GM Cody Age of Ashes

Game Master Codanous

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Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Spending time to patch up your wounds, and recover from your fight with the Warg, some of you search the room you are in. Searching through the battered desk in here you find a book kind of wedged in the back of one of the drawers.

Violant you pull it out and open it up to investigate it, finding it to be a Treatise on Order of the Nail protocols as they relate to Chelish and Isgeri laws and and explanations of various interpretations of them as they apply to past cases against local criminals. At the beginning of the book is a personalized dedication that reads: “To Lictor Acillmar, with thanks for your interest in my work. Together we shall quell savagery. —Hellknight T. Stagram, Esq.”

Backtracking a bit to recheck your surroundings, the previous area with the Graveshell bodies, you guys spend the 30 minutes to scour the former courtroom. Altogether you guys find a total of 5 gp and 40 silver pieces scattered throughout the room, no doubt previous victims of the Graveshells.

GM rolls:

Stom: 1d20 + 8 ⇒ (3) + 8 = 11
Oppa: 1d20 + 5 ⇒ (13) + 5 = 18

Oppa's curious nature and maybe with some help from Doxie is able t find a couple more scrolls that had been tucked away in a broken cabinet, long abandoned. The Scrolls are Alarm and Fear.

In an open doorway behind you guys, A14 , you guys find Once-plush crimson curtains hang in tatters on the walls, and scuffs reveal places where portraits once hung. Trash and rotted food lie in heaps on the floor like tiny moldering corpses. Open doors lead to north, northeast, and southwest.

GM rolls:

Stom: 1d20 + 8 ⇒ (17) + 8 = 25
Oppa: 1d20 + 5 ⇒ (20) + 5 = 25

However while going through all this disturbance of the area both Oppa and Stom hear something, a mewling, or a small sound of a creature in the A15 area. This open area with a clear view into the courtroom to the east is littered with piles of filthy blankets, half-gnawed bones, and other signs that some sort of creature is squatting here.

Investigating, you guys find in a pile of blankets over an overturned desk is the nest of some creature. Inside the blankets are two Wolfish looking puppies, they growl and mewl piteously. As you approach they both growl and bare their little teeny tiny teeth. They look hungry.


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

After the Warg dies Lyra can treat wounds on Stom and Oppa.

Treat Wounds: 1d20 + 10 ⇒ (10) + 10 = 20
Hp gained: 2d8 + 10 ⇒ (5, 3) + 10 = 18

Upon seeing the wolf puppies, Lyra stops and audibly gasps "PUPPIES! does anyone have any food? Maybe if we feed them they wont get so angry" She pauses and whispers "especially since I think we just killedtheir mother in the other room"

also from before GM, if its okay with you since combat ended before i used the my heal on stom i can just use treat wounds during the search time and save my heal spell


Male Gnome - AC-16(18), | HP 30/30| MV 25 Summoner / 2| Perception +6| F+7 | R +6 | W +8 |

Oppa / Doxie turn to Lyra after the excitement of the battle and both smile as the cleric shows she had immense skill with both magic and mundane healing.

"Thank you Lyra... and thank Sarenrae for me. I feel good as new".

I'm back but still playing catch up.


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

Samael checks his pack. "Sorry. I didn't think to bring any food with me."


Dwarf Male Barbarian 2 | HP 40/40 | AC 19 | Fort +9; Ref +5 ; Will +8 | Perc +8 | Exploration Activity: Search

"I have some extra rations in my pack, but I'm not sure if that is appropriate food for a baby warg to eat."

RK w/ Nature: 1d20 + 6 ⇒ (15) + 6 = 21 Want to know if rations from the standard adventurers pack are healthy enough for warg puppies.

If Stom believes his pack rations are fine for warg puppies, he would toss the puppies one of the rations.


Male Gnome - AC-16(18), | HP 30/30| MV 25 Summoner / 2| Perception +6| F+7 | R +6 | W +8 |

"Just go get some of that lobster next door. Doxie says it's tolerable".


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

Violant shows Alak the treatise on the Order of the Nail protocols, only managing a minor scoff as the Hellknight Order seems once again intent on emphasizing the Hell part of the name with its Chelish connections.

Once she goes to investigate the growling, she chimes in a bit. "Wargs are far more intelligent than Wolves," Violant adds as she tries to get a ration out of her pack, before either being beaten to the punch, or told it won't work (all while marveling at the scrunched snout) "In case the mother talking didn't clue you in there -- so it's best to treat them somewhere between wild animals and people, whatever that may mean. I do have more rations if you would rather we divide this up, as opposed to feeding them all of one person's rations. I could purchase meats as well, if needed?"


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

"maybe before we dole out all our rations we see if they want to eat some of the graveshell meat, like Oppa suggested"

Lyra runs over to the other room and pulls out her scimitar and cuts of two chunks of meat. She brings it back and carefully offers the meat to the warg puppies. "Here you go, yeah thats a good puppy, eat the yummy graveshell" Lyra coaxes the warg pups out from their blanket and holds the meat out for them.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

I'll need a diplomacy check from someone to coax the pups out, they are hungry but also scared and alone. You get a +2 bonus for offering food

The Warg puppies are interested in the food but reluctant to leave their makeshift den.


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

Diplomacy w/ Food: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18

Violant offers the Warg pups some of the graveshell meat, trying her best not to treat them like mere wolves. When they grow up, they'll eventually be speaking like their mother... and hopefully not as violent if it can be helped.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

The Wargs intrigued by your offer of food and coaxing with Lyra become confident enough to come out of their den and gobble the delicious Graveshell.

After closer examination Violant believes they are only a few days old, and similarly they are much smarter than your average animal, intelligence nearing human when more fully grown.

After playing with them and feeding them, their bellies grow full and the soon the puppies retreat back to their den to sleep.

Though the puppies are smarter than animals, they’re still developing their personalities and intellects. While predisposed to the cruelty of their kind, they could grow into friendlier creatures if given love and support. This requires a successful DC 16 Diplomacy check each day, and does not count as a downtime activity. After 10 successful checks, the warg puppies’ attitude toward a PC becomes friendly, and the creatures will follow a range of commands. The DC of this Diplomacy check is reduced to 14 for PCs with the Train Animal general feat, because the puppies are somewhere between a person and an animal in intelligence. Since wargs are smarter than most animals, the warg puppies may be able to follow more complex commands than normal, once trained or made friendly

Alak remains stoic, unyielding to the puppies charm, "Evil beasts, be wary of trying to raise them, seems like the kind of animal that will definitely bite the hand that feeds it" he says with a firm scowl.


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

"No beast, by necessity, is good or evil, and that goes doubly so for creatures whose intelligence nears the level of a humanoid. Were it, say, a creature made of planar quintessence, or a Warg that had more time to grow and become accustomed to the ways of their parents," Violant adds, turning to Alak, "I would have no problem blowing them sky-high. Besides, at this age, biting the hand that feeds is only a minor inconvenience. The problem can be put to rest if a pattern comes to light before they can cause any major issues," she says while munching on a ration.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Grumbling but keeping any further comments to himself about wargs, he rolls his shoulders, "Are you keeping that book? I understand you were here first, and I'm not going to fight you for it, but my father was Trevor Stagram and likely the author of that book," He levels his gaze at the smaller Violant, not trying to intimidate her, but holding his ground.


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

"You can have it; my opinion on Hellknights... varies drastically by Order, so I don't see why I'd need a book from your Order specifically," she says as she hands Alak the book.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Alak takes the book, treating it gently he pulls out some extra cloth from his rucksack and wraps the book, securing it with twine as he places it carefully back inside his rucksack, "I appreciate you giving this to me, I was here to recover anything I could find of my family. If I don't find the signet ring, this book is still a treasure,"

The rest of the lot of you notice a door right behind the Warg Puppies den, opening it you all see a room with many circular tables and heavy wooden writing desks here are tipped over or otherwise ransacked, the bookshelves against the wall and the nature of furniture suggest this was once a room where significant legal research took place.

Spending another 30 minutes exploring this room and picking over the leftover picks you all think you have a pretty good general knowledge about the recent history of the Order of the Nail Hellknights.

General Knowledge about Hellknights:

Years after Breachill’s foundation, the knoll’s natural defensibility made it an obvious spot for an order of the infamous Hellknights to build a keep. Hellknights are dedicated to the brutal pursuit of absolute law, and the Order of the Nail in particular is sworn to combat what its members call the regressive mires of the wild. This order built its headquarters, Citadel Altaerein, atop the rise, and the site has been known to the locals as Hellknight Hill ever since. When the Hellknights dug into the hill to excavate crypts, vaults, and dungeons for their fortress, they discovered the ruins of Alseta’s Ring, yet they never deciphered the purpose of the long-inactive elf gates. In time, the Hellknights abandoned Citadel Altaerein for a much larger and better-funded home to the northwest in Varisia, leaving Hellknight Hill’s fortress mostly abandoned. For a few years, the Hellknights kept a small contingent of guardians to monitor the premises. But as their missions in Varisia mounted, the Order of the Nail abandoned even this effort, and the citadel began to fall into disrepair when its last caretaker left nearly a decade ago.

Continuing with your aventure and opting for the Left door, you guys enter A19 and see Rows of desks here are bolted to the floor, though many of the cramped work spaces have been smashed to pieces or otherwise defaced. Wooden chairs have been thrown aside like discarded playthings. It also reeks, a musty, acrid, foul, pungent with a hint of ammonia smell slams into you guys as you open the door. The air shimmers with the heat of the stench and its overwhelming bite.

Need a Fortitude Save or be Sickened 2, are you guys stepping into the room to investigate the room further?


Dwarf Male Barbarian 2 | HP 40/40 | AC 19 | Fort +9; Ref +5 ; Will +8 | Perc +8 | Exploration Activity: Search

"Violant, these warg puppies seem to like you well enough. Do you wish to keep them and train them? They could end up to be valuable allies. If not, I say let nature take its course."

Stom gives Violant a moment to ponder her decision and leans against the wall in one of the rooms they have already searched.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Edit, forgot to add DC for the Sickened 2, its DC 16


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

Lyra scratches behind the ear of one of the pups before they retreat back into their blanket. "I agree Stom, these pups could turn out to be good little helps along our way eventually."

As we move into the next room and are hit with the overwhelming stench Lyra bends over and wretches. Completely overwhelmed by the smell permeating the room.

Fort save: 1d20 + 8 ⇒ (2) + 8 = 10


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Lyra, stepping into the room disturbs the giant nest of bats. Hundreds of bads coalescing into a nipping, biting swarm that descend onto the trespasser. Meanwhile a massive, shape unfurls large leathery wings blasting the area with an acrid musk as it swoops down out of the tall rafters.

Initiative:

Violant Turra's Initiative (T): 10 + 9 + 1 = 20
Samael Doulen's Initiative (E): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (1) + 7 = 8
Oppa Silk's Initiative (T): 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Doxie (Eidolon)'s Initiative (T): 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Stom Flintheart's Initiative (E): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Giant Bat: 1d20 + 10 ⇒ (16) + 10 = 26
bat swarm: 1d20 + 7 ⇒ (10) + 7 = 17
Alak Stagram: 1d20 + 7 ⇒ (6) + 7 = 13

The Giant Bat swoops down, its fangs glaring as it tries to take a bite out of Lyra.

Fangs: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d10 + 6 ⇒ (6) + 6 = 12

Then hits her with a Slap of its leathery wing

Wing: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 6 ⇒ (2) + 6 = 8

20 damage, let me know if you use your shield reaction on your turn to reduce that, I think with your exploration activity you count the first turn of combat as having your shield raised already

The Giant bat is down at floor level, maybe 5 feet of the ground, the Bat Swarm is still collecting up at the top doing that fly around in circle thing that bats do, its 30 feet up

Round 1 - Its getting Batty in here
Giant Bat
Stom
Samael
Violant

Bat Swarm
Alak(Hellknight)
Oppa/Doxie
Lyra 20 damage


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

You forgot to check the Tagline. Chronoskimmer shenanigans, but I'd still be going before the Bat Swarm anyways with an 18 on initiative, so it's no big deal.

Before

"I will try my best, and have you seen the scrunched snout that allows for speech? so adorable!," Violant says, handing one last bit of Graveshell meat to the Warg puppies. She's clearly taken a liking to them, but worries her axiomatic approach, to put it one way, to things, might not be the best way to a Warg puppy's heart. Can multiple of us attempt checks each day? [/i]

Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15

[ooc] After

Utopian:

"Dysnosmia, of all times, why falter NOW?!"

Violant says as she retches from the the smell, noticing the bats and preparing a spell from her staff Staff Nexus with Electric Arc inside. to reach the bat currently snacking on Lyra, hoping to agitate the bat Swarm enough to come down. The bat swarm is too high up, she thinks, her internal monologue language switching mid-sentence, it's likely better to either wait for them to come down, or failing that, do nothing-- or use a spell that is effective up to 60ft repeatedly.

Electric Arc Damage: 2d4 ⇒ (3, 2) = 5

Electric Arc at the big bat, since the Bat Swarm is too high up and far away. DC 18 Reflex save. Editted because I forgot about 3d rules in combat, always forget about them.


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

Fort DC 16: 1d20 + 5 ⇒ (6) + 5 = 11 Sickened 2

Looking a little green around the gills, Samael begins moves into the room, draws a dagger, and throws it at the giant bat: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10

His dagger clatters to the ground.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Oh yeah, I for some reason have your initiative bonus at +9 and then with Doxie scouting, gives you a +1, so 10 + 9 + 1 = 20


Dwarf Male Barbarian 2 | HP 40/40 | AC 19 | Fort +9; Ref +5 ; Will +8 | Perc +8 | Exploration Activity: Search

DC 16 Fort Save: 1d20 + 9 ⇒ (10) + 9 = 19

Stom grunts as the wave of overwhelming smell hits him. "Gah! That's a ripe smell." Stom sees the large bat attack Lyra and rushes in to assist.

◆ Stride beside Samael
◆ Step within reach of bat
◆ Strike

Strike: 1d20 + 8 ⇒ (20) + 8 = 28
Dmg: 1d12 + 4 ⇒ (4) + 4 = 8


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Nice Nat 20

Violant fires off an arc of electricity at the bat, reflex: 1d20 + 10 ⇒ (1) + 10 = 11 and the Bat having just woken up wasn't ready for the jolt of electricity. stom with the nat 20, me with the nat 1 bat gonna be dead soon lol

Samael struggles to overcome the smell of bat guano but is unable too and throws his dagger sending it wide. Stom takes advantage of the stunned Bat and delivers a critical blow.

The bat swarm finishes coalescing and surges down to the floor to nip and bite at Lyra, their closest target.

swarming bite: 1d4 ⇒ 2

Need a DC 16 reflex save from Lyra, if you fail you also take 1 bleed damage too

Alak wades into the swarming bats and swings at the giant bat, hoping the spellcasters can handle the bat swarm before it gets too bad.

Power Attack vs Big Bat: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d12 + 4 ⇒ (9, 3) + 4 = 16

And he delivers a grievous blow to the bat, but it remains up.

Round 1 - Its getting Batty in here
Giant Bat 42 damage
Stom
Samael
Violant
Bat Swarm
Alak(Hellknight)
Oppa/Doxie
Lyra 20 damage


Male Gnome - AC-16(18), | HP 30/30| MV 25 Summoner / 2| Perception +6| F+7 | R +6 | W +8 |

◆ Stride
◆ Command Doxie
◆ CAST: Protect Companion

"Go get them girl".


Female Marauding Dragon; AC 18, HP 30/30 | Speed 35' Eidolon /2; Fort +9, Ref +6, Will +6 Perception +4 (Darkvision)

◆ Stride
◆ Breath Weapon: cone of cold @ Swarm (Missing part member).
Basic Reflex Save DC17 (Area Effect).
1d6 ⇒ 5 Cold damage

"Roarrrrrr".

Recharge 1d4 ⇒ 1


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

Lyra quickly raises her shield as the bats swarm her. Luckily the shield absorbs some of the damage from the bats.

blocking the first bat attack shield blocks 6 and then the shield and i both take 6HP, and then i cant block the 2nd. so a total of 14 damage

Reflex save: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10

Lyra not only sickened she is now bleeding from the bat bite.

Lyra sweeps her scimitar in a wide arc through the bat swarm.

Attack: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Slashing damage: 1d6 + 2 ⇒ (2) + 2 = 4

After she attacks with her scimitar she raises her shield back into position.
reaction to block, draw scimitar, attack, raise shield

I have this thing called emblazon armament which gives my shield a +1 to hardness, since i have the symbol of Sarenrae on the front.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Oppa runs into the room, commanding Doxie to breath cold breath onto the vampire bat swarm. It does considerable damage, many of the bats freezing and tinkling to the ground, frozen.

Lyra interposes her shield, blocking some of the damage before drawing her scimitar and attacking it though she is unable to strike a blow.

The giant bat has many targets, it'll continue flapping its stinky musky wings, and then bite ST-AL-LY: 1d3 ⇒ 2 at the Hellknight-to-be Alak.

bite: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d10 + 6 ⇒ (2) + 6 = 8

Before than beating Stom with a wing buffet.

wing: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 + 6 ⇒ (4) + 6 = 10 ouch, 20 pts

Round 2 - Its getting Batty in here
Giant Bat 42 damage
Stom 20 damage
Samael
Violant

Bat Swarm 8 damage
Alak(Hellknight)
Oppa/Doxie
Lyra 14 damage


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

Within range! Electric Arc spam, go!

Within range, finally, Violant says as she sends more electricity the bats' way, the arc bouncing from bat to bat as it sends light throughout the pugnant-smelling room. The electricity, this time, arcs directly from her staff as she points at one bat, followed by the other in tandem with the electric arc hitting them. Afterwards, she raises her shield just in case.

Cast Electric Arc. Raise Shield.

E. Arc Damage: 2d4 ⇒ (1, 1) = 2 Yeah screw you too, dice gods.
E. Arc Damage??: 2d4 ⇒ (2, 4) = 6 Am unsure if each target takes a different 2d4 damage.

I'll need a DC 18 Basic Reflex save from both of them.


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

If I am able to climb atop the table, will that flank the Giant Bat? If so, than please add flanking and 1d6 Sneak Attack damage

◆ Stride
◆ Start juggling my second dagger
Stabby: 1d20 + 8 ⇒ (19) + 8 = 27for: 1d4 + 4 ⇒ (4) + 4 = 8 piercing damage.


Dwarf Male Barbarian 2 | HP 40/40 | AC 19 | Fort +9; Ref +5 ; Will +8 | Perc +8 | Exploration Activity: Search

Stom's quick movement and powerful swing cause him to be off-balance when the bat attacks back at him, resulting in a nasty wound across his chest that pierces his armor. "Rah! Enjoy your last moments!" Seeing Samael distracting the bat from the other side of the room, Stom does his best to take advantage.

◆ Rage 5 temp HP, which I've been forgetting
◆ Strike
◆ Strike

Strike #1: 1d20 + 8 ⇒ (15) + 8 = 23
Slashing/Acid Dmg: 1d12 + 4 + 4 ⇒ (12) + 4 + 4 = 20

Strike #2: 1d20 + 3 ⇒ (2) + 3 = 5
Slashing/Acid Dmg: 1d12 + 4 + 4 ⇒ (5) + 4 + 4 = 13


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Together in a flurry of action you guys simultaneously finish off not only the giant bat but the hundreds of smaller bats. Though many of the smaller bats limp off flying back off into the rafters to nurse their wounds and severely reduced population.

Nice, y'all took some big licks but dished out some equally big licks. I imagine y'all are wanting to take some time to heal up. Let me know if anyone wants to search this area still. The room reeks and much of it is covered in layers of bat guano, some areas thicker than others.

Alak wipes his greatsword off in the pit of his arm, cleaning it of the foul bat blood before sheathing it on his back again. Looking around, remaining grim, "Bat s!!#," he says simply, shaking his head.


Dwarf Male Barbarian 2 | HP 40/40 | AC 19 | Fort +9; Ref +5 ; Will +8 | Perc +8 | Exploration Activity: Search

Ignoring the wound on his chest, Stom attempts to search the bat room for anything valuable or useful. "The stench isn't so bad after you are in it. Let's see if bats had a hoard."

Perception to Search: 1d20 + 8 ⇒ (7) + 8 = 15

After satisfying his curiosity, Stom exits the room and finds a cleaner spot to bandage his wounds. He successfully cleans the wound but bungles the stitching due to the awkward angle.

Treat Wounds[/dice: 1d20 + 6 ⇒ (5) + 6 = 11

Looking back into the bat room, Stom points at the two doors the party haven't explored yet. "One of those rooms after Lyra and I tend to our wounds?"


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

Covering his mouth to keep from retching, Samael will collect his dagger.

Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Fort: 1d20 + 5 ⇒ (10) + 5 = 15

Maybe he feels better, maybe he doesn't, but he will look through the room before leaving it to others.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

Lyra takes a few moments to overcome the stench of the bats.

Fort Save: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Fort Save: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Fort Save: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Fort Save: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25

After catching her breath she heads out of the room calling to Stom on her way. "Stom come over here and by her willing light our Lady Firesword will shine through me and heal our wounds."

Medicine check DC 20 to treat wounds as expert: 1d20 + 10 ⇒ (14) + 10 = 24
HP: 2d8 + 15 ⇒ (5, 5) + 15 = 25


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

After some downtime healing and catching some much needed fresher air, Some of you dive back into the Guano filled room and do some digging.

Altogether after another 10 minutes or so of slogging, you guys are able to put together 6 complete writing sets, and another Predator's Claw weapon talisman.

You also find a decomposed and withered husk of a bandit, his armor and clothing is completely destroyed however you do find 7 gp, 37 sp and 27 cp in a coin pouch, as well as a feather token inscribed with the picture of a holly bush, a tanglefoot bag(lesser) and a cold iron shortsword still protected in a nicer leather sheath.

After some time, Stom steps up to the door closet to him, opening the door and revealing a wrecked room that holds toppled shelves and filing cabinets. Its southwestern wall has entirely collapsed, revealing the verdant weeds and undergrowth outside. There is a badly decomposing corpse by the far door.

Stepping inside the room to no doubt investigate the body, 3 giant rats scurry out of the rubble to attack!

Initiative:

Violant Turra's Initiative (T): 19 = 19
Samael Doulen's Initiative (E): 1d20 + 9 ⇒ (8) + 9 = 17
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (14) + 7 = 21
Oppa Silk's Initiative (T): 1d20 + 5 ⇒ (14) + 5 = 19
Stom Flintheart's Initiative (E): 1d20 + 1 ⇒ (17) + 1 = 18
3 Giant Rats!: 1d20 + 5 ⇒ (11) + 5 = 16
Alak: 1d20 + 8 ⇒ (6) + 8 = 14

Battle Map / Castle Map

Round 1 - Someone get the cat, there's Rats!
Lyra
Violant
Oppa/Doxie
Oppa
Stom

3 Giant Rats
Alak


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

You forgot me! <<grin>>

Samael will have taken the Glue Bomb.

@ Samael will begin juggling a dagger.

# He will then move near the red rat.

$ He will then stab at the red rat: 1d20 + 8 ⇒ (4) + 8 = 12


Dwarf Male Barbarian 2 | HP 40/40 | AC 19 | Fort +9; Ref +5 ; Will +8 | Perc +8 | Exploration Activity: Search

Doesn't change anything material about the initiative order, but shouldn't Stom's initiative bonus be a +9? +8 perception, +1 scout?

Before

As Lyra displays her deft touch with the healer's kit, Stom is slightly disappointed with failed attempt. "Blast these clumsy hands! Err, thank you Lyra. That bat proved a strong foe."

Now

As the giant rats make themselves known, Stom moves forward to make room for others to engage and swings his axe at the closest rat.

◆ Step
◆ Rage
◆ Strike at Red rat

Strike: 1d20 + 8 ⇒ (12) + 8 = 20
Slashing/Acid Dmg: 1d12 + 4 + 4 ⇒ (2) + 4 + 4 = 10


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

Violant, seeing the absolutely perfect opportunity to blast all three rats with slivers of jagged ice, takes it as she wordlessly steps into the room. This might be a horrible decision, being in vicinity to all the rats at one... but death would just be another transition in my life.

As she moves into the room, she makes the necessary arcane motion as the moisture in the air freezes into miniature icicles at her finger tips, which shower a 15-foot cone.

Damage: 2d4 ⇒ (3, 3) = 6

DC 18 Reflex save, -5 penalty to speeds on a fail, -10 on a crit fail, for 2 rounds. Orthogonal cone should hit all 3 rats.


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

Lyra, staying in the corner of the room throws her hand towards the yellow rat in the opposite corner of the room.

"NULLISH CRAAALIFK"

Orcish:
Needle Darts

Attack vs Yellow: 1d20 + 7 ⇒ (14) + 7 = 21
Attack: 3d4 ⇒ (3, 4, 4) = 11

After she casts her spell she raises her shield back into position.

>>Cast Needle Darts
>Raise Shield


Male Gnome - AC-16(18), | HP 30/30| MV 25 Summoner / 2| Perception +6| F+7 | R +6 | W +8 |

◆ Stride
◆ Command Doxie
◆ CAST Protect companion

Get them Doxie... that's your favorite food.


Female Marauding Dragon; AC 18, HP 30/30 | Speed 35' Eidolon /2; Fort +9, Ref +6, Will +6 Perception +4 (Darkvision)

◆ Stride
◆ Munch
1d20 + 8 ⇒ (7) + 8 = 15 Bite
1d8 + 4 ⇒ (7) + 4 = 11 Teeth

If the supposed yellow rat is gone, she moves on to the unidentifiable color (Blue? Purple?) one next to it.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

In a burst action and flurry of violence, the giant rats are dispatched as quickly as they appeared. Much to the delight of Doxie, who sits there munching on one of them.

Inspecting the badly decomposed and half eaten corpse you guys find two Minor Healing Potions.

Moving on, knowing that there is only a few more rooms to explore of the first level of the citadel, you guys proceed onward, opening unopened doors, eventually working your way past the sleeping puppies, back to the area where you fought the adult Warg.

Opening the door you guys find a very slender, long row of mostly empty bookshelves is remarkably untouched, though a thick layer of dust and the smell of mildew permeate the air. A door deeper in the citadel to the east hangs conspicuously open.

Spending time to read these books doesn't reveal anything more than what you guys already know about the general history of the Hellknights here

Moving to the conspicuously open door and looking inside you see A prisoner intake area with long benches, rings on the walls for shackles, and an administrative area occupies this room’s western end. To the east, behind a raised iron gate, several prisoner holding cells stand with their doors hanging open. Storage lockers line the walls to the south. Four decomposing bodies occupy the last four cells nearest the storage lockers.

Moving up to investigate the bodies, the bones began to rattle and shift, sliding and forming until 4 undead skeleton's rise to claw back the life that was stolen from them.

Initiative:

Violant Turra's Initiative (T): 19 = 19
Samael Doulen's Initiative (E): 1d20 + 9 ⇒ (13) + 9 = 22
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (8) + 7 = 15
Oppa Silk's Initiative (T): 1d20 + 6 ⇒ (6) + 6 = 12
Stom Flintheart's Initiative (E): 1d20 + 9 ⇒ (4) + 9 = 13
Skeletons: 1d20 + 2 ⇒ (9) + 2 = 11
Alak: 1d20 + 9 ⇒ (7) + 9 = 16

Recall Knowledge Religion DC 13:

Skeletons are both extremely fragile and yet highly durable, they are resistant to most slashing and piercing weapons, Ignore almost all cold, electricity and fire but are susceptible to bludgeoning weapons. They are mindless undead.

Citadel Altieran

Round 1 - Cell Block Skulls
Violant
Stom
Samael
Lyra
Oppa/Doxie
Alak

4 Skeletons


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

Recall Knowledge: 1d20 + 5 ⇒ (14) + 5 = 19

Samael moves up and punches the red skeleton. strike: 1d20 + 8 ⇒ (20) + 8 = 28
Bludgeoning damage: 1d4 + 4 + 1d6 + 1d4 + 4 + 1d6 ⇒ (4) + 4 + (1) + (1) + 4 + (5) = 19


1/2 Orc Cleric of Serenrae 2 HP: 22/28 |Shield 20/20 | AC:17 19 w/ shield,| Fort:+8 , Refl:+4 , Will: +10 | Percp +8 | Healing font 3/4 | Spells 1st: 1/3 Battle Medicine: [] [] [] [] []

Recall Knowledge: 1d20 + 8 ⇒ (12) + 8 = 20

"Skeletons! only bludgeoning weapons will hurt these mindless undead!"

Lyra holds out her shield emblazoned with the symbol of Saranrae and as she yells it begins to glow and a light of positive energy fills the room. "Klllarkisha Sarenrae brisshhraka liikk! thill srhuakkk yulll"

Orcish:
Be healed by the light of Saranrae and meet death once more!

3 >>> Heal DC 18 Harm undead/Heal Allies: 1d8 ⇒ 6


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Skeleton Save - Blue: 1d20 + 2 ⇒ (13) + 2 = 15
Skeleton Save - Yellow: 1d20 + 2 ⇒ (3) + 2 = 5
Skeleton Save - Orange: 1d20 + 2 ⇒ (4) + 2 = 6

Samael rolls forward, tumbles, comes up and uppercuts the Red Skeleton sending its bones clattering all around the cell, bouncing every which way.

Lyra quickly follows up raising her shield and the Light of Saranrae reveals itself and annihilates the rest of the Skeletons, their feeble undead energy unable to withstand such radiant energy.

Quick combat, though y'all are a little over leveled for the 1st floor, the basement should prove a little more challenging :)

With the Undead defeated you guys are free to loot the four storage lockers however you find them all locked, Samael digs out his thieves tools and gets to work.

Locker #1 DC 20 Thievery Check:

You find a Low-Grade Silver Flail and a Lesser Darkvision Elixer

Locker #2 DC 20 Thievery Check:

You find a Low-Grade Silver Light Hammer and a small jade cat talisman

Locker #3 DC 20 Thievery Check:

You find a Low Grade Silver Mace and a lesser cheetah's Elixer

Locker #4 DC 20 Thievery Check:

You find a Low Grade Silver Maul, a Potency Crystal and a scroll of Force Barrage

I'll give y'all some time to roleplay and game plan. You've completely cleared the 1st floor. Y'alls other lead is the knowledge of a secret entrance into the Basement courtesy of the Goblins. Presumably the crypts are in the basement and maybe Alak's family signet ring, as well as this mysterious Alseta's Ring


Male Human Rogue/Juggler 2 | Perc 7 | AC 19 | HP 26 | Fort 5, Ref 10, Will 7 | Exploration Activity: Avoid Notice | ◆◇↺

Thievery #1: 1d20 + 10 ⇒ (3) + 10 = 13
Thievery #1: 1d20 + 10 ⇒ (13) + 10 = 23

"Here's a Low-Grade Silver Flail and a Lesser Darkvision Elixir."

Thievery #2: 1d20 + 10 ⇒ (14) + 10 = 24

"Here's a Low-Grade Silver Light Hammer and a small jade cat talisman. Hmmm. With all that silver, maybe they're telling us something?"

Thievery #3: 1d20 + 10 ⇒ (14) + 10 = 24

"Here's a Low Grade Silver Mace and a lesser cheetah's Elixir. More silver!"

Thievery #4: 1d20 + 10 ⇒ (3) + 10 = 13
Thievery #4: 1d20 + 10 ⇒ (1) + 10 = 11
Thievery #4: 1d20 + 10 ⇒ (15) + 10 = 25

"Ahhh. That one was harder. Almost lost my picks. But, here's a Low Grade Silver Maul, a Potency Crystal and a scroll of Force Barrage."

"If you don't mind, I'll take the hammer." With that, Samael begins juggling the hammer and a dagger just for show.


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

I guess Hellknights really be loving their silver weapons but not enough to remember to take them when they leave the place lol


Female Half-Elf Wizard/Chronoskimmer (Unified Magic Evoker) 2 | AC: 18/16 | HP: 20/24 Hero:1 | Fort +6 Ref +6 Will +7 | Perc +5 | Stable Timestream (Initiative = 18)

LOL. Was it that one trap that gave us a mountain of XP to level up?

Violant finishes some arcane incantations... right as the rats collapse, so a spout of water erupts from the ground to the surprise of everyone once the rats have all fallen.

Varisian:
"I did not expect them to go down that quick..."

She then turns to the Hellknight to ask him a question, "Why would the Order of the Nail need so many silver weapons? Was there some form of Lycanthropy outbreak here I was not aware of? And unless Lyra or Oppa wants it, I wouldn't mind taking the scroll. I did manage to copy down the old scroll we found... but I haven't been able to properly prepare the thing yet. Took a fair bit just to jot that spell down."


Citadel Altieren Grid Map | Party Inventory List | Puppy tracker 1/10 days

Alak steps up to examine the Silver weapons, "They've degraded in quality over the years but should still do the trick." Looking to Violant, "I'm not sure about any Lycanthropes in the area, however Devils are both allies and enemies of the Hellknight orders. Their primary weakness is to Silver weapons. Its good practice to have something ready in case of betrayal. Besides just devils though m5any monsters are weak to Silvered weapons, Hellknights exist to maintain Law and Order, monster hunting sometimes entails in order to maintain peace,"

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Hi guys, GM Cody, I’ve been around the boards for a while.

A bit about me: I’ve been playing in pbp for over a year now and really enjoy the format. Sometimes I post really fast, sometimes I’ll only post once a day. Depends on the mood of the game at the time. I am in this for the long haul, I hope you guys are too. I’ll keep recruitment open till March 24th I’m looking for 4 to 5 players

My expectations from you as a player:
o Consistent posting, I’d prefer at least once a day posting

o An easy to read character sheet

o Decent writing ability, get descriptive. I don’t want just dice rolls.

o Have fun, if you aren’t, say something. It's always an adjustment joining a new group, if it's not working out, we can figure something out :).

Character building rules:

o Level 1

o We will be utilizing the Free Archetype

o For backgrounds, I’d prefer you use the ones from Hellknight Hill but the regular common ones are fine too.

o If you are going to be using one of the classes from Player Core 1, I’d prefer you use the rules from PC1 vs the original Core Rulebook.

o Ancestries: No rare ancestries, and I’d prefer no Tien Xia-centric ancestries, feel like it’d be hard to make that work.

o Give me a paragraph or two, 4-6 sentences minimum, of character background, who your character is and why they are here. If you want to go more in depth by all means do so. If you write it, I’ll read it.

o We will mostly be utilizing google drawing/slides/spreadsheets for tracking the adventure.

To tell you a little about myself, I’ve been playing DnD and Pathfinder for some 14-15 years now. I’m originally from Washington state but I’m currently in Alaska. I am in the US Army, but things are pretty calm for me right now. I currently run an in-person 5e hack of Skulls of Shackles in real life but am very excited and familiar with PF2e rules and am excited to run Kingmaker using 2e.

Feel free to ask questions, I'll should be around to answer them fairly quickly.


Def interested.
Def also surprised this post has gone over 3 hours without a response ...


1 person marked this as a favorite.

I also realize I made a typo in the last paragraph there introducing myself. I was originally looking at Kingmaker but switched to Age of Ashes.


I would like to put forth a CG Tiefling Emancipated Rogue of Desna.

Growing up under the yoke of Cheliax, would crush many people down, and for tieflings, it was a horrorshow with no escape options or hope. That doesn't mean everyone was going to go down that same path, and Resa Dermade was excited and kept her hope that things will get better. She remained a good person even as her life went from youth in shackles to a young woman in shackles, but the only real change was she got more quiet and solid in her belief she would one day be free and see the world.

One day things did infact get better, and suddenly she was free from the life of being chained to people who did not care for her, but only cared what she did for them. She took the chance to move from the area where she was born, and turned her life to the church of Desna. While not always on the best behavior, she was often excited and able to give praise to the Goddess of travelers, for in her mind, the ability to move was the ability to be free. And what better way to pay for freedom than by helping out others of their problems?

I am working on the crunch, will post when that is finished for you. Any questions or if anyone wants to tie some backstory together that works with me let me know.


This is awesome, thanks for running. Quick question: How long do you mean to keep recruitment open?

Cheers.


I'll keep recruitment open till March 24th


Dotting for interest!

I do have one question to ask:

GM:
Would a Dhampir ancestry be acceptable? I've had a character concept for a while, but I don't know if this would be the right AP to try it.

It would be a non-evil character raised amongst humans, and unaware of his little 'quirk'. He just thinks he has some kind of rare condition he has to self-medicate. He grew up without any real friends but with many books, and I'm leaning towards the Truth Seeker background. He'd be extremely excited to socialize with others, and will not be a threat to the party.

I have to settle on a class, but he's definitely going to be some kind of spellcaster.


Yeah, I better make a ruling on Heritages, made a note about ancestries but forgot to mention Heritages.

I'm honestly fine with all common and uncommon heritages. The character just has to make some sort of sense thematically as to why and how they ended up in a sleepy town, bright eyed and bushy tailed for adventure.


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

Samael Doulen ran away to the circus in his early teens. He's been travelling throughout the area with them, providing help where he can. He makes extra income by performing acrobatic tricks (and on occasion liberating a money bag from unsuspecting patrons).

I envision Samael as a human rogue, a know-it-all kid, with just a touch of larceny.


I would like to submit Des, goblin oracle of healing, who came into an Age of Ashes game after it started (hence they're level 2, but it's an easy adjustment to bring them back to 1).

Full disclosure: I have GMed AoA up until Book 2, but I have no issues keeping player and character knowledge separate.


I'd like to apply with Katya, a hag bloodline sorceress I made for a Reign of Winter game I did not get into, but I'd still like to play. I adjusted the background story for Age of Ashes, and for Free Archetype, I'd go into Runescarred, if allowed, and into someone else at 12 once Runescarred was complete.


Awesome, happy to see some applicants coming in!

So far we have:

Evindyl - Shown interest
Fatmanspencer - Tiefling Rogue
Ythiel - Potential Dhampir something
Ira Kroll - Human Acrobat Rogue
Des Bumblebrasher - Goblin Oracle of Healing
Katza Morozov - Human Hag Sorcerer


Hey GM Cody, Just dropping in to say 'Welcome Back'!


1 person marked this as a favorite.

Evindyl of Kyonin, Aerokineticist, Half-Elf Devotee of Findeladlara (even though she hates half elves)

Evin is deciding if he deserves a finders fee for reigniting the post ;) there are some great peeps in the mix now though, Kitten & FMS & Ira - this is shaping up to be an awesome campaign


1 person marked this as a favorite.

Wondered when I'd see Findeladlara. Nice seeing you here, Evindyl. Might make a half-elf as well. Time to to create a 2e-ified version of my first PC maybe?

Is this using the remastered rules or not? Also, dot.


Violant wrote:

Wondered when I'd see Findeladlara. Nice seeing you here, Evindyl. Might make a half-elf as well. Time to to create a 2e-ified version of my first PC maybe?

Is this using the remastered rules or not? Also, dot.

It's a concept I have always wanted to bring to the table: a character who is an adherent of Findeladlara in spite of, or maybe even because of, her fairly direct favoritism (racism) when it comes to elven purism.

Happy to connect backstories if you would be interested :)


Yeah. If since this is Free Archetype, I can port her relatively easily. She loses the one reason I built her (Erase from Time chicanery), but the fluff of the character would be largely the same. Just shove her in a different part of the world.


I'm rather inclined to play an Alchemist.

I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.

The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!

Just to confirm that there are no other options -divine casting and necromancy aside, of course!


Dotting for interest. Got a gnome summoner I’ve been eager to try.


Hello All!

Tickle me most interested!

Full disclosure, my weekly home group has completed AoA. I had also been involved in a PbP AoA, although that ended prior to finishing Book 1.

I enjoyed this AP. I played The Healer in my home game. A Fighter in the PbP.
I am definitely able to forget...huh....what was we talk'n bout?

For this particular Recruitment of AoA (not that there were others....), I would really enjoy recasting a favorite of mine that got shelved from a previous home campaign.

If approved then I will reconfigure his Background a bit to better fit our quaint town, along with his Crunchy bits.

Grandpa Gobbs

Thank you for running!


Evindyl wrote:

Evindyl of Kyonin, Aerokineticist, Half-Elf Devotee of Findeladlara (even though she hates half elves)

Evin is deciding if he deserves a finders fee for reigniting the post ;) there are some great peeps in the mix now though, Kitten & FMS & Ira - this is shaping up to be an awesome campaign

So all elves are best? I like it! I hopefully will show you that even us none elven folks can be good and capable!


1 person marked this as a favorite.
Ythiel wrote:

I'm rather inclined to play an Alchemist.

I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.

The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!

Just to confirm that there are no other options -divine casting and necromancy aside, of course!

Pardon my manners

My current character in my home game (SoT) is an Alchemist. We have a Skeleton PC that I hand these out to...
Numbing Tonic

Also, our Healer has Stitch Flesh/Battle Medicine as does he.

I find PF2e Healing friendly.


I'm going to be playing two versions of the same character at once if I get in, which will be funny.

Radiant Oath

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

Oh gods I am so interested! I've had an Age of Ashes character percolating for YEARS!

You okay with an Aiuvarin Dwarf? He'll most likely be a Cleric with the Haunting Vision background, using the Syncretic Faith feat with Yuelral and Torag, with either Wizard or Magus for Free Archetype.


For the record, this version of Violant (namex my board self after my first PC...) would be a Wizard, with the archetype going to Time Oracle.


I might pick up ranger as an archetype, unless anyone knows something that works well with rogue, i never have really done any with PF2


fatmanspencer wrote:
I might pick up ranger as an archetype, unless anyone knows something that works well with rogue, i never have really done any with PF2

With rogue? Yeah, Animal Trainer totally.

You know, Alladinn/Monkey? Do it!


Violant wrote:
For the record, this version of Violant (namex my board self after my first PC...) would be a Wizard, with the archetype going to Time Oracle.

So did I actually! Well, my initial PF character amyway.


1 person marked this as a favorite.
Evindyl wrote:
fatmanspencer wrote:
I might pick up ranger as an archetype, unless anyone knows something that works well with rogue, i never have really done any with PF2

With rogue? Yeah, Animal Trainer totally.

You know, Alladinn/Monkey? Do it!

I will! I was looking at doing it with like a wolf as a companion, getting that flanking bonus. A snake may be better tho


Ythiel wrote:

I'm rather inclined to play an Alchemist.

I have a question regarding healing for a Dhampir character that can Craft alchemical items. Surprisingly, you can create all kinds of Elixir of Life, but nothing that would function as a healing potion for an undead. Oils of Unlife cannot be crafted without a feat for Crafting Magical Items.

The last option would be Treat Wound, but apparently for undead you need the additional feat Stitch Flesh. I don't really get why though; sure, zombies or skeletons would need special medical attention, but a wound on an undead that hasn't decomposed shouldn't be that hard to suture!

Just to confirm that there are no other options -divine casting and necromancy aside, of course!

Elixir of Life works just fine on a dhampir. Negative healing means that things with the positive trait do not work for healing. Elixir of Life does not have that trait, and it works normally on things with negative healing.


Elixir of Life

"Elixirs of life accelerate a living creature's natural healing processes and immune system. "


Here is the stat block for Oppa Silk - Level 1 Gnome summoner. I'll make a Profile if chosen.

Oppa Silk

Spoiler:

Oppa Silk
Summoner 1
N Small Gnome
Fey-Touched Humanoid

Perception +5; Low-Light Vision

Languages Common, Draconic, Gnomish, Muan

Skills Acrobatics +5, Arcana +5, Athletics -1, Crafting +5, Intimidation +6, Lore: Herbalism +5, Lore: Plane of Earth +5, Nature +5, Performance +6, Stealth +5, Survival +5

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

Items Unarmored, Backpack, Bedroll, Chalk (5), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Basic Crafter's Book, Repair Kit, Healer's Toolkit, Steel Shield (Hardness 5, HP 20, BT 10)

AC 15 (+17 with shield raised); Fort +6, Ref +5, Will +7
HP 19

Empathetic Plea Prerequisites trained in Diplomacy Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack. The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC. Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn. Success The creature takes a -2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is -4 if you're an expert in Diplomacy, -6 if you're a master, and -8 if you're legendary. Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Consume Energy Dragon Classification Trigger An enemy within 60 feet uses an ability that has the trait corresponding to your deviation damage type. Your connection to energy is so much stronger than the offending display in front of you, allowing you to claim it for yourself. Attempt a counteract check against the triggering effect as you draw it into your body. If you successfully counteract the ability, you gain temporary Hit Points equal to double the counteract level of the ability, which last for 1 minute. Awakening The energy you consume helps empower your abilities. The next ability from the dragon classification that you use increases its range by 30 feet if it has a range, or increases its area by 10 feet if it's a cone or line. If you don't use this benefit within 1 minute, it fades. Awakening You channel some of the seized energy into your next attack. Choose one of your weapons or unarmed attacks. Until the end of your next turn, Strikes with the chosen weapon or unarmed attack deal an additional 1d6 damage of a type matching the energy you consumed.

Speed 25 feet

Melee Fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4-1 B
Melee Longspear +2 (Reach), Damage 1d8-1 P
Melee Dagger (x3) +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Ranged Sling +5 (Propulsive), Damage 1d6-1 B

Manifest Eidolon (Concentrate, Conjuration, Manipulate, Summoner, Teleportation) Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).

Act Together (Summoner, Tandem) Frequency once per round You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).

Breath Weapon (Arcane, Eidolon, Evocation) Your eidolon exhales a blast of destructive energy. Your eidolon deals 1d6 damage to all creatures in the area, with a basic Reflex save against your spell DC. The area and damage type of the Breath Weapon are chosen when the eidolon gains this ability. Your eidolon then can't use their Breath Weapon again for the next 1d4 rounds. At 3rd level and every 2 levels thereafter, the damage increases by 1d6.

Share Senses (Concentrate, Divination, Scrying, Summoner) Requirements Your eidolon is manifested. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.
Arcane Known Spells DC 16, attack +6; 1st Gravitational Pull, Force Barrage (1 slots); Cantrips Take Root, Caustic Blast, Gouging Claw, Protect Companion, Read Aura

Primal Innate Spells DC 16, attack +6; Cantrips Elemental Counter
Focus Spells (1 points) Boost Eidolon Range 100 feet; Targets your eidolon Duration 1 round You focus deeply on the link between you and your eidolon and boost the power of your eidolon's attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.

Evolution Surge Range 100 feet; Targets your eidolon Duration 1 minute You flood your eidolon with power, creating a temporary evolution in your eidolon's capabilities. Choose one of the following effects:Your eidolon gains low-light vision and darkvision.; Your eidolon gains scent as an imprecise sense up to 30 feet. .; Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. .; Your eidolon gains a +20-foot status bonus to its Speed. .; Heightened (3rd) Add the following options to the list of effects you can choose:Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. .; Your eidolon gains a climb Speed equal to its land Speed. .; Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon's reach increases to 15 feet. ; Your eidolon gains a fly Speed equal to its Speed.

Additional Feats Additional Lore, Assurance, Energy Heart, Fey-Touched Gnome, Natural Medicine

Additional Specials Assurance (Nature), Eidolon (Dragon Eidolon), Energy Heart (sonic), Evolution Feat, Link Spells

Notes: Because dragons have a strong connection to magic, their minds can often leave an echo floating in the Astral Plane. Such an entity is extremely powerful but unable to interact with the outside world on its own. Dragon eidolons manifest in the powerful, scaled forms they had in life; most take the form of true dragons (albeit smaller), but some manifest as drakes or other draconic beings. You have forged a connection with such a dragon eidolon and together, you seek to grow as powerful as an ancient wyrm. Tradition Arcane Traits (Variable) one more (see Breath Weapon below) Home Plane Astral Plane Size Medium Marauding Dragon Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap) Skills Arcana, Intimidation Senses darkvision Languages Draconic Speed 25 feet Eidolon Abilities Initial breath weapon; Symbiosis draconic frenzy; Transcendence wyrm's breath Breath Weapon Your eidolon has a powerful breath weapon, which they are able to use regularly to wreak havoc upon your foes. They gain the Breath Weapon activity. Choose a damage type from among acid, cold, electricity, fire, negative, piercing, or poison, and choose whether the area is a 60-foot line or a 30-foot cone. Unless you chose piercing damage, both Breath Weapon and your eidolon gain the trait matching the damage type.

I'll throw together a background in a bit.


Thanks for the input, Dorian and Katja! A lot of the rules aren't super clear :/

I thought the Elixir of Life would not work.

EDIT: I'm trying to wrap up the character sheet, and I have another question. The Chirurgeon Archetype says that "You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks."

Does that mean I don't have to invest in the Medicine Skill because Crafting will be used for everything?


Yuppers! My Nagaji Alchemist is a Chirurgeon. Fun times thus far (although only 2nd at the moment.


Awesome!

Alright, I think I'm done then. Here's the Crunch and the Fluff. I hope I didn't forget anything! Feedback's welcome :)

It was very fun to create, so thanks for the opportunity!

Crunch:
Netkin Bigpot
NG Halfling(-ish), Alchemist (1)
Background: Truth Seeker
Heritage: Versatile Heritage
Age: 20
Hair: Red
Eyes: Pale Green
Deity: None
Languages: Common, Halfling, Elven, Gnome, Dwarven

Traits:
Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Low-Light Vision
Dhampir
Negative Healing
------
STATS
STR 10
DEX 14
CON 14
INT 16
WIS 14
CHA 10
-------
HP 16
AC 12
Initiative +2
Perception (T) +5
Fort (E) + 7
Ref (E) + 7
Will (T) + 5
Speed 25'

Skills: 6 (3+ 3 Intelligence Bonus)
Arcana (T) +6
Crafting (T) +6
Deception (T) +3
Diplomacy (T) +3
Lore (Breachhill) +6
Lore (Hellknights, T) +6
Lore (Politics, T) +6
Occultism (T) +6

------------------------
AC : 16

Offense:
Unarmed Attacks (T)
Simple Weapons (+Mace) (T)
Alchemical Bombs (T)

Defense:
Unarmored Defense (T)
Light Armor (T)
Medium Armor (T)

Class Features:
Class DC (T): 16
-----------
Equipment
Offense : Dagger (+4, 1d4-1)
Sling (+4/1d6-1/ 50ft)
20 Bullets

Defense : Studded Leather Armor (CP -1)

Starting Money : 15
Remaining Money : 1 gp
5 sp
8cp

Other :  2 sets of caltrops, adventurer's pack, alchemist's tools, basic crafter's book, a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. Healer’s Tools

Maximum Bulk: 5
Current Bulk: 3 Bulk, 8 Light
-----------
Feats:
Ancestry: Halfling Luck : Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.
Class : Alchemical Crafting : You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Background : Lie to Me : You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Alchemist’s Feats :
Lvl1: Quick Bomber : You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it

--------------
Special Abilities
Research Field : Chirurgeon
Lvl 1 : You concentrate on healing others with alchemy. You start with the formulas for two common 1st-level alchemical elixirs with the healing trait (like lesser antidote, lesser antiplague, or minor elixir of life), in addition to your other formulas.

You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
Infused Reagents: (0/4) You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy: During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy :If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.  At the cost of 1 batch of infused reagents, you create a single alchemical consumable item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

[spoiler=Formulas]
Lvl 1 : Minor Elixir of Life
Antidote (lesser)
Lesser Smokestick
Lesser Tanglefoot Bag
Numbing Tonic (lesser)
Alchemist’s Fire (Lesser)
Antiplague (lesser)
Acid flask (lesser)

Background:

Nektin’s family has lived in Breachhill for almost as long as the city stood, looking for jobs in the newly-founded human settlement. There was once a time where that knowledge filled him with pride. It had made him feel like he was part of something, when he had so few opportunities not to feel alone.

Nektin grew up a sickly child, nurtured by his grandmother – a kind woman, if a little strict. He had rarely seen her smile. He supposed it was because her daughter had died giving birth to her only grandchild, and she had loved her daughter very much. Nektin liked to talk to her about his mother. The old woman rarely said sweet things, but on such occasions, her face softened as she told Netkin of his mother’s beauty and how tenderly she had loved him -how she had always wanted him. It always sounded a little too good to be true, but he would treasure the lie as an act of love -just like the red meat she bought him every day for his chronic anemia, or the carefulness with which she would monitor the curtains and the blinds, making sure they remained closed lest his hypersensitivity to light would trigger another migraine. She supported them both by working as a home helper without a word of complaint, i spite of her old age and rheumatism.

But of Netkin’s father, she would say nothing. No matter how hard he pressed her for answers, she would remain tight-lipped. How three generations of Bigpots were just down to Netkin and his grandmother, she would not say either.

Perhaps his longing for answers had come from this silence, or perhaps it was simply a way to break the excruciating monotony of his ailment. On the days he wasn’t bedbound, Netkin began to search the house for answers.

He still remembers vividly the day he found the crates in the attic, buried underneath discarded furniture and yellowing, mite-eaten tablecloths. He had just turned thirteen. They were stock full with alchemical reagents, esoteric manuals, and even an old spellbook whose ink had discoloured to the point of being unreadable. He had ran down the stairs to his grandmother, so excited that he barely managed to get the words out. Had he found something that used to belong to Lamond Breachton himself ?

He’d never forget the sad look on his grandmother’s face as she beckoned him closer. “Don’t be stupid,” she said, and the way she took the book from him was as gentle and firm as her tone. “It’s all my own stuff. You’re too young to hear about that yet,” she added, cutting short any possibility to ask questions.

It had crushed him, back then; but only for a matter of days.

There had been plenty of books in his grandmother’s house -his sole source of entertainment. He read through them all voraciously, still hoping, desperately, to find a shred of an answer. No luck.

Secretly, he took out the glass vials and the burners from the crates, cleaned them thoroughly, and began to look for a way to salvage what was written in the spellbook. When he realised that he would go nowhere with his blind experiments, he sneaked out of his house at night to consult the city’s archives to find more books on alchemy. He looked for old maps of the city to locate the wizard’s house, and see where it stood compared to the Bigpots’. He cross-referenced what little he could salvage from the books with the few remaining evidence of Lamond Breachton’s handwriting.

He never managed to restore the spellbook, in the end, but he did manage to unearth some leads. What little remained visible on the ancient pages did, in fact, resemble the wizard’s writing; and if his assumptions were correct, the Bigpots did not used to live close to Breachton’s house, but right next to it -like servants.

Alas, Netkin’s findings stopped there. Aside for commemorative monuments and a few administrative papers signed by Breachton’s hand -and treated like relics-, little remained of the wizard’s life. No one had lived old enough to know him personally -except maybe for Grandma Bigpot, who refused to say one word about the man even after Netkin confronted her with his results and pleaded for answers. His guesses were nothing but a shot in the dark that did not make his grandmother stir. She only repeated that it was best to “forget about it”, and that he had only “imagined things”. He still was not sure she was right, yet she was correct in one thing: he had hit a dead end.

As time went on, gathering information about Lamond Breachton proved extremely difficult. Jorell Blacktusk and Voz Lirayne both gaped in shock when Netkin asked them for books that might hint at a possible misconduct from the wizard. The more he asked people around, the more he would be looked at oddly -and sometimes, even with hostility.

He resorted to reading his way through every book at the archive until he found something interesting, yet after nearly eight years and several revisions of his method, he has found no new elements. Out of boredom, or resignation, he redirected some of that energy towards manuals that best befitted his interests -language, history… and, of course, alchemy. Netkin had become quite fond of tinkering with the small vials, and some part of him still hopes, rather desperately, that the key to Breachton and his family’s past depends on finding out what this hidden lab was for. Netkin is counting on the next Call of Heroes to provide him with some money to provide for her grandmother, pursue his experiments, and salvage his reputation somewhat after his ill-perceived investigation.

He is sure of one thing, though: something terrible has happened between Lamond Breachton and the Bigpots.

Appearance and Personality:

Even for a redhead, Netkin has a particularly pale skin tone that makes him look rather sickly, and brings out his freckles like autumn leaves on a sheet of snow. His eyes are such a pale shade of green that the irises seem almost translucent.

While a bubbly and generally enthusiastic person always open to new experiences, Netkin’s zest for life is often cut short by his physical illness – a rare condition that he admits never to have fully identified. Never one to exercise, he is a little plump, and tires easily -and frequently suffers painful headaches. He has to follow a strict regime, as a chronic iron deficiency can leave him weak. On top of that, cardiac and respiratory issues cause his heartbeat and breathing to be very faint and irregular.

His clothes carefully over his arms and legs in full to avoid exposure to the sun, since he burns easily, and he often wears gloves and a hat on particularly bright days -sometimes accompanied by a fan, an umbrella, a pair of sunglasses, or all three.

A shut-in for most of his life, Netkin is very naive when it comes to the dangers of adventuring, and can get excited as easily as he can get scared. Overjoyed at the prospect of meeting people and making friends, he is friendly, approachable, and very smiley. His smile is nice, and broad; he has very white teeth.

Opinions about him at Breachhill are mixed. Everyone is aware that Grandma Bigpot has been raising a severely ill, disabled child, and did not question why he so rarely left the house – save for the occasional participation in stargazing at the Great Dreamhouse. In recent years, however, his furtive trips to the archive and imprudent inquiries into Lamond Breachton’s seemingly spotless reputation have pegged him as an eccentric at best and a lunatic at worst. Some even whisper that the reason why he is only ever seen at night is because he might be not sick at all, but something more monstrous, leeching off poor Grandma Bigpot who might have been the real victim all along…

It is usually at this point that the rumour-mongers are cordially but firmly pushed towards the pub’s door at three in the morning after one too many drinks, and stagger off into the night to try and find their house where they’ve left it.


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Dorian 'Grey' wrote:


Elixir of Life

"Elixirs of life accelerate a living creature's natural healing processes and immune system. "

No one asked, no one needs to care, but I'm going to weigh-in with Katja on this one:

"Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead, making them unwelcome in many holy communities and often driving them toward necromantic arts."

Can take it as simply one Aiuvarin's viewpoint, but RAW seem to show that Dhampirs are living.


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Apologies. I was agreeing. For dhampir. But not my poor Skeleton PCs buddy...


Dorian 'Grey' wrote:
Apologies. I was agreeing. For dhampir. But not my poor Skeleton PCs buddy...

oooooohhhhhh totally my bad, but worth looking it up for me anyway. I actaully had thought dhamphirs were undead.


Neat! Might swap Numbing Tonic for something else then, if Netkin gets picked...

Yeah, I found out the hard way while doing research for my character that Dhampirs are confusing creatures. Never expected to frantically Google stuff like "pathfinder do Dhampirs have a heartbeat?" (and that's actually only alluded to in Nyctessa's story, I think!)

No indication of whether they even need to breathe or not - which nonetheless would be important information...

They manage to be living and undead at the same time, so the rules get frankly schizophrenic. Thanks for helping me out :')


Emphasis on "as if" there, Evindyl, RAW they're 100% living.

Who said the remaster doesn't have Evokers?! Anyways the crunch is done for Violant. She's, fluffwise, supposed to be a very much a PF1e Evoker, down to the Haramaki even. Mechanically, of course, she's still obviously a PF2R wizard (School of Unified Magical Theory), but I couldn't in good faith convert everything about her fluffwise to 2e. She's both a mathematician and a wizard, and acts as if she had the Tongues curse with Utopian in the middle of battle. (As for the name being the same... you think I'd use my real name on the boards?)

Also, Ythiel, ORBS OF METAL (Arbiters) need to breathe if I remember and if it's the same as PF1e (considered having my Pact Witch's familiar enter a bag of holding), so I'd imagine dhampirs breathe.


Throwing my hat in the ring with Zeldones, human Laughing Shadow magus. I based his background on the Returning Descendant--same crunch, but slightly modified fluff. Crunch will be forthcoming; I'm reusing an old name and profile, and haven't updated it yet.

Zeldones' whys and wherefores:
When he looked back on his life, Zeldones couldn’t avoid the conclusion that his real problem was filial piety…he had too much of it for his own good. Time and time again, he and his father would find a town, settle down, he’d get back to his studies, and then his father would try to con the wrong mark or steal from the wrong merchant and boom, back on the road again. It was worse when his father would make him come along on the jobs…oh, picking locks and outwitting dull-witted guards was fun, he was good at it, but it wasn’t what he really wanted to do with his life. At least when he was involved he had a good reason to leave town, but that didn’t explain why he’d drop everything and run even when he could’ve just stayed. He’d lost track of how many teachers he’d left behind, and it never got easier. He loved his father, though, and couldn’t abandon him. It was made a little easier because he had some idea why his father was doing it: his mother’s parents were successful adventurers who’d settled down and made a life for themselves in a backwater little village in Isger, and his father couldn’t face them without showing that he could do amazing things, too. If only his father’s competence matched his ambition!

It was in Korvosa that things went south for the last time. His father had had some minor successes…enough to pay dues to the Cerulean Society, and through them to get wind of a huge score. Rather than continue to take things slowly, his father tried for a masterstroke that would set him up for life, able to return to his wife and her family in triumph.

Zeldones never found out what, exactly, went wrong. He’d had his nose in a book when a couple of Cerulean enforcers appeared at the upper room he shared with his father with a warning: get out of town quickly, the Hellknights had gotten involved, his father had to go to ground far away from Korvosa, and sent Zeldones word to “Go home!” That could mean only one thing: back to Isger, where he was born. Back to Breachill, where his grandparents and his mother–his only living relatives, as far as he knew–lived.

It was one of life’s ironies that, having finally reached the small village, he came to empathize with his father better than he ever had. For he, too, couldn’t face his grandparents or his mother without something more to show for his time on the run than a list of failures. As luck would have it, though, he arrived on the day of the monthly Call for Heroes, a last opportunity to show that his father had raised a child to be something more than an untried battle mage and a failed thief.


Oppa's Background

Spoiler:

Oppa was always small... even for a gnome, and his speech impediment kept him constantly as the butt of jokes in the small Gnomish settlement he found himself in. It didn't help that he was part of a large family, and a late addition as well.

The fortunate part was that he had a lot of big brothers and sisters to take up for him and neutralize bullying... but this also kept him from learning to develop his own confidence... and they couldn't always be around.

One lazy Sunday afternoon Klemm, one of the worst at picking on him finally caught him alone behind the mill. She knocked him down, and pushed his face in the mud, attempting to fill his mouth with the disgusting mixture. A noise arose from the thicket just beyond them, and distracted by the sound Oppa was able to slip free. He ran into the deepening forest.... anything to get away from that monster Klemm. Too far in fact he was lost...

As night began to fall, he heard a rustling in the brush. Into the clearing stepped a young... well... dragon. Backing away in fear Oppa's head swayed from side to side looking for an escape route when the creature spoke.

"Well is that any way to treat your rescuer? Simmer down, I'm here as a friend. After all, you're the one who summoned me here".

Thus, Oppa met Doxie. He kept her secret from the rest of the village, and began to spend more and more time in her company, strengthening their relationship, and building trust.

It took another encounter with the notorious Klemm to advance to the next stage of his life. Though with some work his stutter lessened so that he only did it when nervous... like around Klemm. She followed him on one of his journeys into the forest and started pelting him with acorns and walnuts just as he got away from earshot of the settlement. This time more rage than fear took over his reaction, and he bellowed for Doxie. She answered his call... and let's just say the Klemm was now on the other side of the equation.

With the secret out Oppa decided it was time to discover what his calling was. So, with a tearful good-by and promise to visit often, Oppa and Doxie wandered off down the road towards adventure. and hopefully to slow the onset of the Bleaching that was currently hitting his village hard.


Dorian 'Grey' wrote:

Hello All!

Tickle me most interested!

Full disclosure, my weekly home group has completed AoA. I had also been involved in a PbP AoA, although that ended prior to finishing Book 1.

I enjoyed this AP. I played The Healer in my home game. A Fighter in the PbP.
I am definitely able to forget...huh....what was we talk'n bout?

For this particular Recruitment of AoA (not that there were others....), I would really enjoy recasting a favorite of mine that got shelved from a previous home campaign.

If approved then I will reconfigure his Background a bit to better fit our quaint town, along with his Crunchy bits.

Grandpa Gobbs

Thank you for running!

@GM Cody may I proceed?


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oh yeah of course, I could see this kind of character coming out of retirement for one last adventure after what happens in the beginning of the adventure.


Zeldones is fully updated except for finalizing gear.

Brief Physical Description:
He's tall and slender, clean-shaven, with short brown hair and a boyish face. He wears a heavyweight nondescriptly gray linen tunic and dark green trousers, both much-mended, and a pair of boots that look like they have a lot of miles on them. The only ornamentation he has is a set of brass buttons, sewn somewhat haphazardly to the cuffs of his tunic. (It's not clear why, as there are no buttonholes to match them.)


This will be Dorian Grey's submission for this AoA game.

I believe his Crunch is ready. I will edit his Background and extra this weekend.

Any questions, comments, concerns please let me know.


I'm on mobile, does anyone know how to do that fancy list of all applications?

And I'm free to connect backgrounds if anyone wishes. Someone had to help me get here after all


Grandpa Gobbs wrote:

This will be Dorian Grey's submission for this AoA game.

I believe his Crunch is ready. I will edit his Background and extra this weekend.

Any questions, comments, concerns please let me know.

If selected together, is there any way perhaps a young tiefling would have made her way here with Gramps? I love the back story, and having traveled her from Chelix and the first person she met was this old crotchety goblin by "beating"

the truth:
politely knocking on
his door, I think is a good tie in. Resa isn't from the area, and Gramps knows his way around somewhat.

I'm also willing to tie backstories in should I get selected.


I feel as though I may be a little on the late side, however, I was hoping that you would be open to a new-ish player, or submission at least?

I was thinking of a Lastwall Garrison leader, retired, who has returned, along with his family, to Breachill. A distinguished man, somewhere in his late 40's, early 50's ... so narratively a Returning Descendant, but, mechanically, more likely to be a Knight of the Order.

Assuming you are still taking submissions, I could put together something, Pathbuilder, or Mythweaver, and fill in more narrative. Mechanically I am thinking of a Wit-style Swashbuckler, with Cooperative Nature and One for All, for a Diplomacy focused tactical field marshal ... through out Aid's, generating Panache, and, eventually, getting an Inspiring Marshal's Aura on top of that.

That way I can give one of our heavy hitters a good chance to crit big targets, and have some reliable Panache on top of that, as gravy.

Anyways, let me know and I will work something up.

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