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Hello all, I am looking to recruit 4 players for the brand new 2E Stolen Fate AP. This is a three part AP which starts at level 11 and goes all the way up to level 20. Only the first part of it is currently out. A few considerations before applying:
1. This is an AP and is therefore a lengthy time commitment. Each part could easily take 9-12 months to complete, depending on how active people are. Please make sure you can commit to at least the first part before applying.
2. The AP starts at level 11 and so you need to be fairly comfortable with how high level 2E characters work. This is really not a game for someone new to the system.
3. Given the timescales involved please be able to commit to posting at least once per day. Obviously this wont always be possible, life comes first, but games like this require momentum or there is the risk they fall apart.
4. I have run a lot of PbP games but not much over the last couple of years. This AP has reinvigorated my interest.
5. I generally use Roll20 to host maps and handouts as I find it easier to do so than on something like Google slides. You will need a roll20 account but they are free and you dont have to use it for anything else. All game play, dice rolls, RP etc will occur here on the forums.
OK, with the basics out of the way here are the character creation rules:
1. You start at level 11. All common ancestries are available, all classes are available but no evil alignments (and therefore no evil champions). If you want an uncommon or rare ancestry ask and I will consider it.
2. You start with the following equipment:
• One 10th-level item
• Two 9th-level items
• One 8th-level item
• Two 7th-level items
• 500 gp to spend on consumable items of 10th level or lower, or permanent items of 6th level or lower, as you see fit.
3. You may start with up to three uncommon items, spells or rituals of your choice that you can afford. If there is something which is rare that you want let me know.
4. We will use the Free Archetype rules but only for the following archetypes:
• Blessed One
• Horizon Walker
• Pathfinder Agent
Your free archetype class feats can only be used to take feats from your chosen free archetype. You cannot use them to take regular class feats or dedication or archetype feats from other archetypes.
I am taking a maximum of four players. Please let me know a little about your level of experience with 2E and PbP and your likely posting rate. I dont need a fully fleshed out character sheet at this stage (although I will before we start) but I do want a couple of paragraphs about who your character is and why The Harrow and Fate would have taken an interest in them.
My starting assumption is that you will all know each other, will have travelled together for some time and, preferably are all part of the same group. You might be a team of pathfinders, researchers from the Academae or Magambaya, agents of Sorshen or whatever. We will hammer that out once we have the characters.
Character applications will remain open for the next week or so or until I get enough good looking applications to make a solid team. PF2 really does emphasise teamwork and PbP works best when everyone is working together and interacting well. Please no brooding loners.
Interested in this.
I've been playing pathfinder since the original playtest in 2008. I have only played in one 2e game, but it was Brianiac's Fists of the Ruby Phoenix. I played Esh, an elven rage prophet (barb mc oracle).
I will almost always be able to post once or twice on weekdays, but will only rarely post on the weekends (I don't own a computer, and so only have phone access on the weekends).
I will probably use the character I made for Quest for the Frozen Flame, a human Fervor witch of Sarenrae/Sister Cinder. Focuses mostly on support/healing with some fire blasting (has oracle dedication for access to Fire Ray and Incendiary Aura, and sorcerer dedication for Dangerous Sorcery). Interestingly it also is at least trained in every skill (with Master in Survival and Religion). Rebuilding it with free archetype shouldn't be problematic. Leaning towards Horizon Walker, but might go with Blessed One. Probably won't lock it down until final party is determined in case there's something particularly synergistic.
Being alternately cursed and then blessed by a deity, it would not be surprising that fate would be familiar with this character. It's been 1.5-2 years since the events of Quest for the Frozen Flame, so plenty of time to have met with the other characters, and with his divine magic and skill at both survival and religion, it makes sense for him to have met them as a wandering preacher/holy man.
Interested in this as well. Long time PBP player, and offline GM and player. I would like to submit an update of my Tendal Deverin, a scholar, snob, merchant and adventurer of the Deverins of Magnimar.
After having a hand in saving Riddleport and surviving several calamities, fate has taken an interest in him, and steered his path into this new challenge.
I'm also interested if there's room for a self-absorbed Bard who's ego is only exceeded by his need for attention. He lives to inspire his allies in glorious song while they stand boldly between him and harm's way.
My PFS background: I've been playing 2e (both in-person and in PbP) since it started up. For PbP games, I will check the board several times a day, and post as necessary. I really appreciate how the PbP games give players a greater opportunity for fun banter and roleplay.
Note: I actually created this 11th level Bard for a Ruby Phoenix game that never materialized. If accepted, I'll likely modify him based on the new theme.
Just want to put an interest out here.
I've been playing PF since about 2010.
I played the 2E playtest as it was coming out. Most of my experience with 2E has been building characters but I am currently in Axolotl's 2E game where I just made a whiff of a diplomacy check. My IRL group also just recently ran through Head Shot the Rot where I was a player. I've run The Fall of Plaguestone, and my IRL group is a few sessions into Abominations Vaults.
I see a number of caster ideas popping up so, I'm leaning toward a Barbarian with the Shielded Fate background.
Much like Billy Bardy (a friend of mine IRL), I created Slick for the same failed Ruby Phoenix game. He's a smooth talking fighter in mirror polished plate. I'm currently playing in two other APs, but one of them is about to finish up so I'm looking for another to fill my time. The time commitment and daily posting is not a problem for me.
I started in RPGs with the original Dungeons & Dragons Basic Set in 1977, and after a long hiatus from RPGs, started playing PF2 as PbP in 2019. Feel free to peruse my profile to see the kind of experience I have and my posting style.
I have been looking for an engaging 2E PbP game for a while!
For high-level play, I have played a level 15+ champion, druid, and gunslinger. (I have also played a lot of the classes at low- to mid-level play, with notably fond memories of a halfling barbarian of the giant instinct, a ratfolk duskwalker witch with an owl familiar, and an aasimar human bard converted for a halfway-through play of War for the Crown when we decided to switch to 2E.) We mostly use Roll20, so I'm quite familiar with that system.
As for my PbP experience, I have been doing PbP roleplaying since the late 90s, first in system-free/system-agonistic games, and then developing our own rulesets based on TTRPGs that we enjoyed. Many of these early experiences lasted for years. I started playing on the Paizo boards a little over 2 years ago. I have a resume of sorts in my profile with my current and past stable of PF characters, along with some writing examples from each of them.
I want to flesh out Nubnonk's background and personality a bit, but here's an initial sketch:
Goblins have a long cultural fear of reading and writing, often said to stem from a belief that the mere act of writing words steals them from one's head. But Nubnonk was not afraid of books. Nubnonk was a smart goblin who knew lots of things. Like the best way to sort through garbage to find something tasty instead of rotten. Or how to set a fire without burning yourself up in it. Or that iron nails from a dwarf's scrap heap were really good at getting a nasty fey to leave you alone.
One day Nubnonk found a book in the trash. But the book was empty. He took it with the idea that it was be good for burning, but then the weirdest thing happened: words started to appear on the pages--about burning itself! Nubnonk screamed--the book was stealing his thoughts! The elders had been right! He should run! But these ideas about burning were things he didn't know! (Imagine: something about fire unknown to a goblin!) Maybe--just maybe--the book was stealing thoughts from someone else's mind. As long as the book didn't steal Nubnonk's thoughts, he wouldn't burn it.
Life hasn't been easy since Nubnonk found the magic book, but he's learned a lot of useful stuff. Sometimes he forgets it after a day or two, but the book always gives it back if he asks nicely. And he's got a collection of stuff like you wouldn't believe! He's stolen some of it, or bargained for it, or won it in games of gambling. There's lots of ways to get the things you need to survive in Absalom, especially when so many longshanks still think you're dumb. But Nubnonk isn't dumb. Nubnonk is gonna show the longshanks and the gods and everyone that goblins are the best!
Like I said, I want to flesh this out more, but it's a first step. Clearly he's a chaotic little thing, and I envision him speaking in third person and regularly dropping the copula be while speaking. He may become one of the more hyperactive characters I've written, but I can always dial him back.
I also have a question regarding rituals.
I don't see specific rules for learning rituals, so I don't know how to interpret the clause "that you can afford" with regards to starting with "up to three uncommon...rituals". However, the thaumaturgic ritualist feat provides some guidance, in terms of learning rituals "with a level no higher than half your level" with the stipulation that "you must meet all prerequisites for casting the ritual to choose it." Can we use this feat as guidance for selecting rituals?
Otherwise, the only uncommon item I was looking at was a boomerang. (There are a few other uncommon items of interest, like the Crown of the Companion, but I can't afford it with the other things that I want.)
Yeah, let's see, a bit about my gaming experience. I started with 1E as a wee lad, then wandered off into other games (Chaosium's CoC and Stormbringer), and then resumed gaming with PF1E around 2012. I've been running a Reign of Winter game for a number of years and am in an Age of Ashes game as a Lvl 6 druid right now, and as Chapel mentioned, I'm running some introductory PF2E PFS Scenarios (but not for PFS credit).
I do my best to be a once-per-day poster. The Age of Ashes game was initially at about five posts per day and I struggled to keep up with other enthusiastic players, but it's cooled down now. ;)
I also noticed a heck of a lot of casters and will have a think. The Harrow Sorcerer isn't on Pathbuilder nor Wanderer's Guide yet, but I still dig it. However...if there really aren't many rogues and primal/divine folks, I'll muse on that.
The character concept I've been tossing around in my head (which just seems too fun/funny to me) is a Half-Orc Barbarian (Dragon Instinct) with the Linguist archetype.
My idea is that he wants so much to be the world-travelling, wilderness exploring free man. He can be rather vocal about his dislike of the upper crust of society. Those who spend their days worrying about getting dirt on their lacey garments on the way to an extravagant ball.
But, for some reason, he knows exactly how to fit in with that crowd. Perhaps it started as mockery and he just practiced enough or maybe it's from interacting with so many people across so many cultures, but he just gets people.
Crunch-wise: one of the 3 uncommon items would be the butchering axe. Needed for standing on the front lines as a heavy hitter. He'll have a a high HP pool as well as be able to deal out a good amount of damage.
Outside of combat, he knows 9 languages (taken based off the recommendations in the player's guide) and can communicate with those who's language he doesn't know. With a rank in Medicine/a purchased pair of Healer's Gloves he can be a secondary medic in a pinch.
|Irnk, Dead-Eye's Prodigal|
Doing a tally:
Soldier 1st: Fervor Witch blaster/healer/skillmonkey
ZetaGilgamesh: Tendal Deverin, wizard/scholar
Billy Bardy: Bardy Bard
Slick Silvertongue: Fighter
Super Zero: possible Rogue
polyfrequencies: Nubnonk, Goblin Thaumaturge
Chapel Ty'El: barbarian linguist
Irnk: dotting for interest
Axolotl: can't frickin decide but there seems to be a lack of Primal/Divine folks. Will definitely take Harrower Free Archetype.
Ooo, this does sound interesting.
About myself: I've been playing Pathfinder for about a decade now, first 1e (obviously, I'm not a time-traveller...yet) and then 2nd edition since it inception. I've both played and run a lot of 2e games, most PFS though I have GM'd a group through the entire Age of Ashes AP and am playing through Outlaws of Alkenstar with some other friends right now. My system experience is a mixture of Face-to-face, VTT, and PbP (with a bit of PbDiscord, though I prefer the Paizo forums). I play and GM 2e (and Starfinder) Play-by-Post on these forums (running under the cleverly disguised name of 'GM Zoomba' so you may have seen me about. I should definitely be able to post at least daily, very liekly more Thurs-Sun
Character idea: As far as a character goes, I have in mind a swashbuckler figure. Initially a bit of a layabout and a rogue, a failed scheme of his almost resulted in his death due to a reckless accident. In fact, the should-have-been-fatal incident left not lasting mark upon him at all except for a small scar shaped like a curved serpent. Taking it as a divine sign that he was meant for more, he cleaned up his act and has since spent the years honing his skills to actually help others. Much to his surprise, he's found the more good-hearted adventuring life is not only just as lucrative but much more satisfying. And while he's the first to jump into a fray while tooting his own horn, he's also the loudest to call on his allies and shout out their great work right alongside his.
Mechincally thinking either a gymnast or wit swashbuckler big on shows of derring-do...who still sometimes has the flaw of missing the trees for the forest. Thinking the Blessed One free archetype would match him, with the Shielded Fate background (from the Player's Guide)
Whoa, this coming Monday? Ok ok, here's Dramiil. I went with a Psychic. The sheet doesn't have the Harrower archetype on it, because that's not on Pathbuilder yet. ;)
Dramiil Rau Psychic 11
CG Medium Human Versatile Heritage Humanoid
Languages Abyssal, Aklo, Common, Draconic, Infernal, Jotun
Skills Acrobatics +19, Arcana +20, Athletics +13, Crafting +18, Diplomacy +13, Intimidation +13, Lore: Planar Rift +18, Nature +16, Occultism +20, Religion +18, Society +20, Stealth +17
Str +0, Dex +4, Con +3, Int +5, Wis +3, Cha +0
Items Unarmored, Stone Circle, Wyrm on the Wing, Bracers of Missile Deflection (Greater)
AC 27; Fort +18, Ref +19, Will +20
Bracers of Missile Deflection (Greater)
Speed 25 feet
Trick Magic Item
Scour the Library
Recall the Teachings
Wyrm on the Wing
Occult Known Spells DC 30, attack +20; 6th Wall of Force, Collective Transposition (1 slots); 5th Banishment, Stagnate Time, Strange Geometry (2 slots); 4th Blink, Dimensional Anchor, Dimension Door (2 slots); 3rd Inner Radiance Torrent (H+1), Mind of Menace, Rally Point (2 slots); 2nd Blood Vendetta, Invisibility, Enlarge (2 slots); 1st Magic Missile, Bless, Thoughtful Gift (2 slots); Cantrips Daze, Guidance, Detect Magic, Electric Arc
Focus Spells (3 points) Distortion Lens Range 30 feet; Area one 5-foot square Duration sustained up to 1 minute You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. Heightened (+3) The lens increases or decreases the range of abilities by an additional 5 feet. Amp The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.
Phase Bolt (Amped) Range 30 feet; Targets 1 creature You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 plus your spellcasting ability modifier piercing damage. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. Your phase bolt temporarily sends the target's cover out of phase if it hits. On a success, reduce the target's circumstance bonus to AC by 1 until the beginning of your next turn. Your phase bolt also gains the following amp. Amp Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target - giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn. Amp Heightened (+1) The bolt's damage increases by 2d4 instead of 1d4.
Warp Step (Amped) When you walk, the earth warps beneath your feet - your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp. Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action. Amp Heightened (4th) You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed. This grants the spell the teleportation trait.
Ghostly Shift Range 30 feet; Targets 1 creature Duration sustained up to 1 minute Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force). Heightened (+2) The resistance increases by 1. Amp Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature's space during that action without needing to attempt a check to Tumble Through, though you can't end your turn in its space. When you pass through a creature's space in this way, you deal 2d6 force damage to that creature, with a basic Fortitude save. Amp Heightened (+2) Increase the damage dealt by phasing through a creature by 1d6.
Telekinetic Rend Range 60 feet Area 2 non-overlapping 5-foot bursts Saving Throw basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. Heightened (+2) The damage increases by 1d6. Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1. Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.
Tesseract Tunnel Duration sustained up to 1 minute You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then Stride, creating another portal in the space you end your Stride. Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the teleportation trait to its movement. You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Amp Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can Dismiss the spell.
Additional Feats Adapted Cantrip, Adaptive Adept, Cooperative Nature, Cooperative Soul, Deceptive Worship, Keen Follower, Mental Balm, Parallel Breakthrough, Root Magic, Schooled in Secrets, Skill Training, Slippery Prey, Tattoo Artist
Additional Specials Clarity of Focus, Conscious Mind (The Unbound Step), Extrasensory Perception, Great Fortitude, Parallel Breakthrough (Telekinetic Rend), Precognitive Reflexes, Psi Cantrips And Amps, Psychic Spellcasting, Signature Spells, Skill Training (Nature), Subconscious Mind (Gathered Lore), Walls of Will
Dramiil was born in Kaer Maga to a Tien father and a mother of Shoanti and Varisian heritage. He was a bright, happy child, part of a large extended family that included the owners of Thrown Bones, and took to his studies assiduously--an error that caught up to the prodigious student. Not yet a stripling, Dramiil fell in with a group of dangerously curious Runeguard cultists working to open a strangely patterned artifact found in a flooded level of the Undercity. Dubbed the Wyrding Tesselation, it seemed to have to do with planes and the flow of time.
As his mentors tried and failed to activate it, Dramiil grew curious and impatient and went in, late at night, to its storage chamber to attempt to succeed where they could not. Unfortunately, he accomplished his goals. The Tesselation opened up weaves and planes in hideous geometries not meant for the human mind, and Dramiil was fractured into slices, scattered among worlds and timelines. When the artifact shut off, just seconds later, what hastily reassembled in the chamber was Dramiil in name only, a confused shell of what he had been.
Over the next two years, the boy who had been Dramiil slowly put the puzzle pieces of his mind and soul back together, although he knew he wasn't 'him' anymore--he was left-handed now, and one eye darkened from hazel to a deep brown that almost touched black. His being flickered from step to step on this plane, but by seeking out osteomancers at the Godsmouth and troll haruspices, he learned how to control it. He learned to divine the future, or at least, see possibilities, in the cracking of leg bones and scapulae, and learned to draw from a Harrow deck. While his heart still dove down into despair at times, Dramiil did his best to put a good face on the early loss of his former self, and endeavored to work to aid people in need, moving from Ankar-Te to The Bottoms to The Warrens as needed.
His peaceful routine changed when the alarms rang out across Kaer Maga--there were signs of sihedrons across Varisia and strange rune sorcery activating in Magnimar and the like. Dramiil investigated and found a call for would-be heroes to gather in Roderic's Cove. Once there, he joined with others and faced the threat of newly arisen Runelords and a Runeplague. Together, they were able to defeat the Runeplague, but only barely, and had to retreat, wounded and broken, as others continued on, to confront the Runelord Alaznist. While the other heroes defeated Alaznist, Dramiil was dismayed to learn that the other Runelords were granted the lands of New Thassilon, which felt uncomfortably close to Kaer Maga to him. Seeking a change, Dramiil and some companions went south, to Nirmathas.
Dramiil once again found himself in a quieter existence--far quieter than the bustle of Kaer Maga, of course. He and his companions healed their wounds and removed their curses, and he studied the planes and portals at the Temple of Alseta. A season of calm passed, and then Dramiil awoke, tangled in his sheets and sweating on a cool autumn night, still thrashing his limbs from a dream...
He had been cut again into a thousand shards of existence, but this time, put back together in a warm, bustling day-market that he somehow knew must be the Grand Bazaar of Absalom, though he had never visited. The scent of flowers, of roasting meat, a sign, and then a scream sent him falling through nothingness to awaken in his bed in the stillness of darkened Tamran. An unfamiliar shape nestled in his hand--an exquisitely detailed, still warm as if touched by the Absalom sun, card of the Harrow Deck.
How about a sprite rogue?
I'm thinking of a little sprite who's never really considered himself an adventurer. He's nothin' special. He just tags along with adventuring parties because he likes to see what's going on and keep an eye on things.
And okay, sure, he's stepped in now and then when people were really in trouble. And sometimes adventurers just miss really obvious things and go off on completely the wrong tangent and he has to help set them straight.
But he's never really been a part of the party. No really. He doesn't even know what he's doing!
And it's only recently come to his attention that, well, he's pretty unarguably a highly experienced adventurer because he keeps having adventurers and, at the very least, not dying.
And actually, he's essentially been a pivot point that changed the course of events in big ways like a bunch of times. Um, oops?
Maybe somewhere along the way he became somethin' special after all...
EDIT: But I'm still reading through the Player's Guide. So far this seems to fit.
If sprite's a no-go, I might do a similar concept with a halfling.
Threw together a Dwarven Druid with a Bear Companion.
He is something of a melee tank, likes to get up in there with his Animal companion and help where he can.
Is well trained in Medicine. He loathes killing other humanoids or animals and uses a Merciful Club when fighting either. He is a Horizon Walker Archetype, his Favored Terrain is Mountains.
Is using heavy armor, burned a feat to up his armor proficiency, and is wearing Dragon Turtle Plate Armor.
edit* forgot to mention my familiarity with the system. I have no problem posting once a day as long as there is a reason to do so. I've been familiar with PF2e since it released, I've played in a number of RL games, and am in another higher level(9th) Kingmaker game here on the boards.
For uncommon items, he is taking Sapling Shield, Ring of Sustenence and Swarmform Collar for his bear
Thorgar Stonebloom and Stoneclaw
Thorgar StonebloomDruid 11
N Medium Dwarf Rock Dwarf Humanoid
Perception +19; Darkvision
Languages None selected
Skills Acrobatics +11, Athletics +12, Crafting +16, Diplomacy +12, Lore: One Terrain +15, Medicine +21, Nature +21, Survival +21
Str +2, Dex +1, Con +4, Int +2, Wis +4, Cha -1
Items Dragon Turtle Plate, Crafter's Eyepiece, Bedroll, Chalk (5), Flint and Steel, Rope, Rations (2), Waterskin, Soap, Holly and Mistletoe, Invisibility Potion (2), Druid's Vestments, Swarmeater's Clasp, Ring of Sustenance, Healing Potion (Lesser) (2), Healer's Tools, Basic Crafter's Book, Artisan's Tools, Repair Kit, Bag of Holding (Type I), Clothing (Explorer's), Writing Set, Sapling Shield (Moderate) (Hardness 8, HP 64, BT 32)
AC 30 (+31 with shield raised); Fort +20, Ref +17, Will +22; Resolve
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Dragon Turtle Plate Activate Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack. Craft Requirements The initial raw materials must include the shell of a dragon turtle.
Speed 20 feet
Melee +1 Striking Merciful Club +18 (Thrown 10 ft., Abjuration, Magical, Mental), Damage 2d6+2 B
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Form Control (Manipulate, Metamagic) Prerequisites Strength 14, Wild Shape With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.
Sapling Shield (Moderate) (Magical, Transmutation) Activate envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.
Druid's Vestments (Focused, Invested, Primal, Transmutation) Activate envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost
Swarmeater's Clasp (Abjuration, Invested, Magical) Activate envision, Interact; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.
Primal Prepared Spells DC 29, attack +19;
6th Chain Lightning, Nature's Reprisal;
5th Passwall, Heal (H+4), Impaling Spike;
4th Fly, Freedom of Movement, Stoneskin;
3rd Haste, Heal (H+2), Meld into Stone;
2nd Instant Armor, Water Breathing, Barkskin;
1st Ant Haul, Gust of Wind, Magic Fang;
antrips Electric Arc, Stabilize, Guidance, Tame, Protect Companion
Primal Innate Spells DC 24, attack +14; 4th Water Breathing; 3rd ; 2nd Darkvision, Spider Climb; 1st ; Cantrips
Focus Spells (1 points)
Heal Animal Range touch or 30 feet (see text); Targets 1 willing living animal creature You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. 1 action somatic Th e spell has a range of touch. ; 2 actions somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.; Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.
Pest Form Duration 10 minutes You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. While in this form, you gain the animal trait, and you can’t make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. ; Speed 20 feet. ; Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) ; Low-light vision and imprecise scent 30 feet. ; Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.; Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
Wild Shape Duration 1 minute (or longer) You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can also wild shape into the forms listed in animal form.
Animal Form Duration 1 minute You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. ; 5 temporary Hit Points. ; Low-light vision and imprecise scent 30 feet. ; One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can strike with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead. ; Athletics modifier of +9, unless your own modifier is higher.; You also gain specific abilities based on the type of animal you choose: Ape Speed 25 feet, climb Speed 20 feet; Melee 1 action fist, Damage 2d6 bludgeoning.; Bear Speed 30 feet; Melee 1 action jaws, Damage 2d8 piercing; Melee 1 action claw (agile), Damage 1d8 slashing.; Bull Speed 30 feet; Melee1 action horn , Damage 2d8 piercing.; Canine Speed 40 feet; Melee 1 action jaws, Damage 2d8 piercing.; Cat Speed 40 feet; Melee1 action jaws, Damage 2d6 piercing; Melee 1 action claw (agile), Damage 1d10 slashing.; Deer Speed 50 feet; Melee1 action antler , Damage 2d6 piercing.; Frog Speed 25 feet, swim Speed 25 feet; Melee1 action jaws, Damage 2d6 bludgeoning; Melee 1 action tongue (reach 15 feet), Damage 2d4 bludgeoning.; Shark swim Speed 35 feet; Melee 1 action jaws, Damage 2d8 piercing; breathe underwater but not in air.; Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee 1 action fangs , Damage 2d4 piercing plus 1d6 poison.; Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16. Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
Additional Feats Acclimatization, Advanced First Aid, Animal Companion, Continual Recovery, Experienced Tracker, Favored Terrain, Forager, Horizon Walker Dedication, Incredible Companion, Magical Adaptation, Mature Animal Companion, Mountain's Stoutness, Order Explorer, Perpetual Scout, Rebel's Map, Risky Surgery, Rock Dwarf, Sheltering Slab, Side by Side (Druid), Train Animal, Unburdened Iron, Ward Medic, Wild Shape
Additional Specials Anathema, Druidic Language, Druidic Order (Animal Order), Great Fortitude, Order Explorer (Wild Order), Wild Empathy
Thorgar was born into a clan of dwarves who lived high up in the mountains, surrounded by nature. From a young age, he was fascinated by the wilderness and spent hours exploring the rugged terrain around his home. One day, while exploring a remote part of the mountains, he stumbled upon a wounded grizzly bear. Rather than being scared, Thorgar felt an immediate connection to the animal and decided to nurse it back to health.
Over time, Thorgar and the grizzly bear became inseparable companions. Thorgar learned to communicate with the bear and even picked up some of its bear-like mannerisms. The experience changed Thorgar, and he began to see the world in a different way. He realized that there was more to life than just mining and crafting, which were the traditional dwarven pursuits.
Despite facing resistance from his clan, Thorgar decided to pursue his newfound passion for nature and became a druid. He learned to harness the power of nature to heal, protect, and even control the elements. He also continued to travel with his bear companion, who had become a fierce protector and loyal friend.
Thorgar is known for his kind heart, fierce determination, and deep connection to the natural world. He is always willing to lend a hand to those in need, and his healing abilities are renowned throughout the land. However, he also has a strong aversion to violence and will do everything in his power to avoid killing others. Believing all life to be sacred. Though he isn't afraid to give out a good Thunking to those who deserve it
Soldier 1st: Fervor Witch blaster/healer/skillmonkey
ZetaGilgamesh: Tendal Deverin, wizard/scholar
Billy Bardy: Bardy Bard
Slick Silvertongue: Fighter
Super Zero: Sprite Rogue
polyfrequencies: Nubnonk, Goblin Thaumaturge
Chapel Ty'El: Barbarian w/ Linguist free archetype
Irnk: dotting for interest
Axolotl: Dramiil Rau, Psychic w/ Harrower free archetype
Codanous: Thorgar Stonebloom, Druid w/ bear Animal Companion
I won’t have time to come up with a full character sheet today but here are the basic build ideas and background for my Shisk Investigator. If you have any questions please let me know.
My most advanced PBP 2E character was Mara Spintho, a PFS rogue who got up to sixth level. IRL I've played a swashbuckler through the first book of Fists of the Ruby Phoenix. I won't pretend I'm an expert with the system, but I am familiar with it and how it works in higher-level play.
I'm also familiar with Roll20 and already have an account. My IRL group uses it as does several of my PBP games.
Iksha disagreed with this conventional wisdom. While the entire tribe works together to safeguard their knowledge, only the lorekeepers truly know everything. And while lorekeepers are the most protected members of the tribe, accidents do occasionally happen. Many a shisk community has been devastated by an unexpected loss. Why not learn from the outsiders, with their “libraries” and “bookstores”?
The elders clicked their tongues at this presumptive idea. Iksha’s mother was a lorekeeper, and her mother before her, so it had always been assumed that Iksha would follow in their footsteps. She certainly had the intelligence for it. But this strange preoccupation with writing down what she knew…it was unheard of. Dangerous. When she was caught trading for paper and ink, the circle came to a conclusion. She was exiled from the tribe until she either gave up on her foolish notions or returned with proof that the outsiders’ ways were better.
So Iksha traveled to Nantambu, home of the Magaambya, and tried to find her proof. What she found instead was that outsiders were insane. Anyone could walk into a bookstore and trade for any information they wanted, not with valuable information of their own but with mere gold! Sometimes the outsiders would collect information in one of their “libraries” and then abandon it! Worst of all, not everything written in books was even true!
Iksha nearly gave up and returned home, but a core of stubbornness kept her going. The first outsiders she visited might not have had all the answers, but still there had to be another way, a better way, to safeguard precious knowledge. She would continue traveling until she found it.
In combat she'll use a bow and try to stay out of melee whenever possible. I plan to also invest in Charisma so she can Demoralize/Bon Mot/Evangelize whenever "Devise a Stratagem" fails and/or she has nothing better to do with her third action. (Plus it’s a good idea in general for the person who knows a lot of languages to have decent Diplomacy.)
Why would fate be interested in her? Well, for one thing she defied her destiny by leaving her tribe instead of becoming a lorekeeper like her mother. (I considered the Keys to Destiny background but Bookish Providence is overall a better fit.) She believes in agency, free will, and the ability to choose one’s own path in life. Hopefully that combined with the innate extraordinariness of being an 11th level character would be enough.
Pinebrush, CG Sprite Rogue (Crown of Chaos, Scout or PFS Agent)
Some. Just like humans or goblins or elves, it was something that it was possible for them to do. And that's exactly what his parents left him with when they returned to the First World.
Still, while Pine knew he'd never be one he was fascinated by heroes. He loved stories, and when he saw adventurers in town he'd tag along. Sometimes openly, and sometimes he'd sneak. He didn't help, he just wanted to see.
Okay, so that one time he pointed out that trap that would have killed one group. And another time he picked a lock and helped a hostage escape who the adventurers were never going to get to in time. And one group's only healer was badly injured when he stepped in to treat her so she didn't die.
And there was that time he killed an ogre before she could crush that wizard. He wasn't really part of the team, though. He was just able to stab her in the eye because she hadn't even noticed he was there.
And he did talk that one dragon out of eating that guy.
Eventually he was considered something of a guide that helped out new adventurers offering them advice and spotting dangers.
And then the fortune teller came to him and asked him to find his lost son. "I know some adventurers that might help, but none of them are in town right now!"
No, he didn't want help finding adventurers. He wanted Pine. "Huh? Me? I don't do anything, I just tag along!"
The fortune teller looked at him quizzically. Wasn't he the one who always saved the day?
Well... No. Definitely not. Not always. Not even most of the time.
But.. sometimes, yes. A lot of times. He'd stepped in at a pivotal moment and turned quests around, and he'd been doing it more often and more confidently.
Somewhere along the way, Pinebrush had gone from someone who stowed away to watch adventurers, someone who just knew he could never be a hero, to someone who'd started actively participating.
He'd been a professional adventurer for years. And he'd become so much stronger. When did he start manifesting such beautiful wings? It had all happened so gradually...
So he went into the woods to search for the son of the sage.
And nearly died, but that goblin was a big help.
My thought is that Pine has tagged along with a lot of different adventurers over the years, mostly NPCs that eventually became lower-level compared to him but he could also have met all of the other PCs at that point. If we want to have been together as a party for longer, I could revise it so he's been with the same group all along and just never noticed that he was a contributing member until more recently.
Thanks very much for your interest in the game. Unfortunately I can only take 4 of you. I have decided on the following group:
Please go ahead and post your character in discussion. We can then start to decide on how you know each other before the game begins.
On rituals my understanding is that you can buy them in the same way that you could buy additional spells as a wizard, using the Learn a Spell Activity. However, most/all rituals are uncommon and so would count against your maximum of 3 uncommon items/spells. You also couldn't learn any ritual of a level higher than half your own level rounded up. Obviously that doesn't include anything you receive from a class feat such as thaumaturgist ritualist.
My goal is to kick things off by this Friday at the latest.
Dang, the forums ate my post last night. Well, if you ever need a replacement.
Ancestry Human Heritage Half-Orc Background Shielded Fortune
Class Barbarian (dragon Instinct) Deity N/A
Alignment NG Size M Traits CG Medium Human Half-Orc Humanoid
Perception [E] +17 (+2 initiative); Low-Light Vision
Languages Abyssal, Common, Draconic, Infernal, Jotun, Orcish, Cyclops, Osiriani, Sylvan
AC 29 ,Fort [M]+22,Ref [E]+18,Will [E]+18
Str 20 Dex 14 Con 18 Int 16 Wis 14 Cha 10
Class DC STR [E] +30
Resistances & Immunities piercing & electricity 7
Skills Acrobatics +17, Athletics +22, Deception +13, Lore: Alcohol +16, Medicine +16, Occultism +17, Society +20, Stealth +15, Survival +17
Melee +1 Striking Thundering Butchering Axe +21 (Uncommon, Orc, Shove, Sweep, Evocation, Magical, Sonic) , Damage 2d12+7 S +1d6Sonic
Melee Cold Iron (Low-Grade) Gauntlet +20 (Agile, Free-Hand) Damage 1d4+7 B
Ranged +1 Composite Shortbow +18 (Deadly d10, Propulsive, Magical), Damage 1d6+4 P
Items Rhino Hide, Instinct Crown, Enveloping Light (Greater), Slippers of Spider Climbing, Bag of Holding (Type II), Arrows (10), Clothing (Explorer's), Healing Potion (Lesser) (2), Pendant of the Occult, Healer's Gloves, Aeon Stone (Pearly White Spindle), Crowbar, Everburning Torch, Bedroll, Climbing Kit, Compass, Flint and Steel, Rope, Soap, Waterskin, Rations (5), Healing Potion (Moderate), Clothing (Fine), Healer's Tools
--------------------------------------------------------------------------- --------------------------------------------------- Action 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.
Action Swipe ◆◆ (Flourish) You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
Action Dragon's Rage Breath ◆◆ (Arcane, Concentrate, Evocation, Instinct, Rage) Prerequisites dragon instinct Requirements You haven’t used this ability since you last Raged. You breathe deeply and exhale powerful energy in a 30-foot cone or 60-foot line, dealing 1d6 damage per level. The area and damage type match those of your dragon (see Table 3–4. If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels). Each creature in the area must attempt a basic Reflex save. Bronze (Metallic) - Line of electricity
Action Sudden Leap ◆◆ You make an impressive leap and swing while you soar. Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump. Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright. When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed. Special If you have Felling Strike, you can spend 3 actions to make a Sudden Leap and use Felling Strike instead of a normal Strike.
Action 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.
Action Mighty Rage ◇ (Barbarian) Trigger You use the Rage action on your turn. Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.
Action nstinct Crown ◇ (Invested, Magical, Transmutation) Activate envision; Frequency once per day; Trigger You roll initiative; Effect You Rage, gaining 10 additional temporary Hit Points.
Action Instinct Crown ◆◆ (Invested, Magical, Transmutation) Activate command, envision; Frequency once per day; Requirements The crown's instinct matches your barbarian instinct; Effect You Rage and draw upon your instinct to gain a boon, as follows. Dragon: The might of dragons surrounds you in the form of dancing flames, whirling ice, or another appropriate manifestation. Until the end of your rage, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 damage each time they do. The damage type is that of your dragon's breath weapon.
Action Enveloping Light (Greater) ◆◆ (Uncommon, Invested, Magical, Necromancy, Positive, Tattoo) Activate command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 4th-level light spell. At the end of each of your turns during this time, you regain 2d8 Hit Points.
Action Slippers of Spider Climbing ◆ (Invested, Magical, Transmutation) Activate command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces.
Action Healer's Gloves ◆ (Invested, Magical, Necromancy) Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing
Ancestry Feats & Abilities Aeromancer, Orc Weapon Familiarity, Overlooked Mastermind, Victorious Vigor
Skill Feats Assurance (Athletics), Titan Wrestler, Quick Jump, Recognize Spel
General Feats Incredible Initiative, Toughness, Fleet, Read Shibboleths
Class Feats & Abilities Draconic Arrogance, Dragon’s Rage Breath, Impressive Landing, Sudden Charge, Sudden Leap, Swipe
[v]Archetype Feats[/b] Linguist Dedication, Multilingual, Multilingual,Phonetic Training, Spot Translate, Crude Communication, Glean Contents
[Specials] Critical Brutality, Deny Advantage, draconic Rage, Dragon Instinct Raging Resistance, Dragon Instinct Specialization Ability, Lightning Reflexes, Low-light Vision, Weapon Specialization
Arcane Innate Spells DC 23, attack +13; 4th Fly;
◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction
"If you are successful, then upon your return you will be granted certain privileges and commendations relative to your station," the older man said.
Brolm nodded and asked, "And if I do not return?"
"Then your family will be granted certain privileges and commendations relative to your station. Upon confirmation of your death, of course."
"Then I suppose I should start packing now," Brolm said with another nod.
"Indeed," the older man added before erupting into laughter.
"Longest conversation we've had like that!" Brolm chuckled.
"But seriously," the older man said between laughs, "you've seen the reports. There's something big happening in that town. And if they're right, we could have another one of those damned Thassilonians traipsing around claiming to be a living god. That's why we need you to go investigate."
Brolm wiped the tears from his eyes and forced himself to stop laughing. “Yeah, yeah. I’ll get my shit together. What’s the name of this backwater ya’ll are sending me to?” He asked.
Brolm often found himself thinking back to that conversation with his father. The two of them had been so certain that Brolm would head to Roderic’s Cove, maybe ally with a few other would-be heroes, and put an end to the latest Runelord who had decided to awaken.
The two had underestimated the strength of the adversaries Brolm would face. It had taken nearly everything they had to put an end to the Runeplague. Brolm and his friend Dramiil stayed behind to lick their wounds while the rest of the group pushed on. Supposedly, at some roadside inn, they had picked up a couple of adventurers to replace Brolm and Dramiil, the group’s psychic. Brolm held no ill-will. It made sense that they would bolster their ranks. Nevermind that Brolm had slain countless foes in defense of his allies. Nevermind that he had bled buckets of blood so that the others could be spared the pain. Nevermind that when Brolm and Dramiil asked for a couple of days to recuperate, the others refused and left them behind with barely a “thanks for taking that sword to the gut for me, Brolm.”
The only thing that helped him get over his bitter feelings was the knowledge that he had seen what the others were willing to do to win. And there had been enough instances of their actions that had not sat well with Brolm.
Even still, he could not return home. Not when he had essentially been abandoned by his allies for being too weak. And Brolm could not take Darmiil up on his offer to travel to Nirmathas - each conversation with the psychic left Brolm with a pang of guilt. Instead he headed in the opposite direction to the Hold of Belkzen.
The constant threat from the land’s inhabitants left Brolm little time to think and worry over regrets. It took a strange dream, no, vision, and waking with an even stranger card in his hand to convince Vrolm that his time in Belkzen was at an end. He packed what he could carry, including a rather large axe won from the corpse of an orc chieftain, and crossed the border into Varisia. Following the old trails, Brolm went south to Absalom.
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Hi all, I am looking to recruit one additional player to this game. So far we are about half way through Book 1 with a plan to run all three books. We have 1 player currently struggling to post for various reasons. I am looking to add a 5th so that we can progress but with an expectation that our currently missing player will rejoin down the line.
We have the following characters:
Slick, Human Fighter 12
Dramiil, Human Psychic 12
Billy, Halfling Bard 12
Nubnonk, Goblin Thaumaturge 12
Nubnonk is currently out of action.
Please see the original post for character creation guidelines. Note that gear will be:
1. 1 level 11 item
2. 2 level 10 items
3. 1 level 9 item
4. 2 level 8 items
Note, we use Roll20 for maps and a Discord server for quicker announcements. I will make a decision on characters by this Sunday with a plan to move forward on Monday next week.
Here's the updated crunch for reconsideration.
Brolm Elbesh Ancestry Human Heritage Half-Orc
Barbarian 12 Deity The Laborer’s Bastion
Alignment CN Size M
Class DC 31
Traits CN Medium Human Half-Orc Humanoid
Perception +18 (+2 initiative); Low-Light Vision
Languages Common, Draconic, Jotun, Orcish, Sylvan
Skills Acrobatics +18, Arcana +17, Athletics +23, Lore: Demon +17, Medicine +17, Religion +16, Stealth +16, Survival +21
Str +5, Dex +2, Con +4, Int +3, Wis +2, Cha +0
Items Rhino Hide, Instinct Crown, Aeon Stone (Pearly White Spindle), Healer's Gloves, Clothing (Explorer's), Coyote Cloak, Arrows (10), Rhinoceros Mask (Greater), Crowbar, Rations (5), Bedroll, Climbing Kit (Extreme), Soap, Compass (Lensatic), Healer's Tools (Expanded), Rope, Waterskin, Healing Potion (Moderate) (2), Healing Potion (Lesser) (2), Antivenom Potion, Horned Lion Amulet
⟳Speed 40 feet
Melee +2 Striking Holy Thundering Butchering Axe +23 (Uncommon, Orc, Shove, Sweep, Evocation, Good, Magical, Evocation, Magical, Sonic), Damage[/b] 2d12+7 S +1d6Sonic
Melee Gauntlet +21 (Agile, Free-Hand), Damage 1d4+7 B
Ranged +1 Composite Shortbow +19 (Deadly d10, Propulsive, Magical), Damage 1d6+4 P
Dragon's Rage Wings◆
Sudden Charge ◆◆
Dragon's Rage Breath (Line of Electricity) ◆◆
Sudden Leap ◆◆
Scout's Warning ◇
Mighty Rage ◇
Instinct Crown ◇
Healer's Gloves ◆
Horned Lion Amulet ◇
Primal Innate Spells DC 24, attack +14; 4th Water Breathing; 2nd Darkvision, Spider Climb
Class Feats & Abilities Rage, Draconic Instinct, Sudden Charge, Draconic Arrogance, Deny Advantage, Swipe, Dragon’s Rage Breath, Sudden Leap, Raging Resistance (, Determined Dash, Dragon’s Rage Wings
Ancestry feats Orc Weapon Familiarity, Victorious Vigor, Orc Ferocity, Undying Ferocity
General Feats Fleet, Ancestral Paragon, Incredible Initiative
Skill Feats Titan Wrestler, Quick Jump, Cat Fall, Recognize Spell, Planar Survival, Sure Foot[/url]
Free Dedication Feats Horizon Walker Dedication, Acclimatization, Perpetual Scout, Scout Dedication, Scout’s Speed, Magical Adaption
Additional Feats Hefty Hauler, Favored Terrain(Underground), Scout’s Warning
◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction
I hope to move us on by Monday, which should also hopefully avoid disruption from Slicks travels.
I made it back to Spain, but unfortunately, my traveling hasn't quite finished. I still have another 24+ hour stint of flying to get me back to California. That will happen around next Tuesday the 5th of December.
And as another heads-up, I'll be doing some more such traveling around Christmas and again at the end of January.
I’d love to be considered for this game. I’ve more experience running Pathfinder 2e than playing it, but have been playing since the playtest. Haven’t had a chance to run or play Stolen Fate yet so hoping this will be my opportunity. I can post once a day with occasional exceptions such as for the upcoming holidays but will let you know in advance. I already have a roll20 & discord account so will be able to jump in there easily if chosen. Let me know if you have any questions. Please note I’ll be travelling (Sunday) to a work conference (Monday, Tuesday) so responses will be a bit slow those days.
Name Kadir Danek
Ancestry Dwarf Duskwalker Heritage if OK, otherwise Death Warden Dwarf
Background Bookish Providence
Class Investigator (Alchemical Sciences)
Alignment & Faith NG, Pharasma, Magrim
Free Archetype Pathfinder Agent, Archaeologist
Pathbuilder Sheet https://pathbuilder2e.com/launch.html?build=602938 not complete, if selected will finalise after some input from the party about what roles need to be filled
In the Five Kings Mountains Kadir’s clan is dedicated to the preservation of the graves and historical records of the dwarven ancestors and trained Kadir to do the same. While Kadir enjoyed the training and saw it’s value, they wanted a greater challenge than routine maintenance and an opportunity to learn more. When Kadir came of age they departed home to put their skills to seek out and preserve hidden knowledge.
Kadir has spent the last few decades investigating and adventuring, often completing missions for the Pathfinder society, but also for the church of Pharasma. Kadir has continued to practice dwarven traditions through this time, particularly through craft work, and has made the occasional visit home. However they have chosen to live in Absalom to more easily continue learning and working.
With Kadir having a home in Absalom they’ve likely met and/or worked with the other party members previously. Kadir was out of the city for work during the first events of the campaign and has only able to join up with the party now.