's an official Paizo conversion guide to bring things from PF1 to PF2. Up to DM DoctorEvil whether they want to allow it, of course, but I just wanted to point out that it's possible.


Betrayed Orc Barbarian Wrestler, they worked the back alley fights until they were jailed on a tip-off by Lamm who rigged the bet against them. Hungry for Revenge, they aim to get their back pay from him— but payback will also do nicely.

Crunch:

Laijiri Dhima
Barbarian 1
N Medium Orc(Hold-Scarred) Orc(Humanoid)
Perception +6; Darkvision
Languages Common, Orc
Skills Acrobatics +2, Athletics +7, Lore: Legal +3, Survival +4
Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +0
Items Unarmored

AC 15; Fort +7, Ref +5, Will +6
HP 26
Orc Ferocity

Speed 25 feet
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: Diehard, Experienced Tracker, Hold-Scarred Orc, Raging Intimidation
Additional Specials: Instinct (Fury Instinct)

Oh thank you SO MUCH for that Pathbuilder link. It helped IMMENSELY!


This is Aeshuura's submission. He would be categorized as a fighter.


Pathfinder Adventure Path, Maps Subscriber

I will allow a pseudodragon familiar if you like. Do the conversion if you want. Most likely its stats will matter very little.


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Pathfinder Adventure Path, Maps Subscriber

Haohji and Laijiri -- I see you and it looks like you both are added to the completed applicant list.


I think I have a starting point. As the adventure allows his lifestyle to improve, the description SHOULD need updating. I really hope so.

I didn't list an alignment, but I think you will recognize he's as pure Neutral as possible. Caring for himself and his loved ones is pretty much his only concern.

Iaco Dola

Description: This young man is dirty. Not the kind of dirty from a day's honest labor, but the kind of dirty that comes from living in squalor for a long time. Even his eyes are brown, and there's little opportunity to guess his ethnicity without him cleaning up. His gear looks the part as well, though there's more of it than you would expect. Everything is patched and mended, obviously used, and the leather armor has apparently failed previous owners a couple of times. Even so, he carries a functional rapier. The hunger in his eyes combined with the presence of weaponry is enough to make most good folk uneasy. Thing is, looking like he does, it is obvious he doesn't get to associate with good folk often.

Background:
Not all Chelaxians are rich. Especially not in Korvosa. Iaco grew up living in The Shingles. He knows poverty intimately. He's decided that he will do whatever he must to never know poverty again. With the almost non-existent opportunities available to those in The Shingles, he chose one of the most popular paths to climb to a better life, one of theft and manipulation. Unlike most of his peers, he didn't succumb to the lure of escape through drugs, or the quick path to a minor improvement that came from serving another. Instead, he has just done what he could for himself, improving his position step-by-step.

Most working their way out of The Shingles have either deserted what family they may remember, or are drug down, unable to advance as they try to provide for too many. Iaco has done neither. He remembers his family, and offers them very minor assistance, promising to do more once he has enough to move them into a home, not just keep them where they are. About a year ago, his younger sister went missing. Living in he Shingles, the family has accepted that she's either dead or enslaved by someone they will never meet. Iaco is convinced that she's been enslaved, and has been trying to track her down, even as he works to improve his own resources.

Iaco is bordering on the breakthrough that could let him move his family into a real home. He's managed to gather enough equipment to handle real work, or even begin as an adventurer. He still has to gather quite a bit more money before he can permanently move his family, but moving them temporarily is unacceptable, as they would have to return to The Shingles without possession of shelter if he didn't keep the money coming in.


Relations:
Family
Father: unknown
Mother: Samasa Dola - occasional work as a whore
Older Brother: Taide - Serves at Twitcher's, lives with Samsa
Older Sister: Suila (14) - whore, lives with Samsa
Younger Sister: Mela (10) - Missing
Youngest Sister: Felina (4) - with Samsa

Combat:
Armor Class without armor 16 10 + 0 Item + 3 Dex + 1 Level + 2 Proficiency
Armor Class with armor 17 10 + 1 Item + 3 Dex + 1 Level + 2 Proficiency

Hit Points 16 8 Human + (8 Rogue + 0 con) * 1 Level

Fortitude +3 + 0 Con + 1 Level + 2 Proficiency + 0 Itme
Reflex +8 + 3 Dex + 1 Level + 4 Proficiency + 0 Item
Will +6 + 1 Wis + 1 Level + 4 Proficiency + 0 Item

Perception +6 + 1 Wis + 1 Level + 4 Proficiency + 0 Item

Class DC 16 10 + 3 Cha + 1 Level + 2 Proficiency + 0 Item

Speed 25' 25 Racial

Unarmed +6 (1 Action) for 1d4 B (+3 Dex + 1 Level + 2 Proficiency + 0 Item)
Dagger +6 (1 Action) for 1d4 P/S (+3 Dex + 1 Level + 2 Proficiency + 0 Item)
Rapier +6 (1 Action) for 1d6 P (+3 Dex + 1 Level + 2 Proficiency + 0 Item)


Skills:

Bonus Skill Attribute Level Prof Item Armor/Trained Level
+ 6 Acrobatics 3 Dex + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained
+ 2 Arcana 2 Int + 0 Level + 0 Proficiency + 0 Item Untrained
+ 3 Athletics 0 Str + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained
+ 2 Crafting 2 Int + 0 Level + 0 Proficiency + 0 Item Untrained
+ 6 Deception 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained
+ 6 Diplomacy 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained
+ 6 Intimidation 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained
+ 5 Lore: Academia 2 Int + 1 Level + 2 Proficiency + 0 Item Trained
+ 5 Lore: ? 2 Int + 1 Level + 2 Proficiency + 0 Item Trained
+ 4 Medicine 1 Wis + 1 Level + 2 Proficiency + 0 Item Trained
+ 1 Nature 1 Wis + 0 Level + 0 Proficiency + 0 Item Untrained
+ 5 Occultism 2 Int + 1 Level + 2 Proficiency + 0 Item Trained
+ 6 Performance 3 Cha + 1 Level + 2 Proficiency + 0 Item Trained
+ 4 Religion 1 Wis + 1 Level + 2 Proficiency + 0 Item Trained
+ 5 Society 2 Int + 1 Level + 2 Proficiency + 0 Item Trained
+ 6 Stealth 3 Dex + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained
+ 4 Survival 1 Wis + 1 Level + 2 Proficiency + 0 Item Trained
+ 6 Thievery 3 Dex + 1 Level + 2 Proficiency + 0 Item - 0 Armor Trained

Gear:
15 GP budget
x5.4.0 Rogue Kit (4 Bulk + L, Leather Armor, Dagger, Rapier, Adventurer's Pack, Climbing Kit, Sheath)
x3.0.0 Thieves' Tools (L)

8 GP 4 SP spent for 4 Bulk 2L

6 GP 6 SP on Hand

Adventurer's Pack: (Backpack, Bedroll, 2 Belt Pouches, 10 pieces chalk, Flint & Steel, 50' Rope, 2 Week's Rations, Soap, 5 Torches, Waterskin)
Climbing Kit: (50' Rope, Pulleys, 12 Pitons, Hammer, Grappling Hook, Crampons)
Dagger: 1d4P/L/1/Knife/Agile, Finesse, Thrown 10', Versatile S
Rapier: 1d6P/1/1/Sword/Deadly D8, Disarm, Finesse
Fist: 1d4B/-/1/Brawling/Agile, Finesse, Nonlethal, Unarmed
Leather Armor: +1/+4/-1/-/10 St/1


Feats:
Ancestry
A1 Natural Ambition: Take a Class Feat you qualify for.

General
H1 Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Rogue
A1 Tumble Behind: You tumble under and behind your foe to catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.
R1 Nimble Dodge (reaction): Trigger: A creature targets you with an attack and you can see the attacker. Requirements: You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Skill
B1 Additional Lore: Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
R1 Bon Mot (1 Action): 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.


Rogue (Scoundrel):
Key Ability: DEXTERITY OR CHARISMA
Hit Points: 8 plus your Constitution modifier

Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception: Expert in Perception

Saving Throws:
Trained in Fortitude
Expert in Reflex
Expert in Will

Skills:
Trained in Stealth
Trained in one or more skills determined by your rogue's racket
Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks:
Trained in simple weapons
Trained in the rapier, sap, shortbow, and shortsword
Trained in unarmed attacks

Defenses:
Trained in light armor
Trained in unarmored defense

Class DC: Trained in rogue class DC
Class Features: You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Level Class Features
1 Ancestry and background, initial proficiencies, rogue’s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat
2 Rogue feat, skill feat, skill increase
3 Deny advantage, general feat, skill feat, skill increase
4 Rogue feat, skill feat, skill increase
5 Ability boosts, ancestry feat, skill feat, skill increase, sneak attack 2d6, weapon tricks
6 Rogue feat, skill feat, skill increase
7 Evasion, general feat, skill feat, skill increase, vigilant senses, weapon specialization
8 Rogue feat, skill feat, skill increase
9 Ancestry feat, debilitating strike, great fortitude, skill feat, skill increase
10 Ability boosts, rogue feat, skill feat, skill increase
11 General feat, rogue expertise, skill feat, skill increase, sneak attack 3d6
12 Rogue feat, skill feat, skill increase
13 Ancestry feat, improved evasion, incredible senses, light armor expertise, master tricks, skill feat, skill increase
14 Rogue feat, skill feat, skill increase
15 Ability boosts, double debilitation, general feat, greater weapon specialization, skill feat, skill increase
16 Rogue feat, skill feat, skill increase
17 Ancestry feat, skill feat, skill increase, slippery mind, sneak attack 4d6
18 Rogue feat, skill feat, skill increase
19 General feat, light armor mastery, master strike, skill feat, skill increase
20 Ability boosts, rogue feat, skill feat, skill increase

Ancestry and Background: In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2.

Initial Proficiencies: At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Rogue's Racket (Scoundrel): When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

Sneak Attack: When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Rogue Feats: At 1st level and every even-numbered level, you gain a rogue class feat.

Skill Feats: You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.

Skill Increases: Level 2: You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Deny Advantage: Level 3: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

General Feats: Level 3: At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Ability Boosts: Level 5: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats: Level 5: In addition to the initial ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Weapon Tricks: Level 5: 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.

Evasion: Level 7: You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Vigilant Senses: Level 7: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization: Level 7: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.

Debilitating Strikes: Level 9: When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.
Debilitating Strike
Rogue
Trigger: Your Strike hits a flat-footed creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.

Great Fortitude: Level 9: Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Rogue Expertise: Level 11: Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.

Improved Evasion: Level 13: You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.

Incredible Senses: Level 13: You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.

Light Armor Expertise: Level 13: You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Master Tricks: Level 13: You’ve mastered a rogue’s fighting moves. Your proficiency ranks increase to master for all simple weapons and unarmed attacks plus the rapier, sap, shortbow, and shortsword.

Double Debilitation: Level 15: Your opportunistic attacks are particularly detrimental. When you use Debilitating Strike, you can apply two debilitations simultaneously; removing one removes both.

Greater Weapon Specialization: Level 15: Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Slippery Mind: Level 17: You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Light Armor Mastery: Level 19: Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.

Master Strike: Level 19: You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the Master Strike free action.
Master Strike
Incapacitation Rogue
Trigger: Your Strike hits a flat-footed creature and deals damage.
The target attempts a Fortitude save at your class DC. It then becomes temporarily immune to your Master Strike for 1 day.

Critical Success: The target is unaffected.
Success: The target is enfeebled 2 until the end of your next turn.
Failure: The target is paralyzed for 4 rounds.
Critical Failure: The target is paralyzed for 4 rounds, knocked unconscious for 2 hours, or killed (your choice).


Human Ancestry:
Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: 2 Free
Languages: Common; Additional languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
Traits Human; Humanoid
Versatile Heritage: Gain a General Feat

Missing Child: Missing Sibling: Family Honour Background:
Choose two ability boosts. One must be to Charisma or Wisdom, and one is a free ability boost.

You are trained in the Diplomacy or Deception skill and the Academia Lore skill. You gain the Additional Lore skill feat.


Attributes:

Human MissChld Rogue Boosts 5th 10th 15th 20th Magic Total
10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 S 10 +0
10 +2 12 +0 12 +2 14 +2 16 +0 16 +0 16 +0 16 +0 16 +0 16 D 16 +3
10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 +0 10 C 10 +0
10 +0 10 +2 12 +0 12 +2 14 +0 14 +0 14 +0 14 +0 14 +0 14 I 14 +2
10 +0 10 +0 10 +0 10 +2 12 +0 12 +0 12 +0 12 +0 12 +0 12 W 12 +1
10 +2 12 +2 14 +0 14 +2 16 +0 16 +0 16 +0 16 +0 16 +0 16 H 16 +3


Did you decide when you're picking players?

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