Tracing your origin (Inactive)

Game Master Azih

Let's create level 1 characters:
Safety Tools.
Form Fillable Character Sheet

DC, the d20, and action economy of pf2e
Natural 20 and Natural 1
Ancestry character options
Conditions and Critical Success/Failure
Proficiency
Casting a Spell
Armor Class
Background Choices
Class Choices
Finishing Details to get to Level 1


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Stage 2 of character creation (Stage 1 was concept). Newborn.

Character Sheet step.

Put 0 in all attribute modifiers on a character sheet. These are your starting stats.

Roleplay Step:

You are a baby, the equivalent of an 8-month-old human child and you have just woken up from a nap. You are lying down.

• Describe what you see. For example, what does your sleeping area look like, who is around you?

Mechanics Step:

Having woken you want to practice all the wonderful things you have been teaching yourself to do. Exciting things like standing, and walking, and running. This is what you’re going to attempt to do.

Standing Up:
Standing up is becoming very easy for you as you have been doing it for a while. It is still not automatic though.

Roll a d20 and note the number that comes up on the top face.

(On these boards, dice are rolled by the dice command that you can see in the How to format your text section underneath the post editor, in this case I am calling for a simple 1d20 roll).


Stage 1 done
Stage 2 done

Stage 3: 1d20 ⇒ 6

Link to Character Sheet

Here is an expanded description of the "DICE" command:

Inside of brackets "[" and "]" you have the word "dice" before your dice roll and "/dice" after your dice roll

You may add an equal sign and a descriptor of the roll after "dice". For example: "dice=Fortitude save"

For the actual roll of dice, you have "number of dice" "d" "size of die". For example to roll 3 seven sided dice, you would use "3d7"

You may add or subtract numbers or additional dice. For example to roll a d4, add 4, and a d6, you would use "1d4 + 4 + 1d6"

If you want to roll multiple die rolls in a single statement, you can separate them with semicolons. For instance to roll a d6 then a d20, you would use "1d6; 1d20"

(Imagine for a moment there wasn't a space between the "i" and the "c" in the following statement)

[di ce=Statement about the roll]1d6 + 4 - 1d4; 1d20+17[/di ce]

Would result in: Statement about the roll: 1d6 + 4 - 1d4 ⇒ (6) + 4 - (3) = 71d20 + 17 ⇒ (7) + 17 = 24


Kobold Sorcerer 1

All Zeros. I'm going with a Kobold so childhood maybe odd. Hope it is not too much hassle . I can switch if need be and do over

I have a foot in my snout.
Irritated, I snap at it, and roll over to the otherside to find another figure in my way. These two have been nothing but aggravation since we came out of our shells. We are each our own mix of colors. My own still soft scales are pale, bone white. Sister's are blood red mostly but a bit brown at the edges and brother is ebony, but with a bit of green.

The cavern we're in is isolated, leading to other tunnels that lead to who knows where. We're in a pit of sorts, a very shallow one. it serves to keep us from wandering. But I shall not be contained! I shall establish dominance by standing first!

Mechanics step. A roll to stand up! 1d20 ⇒ 9

I wobble a bit, but in time, I am triumphant!


Boudoon:
Stage 2 is till ongoing! Do you want to respond to the Roleplay prompt? it's fine if you don't and want to just focus on the Mechanics but I think it'll really help flesh out the backstory of your hapless psychic

Now we're engaging with the basic mechanics of the game.

Difficulty class and the d20: Every important act in the game is assigned a Difficulty Class or DC that reflects how challenging it is to carry out. To see if you character is successfully able to overcome the DC you roll a twenty sided dice called a d20 and see if you meet or beat the DC. The DC is almost always assigned by the person running the game, typically called the Gamemaster.

Action economy: Pathfinder Second Edition has three basic modes of play that correspond to how much time passes for characters while they’re carrying out their desired actions. The mode this section focuses on is the encounter mode, where every second matters. In encounter mode every character has three actions to accomplish what they desire which covers roughly six seconds of time.

Actions such as moving and attacking take up one action. More complicated activities, like casting spells, may take two or even three actions.

There are also free actions, actions that are so quick that they do not use up any actions, and reactions, actions that you can take even outside of your turn in response to a trigger, once per round in addition to your three actions.

Now since standing up has become very easy for you the DC for this was a very low 5.

So with a 6 you heft yourself up and come to your feet, a bit unsteady, but successful. You have used one of your three actions and are now standing up and ready for what’s next.... Toddling!

This is not a skill that you are close to mastering at this stage of your life. As such the DC for the check is higher than the one for standing up, at 12.

In what direction do you decide to toddle?


Qwerk:

We cross posted, you can take a look at the response I put for Boudoon on the basic mechanics. You passed as well with your 9! So with your second action, what direction do you decide to toddle and roll that d20 to see if you meet or beat 12!


Kobold Sorcerer 1
GM Stargin wrote:

Qwerk:

We cross posted, you can take a look at the response I put for Boudoon on the basic mechanics. You passed as well with your 9! So with your second action, what direction do you decide to toddle and roll that d20 to see if you meet or beat 12!

Edited his nearfall to success ;)

Standing, I shall now make my escape from my siblings fully by going to the edge of the pit that would lead to the tunnels further out the warren. It seems tall... taller than me. Oh well, one foot in front of the other, use my tail for balance.

I might also mewl for food. I'm hungry. Maybe mother or father will show up.

Roll to toddle! 1d20 ⇒ 4


Qwerk:

That's a regular failure: You start to move but feel yourself losing balance and steady yourself. You haven’t made any progress but have used up one of your three actions.

One more action. Do you continue trying, or give up? Either way it's your last action for Stage 2!


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

Baby Magnus, who doesn't have a last name yet, it is given at rite off passage for his clan, wakes hungry. He looks around at the nursery in which he is lying. Several other infant gnomes also lie in this communal nursery, some have full shocks of pink or blue hair, but Baby Magnus has just a few cowlicks across his mostly bald pate. They seem to be the color of straw but nearly translucent.

The nursery sits under the shade of a giant mushroom in the First World of the fey. The room has colors that swirl and change, never staying the same which creates a bit of dizzying effect for the youngster. Bullfrog like humanoid fey work in the nursery, tending to the babes and making sure they are fed and clothed.

The sky outside the mushroom-covered nursery seems to swirl in an odd assortment of blue and greens, and as Magnus looks a swarm of butterflies with the arms and torsos of humans, flies by. Trying to see them better, Magnus tries to stand.

The curious babe makes to an upright position, but the man-butterflies have gotten out of his vision. He chooses to toddle in their direction, oblivious to the dangers of doing so, or the panoply of hazards awaiting him outside the nursery. Pointing at the flying fey, he speeds out of the sleeping area, and towards the edge of the semi-outdoor nursery, as fast as his little legs can manage.

It seems Baby Magnus' intellectual curiosity, even at a young age, might get the better of him...

Standing?: 1d20 ⇒ 14
toddling DC 12: 1d20 ⇒ 19


Kobold Sorcerer 1
GM Stargin wrote:

Qwerk:

That's a regular failure: You start to move but feel yourself losing balance and steady yourself. You haven’t made any progress but have used up one of your three actions.

One more action. Do you continue trying, or give up? Either way it's your last action for Stage 2!

Well, standing is fine, but this forward stuff is complex. I hiss as I am forced to wobble for a bit, then try again. I am too young to express my determination but I do have it.

Behind me my siblings watch with curiosity. Why that makes me want to succeed even more I don't know.

But again I try!

Toddling attempt number two! 1d20 ⇒ 6


Qwerk: Your parents find you where you stood up just waving in place mewling with hunger, your brother and sister woke up because of you and also are mewling. And you get fed whatever baby kobolds get fed! (You have an idea on what that is? Fish maybe?). End Stage 2 for Qwerk as all three actions are used up.

Baby soon to be Magnus: Like Qwerk and Boudoon you stand up with ease, unlike Qwerk though you toddle towards the edge of the nursery.

That's two actions!

This has given you the confidence to attempt something you've seen others do, but never done yourself Run!

Roll a d20 for your third action of Running!


Kobold Sorcerer 1

The world is exhausting and unfair! I feel my legs have betrayed me! Why do they not heed my command?
And I'm still hungry!
I mewl my discomfort, and to my delight my parents respond! And they offer up fish to placate me! I like fish! I tear the meat off the tiny bones and take great bites. Well, great for my small mouth.
My father looks proud of my gusto and appetite. He's huge, like, three feet tall! His scales lean towards black, and mother's towards red but not in the same pattern as my siblings.
My siblings get fish too, but I got it first! Maybe this world isn't so unfair after all!

End Stage 2 for Qwerk


Male human (skilled) champion 1 | HP 21/21 | AC 16 (18 shield) | F +8 R +5 W +5 | Perc +3 | Stealth +2 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Starting with a stat block, I prefer it anyway!

Link

Quote:

Roleplay Step:

You are a baby, the equivalent of an 8-month-old human child and you have just woken up from a nap. You are lying down.

• Describe what you see. For example, what does your sleeping area look like, who is around you?

Ho'okepa looks up at his parents, two young human islanders. His mother changes his swaddling, her long hair swaying over 'Kepa as she leans over him. His father, a large man, tattooed down his left arm and leg with triangular shapes, smiles warmly as he speaks in low tones.

Quote:

Mechanics Step:

Having woken you want to practice all the wonderful things you have been teaching yourself to do. Exciting things like standing, and walking, and running. This is what you’re going to attempt to do.

Standing Up:
Standing up is becoming very easy for you as you have been doing it for a while. It is still not automatic though.

Roll a d20 and note the number that comes up on the top face.

(On these boards, dice are rolled by the dice command that you can see in the How to format your text section underneath the post editor, in this case I am calling for a simple 1d20 roll).

1d20 ⇒ 9 Action 1

1d20 ⇒ 6 Action 2
1d20 ⇒ 14 Action 3

When his father moves away, Ho'okepa begins wriggling in his mother's grasp and begins crawling, and soon to his feet and staggeringly runs after him, stumbling a bit and faceplanting on the [ilauhala[/i] mat! When he emerges from the small pili grass hut, the world opens up into a terraced field of kalo plants and 'Kepa can see his father starting the harvest... He is too young to know it, but the makahiki festival is coming!


Ho'okepa:
Stand Success.
Toddle Fail.
Toddle Success!


Male human (skilled) champion 1 | HP 21/21 | AC 16 (18 shield) | F +8 R +5 W +5 | Perc +3 | Stealth +2 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: - -

With a giggle, Ho'okepa claps his hands as his father pulls kalo, one by one, and puts it in his satchel. His father's feet making a sucking *slorp* with each step, which 'Kepa finds endlessly entertaining!


Male human (skilled) champion 1 | HP 21/21 | AC 16 (18 shield) | F +8 R +5 W +5 | Perc +3 | Stealth +2 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Adolescent Phase 4

Ho'okepa looks out over the lo'i (taro patch) as he pulls each plant, one-by-one. Back-breaking work, but for thirteen year old Ho'okepa, it was par for the course. He had been out in the field for hours, but with the makahiki festival coming up, he needed to get what he could done, or there would be no games for him!

Kepa!

The call snapped his head around, as he saw his sister come running up the hill! He had missed her fiercely, as she had been spending all her time at the heiau (temple). She was chosen by the kahuna to be Lono's champion, a position of great prestige.

U'ilani! You home for the Makahiki? Ho'okepa laughed. His sister was only two years older, but he was still fiercely protective of her... and proud. Go see papa and mama! I will be up shortly.

--

Kepa and U'ilani raced across the field, leaping across the stream and droping into a roll. Popping up, they both break into a run all the way to the pali (cliffs), and begin climbing the rocks! It was races like this that they had since as soon as they were able!

Scrambling up the rocks, U'ilani was there waiting, offering a hand to help Ho'okepa up. How? 'Kepa asks breathlessly.

Her answer was simple accompanied with a smile, Faith, brother... Faith.


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

It seems that one of the bullfrog-like nursery minders has spied Baby Magnus trying to leave the nursery, so instead of complying like a good baby, Magnus decides to try high gear...

Chariots of Fire: 1d20 ⇒ 9

I imagine that's a fail...


Boudoon, like most Ulfen is strong. He will attempt to toddle along: 1d20 ⇒ 17


Magnus:

Unbeknownst to you, the DC of the task was 31, and so, since you failed it by 10 or more, we have a Critical Fail!

You start to move fast but your legs tangle themselves up and you go sprawling after just a few steps. You have used one of your three actions, have made almost no progress, and are now on the ground and slightly hurt. You also have the Prone condition!

Conditions are status effects on a character that are usually temporary in nature. There are many of these but only come into play when it makes sense for them to do so. The Prone condition described here is very common.

Critical success and failure: Actions in Pathfinder Second Edition allow for up to four results, called degrees of success. These are success, failure, critical success, and critical failure. Beating the DC of a task by 10 or more means the character has critically succeeded at a task while failing by 10 or more means the character has critically failed.

But you do have a special reaction at this stage called Prevent Hurt, if you roll a 9 or above on DC20 then you will have prevented being hurt, though you will still be prone.

Also that'll end the scene one way or the other so you can rp but also move to the next stage of character creation.


Boudoon: You toddle successfully. Will you be brave enough to try and run!

Remember, your character doesn't know the task is an impossible to hit DC of 31!

Also after this you can move onto the next stage.


Qwerk Stage 3:

You grow up eating waay more fish than your siblings and significantly harder scales than them too, as well as slightly bigger. Does this make you bolder than them or is just something about you? How do your siblings and parents feel about it?

Nevertheless one day you are walking with your brother and sister through the tunnels familiar to you when you notice a side wall has crumbled away a little and there's a hole. You poke your snout through the hole to see what's on the other side when the whole section of the wall gives way into a previously unknown cavern and you fall straight down!

It's a long way down actually especially for a young kobold like you. 14 Feet to be exact. Far enough down that your brother and sister are freaking out thinking that you can't have survived! But you have though you are very hurt! (Fall damage means that you have taken 7 hp of damage! Which would have at the very least knocked out your brother and siter but thanks to your harder scales from Dragonscaled you don't)

You heave yourself up, whimpering and find yourself in what seems like a burial chamber of some sort... you stumble a bit onto a pressure plate and you're hit with some sort of a spell that feels like it's making your limbs go numb!

Roll a Will Save or be paralyzed for three rounds. Since you have Dragonscaled you get a +1 to this (though I think your will is zero so you only get the +1) the DC is 11

Either way the sight of the propped up body staring right at you with mummified eyes makes Fear grip you!

Roll another Will Save DC 12! (Dragon's Presence guarantees that you're either going to be completely immune, or go completely to pieces for 10 minutes thanks to how it modifies the degrees of success!)

What are your brother and sister doing while this is going on?


Ho'okepa Stage 3:

The makahiki festival is a big deal for everyone in the society and I imagine there are a lot of games of test and skill that go on during it. You and a friend of yours decide to setup an obstacle course full of jumps, and leaps, and balancing to get through it. Who is your friend, can you describe your relationship with them?

You've always been incredibly quick to pick things up and get trained on tasks requiring Athletics and Acrobatics, faster than most of your peers and so you are actually proficient in these skills.

So let's talk Proficiency!

Proficiency is a system that measures a character’s aptitude at a specific task or capability, and it has five ranks: untrained, trained, expert, master, and legendary.

It achieves this by giving the character a bonus that’s added when determining the following modifiers and statistics: Armor Class, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you’re Untrained, your proficiency bonus is +0. If you’re Trained,Expert, Master, or Legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.

At this early part of your character’s progression, you can be either Untrained, in which case, you do not gain any proficiency bonus on your rolls, or Trained in which case you add your level plus 2. Since your character is not even level 1 yet, this means they add 2 to any roll or benefit that they are trained in. Once they achieve level 1 at the end of the character creation process this will go up to 3.

So make one roll of Athletics to simulate how best you go through the jumping and climbing in the obstacle course and one roll of Acrobatics to show how you're doing on the blancing and tumbling parts of the course! If you beat DC11 then you'll be doing better than your friend or worse. Thanks to the proficiency you have already (Skilled Heritage) that your friend doesn't you've got a very good chance of beating them!

As you're going through you hear a pained yell and you turn towards it to see your friend (who's either ahead or behind or next to you based on your other rolls!) has gotten their leg stuck between two rocks. It's not *that* serious and they'll be able to get free eventually. Do you take this chance to win or... do you choose to help?

If you choose to help then you will use the 'Aid' action rolling Athletics but with an Additional +4 thanks to Cooperative Nature. Roll it against a DC 13.


Kobold Sorcerer 1
Quote:
You grow up eating waay more fish than your siblings and significantly harder scales than them too, as well as slightly bigger. Does this make you bolder than them or is just something about you? How do your siblings and parents feel about it?

Some Kobolds are cautious, and mother points out that Kobolds need to work together and not be too rash, but I've learned the early kobold gets the fish. Sometimes you have to be daring to get the prize. Maybe it IS that I get more fish that helps get me hard scales too but I think I'm just special. I have a destiny!

Which annoys Alzuu (My sister) and Vuld (my brother) no end. I don't bully them; or at least I dont' bully them anymore than they do me. Alzuu in particular calls me big and clumsy, because she's the most nimble and probably sneaky. She steals my stuff! I make her give it back, that kind of thing. Vuld loves going out, and is becoming a better scavenger and hunter than I'll ever be, not that I'd admit it to him. We fight, but we also look out for each other. We're clutchmates after all.
I THINK Father and Mother like me best, but they deny it. Father is proud, he doesn't hide it well. I think he suspects that one day I might be a leader. Mother worries I'm too impulsive and lectures me a bit more about the dangers. She's not soft though. One day I said she sounded like a halfling mother with all her fussing, and she bopped me on the head with her tail. Course I've never MET a halfling.
Quote:


Nevertheless one day you are walking with your brother and sister through the tunnels familiar to you when you notice a side wall has crumbled away a little and there's a hole. You poke your snout through the hole to see what's on the other side when the whole section of the wall gives way into a previously unknown cavern and you fall straight down!

Of course I stick my head through the hole! I had to, before Alzuu did! If there was a prize, she'd get it first. This way, I get the biggest piece of whatever maybe there!

Then I fall. For a moment, I don't mind. I can almost imagine flying instead, swooping on great leathery wings of majesty!
Then I snap out of it, try to get my scaley hands on a wall and try to slow it down, but it's too late!
Above could be a failed acrobatics or athletics check? Something to consider when I pick skills later
Quote:
It's a long way down actually especially for a young kobold like you. 14 Feet to be exact. Far enough down that your brother and sister are freaking out thinking that you can't have survived! But you have though you are very hurt! (Fall damage means that you have taken 7 hp of damage! Which would have at the very least knocked out your brother and siter but thanks to your harder scales from Dragonscaled you don't)

I have never hurt so much in my life. I've gotten a few bruises before in small scuffles with my clutchmates. I once nearly lost a finger to a snapping turtle (And I ate it later vindictively!). But I'm really hurt here, and while I try not to whine, I'm pretty sure I gave an undignified yelp when the ground and I were abruptly and rudely introduced!

I hear my clutchmates panicking above, for my sake? And I'm touched. Looks like mother and father's lessons of how kobolds need each other actually took. A flash of affection hits me for them. I feel better knowing they're nearby. One of them would have likely died if it happened to them. That makes me smug, but then I imagine Alzuu or Vuld laying dead down here and the smugness fades fast.
I call out, "I'm alive but hurt. Be careful you don't fall in. Is very deep. Maybe see if you can get strong vines but don't fall in after. I look for way out."

Quote:
You heave yourself up, whimpering and find yourself in what seems like a burial chamber of some sort... you stumble a bit onto a pressure plate and you're hit with some sort of a spell that feels like it's making your limbs go numb!

I get up and whimper as quietly as possible so my clutchmates won't hear how scared I am. I am the special one. I need to be brave I need to...

*Click*
The magic washes over me sending shivers through out my joints.
Quote:
Roll a Will Save or be paralyzed for three rounds. Since you have Dragonscaled you get a +1 to this (though I think your will is zero so you only get the +1) the DC is 11

WIll Save, DC 11 1d20 + 1 ⇒ (18) + 1 = 19

I was whimpering, now I'm mad! How DARE this magic attack me when I am hurt, and lost and scared? I shake the effect off defiantly ready to roar even as I'm sure something inside me is reacting to the magic, somehow. I don't have time to think on that, because then I spot it.

Quote:
Either way the sight of the propped up body staring right at you with mummified eyes makes Fear grip you!
Quote:
Roll another Will Save DC 12! (Dragon's Presence guarantees that you're either going to be completely immune, or go completely to pieces for 10 minutes thanks to how it modifies the degrees of success!)

Will Save, DC 121d20 + 1 ⇒ (19) + 1 = 20

That is just... neat. Fear lost to curiosity. Who was this? WHAT was this? And...can I have its stuff?

Quote:
What are your brother and sister doing while this is going on?

Vuld calls down "Qwerk, I will see if I can find vines but it maybe hard to find ones strong enough to lift you, particularly if you're wounded. You're rather heavy.. almost fat."

"Qwerk, don't die!" Alzuu calls out with worry, then thinks about it, "But if you do, can I have your stuff?"

Their tones of concern offset their jibes meant to lighten worry. Kobolds can get mean when we get scared or worried, but we DO care about family.

"I'm not fat!" I protest, "I'm big scaled! and NO, because it would go to father and mother to split up, and also because I'm not going to die!"

I don't tell them about the corpse yet. Instead I try to study it.


Qwerk:
You can decide what kind of creature is buried here that would make sense for the region of the underworld you're in. But whatever valuables it might have had have long since rotted away. There are a few gold coins though. Gold lasts.

With your siblings helping you out you're able to get out and get treatment for your pretty serious injuries. You can play this out but either way. End Stage 3!


GM Stargin wrote:

Boudoon: You toddle successfully. Will you be brave enough to try and run!

Remember, your character doesn't know the task is an impossible to hit DC of 31!

Also after this you can move onto the next stage.

Run?: 1d20 ⇒ 1


Male human (skilled) champion 1 | HP 21/21 | AC 16 (18 shield) | F +8 R +5 W +5 | Perc +3 | Stealth +2 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Kepa turns to see his friend, and looks back to the finish line. With a nod, he turns back and hurries to help his friend!

Athletics, for the race: 1d20 + 2 ⇒ (5) + 2 = 7 Curses.
Acrobatics, for the balance: 1d20 + 2 ⇒ (16) + 2 = 18 Better!
Aid, Athletics: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16 Good, and I helped! XD


Boudoon: Yeah the run did not go well! End Stage 2

Ho'okepa: You slip when valuting over a rock but almost sprint over a narrow ledge. You're even. If you want. Roll a straight Athletics for the straight sprint to the end and see who wins! DC10 since your friend's foot is a bit bruised. Then end Stage 3


Male human (skilled) champion 1 | HP 21/21 | AC 16 (18 shield) | F +8 R +5 W +5 | Perc +3 | Stealth +2 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Kepa, after helping his friend, sees the buggah take off, throwing a grin back at him! Ho'okepa breaks into a run to catch up!

Athletics: 1d20 + 3 ⇒ (19) + 3 = 22

With a surge of speed, the young farmer bolts ahead, overtaking his wounded friend and at the end of the run, leaps into a perfect dive off into the ocean! The final 300 feet of swim to the beach is easy going but he does not stop until he hits the sand... looking back to see how his friend is doing...


That's a crit success for being 10 over. You left your friend very far behind.


Male human (skilled) champion 1 | HP 21/21 | AC 16 (18 shield) | F +8 R +5 W +5 | Perc +3 | Stealth +2 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Woo hoo!


dot


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

As as young child, Magnus moved from the First World to Golarion. His types to the First World, the land of his birth, remain with him though even it his adult years. (Feychild Gnome ethnicity). Upon relocating to Golarion, in Magnimar, a coastal city in Varisia, Magnus realized his innate magical ability. He can cast a spell that sends a bolt of energy up to 30' away. That casting, though, comes with an easily audible popping and bang sound that earned him the nickname Whizzbang from his peers. He kind of likes the name, and the tie this leaves him with the First World where he longs to go back to.

Intellectually curious even as he grows older, Magnus develops an affinity for maps. He collects them, studies them, pours over them, as much as he possible can. His sleeping area is filled to the brim and then some with a perfectly organized (to him) cornucopia of maps, drawings, snippets, and books. He spends extra time with these wonders outside of his magical apprenticeship and seeks out new cartographic treasures every chance he gets. His near-obsession with maps sometimes gets diverted quickly into other interests that he also goes way overboard on, before switching back to another interest almost at the drop of a hat. His desire to know it all about any number of topics borders on the unhealthy at times.

Magnus finds himself apprenticed to a gnomish spellcaster who begins teaching him the rudimentary art of wizardry. The young gnome takes to it quickly, find his natural curiosity and obsession comes in handy with complex study, equations, and the years of apprenticeship. His mentor is a gnome that has not been connected with the First World for some time, but makes up for that with arcane learning instead of primal.

Somewhere along the way, Magnus' mentor gifts him a staff made of pink-orange wood that is derived in the First World. He treasures this connection to his home plane, and keeps it with him at nearly all times, wearing small hand grooves into the hard wood surface over time.


Baby Krrys'tall (hard to pronounce with human vocal chords, just roll the "r"s to get a similar sound) swims around in the nursery pond deep in the Mwangi Jungle. They peer up out of the water at the adult tripkee, always guarding their most precious treasure. One of the adults leaps into the water and gently rounds the tadpoles up... it is finally time to test their newly formed legs!

Stand Up: 1d20 ⇒ 4

Krrys'tall's legs buckle beneath them and they slip back down the bank of the pond. The strong arms of an adult help them back out and chirp encouragements for another try.

Stand Up 2: 1d20 ⇒ 2

Discouraged from the initial failure, Krrys'tall barely tries the second time. They slide back again, wanting to feel the comforting embrace of the water once more. However, the adult tripkee again helps them back onto the shore... this time with a more stern croak.

Stand Up 3: 1d20 ⇒ 4

Not wanting to engage with the stupid exercise anymore and not understanding why they just can't remain in the water, Krrys'tall lazily slides out of the adult's arms and flops onto one side. The adult stares baby Krrys'tall down as they lazily and willfully slip back into the pond's embrace...

Uh oh! Not a good start to little Krrys'tall's tale!


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Tengu Fighter 1 | AC 18 | F +7, R +7, W +3 | Per +5 | HP 18/18

Hi, this is Andostre. I'm feeling a little overwhelmed by the idea of trying to catch up, so I'm just going to focus on one step at a time.

GM Stargin wrote:

Stage 2 of character creation (Stage 1 was concept). Newborn.

Character Sheet step.

Put 0 in all attribute modifiers on a character sheet. These are your starting stats.

Roleplay Step:

You are a baby, the equivalent of an 8-month-old human child and you have just woken up from a nap. You are lying down.

• Describe what you see. For example, what does your sleeping area look like, who is around you?

I open my eyes and see the familiar sites of what I've come recognize as home. I have vague impressions that I used to have another home, but there was a long (and quite frankly, scary) journey with my parents to arrive in our new home. Mother is usually here, but father is usually not. I roll on my thin mattress that lies on the floor to get a better look around. Mother, father, and I all live in the same room, which also contains a few meager pieces of furniture. There are no other rooms in our home other than this one. When we leave the room, it is bright and noisy and crowded. The outside noise is constantly present even inside the home, but I feel safer inside the room despite the noise.

Quote:

Mechanics Step:

Having woken you want to practice all the wonderful things you have been teaching yourself to do. Exciting things like standing, and walking, and running. This is what you’re going to attempt to do.

Standing Up:
Standing up is becoming very easy for you as you have been doing it for a while. It is still not automatic though.

Roll a d20 and note the number that comes up on the top face.

Standing up: 1d20 ⇒ 3


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Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

You guys are getting some miserable rolls out of the way...


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

As a young adult it was all study, recitation, and practical magic for poor Magnus. Some would think that a fun-loving gnome would grow dry and bleached from all the bookwork, but curiosity has always been Magnus' real obsession even from the nursery. He loves learning new things, he dives deep and focuses on things without distraction, he has become a savant of sorts at recognizing (and repeating to an extent) the vocal and symbolic tracings of many different spells such that they are easily recognizable.

As if that wasn't enough, the young prodigy studies language as well, focusing on the most common magical tongues: Draconic and Elvish. He also picks up the local Varisian patois rather easily from hearing it spoken around him in the Varisian city of Magnimar where he is studying.

Part of the course of study is dinners with professors and honored wizards, and the demand to attend social events around these lectures. He learns much about customs, mores, and mannerisms from observing and participating in these rituals, and the First World expatriate does his best to copy things he did not have a chance to learn first-hand. Soon he is a great imitator of how society should function, if its not natural to him.

Magnus' straw like infant hair has turned into a large unkempt shock of unnaturally golden hair that is often in disarray, perhaps with a small creature or two nesting it from time to time. His eyes are wide and a pale lavender color. He has grown tall, for a gnome, at just about 3.5ft, and is lithe and wiry but not very muscular or physically imposing. He has taken to wearing an oversized magician's robe with stars and moons and suns on it, to hide his physical frailty.

Magnus looks forward to his matriculation from his studies, but supposes a lifetime of research, magical endeavor, and satisfying his innate curiosity, especially around maps, the First World, and the arcane in general.


Krrs'tall: Ahah, it's just a lazy day for the tadpole. You're onto stage 3!

Neppka: Sorry for overwhelming you, but you're doing stage 2 perfectly. You used an action and were not able to stand up. Do you want to try again with your second action?


Boudoon Stage 3:

There's a tradition in your home of breaking through ice in a lake and taking a dip in the freezing cold. You love it and can stay in the freezing water until you get tired of it, while a lot of others have to get out pretty quickly since they suffer from the cold in a way you don't. (Wintertouched Human provides at least 1 cold resistance to cold damage which makes you immune here). How do you feel about that?

A day comes when you're in the water and you spot in the clear depths a small predatory fish angling up at you... something comes over you and you feel the urge to open your mouth.. and.... cold damage comes out!

follow the rules of casting Ray of Frost!


Magnus Stage 3:

One of your friends, seeing your latest interest in maps drags you out into the world to actually see for your own eyes what the maps depict on paper.

There's some things about the land that are just common knowledge that you just know (Gnome Obession gives you the training in a Lore which is currently cartography and thanks to the Assurance Feat you just know everything that would require a DC 12 or lower in the Recall Knowledge option). Do you share these with your friend or do you stay quiet? There is an interesting landmark that you don't know though... can you roll a Recall Knowledge check to see if you can figure it out? DC is 13.

While you're looking at this, you hear a hawk scream and turn to see the bird of prey diving right at you. You feel a sudden urge to throw your hand out and draw arcane sigils!

Follow the rules of casting Phase Bolt!


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Tengu Fighter 1 | AC 18 | F +7, R +7, W +3 | Per +5 | HP 18/18
GM Stargin wrote:
Neppka: Sorry for overwhelming you, but you're doing stage 2 perfectly. You used an action and were not able to stand up. Do you want to try again with your second action?

Thanks. It's not you or the process that's overwhelming, it's being a few days behind and then having to parse through all the posts to know what I should do next. Mostly my issue.

Standing up, Take 2: 1d20 ⇒ 14


Neppka:

Neppka stands up successfully! Last action... is Neppka going to toddle and in which direction?


Tengu Fighter 1 | AC 18 | F +7, R +7, W +3 | Per +5 | HP 18/18
GM Stargin wrote:

Neppka:

Neppka stands up successfully! Last action... is Neppka going to toddle and in which direction?

I make a joyous sound at this new accomplishment, but there's no response from Mother. I want to find her. Our home might be only one room, but there's many obstacles such as furniture and piles of supplies that I cannot see around. I leave my sleeping mat and head towards the home's lone window, which is above the small oven we have. If Mother is not watching me, she's usually there preparing food. If she's not there, then she might be where she and Father sleep.

Toddle: 1d20 ⇒ 15


non-binary Tripkee Monk 1 | AC 19 | F +5, R +9, W +7 | Per (T) +5 | Dec + 6 | Ste +7 | HP 16/16
Neppka wrote:
Thanks. It's not you or the process that's overwhelming, it's being a few days behind and then having to parse through all the posts to know what I should do next. Mostly my issue.

I feel that, Friend. I am catching up with you.


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

Magnus appreciates the tour of Magnimar with his Varisian classmate when they get to review the monuments left here by some former civilization, Magnus thinks back about the maps he has seen of this area when it was ancient.

Recall Cartography Lore: 1d20 + 6 ⇒ (3) + 6 = 9

Bleh! Don't have my 4 first level boosts entered yet, so it would be +1 more, but still not enough for the DC...

As they ponder the monolithic ruins, a bird snags his friends hat. Magnus replies almost without thinking and casts his popping spell at the offending creature.

Phase Bolt ranged spell attack: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing Dmg: 3d4 ⇒ (2, 2, 3) = 7

Not sure if that is a critical hit. If so the damage would be 14.


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Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:
Krrys'tall wrote:
Neppka wrote:
Thanks. It's not you or the process that's overwhelming, it's being a few days behind and then having to parse through all the posts to know what I should do next. Mostly my issue.
I feel that, Friend. I am catching up with you.

To be fair, PBP doesn't usually move this fast, you just caught the right people on the right day. Usually you are sitting and hoping someone, anyone would post something....


Magnus: The bird basically explodes under the force of the spell and the friend is kind of agape as the blood covered hat falls onto the ground with a wed thud.

That... that was AWESOME... I didn't know you could cast magic.. oh and... that was an arcane spell wasn't it? Aren't your people all about primal energies??

Let us know how you feel about that revelation and then... End Scene!


Neppka: You move in the direction that you want and you find your Mother there who claps her hand and scoops you up, stroking your cheek as she does. End Scene!


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

Magnus recovers the hat, and with a bit of Prestidigitation, restores it to its original condition and hands it back to his friend. He shrugs at the question. "I've just always been able to do that, don't know how or why its different from other gnomes. Maybe its my ties to the First World, maybe its something else, but now that I am learning arcane magic, perhaps I will find out more. Perhaps..."


Run: 1d20 ⇒ 1

Run: 1d20 ⇒ 7

Run: 1d20 ⇒ 18


Cast Frostbite: 2d4 ⇒ (2, 1) = 3 Cold damage w/Fort Save DC 13

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