Akarna Awakens

Game Master Prosperum

An expedition to a hyperborean land in search of vast wealth and adventure


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Welcome to Zoralon, a world of magic and mystery! With the collapse of the imperial house of Akarna, the world’s greatest empire has fallen under the sway of an enigmatic prophet, while off the coast the Free Isles remain a bastion of independent merchant princes unfettered by creed or crown.
You have been chosen by one such prince to explore Thalis, a perilous and frozen land far to the north, where tales tell of rivers that glitter with diamonds and hills that teem with mithril and gold… …and of monsters, evil, and a deathly frost that swallows all.
You will meet new allies, make new enemies, and discover a dark force that threatens to destroy not only Thalis, but all of Zoralon.

Links are in profile

Hello, everyone! I'll be busy until March 5th, so you'll have until then to submit character concepts. (Multiple character submissions are permitted). I'll then spend a few days going over submissions, ask for clarifications and resubmissions if someone's concept is almost but not quite there, then make the final decisions and start playing, preferably no later than the 15th. I've never PbP GM'd before, so we may have to work out some kinks, but helping you guys tell your stories will be worth it, I promise.

While I'll be too busy to GM until March, I'll be dropping by the thread pretty often, so feel free to ask me anything.

It'll be a fairly standard PbP game, shooting for 4 players, and almost everything in Paizo 2e books is permitted. We'll try counting XP (and doing fast progression for the first three levels before slowing down to normal speed), but I reserve the right to use arbitrary story awards to keep you on track.

The only other house rules I know we'll be using are Deep Backgrounds (though you don't have to use that one if you don't wish to) and Free Archetype. However, since I've never GM'd 2e before, let alone the remaster, and will be using a mix of premaster and remaster content until at least the 1st of August, there may be a need for more. I will endeavor to be as transparent about any of these decisions as I can.

Basic setting information, as well as character creation information and expectations for player behavior can be found in the following links in my profile. The setting info won't be on the test; in fact, its best if you immediately forget everything unrelated to your character so you aren't tempted to metagame.

Your post should consist of two spoilers: one containing your numbered answers to the Player Questionnaire (it's okay to skip any questions you can't or don't want to answer), and another describing your character. (Name & pronouns, ancestry, background, class, build, and a few paragraphs of backstory plus any other information you think I would need).

If you are selected, you'll need to make a token. It's okay if you swipe it off DeviantArt or use AI, I won't judge.

If you have any questions, don't be afraid to ask.

This is supposed to be fun, so don't stress out like these are the LSATs or anything. You don't need to answer all the questions in the questionnaire, they just help me build a better game for you guys.


Pathfinder Lost Omens Subscriber

Dotting for interest...


Just as a note: If you want to contribute to worldbuilding via your backstory or in the game itself, that's fantastic. Every little bit helps.

If you want to invent entire noble houses in, say, Zendani or Rivermeet (where the paragraphs in the Geography primer are literally the entirety of my thought process so far), you can, as long as they don't drastically alter the international political scene. The major players in Eredorn are slightly more developed, but if you want to invent minor houses, guilds, and street gangs from scratch you absolutely can.


Interest dot. Will go through your files and see what I can come up with.


Interested


Dotting. I've never played 2e before (been playing/GMing 1e for years though) but I've been chomping at the bit to play it. I've made a dozen or so characters on Pathbuilder, including an aiuvaren gunslinger who's an academic type studying magical phenomena. He's the one I'm most interested in playing. Just from perusing your files, it looks like Omrinth is the most likely candidate for his origins. I'll work on the backstory and such and put a proper submission in later.


Sorry for the double post, but I had a couple questions about the setting:

You mentioned there isn't much sea travel except between Dendar and Taraka. Unless there's another map covering a larger area I'm missing, those two landmasses cover everything except the Free Isles and the archipelago including Marathris' Folly, which would mean most of the sea could be considered "between" Dendar and Taraka. Do you mean to say that the sea crossings are basically just limited to short stretches like the Strait of Tarni?

Also, does the map wrap around west to east such that Omrinth and Yshoka are just a short voyage on a boat away, or is this map just a small chunk of the world such that they're quite far away from each other? From what you've said, it obviously doesn't wrap north to south but Omrinth and Yshoka seem to have such similar vibes (both interested in technology) I wondered if they were much closer than a cursory glance at the map would suggest.


The continental map isn't to scale, but a rough guide would be that it represents an area about 2000 miles across. For comparison, the distance from the southernmost tip of Texas to the Canadian border is about 1600 miles.

In Earth terms, it's roughly equivalent (give or take a thousand or so miles in each direction) to the part of the western hemisphere below the equator and out to the international date line.

As far as landmasses not shown on the map, obviously Thalis exists, approximately where Greenland would be on earth. Over in the eastern hemisphere there are other continents, but it has been centuries since regular travel and trade has been possible, so the legends and tales about them may no longer correspond to the present reality.


Ok, so when you said sea travel was rare, you were talking about just travel to anywhere outside the map?


Yes. Every fantasy world needs a "Hic Sunt Dracones" region.

And I guess my comparisons to earth maps weren't very helpful, since the Prime Meridian is completely arbitrary on whatever world you're trying to map and I haven't placed mine yet.

P.S. I added a link to a teaser for the first session to the Campaign Info tab.


Would we be building characters using only the premaster content, only the remaster content, or are either or mixing okay?


A mix of premaster and remaster, switching to remaster as more books become available (unless those books stink).

I mean, we have to, right? Alchemists, barbarians, champions and sorcerers are all integral to the world, but won't be available in official remastered form until the 1st of August!


Ok great, thanks for the reply!


I'm looking at Munitions Crafter for my gunslinger. Would you rule infused reagents do or don't require alchemist's tools? Neither infused reagents nor advanced alchemy mention them (quick alchemy, which lets you create alchemical items in one action does explicitly require them, but munitions crafter doesn't grant that) and 3 gp is a huge financial commitment for a 1st level character especially since they aren't even sufficient to do mundane downtime item crafting (you need a 5 gp/6 Bulk lab to do that). If you rule infused reagents/advanced alchemy do require tools I'll probably wait to take Munitions Crafter at a later level and just buy a ton of ammo at 1 cp a pop with my starting money. I would just prefer to be self-sufficient with firearm ammunition since guns are relatively rare.


Depends on the reagent. To make black powder or fashion it into cartridges, no. You just need saltpeter, a little sulfur or stibnite, and an organic fuel (typically willow charcoal, but powdered sugar or dust from a sawmill could also work), as well as something to mix the components in. A little ceramic bowl, mortar and pestle, and empty leather pouch work fine.

If it's something complicated like a glue bomb (what was in more sane times called a tanglefoot bag), yes, you'd need tools. The adhesive reacts with air, so special tools are needed to make it.

In case the teaser didn't make that clear, you'll be getting a 8gp signing bonus for agreeing to join the expedition, with only one trivial encounter beforehand.

Alchemical ammunition is expensive enough that you won't be regularly using it until alchemist's tools and a lab are reasonable investments.


Prosperum wrote:
Depends on the reagent.

Munitions Crafter gives you infused reagents every day during preparations, per the alchemist class feature, which let you create ammunition or bombs without a Craft check during daily preparations. If you use it to make simple level 0 ammunition, you get 10 for each reagent you spend. Everything you create with the reagents is infused, meaning you can't stockpile them since they are destroyed as soon as you begin your next daily preparations.

I'm asking if this class feature requires alchemist's tools. It states the reagents come "from your alchemical essence," which isn't well defined (hence why I'm asking for a GM ruling) but it's something supernatural or magical. It seems weird that it would not require any tools but then again it also seems weird an alchemist would require a 3 gp item they don't get for free to use their main class feature. No other class puts your features behind a paywall except for mundane weapons and armor.


I'm going to rule that the class feature normally requires alchemist's tools, but make an exception for the manufacture of black powder and cartridges for those who received the feature via the Munitions Crafter feat.

The boat to Thalis will have a small alchemist's lab onboard.


Ok sounds good.


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Deep backgrounds, let's go! Going for a goblin.

Family: 1d100 ⇒ 34 3 members.
If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options.

Homeland: 1d20 - 4 ⇒ (7) - 4 = 3 Frontier
You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.

Major Childhood Event: 1d20 ⇒ 15 Raided
A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Medicine.

Influential Associate: 1d20 ⇒ 18 The Seer
You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer’s influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options.

Okay, I can make this work.

What do you think of a Thaumaturge with Champion (Zanda or Zethiss) and Rogue dedications?

A gobbo traveling around the continent, unearthing interesting trinkets in ruins of the old world.


You don't have to be bound by the roll, you can just pick. But if rolling is your bag, sure, I don't see much reason why that character couldn't work.

Is it a normal goblin or Glimmer goblin?


Not the elixir modified variety, if that's what you're asking.

Other than that, what would you mean by normal?


That's what I meant.


All right, I'll go first :)

Player Questionnaire:
    A
  • 1) He/him
  • 2) 2, but have read Core Rulebook and Archives of Nethys and watched enough 2e videos that I think I’m about as prepared for 2e as you can be without actually playing it. I have kept abreast of the remaster changes.
  • 3): Posting availability will be from about 9 pm PST to 3 am every day. I’m a night owl. From about 3 pm onward, I'll likely check the thread throughout the day and may be able to write quick replies. I would prefer “post anytime” because I don’t really have time for much synchronous play.
  • 4) I haven’t found anything objectionable in past games I’ve played.
  • 5) 2
  • 6) 1

    B
  • 1) 4
  • 2) 4
  • 3) 2
  • 4) 3
  • 5) 4
  • 6) 4
  • 7) 3
  • 8) 3
  • 9) 3
  • 10) 3
  • 11) 2

    C
  • 1) While on an expedition as a student researcher in the Ruins of Aikor (a site in the Desert of Zond), a sudden cave-in left the group stranded underground in an ancient catacomb, and the rumbling rock disturbed a nest of giant spiders which bore down on the academics. The closest thing to a weapon Jon had was a coil of rope he attempted to flick at the spiders like a whip. He seemed to have true aim, but rope ultimately was only enough to hold them back for a few seconds. Thankfully, a few of the number were ratfolk with firearms who made short work of the spiders. Later, when his father found out he was dead set on studying arcana at the university and refused to change his study track, his father cut off his tuition funding and Jon remembered the ratfolk and their firearms. He withdrew from the university and used the last of his father’s money to go to Yshoka, buy a dueling pistol, and learn firearm combat and black powder alchemy.
  • 2) n/a
  • 3) It was just Jon and his mother growing up.
  • 4) Growing up in Omrinth, and especially at his boarding school Lengthnak Academy, cemented his love of learning and discovery. His class came out of necessity when his father cut off his university money and Jon used the last of the money he had to become a gunslinger.
  • 5) Entering the academy in H’Tesk, where he finally made friends of his own age and interests.
  • 6) Master Halgo at the academy, worked tirelessly to get him ready for the entrance exams into Delthis University. He was relentless in his encouragement and private tutoring after regular classes to get him ready.
  • 7) His mother, his best friend at the academy, Master Halgo, and the ratfolk who taught him the ways of firearmory.
  • 8) His occultism professor at the university, Drachlam, who was exacting and eagerly hunted for every flaw and error he could find in Jon. His smug grin of satisfaction at Jon having to withdraw from the university still burns Jon to this day.
  • 9) Pride
  • 10) Omrinth, Cornyrian Confed., Rivermeet, Yshoka, Zond
  • 11) Scholars who stay in books their whole lives and don’t go out into the field and see the world.
  • 12) Spiders.
  • 13) His father feels like he has seriously wronged him by pursuing a taboo subject in university. Jon hasn’t had contact with him since his father cut off his tuition money.
  • 14) He desperately wants to learn what went wrong with Marathris’s magic and what became of his high elf ancestors.
  • 15) I would love to create a new character and rejoin the campaign! I obviously don’t want my characters to die (it’s happened before), but that’s not the kind of thing that would put me off a campaign.
  • 16) He had a few short-lived relationships with girls at his boarding school, but he was too dedicated to his studies in university to pursue any, and even in his current state of wandering, he doesn’t seem to stay in any one place long enough to have anything more than brief flings. Not open to establishing a relationship with NPCs.
  • 17) I don’t know

    D
  • 1) There is a symposium at Scrivener’s Collegium that several of his old university friends were attending. Jon was in the area anyway, so came to Eredorn to catch up with them.
  • 2) He’s currently staying at an inn near the collegium.
  • 3) He’s been manufacturing black powder for an armorer in town.

    E
  • 1) Striker, weaving around the battlefield with a whip in one hand and a pistol in the other. I plan using the whip to keep 10’ away from enemies rather than being right up in their face, but also plan to get a shortsword for when that’s unavoidable.
  • 2) I am thinking Thaumaturge since it marries combat practicality (with Glimpse Vulnerability) with his background in magical study, or perhaps Rogue or Archaeologist depending on the needs of the party.
  • 3) See answer to 2. Thaumaturge, Rogue, or Archaeologist.
  • 4) Blazons of Shared Power once I’ve enchanted my pistol with at least 1 rune to give my off-hand weapon fundamental runes without having to actually pay to enchant a second weapon. I haven’t played 2E so I have no idea what level that will become feasible lol
  • 5) I don’t know.
  • 6) I don’t really have a preference.

    F
  • 1) I enjoy fighting most enemies.
  • 2) Swarms (at least in 1E) are (depending on the party) either boringly easy or impossible. And they aren’t fun at all for martial types because there’s almost nothing they can do against them.
  • 3) I like riddles and puzzles. I love a properly foreshadowed plot twist.
  • 4) Betrayals by allies which either were not foreshadowed at all or statted up such that it would be mechanically impossible to detect. I had a GM pull this on me last week and it felt cheap. In his defense, we’re running through an AP, so it’s not like he chose the stats or how the NPC would act, but we did everything we reasonably could have to vet him, including a good Sense Motive roll to make sure he was on the level. It turns out his Bluff was so high it didn’t matter what we rolled.

Character Crunch & Backstory:
  • Name: Jon Ydinna
  • Pronouns: he/him
  • Ancestry: Human (Aiuvarin), Level 1 Feat: Natural Ambition [Class Feat: Sword & Pistol]
  • Background: Academy Dropout, trained in Arcana & Academia Lore, Skill Feat: Dubious Knowledge
  • Class Build: Gunslinger (way of the drifter),
  • Attributes: Str +2, Con +0, Dex +4, Int +1, Wis +0, Cha +2
  • Class Feat: Munitions Crafter
  • Trained Skills: Acrobatics (way skill), Athletics, Crafting (Munitions Crafter), Deception, Diplomacy, Academia Lore, Thievery
  • Bonus Feat: Alchemical Crafting (Munitions Crafter)
  • Weapons: Dueling Pistol & Whip, Armor: Leather
  • Backstory: Jon Ydinna was born to Etta Ydinna (a human), a successful upscale baker in Marnas. His father is Lord Naidaniel, an elf lord in the Delendel Forest. Lord Naidaniel loved Etta but ultimately because of political pressures, he had to break off the relationship even though Etta was pregnant. He paid for Jon’s tuition to a boarding school in H’Tesk, where Jon studied and did well enough (through hard study) to gain admittance to Delthis University. It was here Jon’s interest into the arcane bloomed as a result of him wishing to connect more with his elf heritage and studying the Marathis debacle. He became insanely curious about what went wrong with the spell and what became of his high elf ancestors, so he decided he would focus on arcana. His father found out and threatened to cut off his tuition money if he did not give it up for a less controversial subject. Jon wouldn’t, so his father cut off his money. Then, as described above, Jon remembered the ratfolk gunslingers and took the last of his father’s money to buy a ticket to Dendar, a dueling pistol, and passage to Yshoka to learn from them.

    For the past few years, he’s lived a life on the road, traveling with caravans and ships and providing security for them with his gunslinging skills. This life of travel has enabled him to conduct independent research in the field and visit farflung libraries. Although his university tuition was cut off, he has not been publicly denounced (Lord Naidaniel probably feels the denunciation would inform nearly everyone of his son’s behavior when few people know about it now) so he can use the family name to get into private libraries which otherwise wouldn’t be available to him. When he’s not traveling with a caravan or ship, he finds jobs with alchemical supply shops to craft black powder for them. He tries to visit his mother at least once a year and writes to her every month or so.

  • Appearance: He’s a 31 year old pale-skinned half-elf with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.


Hmmm, I shall have to give this a look...


I'm curious! Definitely going to try something!


That's why this is familiar, this is for that interest check. :D Did you mention over there that you'd started recruitment?

I'm toying with the idea of a tengu magus, but I'll have to read up on 2e character creation more thoroughly now than I have before, since this will be my first actual build instead of just browsing things for 2e. XD


dot


As I develop the character, I'm creating a Deep Background first and designing around that.

Deep Background:

Family Background: 1d100 ⇒ 39
Homeland: 1d20 ⇒ 18
Major Childhood Event: 1d20 ⇒ 17
Influential Associate: 1d20 ⇒ 6

Family size: 1 family member
Homeland: Religious Community
Event: Survived a Disaster
Associate: Criminal

I can run with this. Still crafting.


Oh yeah, any guidelines on names for the different cultures?


Okay, so I've been looking through backgrounds, and deep backgrounds, and I think I can do something better for myself, but I would like some guidance.

My character concept is a Brine May Changeling from the Zuul Marshes. Upbringing involves adoption by Mad Old Hettie, a hermit occultic eccentric, who knows his heritage but also doesn't mind. He grew up learning both how to forage from the swamp, and how to go into Genki to, eh, acquire supplies as needed. You don't go digging in the swamp for treasure, but the marsh doesn't care if you just pick something off the ground that no one's using, after all.

Any thoughts about appropriate backgrounds? I was looking at the Deep-Sea Diver, but something more like Swamp Lore would make more sense than Plane of Water Lore.


If you want to rename it Swamp Diver and replace Plane of Water Lore with Swamp or Wetland Lore, go right ahead.


Almonihah wrote:
Oh yeah, any guidelines on names for the different cultures?

Not ATM, but I will be looking at it. Which cultures are you interested in?

Tengu names aren't any different on this setting than for other settings.


Here's a writeup. I wouldn't be surprised if I'm missing something, so feel free to ask for details.

Player Questionnaire:

A. Player Questions
1. He/Him
2. 3
3. 8am-10pm, EST
4. Nothing objectionable
5. 3
6. 3
B. Content Ranking
1. 3
2. 4
3. 3
4. 2
5. 3
6. 4
7. 3
8. 2
9. 3
10. 3
11. 1
C. Character Questions
1. Syper lost the home he knew, took up with a sailing ship, and simply does what he needs to to keep surviving.
2. (Intentionally left blank)
3. He was adopted as an infant by Mad Old Hettie, a larger-than-life woman who lived deep in the swamp outside Genji. That’s the only person he’s called family.
4. Hettie provided cures or fortunes to whoever ventured out to her and was willing to deliver whatever she asked for; precisely why she wanted what she did was always beyond him. Hettie didn’t share her magic with him, much; she preferred that he dive into the muck for things people left behind, or go into town to procure whatever staples she needed for the two of them.
5. Being an orphan with a shady past and future did change the way he was treated.
6. Definitely Mad Old Hettie
7. Definitely Mad Old Hettie
8. The people of Genji never trusted Syper, and knew about his thieving, but as long as they all knew he was Hettie’s ward, they never messed with him.
9. He tends to steal and lie more than he should. He’s learned to tell an excellent tall tale, though.
10. His whole youth was in the Zuul Marsh, but now he’s in the Free Isles. Past that, not so much.
11. Judgmentalism is the biggest thing he hates. There’s been too much of that in his life. Also he doesn’t like how he looks in red. Too garish.
12. He knows there’s something terribly off about him. He’s not sure what. Most days, he just chooses to ignore it and hope for the best.
13. Nothing past petty thievery, but his greatest worry involves people who insist on not giving him a fair shake.
14. He wants to learn more about the occult. He knows that Hettie understood far more about him, but only revealed a few things. Now he needs to know more.
15. Make a new character, different background, something that fits what the party needs at the time
16. None in the past, open to them in the future
17. One day, Hettie, clearly agitated, told Syper to rush out into the deep water of the swamp and gather extra eelgrass. He left, dove down, and gathered up a handful when a huge wall of water appeared in a sudden flash flood. The smell of ash was in the air, a sure sign of an eruption of Mt. Ebar. The gushing flood barreled into him and washed him far downstream. Syper wasn’t sure how long he was knocked out, but he found himself on land, and alive. He figured out where he was and rushed back to Hettie’s shack, only to find it completely flattened, with no sign of her anywhere. He went into town, and no one there knew what happened, only that there was flooding damage to deal with. However, once Hettie was gone, it became clear that Syper wasn’t welcome anymore in Genji, so he found a boat, joined their crew, and left. He wears an eyepatch now, mainly to hide his aquamarine hag’s eye.
D. Campaign Questions
1. His most recent job took him sailing to Eredorn.
2. He is presently renting a small room until his next job.
3. He has a small stipend that’s running out from his last job.
E. Game Questions
1. Mostly support, with melee and manipulation of the battlefield
2. Not sure; Witch or Captivator are possibilities to grow the occult connection. In all honesty I’d rather see where the adventure takes my interests.
3. Witch is probably my top choice.
4. No clue
5. I’ll use a whip quite a bit for both disarm/trip and mobility tricks
6. I don’t know
F. Player Redux
1. I have no particular preference for enemies
2. I haven’t seen any enemies overused
3. I like opportunities to grow, develop, and personal events that can change a character’s direction
4. I’ll keep my mind open regarding plot points

Crunch:

Character Sheet
Syper
Ancestry: Changeling Human
Background: Sailor (swapping Swamp Lore for Sailing Lore)
Class: Bard
Strength 12
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

HP 16
Size Medium
Speed 25
Low-Light Vision

Languages: Common +3

Focus Pool: 1

Perception: Expert

Fortitude: Trained
Reflex: Trained
Will: Expert

Feats:
• Brine May – Successes in Athletics for swimming are critical successes. I don’t sink.
• Underwater Marauder – not flat-footed in water, no penalty to slashing, bludgeoning melee
• Bardic Lore – Recall Knowledge on any topic

Skills:
• Athletics (Trained)
• Swamp Lore (Trained)
• Bardic Lore (Trained)
• Occultism (Trained)
• Performance (Trained)
• Acrobatics (Trained)
• Diplomacy (Trained)
• Thievery (Trained)
• Deception (Trained)
• Stealth (Trained)
• Survival (Trained)

Proficiencies:
• Simple Weapons, longsword, rapier, sap, shortbow, shortsword, whip, unarmed
• Light armor, unarmored
• Occult spell attacks, occult spell DCs

Occult Spellcasting
Spell Repertoire
• Cantrips
o Summon Instrument
o Mage Hand
o Message
o Shield
o Daze
• First Level
o Command
o Animate Rope
o True Strike
Composition Spells
• Cantrips
o Inspire Courage
• Focus Spells
o Counter Performance


My submission. Old Kork, goblin thaumaturge.

Questionnaire:

A. Questions for Players:
1. He/Him
2. 3 ( I play and run 2e games. Partially familiar with the remaster )
3. I can post daily during Europe daytime hours. I would let you know in advance if I am not available. Syncing worldwide can be complicated, depending on where other players are from.
4. Nothing to mention, really.
5. 4/5

6. 3

B.From 0 to 5, rank how much of the following you want:
1.4
2.4
3.4
4.3
5.3
6.2-5 depending on levels
7.1-2 I prefer to keep excel sheets at work
8.3
9.3 (a bit of everything)
10.2-4
11.2

C.General questions for the characters (short answer):
1. A fortune teller told him he would meet his father within a year. His fater is presumed dead, however, so Kork took this as a bad omen. After thinking about it for the better part of the week, Kork decided to do some good in the world.
2.
3. Kork grew up with his mother and two sisters. Father was often gone, but did visit every few weeks. He had a good friend who he was running with.
4. Kork grew up in a semi-isolated goblin community, hidden from prying eyes of the world. The entire tribe hunted local wildlife for food, and sent out scavengers to find rare and prescious trinkets to trade for whatever they needed. When the scavenging parties returned, they sat down by the fire to tell tales of what they saw. Kork would sit with them, mouth agape, taking in all the stories they told. Of vast cities in the east, of terrible monsters walking the marshes, of orc tribes roaming to pillage and enslave whatever they find, of hags cursing entire lands with their foul magics... He took all of that in.
5. Kork always asked himself this question. Perhaps it was the teeth? He was only missing one when the orc raid came. They looked at everyone's teeth, and slit the throats of those with defects. The rest were thrown into cages, and moved east into the desert. Kork doesn't even know where. But perhaps it was his ability to entertain his captors with the tales he had heard from other scavenger parties, and the ones he collected himself?
6. Kork was the only man in his familial household, and while his parents loved all of their children the same, his father was out in the wild scavenging most of the time. There are some things Kork's mother could not teach him. Chunks was Korks friend for as long as he can remember. When they were young, they hunted for sqruiells together. They played hide and seek in the foul-smelling marshes, and drowned fish for hours on end in the nearby creek. They have grown up together and competed in courting the same girls. When they reached a proper age, they both joned the same scavenger group, and lived to tell the tale. Chunks taught Kork the meaning of cameraderie and loyalty, and the value of found family. They have only split paths after Chunks started his own family. Something Kork never wanted. Last time Kork heard, Chunks moved to Eredorn.
7. His friend Chunks, his mother and sisters - Joknu, Ukko, and Ipi, his father Boork, his scavenging party leder, Boork.
8. The slaver Krozin, owner of one of the mines near Lake Taul. Kork found himself in a very 'One Thousand and One Nights' situation, except the fact that there was no love between Kork and the gem merchant.
9. Greed, I suppose. Kork often searches for old ruins in his travels, and collects various doodads.
10. Auldari Reaches, Karstlands, Despotate of Zokai, City of Glimmer, Akarnennian Empire, Free Isles
11. Slavers, snotty goblins.
12. Orc raiders. A deep wound from his youth.
13. He tricked one of the other slaves in the mines at Lake Taul - a halfling called Rupp. He stole his food to surive the journey on boat to Glimmer. It's been gnawing him since, and he would like to find the halfling at some point to repay him and ask forgiveness. If time permits it.
14. The fate of his father, Boork. Last time Kork saw Boork, their camp was being raided by orcs.
15. If permitted, make a new one? Since the character is out of the picture, I can't do much to persuade the party to somehow bring him back. Unless you permit a ghost running around, in which case - awesome? I'm not going to hold it against you, or anything. Dice roll either way.
16. Kork never was in a serious relationship. A few flings in his younger years, but nothing recent.
17. Kork made sure to survive his time as a slave by telling stories to his captors every night and ending on a cliffhanger.

D. Campaign questions for the character (Short answer)
1. Visiting a childhood friend who supposedly moved there.
2. Kork is not afraid to do dirty work. He would earn money to pay for a room.
3. Kork is not afraid to do dirty work. He would earn money to pay for a room.

E. Game questions (short answer, “I don’t know” is acceptable):
1. Skill monkey, close range or frontline combatant pointing out enemy weaknesses to the party.
2. Champion, Rogue, and Acrobat are top candidates.
3. Champion, Rogue, Acrobat are top candidates. If we use free archetype rules, it's more of a question of the order in which I would take them.
4. Skeleton Key, and a Rope of Climbing I guess? I am not bent on any particular item. Well, a Bag of Holding would be nice.
5. Hard to tell at this point. I could get back to you on that, if I make the cut. However, Kork probably slighted a lot of people during his slave days, just to ensure him and his family get through the ordeal. I'm going for a redemption angle, assuming the character reaches civilisation at some point.
6. No preferenece. Variety is the spice of life.

F. Question(s) for players redux (short answer)
1. No preferenece. Variety is good.
2. All enemies can be fun.
3. I love me some intrigue in a game. Dopplegangers, shadow governments, shifty advisors, lies, treachery. The works. But not too often. Good friend NPCs are good friend NPCs.
4. As long as there's banter between players, even stranded scenarios are fun.

Fluff:

Kork grew up in a semi-migratory goblin tribe located on the borders of Karstlands and Auldari Reaches. Most of the tribe had spend their time scouting the nearby ruins for bits and pieces thye could use to trade with neighouring settlements or passing merchants.

In his young years, Kork had spend most evenings listening to tales of other scavenger parties exchanging stories of their travels by the communal fire. He would sit with them, mouth agape, taking in all the stories they told. Of vast cities in the east, of terrible creatures walking the deserts, of orc tribes roaming to pillage and enslave whatever they find, of hags cursing entire lands with their foul magics... He took all of that in. His father, Boork, was often away on these scavenging hunts. As a result, Kork grew up mostly with his mother, Joknu, and younger sisters Ukko and Ipi.

With his father scavenging most of the time, Kork was the only man in his familial household, and there were some things Kork's mother could not teach him. Chunks was Korks friend for as long as he can remember. When they were young, they hunted for sqruiells together. They played hide and seek in the foul-smelling marshes, and drowned fish for hours on end in the nearby creek. They have grown up together and competed in courting the same girls. When they reached a proper age, they both joned the same scavenger group, and lived to tell the tale. Chunks taught Kork the meaning of cameraderie and loyalty, and the value of found family.

When they reached adulthood, Kork and Chunks joined the scavenger parties. They went on several expeditions together, scouring nearby ruins. When the tribe felt that the local ruins have been depleted, they packed, and started moving to another location. This migration did, however, attract the attention of a nearby orc raiding party. They descended on the goblins and overpowered them within minutes. A few hours later, Kork had found himself shackled in a cage with Chunks, but with no idea about his family. Much of the tribe did not make the journey east through the Karstlands, and when they finally reached the Zokai’gor camps, Kork and Chunks approximated only a third of the goblins made it here.

Both goblins got assigned slave jobs. After seeing the disregard for slave life in the camp, Kork decided to entertain his guards with stories, ending in a cliffhanger every time (yes, a very "One Thousand and One Nights" situation).

Weeks have gone by, and Kork could have sworn he'd seen one of his sisters in the camp. With his hipe rekindled, he conspired with Chunks. Steal keys, free whoever they can, and run for the hills. This plan did not come to fruition, however. Timing is everything. And the timing on this was not at all right. Before executing their plan, they were loaded onto wagons again, and shipped further east towards the slave markets of Abul Dar. Here, they were all sold to a man named Krozin. Finding the silver linings, at least Kork was reunited with his mother and sisters. As for the fate of his father, none of them had seen Boork since they original attack in the forests of Auldari.

The entire goblin batch was sent to a mining colony near Lake Taul. Here, they shed blood and broke their backs extracting rate minerals for months, when Chunks devised a plan to hide in barrels on a ship heading for the goblin city of Glimmer. Kork distracted the guards while Chunks and Korks's family hid on the boat. Kork stole some food for the journey and snuck up on the boat a few minutes before it set sail for Glimmer.

After an arduous journey with little to no food or water, they reached their destination, Kork and Chunks did odd jobs for a few weeks, then signed up with Jibzi's Trifles, one of Glimmer's curio shops. Having an eye for interesting objects, Kork would walk around the city, looking for oddities to buy for Jibsi. He found the Glimmer goblins to be... snobbish and condescending. Placing themselves themselves above their wildland kin for reasons Kork did not understand. He grew tired of the attitude and left the goblin city to wander the land, looking for interesting baubles to sell back in Glimmer.

Years went by, and Kork had visited his fmaily in Glimmer several times, most recently to celebrate the 20th birthday of his older sister. A quite venerable age for a wildland goblin. During the occasion, they have all visited a fortune teller for fun. But Kork did not get good news. He was told he would reunite with his father, presumed dead, within a year. Kork left his money with his family in Glimmer after purchasing passage to the Free Isles, and set off to say goodbye to his old friend, Chunks in Eredorn.

Crunch:

Old Kork Thaumaturge 1

Small
Goblin
Unbreakable Goblin
Humanoid
Perception +4; Darkvision
Languages Common, Goblin

Skills Acrobatics +6, Arcana +3, Athletics +5, Lore: Esoteric +7, Lore: Goblin +3, Lore: Scouting +3, Medicine +2, Nature +2, Occultism +3, Religion +2, Stealth +6, Survival +2, Thievery +6

Str +2, Dex +3, Con +1, Int +0, Wis -1, Cha +4

Studded Leather AC 18
Fort +6, Ref +6, Will +4

HP 19

Implement's Interruption
Speed 25 feet

Ranged Boomerang +6 (Uncommon, Recovery, Thrown), Damage 1d6+2 B

Exploit Vulnerability (Esoterica, Manipulate, Thaumaturge)

Additional Feats Additional Lore, Dubious Knowledge, Goblin Lore, Scroll Thaumaturgy, Unbreakable Goblin

Additional Specials Esoteric Lore, First Implement And Esoterica (Weapon), Implement's Empowerment, Weapon Initiate Benefit


I'm working my way through the questionnaire... I was mostly wondering about tengu names, but I'll also want names from Cornyria and Keliak for the non-tengu he knows, since those are the two areas I'm thinking he's spent time in.


Keliak names are vaguely Italian, but with slight twists (Zenrico instead of Enrico, Rancisca instead of Francesca).

Cornyrian names are vaguely Germanic (Yuther, Herminn)

Tengu names can be made here


Okay, I'm going to quit agonizing over the questions even though I haven't quite finished it.

Questionnaire:
A1) He/Him
A2) 2, I’ve read some of 2e but never played
A3) Weekdays 6-10 PM Eastern, Saturday randomly throughout the day, Sunday never
A4) I think 5 & 6 cover this well enough
A5) 2.5
A6) 2.5
B1) 3
B2) 3
B3) 2
B4) 1
B5) 2
B6) Variable
B7) 2
B8) 2
B9) 2
B10) Don’t care
B11) Anything 4 or below

C1) There wasn’t really a single major event, it’s more that he’s restless and curious and wanted to learn magic which led to traveling which led to having to defend himself which ended up looking a lot like being an adventurer and he’s just kind of rolled with it.
C2) <.< >.>
C3) He’s the second of four siblings, parents and a grandfather at home, and I’m imagining tengu communities to be on the close-knit side.
C4) Well, his home community indulged his curiosity, but he had to leave it to study magic--the forbidden nature of the study only made his curiosity about it sharper
C5) Okoteck picked up several languages from an early age and started translating things for various merchants in Eredorn who had international business, especially one by the name of Metello. He got his big chance to travel when Metello hired him to spend a season in his branch office in Jurgen’s Fist
C6) Jorn Stosch, a professor at a university in Cornyria that supported Okoteck’s study of magic and used his translation capabilities.
C7)
C8)
C9) Curiosity isn’t on the list but it is for Okoteck… call it gluttony for knowledge? Or maybe it would be greed for knowledge…
C10) The Free Isles and the Cornyrian Confederation, though he’d like to visit more
C11) Destroying books, scrolls, and the like. Senseless violence (which is to say, violence that doesn’t make sense to him)
C12) Anything that damages the mind
C13) No, he’d rather avoid people he doesn’t like than harm them
C14) A lot of things. Lost secrets of magic especially, but any sufficiently rare and important knowledge.
C15) Shrug and move on
C16) He’s ace/aro

D1) He was visiting his family in the mountains and heard about the expedition so he came to apply.
D2) While he’s in Eredorn he’s renting an inn room. While he was visiting family he was staying with them. Before that he was traveling.
D3) They haven’t been in town long so they still have savings from their work in the Cornyrian Confederation.

E1) Is there a way to play a magus other than slashing things with a spell-enhanced sword? :D Given I don’t know 2e well I’ll be going for a pretty straightforward magus build.
E2) I’d been playing around with the idea of some multiclass archetypes (Alchemist, Investigator, Wizard, maybe Witch or Rogue) or maybe the Linguist archetype
E3) See E2
E4) No idea, I haven’t looked at 2e magic items
E5) I’ll have to play him for a bit before those ideas come
E6) There aren’t particular monster types I enjoy fighting more than others

F1) See E6
F2) This is completely dependant on context to the degree I can’t give a general response
F3) Hmmm… I like when doing the right thing requires personal sacrifice without immediate gain. I like when there’s no sapient mortal life that’s always evil. I enjoy shapeshifters. I like when the pursuit of power for its own sake destroys those who seek it. I like when it’s possible for us to fail and not A) die or B) end up with the world destroyed.
F4) Again, completely dependant on context

Now I need to work on actually building my character...


Posting here to make it easy to return. More to come.


Player Questionaire:
A.
1. He/Him/His
2. 2
3. My work schedule potentially changes every five weeks, so Monday through Thursday it will vary; sometimes morning to early afternoon, sometimes afternoon to evening, sometimes just an hour or two on two of those days but any time on the other two. Friday through Sundays are open for posting any time.
4. The only thing I've ever found objectionable is a player who wants to get in a dig at another player but does it through the PCs, passive aggressive behavior aimed at another player.
5. 2 to 3 (a person who gets his head cut off is not a problem, but describing details of the gore for shock value is).
6. 4 (no need for descriptive details but two characters flirting and eventually getting it on, generally offscreen as it were, is fine.)

B. (assuming 0 is no interest and 5 is strong interest)
1. 3
2. 5
3. 3
4. 4
5. 1
6. 3 Not TPK but death as a possibility is exciting.
7. 0
8. 2 (to the extent that it helps the character be effective, but not for its own sake.)
9. 3 (I'm a big fan of Doctor Who, which combines the two extremes well)
10. 4 (again, Doctor Who does a good job of having an arc woven into a series of episodes, leading to a climactic outcome)
11. 4 (sandboxes can lead to dithering in PBP)

C. (So far I've only worked out one character, so I'll answer for that one, but I will likely create several characters if I have time, just to learn the 2E system better. I'll post those answers as I work them out.)
1. I'm playing a female catfolk swashbuckler, so the race's innate curiosity combined with a chaotic alignment and a low wisdom leads her to get in trouble and have to keep moving to avoid legal troubles.
2.
3. Lots. Catfolk are reputed to have large communities where social life is rich, so I expect she came from a large family, not necessarily lots of siblings but lots of cousins, friends, etc.
4. Catfolk culture encourages bravery and defending nature and people against threats. Catfolk tell tales of brave adventurers who explore and do heroic things, which would have inspired her to experience such a life herself.
5. She and her friends discovered a ruin in the wilderness. She alone returned to explore, getting into a fight with a dangerous denizen, and finding treasure. This gave her a reputation as an explorer and it resulted in adults teaching her skills that would prove important.


Character 1 Female Catfolk Swashbuckler First draft, tentative name Jaym'row.


I can't seem to open the link.


Note on Hero Points:

Hero points are reset by a long rest (minimum 8 hrs, no more than once per 24 hrs).

This is now noted in the Player Intro under House Rules.


Okay, I *think* I have everything now! Let's see if Paizo will let me put it all in one post...

Questionaire updated:
A1) He/Him
A2) 2, I’ve read some of 2e but never played
A3) Weekdays 6-10 PM Eastern, Saturday randomly throughout the day, Sunday never
A4) I think 5 & 6 cover this well enough
A5) 2.5
A6) 2.5
B1) 3
B2) 3
B3) 2
B4) 1
B5) 2
B6) Variable
B7) 2
B8) 2
B9) 2
B10) Don’t care
B11) Anything 4 or below

C1) There wasn’t really a single major event, it’s more that he’s restless and curious and wanted to learn magic which led to traveling which led to having to defend himself which ended up looking a lot like being an adventurer and he’s just kind of rolled with it.
C2) <.< >.>
C3) He’s the second of four siblings, parents and a grandfather at home, and I’m imagining tengu communities to be on the close-knit side.
C4) Well, his home community indulged his curiosity, but he had to leave it to study magic--the forbidden nature of the study only made his curiosity about it sharper
C5) Okoteck picked up several languages from an early age and started translating things for various merchants in Eredorn who had international business, especially one by the name of Metello. He got his big chance to travel when Metello hired him to spend a season in his branch office in Jurgen’s Fist
C6) Jorn Stosch, a professor at a university in Cornyria that supported Okoteck’s study of magic and used his translation capabilities.
C7) He has fond memories of most of the people in his home village
C8) Okoteck clashed with a lot of the students and faculty at the university he went to due to his disrespect for boundaries that got in the way of his pursuit of knowledge
C9) Curiosity isn’t on the list but it is for Okoteck… call it gluttony for knowledge? Or maybe it would be greed for knowledge…
C10) The Free Isles and the Cornyrian Confederation, though he’d like to visit more
C11) Destroying books, scrolls, and the like. Senseless violence (which is to say, violence that doesn’t make sense to him)
C12) Anything that damages the mind
C13) No, he’d rather avoid people he doesn’t like than harm them
C14) A lot of things. Lost secrets of magic especially, but any sufficiently rare and important knowledge.
C15) Shrug and move on
C16) He’s ace/aro

D1) He was visiting his family in the mountains and heard about the expedition so he came to apply.
D2) While he’s in Eredorn he’s renting an inn room. While he was visiting family he was staying with them. Before that he was traveling.
D3) They haven’t been in town long so they still have savings from their work in the Cornyrian Confederation.

E1) Is there a way to play a magus other than slashing things with a spell-enhanced sword? :D Given I don’t know 2e well I’ll be going for a pretty straightforward magus build.
E2) I’d been playing around with the idea of some multiclass archetypes (Alchemist, Investigator, Wizard, maybe Witch or Rogue) or maybe the Linguist archetype
E3) See E2
E4) No idea, I haven’t looked at 2e magic items
E5) I’ll have to play him for a bit before those ideas come
E6) There aren’t particular monster types I enjoy fighting more than others

F1) See E6
F2) This is completely dependant on context to the degree I can’t give a general response
F3) Hmmm… I like when doing the right thing requires personal sacrifice without immediate gain. I like when there’s no sapient mortal life that’s always evil. I enjoy shapeshifters. I like when the pursuit of power for its own sake destroys those who seek it. I like when it’s possible for us to fail and not A) die or B) end up with the world destroyed. I like when ‘treasure’ comes in the form of unique blessings, favors, or the like rather than generic magic items.
F4) Again, completely dependant on context

Background:
Okoteck hatched the second of four siblings in a small tengu community in the central mountains of Keliak. He grew up with his brothers and sister, his parents, and his maternal grandparents--though his grandmother died when he was only five. From a young age he exemplified the legendary curiosity of his species, to the point that his parents joked they understood why Kassassi had thrown the tengu out. It seemed he was constantly getting into things--often things that his family and other people in the community could have sworn there was no way for him to get into.

For all the exasperation he caused them, however, his family did love and care for him, viewing his escapades with fondness. None did so more than his grandfather, especially after the death of his wife. Perhaps it was because he saw something of himself in his grandson, for he had traveled the world when he was younger. Likely it was this resemblance to his younger self that led him to teach Okoteck some of his adventuring skills, both weapon techniques and… a few things he’d picked up about how to get past locks.

Okoteck’s curiosity couldn’t be contained by his home for that long, though. By the time he was ten he was begging to go with the groups that sometimes left his home community to go trade in some of the larger settlements around the island. Once he figured out that he was much more likely to be able to go along if he had something useful to contribute to the group, the young tengu fervently applied himself to picking up some useful skills--everything from woodcraft and wilderness survival to scribing to packing his own little pack. Soon enough the eager, inquisitive young tengu was a regular sight wherever his village’s traders went. One thing he discovered as he started meeting more non-tengus was a love for languages, which he tried to learn more of whenever he had the opportunity.

But trips with relatives and friends only sharpened Okoteck’s appetite for travel. As soon as he was old enough to be on his own, he left his home and started traveling all across Keliak, from Pharsini to Flerno to Eredorn. He would in the various towns and villages he encountered, worked for long enough to buy supplies then moved on. He made a number of contacts during his travels--a number of people recognized the tengu’s talents and offered to hire him long-term, but he always valued his freedom to travel too much to tie himself down. He even traveled back and forth to Tholiar a couple of times and explored its towns as well.

Perhaps the most important contact he made during this time was a human merchant by the name of Metello. Metello understood Okoteck better than most, and never tried to tie him down to more than a short-term contract. About when the tengu was longing for broader horizons than Keliak could offer, Metello offered him a job--to travel to Jurgen’s Fist and serve as a translator in the branch office he was setting up there for a season. Okoteck of course seized the opportunity to leave the Free Isles with all talons.

Once his contract was done, he traveled deeper into the Cornyrian Confederation to Cornyria itself, for there was one subject his curiosity had longed to learn of--arcane magic. Like with most knowledge, the forbidden nature of arcana simply made it all the more alluring to him. It took him some time, but he eventually made the acquaintance of one Jorn Stosch, a professor at one of the universities centered around study of the planar vortex, through his translation work, who found his skills useful and sponsored him to attend.

Okoteck tore into his studies with the same fervor that ever marked his pursuit of knowledge, but he had one small problem. While he quickly discovered he loved magic, his passion for all of the other skills and knowledge he’d gained was not diminished, and in spite of his talents he just couldn’t quite keep up with everything. He did well enough for a while, performing acceptably in magic but not truly distinguishing himself.

This might in part have been why, when he was caught trying to break into where the university kept some of its more… sensitive texts, Jorn did not contest Okoteck being expelled. For his part, Okoteck was disappointed in some ways, but in other ways he’d been starting to find the structure of university studies stifling. Now free again, he traveled to other parts of the Confederation, continuing to practice his magic in secret--and not just his magic, but blending his magic with his other skills.

He considered exploring other parts of the continent, but decided first that he wished to return to his family and visit them. It had been some time since he’d seen them, and while he’d written occasionally and gotten a couple of letters back from them, he knew his grandfather likely didn’t have much time left at his age. So he returned to the coast, worked long enough to save up money for passage back to Keliak, and made his way to his family’s home.

After a couple of weeks with them, he set back out. He stopped in Eredorn, thinking he might contact Metello and see if he had business in Taraka that Okoteck might help with, when he caught word of the expedition to Thalis. The idea of exploring a land long cut off from the rest of the world proved irresistible to the curious tengu, and so he went to meet the Captain of the expedition…

Appearance & Personality

Okoteck, like most tengu, is a black-feathered humanoid with a gray beak and scaly gray hands and feet. He’s roughly five feet tall, with a lean build that hides a surprising degree of strength and toughness. He favors plain, hard-wearing clothing with lots of pockets.

Okoteck is generally a cheerful fellow, always willing to talk about things he’s seen and learned (in hopes it’ll get his audience to share some of what they know, too). He can get rather… intense if he’s on the trail of a particularly juicy secret, though. While he’s friendly with most everyone, he’s very hesitant to form deep attachments, almost seeming fearful of being tied down to people.

Build:

Okoteck Tomu Magus 1

Medium
Skyborn Tengu
Humanoid
Perception +3; Low-light vision
Languages: Common, Cornyrian, Tengu, Draconic, Elven, Jotun, Dwarven

Trained Skills: Acrobatics +7, Arcana +6, Athletics +4, Scribing Lore +6, Tengu Lore +6, Nature +3, Occultism +6, Society +6, Stealth +7, Survival +3, Thievery +7

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

Unarmored AC 17
Fort +6, Ref +7, Will +5

HP 15

Speed 25 feet

Melee: Beak +7, 1d6+1
Shortsword +7, 1d6+1
Light mace +7, 1d6+1

Ranged: Shortbow +7, 1d6
Dagger +7, 1d4+1
Throwing Knife +7, 1d4+1

Ancestry Feats: Long-Nose Form (Bonus), Tengu Lore

General Feats: Multilingual

Class Features: Arcane Cascade, Spellstrike, Laughing Shadow Hybrid Study

Spells known: Cantrips: Chill Touch, Detect Magic, Electric Arc, Light, Produce Flame, Slashing Gust, Shield, Mage Hand

1st: Flashy Disappearance, Horizon Thunder Sphere, Pest Form, Shocking Grasp

Equipment: Explorer's Clothing, Shortsword, Light Mace, Shortbow, 60 Arrows, Dagger, Throwing Knife, Thieves' Tools, Writing Set, Spellbook, Candle x10, Flint & Steel, Bedrool, Waterskin, Backpack, 5xRations, Playing Cards, Climbing Kit, Blank Book


Character 1 Female Catfolk Swashbuckler

Link fixed.
I've not run a 2E character so let me know if anything looks amiss.


Prosperum wrote:

Note on Hero Points:

Hero points are reset by a long rest (minimum 8 hrs, no more than once per 24 hrs).

This is now noted in the Player Intro under House Rules.

Just to clarify, by reset do you mean if you have more hero points than 1 before the long rest, you lose some of them, or that if you have no hero points, you receive one, or you just receive a hero point at each long rest?


When hero points reset, they reset to a value of 1. Extra hero points above 1 are at GM discretion, requiring significant heroism to earn.


Clebsch73 wrote:

Character 1 Female Catfolk Swashbuckler

Link fixed.
I've not run a 2E character so let me know if anything looks amiss.

It looks like you took the Hunting Catfolk heritage for the scent and Track bonuses, but the top of your sheet doesn't make that clear.

As for your Reflex save, there's +3 from your Dexterity, +1 from being level 1, and +2 from expert proficiency. Is there an extra +2 I'm missing here? A feat or ancestry feature?


Expert gives level + 4.

You're probably thinking trained.


Prosperum wrote:
Clebsch73 wrote:

Character 1 Female Catfolk Swashbuckler

Link fixed.
I've not run a 2E character so let me know if anything looks amiss.

It looks like you took the Hunting Catfolk heritage for the scent and Track bonuses, but the top of your sheet doesn't make that clear.

As for your Reflex save, there's +3 from your Dexterity, +1 from being level 1, and +2 from expert proficiency. Is there an extra +2 I'm missing here? A feat or ancestry feature?

The Hunting Catfolk is listed at the top of the 2nd page. I'm relying on the pdf to calculate the bonuses listed. The Trained save applied to the Fort save gives level +2. The expert level for the other two saves gives level +4.

I'm probably going to do a second version of the catfolk character but using the rogue class just to see which I like better. I may do another if I have time between now and the end of the month. I like creating characters.


You're right, I goofed.


I worked up another character who is essentially the same as the Catfolk Swashbuckler posted above but with the rogue class instead. They seem about equally good at fighting, with the swashbuckler getting a little more damage than the rogue sneak attack but with the rogue having more skills and skill feats.

Female Catfolk Rogue

I'm planning on working up an inventor and a Thaumaturge. The inventor class has features similar to Steampunk which is my favorite form of cosplay. The Thaumaturge can feature the Harrow deck, which I like, and also has connections to religion and mysteries, also something I've studied.

Let me know if you would have any objections to either or if you think either might not be as effective given the adventures to come.

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