| Persival Sterglus |
sure he would have. Hes actually a really nice guy. a businessman at his core, but a nice guy. His boyfriend is Jasper Korvaski who runs the Mercantile League.
Cool. Then Percy is definitely friendly with him.
In general, Persival is opposed to abuse of authority, so he would strive to develop a reputation as being a fair-minded member of town militia. Not rude to citizens, welcoming to newcomers until they give a reason not to be, not a fan of the local Sczarni but he knows there must be a reason why no one has moved against them so far.
| Barbethany 'Barbie' Rivers |
| 1 person marked this as a favorite. |
I compiled the various entries of the six deities represented at the Sandpoint Cathedral for easy reference for us during the campaign.
The only things I did not include were the in-world pantheons each deity is part of (excluding the Sandpoint Pantheon of course) and their Divine Intercession (boons & curses) sections.
Sandpoint Pantheon (regional)
Deities: Abadar, Desna, Erastil Gozreh, Sarenrae, Shelyn
* *
Titles of the Sandpoint Pantheon Deities (and the introductory words of the PF2E deity entries)
Abadar is worshipped as the god of cities, law, merchants, and wealth. Abadar’s cathedral-banks are found in many cities and places where order thrives or is gaining a foothold. Aristocrats, city guards, merchants, and those working in legal practice or who have the well-being of their community on their mind are common worshippers of the god of cities, along with dwarves in general. Abadaran priests living in cities often serve as judges, lawyers, and clerks, while those who live on the frontier work as roving magistrates, acting as judge, jury, and executioners in the name of order.
The night didn’t know beauty until Desna came into existence. While the other gods toiled away to create the world, she set her sights on the heavens, placing each star in the sky. After surveying her artistry, she hung the brightest star high in the north and made it her home. Her first gift to mortals was this beacon of hope, a twinkling sign in the dark sky that they could turn to when lost or unsure of themselves. Desna provides safe passage through the darkness to all, should they choose to follow.
Unlike many other good deities, Erastil does not send his followers out into the world to fight and crush evil. Eschewing crusades and other ventures that take his followers away from their homes, Erastil watches over those who devote their lives to family and community. He is primarily an agricultural deity, specifically focusing on those aspects of nature that either can be tamed or are of use to his followers. His domain encompasses the plants and animals that farmers, hunters, and ranchers deal with in their everyday lives. While he is a protective deity, Erastil steps in only when quiet, pastoral lives are threatened. He desires his followers to live their lives in peace, with no risk of being conscripted into armies, devoured by monsters, or destroyed by magic.
A timeless entity birthed from the first wind to stir the vast oceans, Gozreh wanders the world in the air and the seas. Sailors drop boxes of cargo as offerings to avoid a fatal storm, hoping to please the Wind and the Waves, even though they know that such pleas are far more likely to go unnoticed as they are to draw their deity’s attention. The deity’s temperament is fickle and their fury swift, hurling bolts of lightning and dragging to the crushing depths those who dare befoul the natural world. Gozreh is the sea that encapsulates the land and the wind that moves its surface, the birds that traverse the sky and the clouds that shield them.
Sarenrae is one of the most popular deities on Golarion by virtue of her association with the life-giving sun and her perpetual offer to help anyone be their best, even when they have made mistakes. Most people thank her for her kind work to channel the sun’s power for everyone’s safety and livelihood, and thank her clergy for granting her healing power to all who need it. Mortals look to the Dawnflower as an example of boundless love, exquisite kindness, and true patience. They pray to her to heal the sick, lift up the downtrodden, and illuminate darkness of circumstance as well as darkness of spirit. Her followers aspire to emulate her through generosity, nurturing, truthfulness, and selfless courage. They oppose evil everywhere with words first, and when necessary, with scimitar and flame.
Shelyn watches over existence with a kind and loving eye, encouraging mortals to make the best of their lives by spreading love, art, and beauty as best they can. Even the crudest artistic awakenings are worthy of praise in the goddess’s eyes, as they represent an individual’s expression of life’s trials and triumphs. She believes every creature is worthy of love and capable of creating art in their own way. Shelyn’s religion does not require chastity, fidelity, or a particular relationship structure, as the passion of early romance is a facet of love just as important and valid as the comfortable trust between a long-married couple. However, she does make the distinction between courtship and pure carnal desire, and she prefers that trysts blossom into more meaningful relationships along the way.
* *
Edicts (Do the following)
Abadar: bring civilization to the frontiers, earn wealth through hard work and trade, follow the rule of law
Desna: aid fellow travelers, explore new places, express yourself through art and song, find what life has to offer
Erastil: care for your home and family, fulfill your duties, keep the peace, protect the community
Gozreh: cherish, protect, and respect nature in all its forms
Sarenrae: destroy the Spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption
Shelyn: be peaceful, choose and perfect an art, lead by example, see the beauty in all things
*
Anathema (Do NOT do the following)
Abadar: engage in banditry or piracy, steal, undermine a law-abiding court
Desna: foster despair or terror in the innocent, cast nightmare or use similar magic to corrupt dreams, engage in bigoted behavior
Erastil: abandon your home in its time of need, choose yourself over your community, tarnish your reputation, tell lies
Gozreh: bring civilization to intrude on the wild, create undead, despoil areas of natural beauty
Sarenrae: create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil
Shelyn: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
* *
Abadar: cities, law, merchants, and wealth
Desna: dreams, luck, stars, and travelers
Erastil: family, farming, hunting, and trade
Gozreh: nature, the sea, and weather
Sarenrae: healing, honesty, redemption, and the sun
Shelyn: art, beauty, love, and music
* *
Abadar: golden key
Desna: butterfly
Erastil: bow and arrow
Gozreh: dripping leaf
Sarenrae: angelic ankh
Shelyn: multicolorerd songbird
* *
Abadar: monkey
Desna: butterfly
Erastil: stag
Gozreh: all
Sarenrae: dove
Shelyn: songbird
* *
Abadar: gold, silver
Desna: blue, white
Erastil: brown, green
Gozreh: blue, green
Sarenrae: blue, gold
Shelyn: all
* *
Abadar:
Divine Attribute: Constitution or Intelligence
Divine Font: harm or heal
Divine Sanctification: can choose holy or unholy
Divine Skill: Society
Favored Weapon: crossbow
Domains: cities, earth, travel, wealth
Alternate Domains: creation, duty, metal, toil
Cleric Spells: 1st: illusory object, 4th: creation, 7th: planar palace
Desna:
Divine Attribute: Charisma or Dexterity
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Acrobatics
Favored Weapon: starknife
Domains: dreams, luck, moon, travel
Alternate Domains: nothingness, repose, star
Cleric Spells: 1st: sleep, 4th: translocate, 5th: dreaming potential
Erastil:
Divine Attribute: Constitution or Wisdom
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Survival
Favored Weapon: longbow
Domains: earth, family, nature, wealth
Alternate Domains: duty
Cleric Spells: 1st: sure strike, 3rd: wall of thorns, 5th: nature's pathway
Gozreh:
Divine Attribute: Constitution or Wisdom
Divine Font: heal
Divine Sanctification: none
Divine Skill: Survival
Favored Weapon trident
Domains: air, nature, travel, water
Cleric Spells: 1st: gust of wind, 3rd: lightning bolt, 5th: control water
Sarenrae:
Divine Attribute: Constitution or Wisdom
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Medicine
Favored Weapon: scimitar
Domains: fire, healing, sun, truth
Alternate Domains: repose
Cleric Spells: 1st: breathe fire, 3rd: fireball, 4th: wall of fire
Shelyn:
Divine Attribute: Wisdom or Charisma
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Crafting or Performance
Favored Weapon: glaive
Domains: creation, family, passion, protection
Alternate Domains: repose
Cleric Spells: 1st: dizzying colors, 2nd: enthrall, 4th: creation
| Barbethany 'Barbie' Rivers |
| 1 person marked this as a favorite. |
These are the PF1E Deific Obedience entries (from PF1E Inner Sea Gods) for the Sandpoint Pantheon deities. Great for role-playing activities.
I copied and pasted the entire Deific Obedience entries, which includes the PF1E benefits received if the character has the Deific Obedience feat. The PF1E game benefits obviously are not gained, but their PF1E effects might give more ideas for gameplay posts.
Take a handful of mixed gems, coins, and keys. Include coins from three or more different currency systems (such as from three different kingdoms), as well as at least three different keys—one of which should be the key to a lockbox, vault, or other such storage item. Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings from The Order of Numbers. Gain a +4 sacred or profane bonus on saving throws against spells and effects generated by creatures with a chaotic alignment. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.
Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Gain a +4 sacred bonus on Survival checks.
Hang a set of chimes where they will be stirred by either wind or water. If no suitable location exists to hang the chimes, you must hold the chimes and shake them gently to sound them throughout your obedience. Chant prayers from Hymns to the Wind and the Waves as you attune yourself to the sound of the chimes, then drink a mouthful of pure water and pour a handful over your head. Gain a +4 sacred or profane bonus on saving throws against electricity and water spells and effects. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks.
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
| Barbethany 'Barbie' Rivers |
@George. Please check the spoilers, as you are mentioned twice.
@everyone. Please do the same.
Barbie calls George by name when talking with him, though (if she knows George likes the nickname - does he?) he will refer to her 'brother' by his moniker 'Tiny' with others (unless talking to her mom, Kaye, George's mom and the employees at The Pixie's Kitten - she uses 'Tiny' when talking to a patron (never hurts to remind the patrons that there could be hurtful consequences if they hurt Kaye or her employees). A common question she has asked Kaye over the past two years while heading out to work her shift at The Hagfish is, "I am heading out, Kaye, do you need me to pass a message on to the sheriff?" when there are patrons in the common room she suspects might try to hurt one of brothel employees.
When Barbie walks home after working the dinner to closing shift at The Hagfish, if the stars are visible in the night sky and there is no snow or ice on the ground, she dances in a random patterns, as if she were combining dancing and playing hopscotch. If she sees a friend during this time she asks them to dance along with her. Should they decline she will stop her dance and ask them what they are up to and offer friendly support if required (hugs/words of comfort, etc.)
When Barbie walks to start her shift at The Hagfish, if she hears songbirds singing, she will pause to see if she can locate where the bird(s) are, before continuing on her way to work.
For the ones that have grown up with Barbie you know she typically does not do any actions that are anathema to any of the six deities of the Sandpoint Pantheon. She lives by edicts of the Desna and Shelyn faiths.
- express yourself through art (hair stylist) and song (Barbie tries to mimic the sounds of songbirds when she hears them on her way to work at The Hagfish)
- choose and perfect an art (hair stylist)
- aid fellow travelers (unless she is unable to do so or she gets 'bad vibes' from the strangers, she tends to help out as best as she can)
- expore new places (growing up, she loved playing hide and seek with her friends throughout town)
- be peaceful (Barbie reacts with non-peace when necessary, typically in the form of scolding gamblers caught cheating at The Hagfish)
- lead by example (Barbie tries to be a model citizen of the town) (pun intended? Type your guess.)
- see beauty in all things (Barbie is not immune to being repulsed by horrifiic things.)
- foster despair or terror in the innocent (Barbie does not tell the town's children scary campfire stories, although she will gladly listen to such campfire stories others orate.)
- cast nightmare or use similar magic to corrupt dreams (Barbie would never! She says "Good night and sweet dreams" when having sleepovers, not "One two...Stoot's coming for you. Three Four...he makes your eyes sore. Five Six...he carves you like sticks. Seven Eight...he puts you in crates. Nine Ten...never see again.")
- engage in bigoted behavior
- destroy art or allow it to be destroyed (Growing up Barbie would plead to George to make others stop destroying art in their presence), unless saving a life or pursuing greater art (styling her doll's hair)
- refuse to accept surrender (the first time George beat up a patron at The Pixie's Kitten for abusing one of the working girls, and when he begged for George to stop pummeling him, Barbie felt the beat-down George was giving him was justified as George had not yet settled the scales for how badly the patron beat the woman.)
- engage in banditry or piracy
- steal
- undermine a law-abiding court
- abandon your home in its time of need
- choose yourself over your community
- tarnish your repuation
- bring civization to intrude on the wild
- create undead
- despoil areas of natural beauty
- deny a repentant creature an opportunity for redemption
- tell lies (Barbie bluffs when she plays cards. She also sometimes likes to see if she can trick her friends, but if successful, she lets them know right away that she was trying to see if she could trick them to practice her bluffing technique.)
- fail to strike down evil
| Barbethany 'Barbie' Rivers |
It would be the middle of the night, as after last call and the patrons leave, Barbie spends about 30 to 60 minutes cleaning up before heading home. Not sure if there would be any songbirds up, though Barbie would attempt birdsong calls to try to rouse some of them to provide some music for us.
For feelings of sadness Lavi's music-lacking dancing might evoke in Barbie, Barbie would think about still having never met her (quarter-elven) grandmother in person.
As Lavi is quite long-lived compared to humans, has she been to Riddleport? If so, maybe she has met/knows Barbie's (quarter-elven) grandmother and/or her (half-elven) great-grandmother and/or her great-great grandmother (the human brothel worker/mistress of an elf - and if so Lavi might know the truth about the Sandpoint rumour that Trixie's great-grandmother was a mistress of an elven lord.
| GMMichael |
| 1 person marked this as a favorite. |
I based it on this formula
Each character received 2 +1's and 1 -1
Lavaille +1 Cathedral (work with Naffer), +1 Arcane Lore (Parents). -1 Townsfolk (duskelf appearance)
Brahorn +1 Cathedral (Champion of Saranrae), +1 Townsfolk (His family/and he is a field medic), -1 Sczarni (Champion)
George +1 Towns Watch (Bouncer at Pixie Kitten), +1 Varisian (Ancestry), -1 Townsfolk (works at Pixie Kitten)
Percy +1 Krakon Society (His Family), +1 Town Watch (Militia), -1 Sczarni (relationship with The Deverins)
Barbie +1 Varisian (Background and history) +1 Arcane Lore (Class), -1 Sczarni (relationship with Kaye Tesarini)
Sidonia +1 Krakon Society (Valdemar family) +1 Connecting to Maginmar (Background) -1 Townsfolk (because of how she feels)
maybe I misadded
I did. I corrected things
so what this means, its a dm modifier to diplomacy etc. and can have other perks or negatives.
and your actions in town can make a difference.
be aware some peoples affiliations are evident, others may not be. so you dont neccessarily know what the influence is all the time
"Tiny" George
|
@Barbie:
So George doesn't mind being called "Tiny", he has no self-esteem issues. It makes him chuckle. But he appreciates that Barbie wants to protect his feelings, being the only person who truly knows him, he knows the day may come when he might actually need her protection in this regard.
About the spoiler, it sounds like George really listens to Barbie, but he occasionally snaps back at her, thinking she treats him like someone stupid. But he apologizes after he is calmer.
He doesn't really care about religion, so he finds Barbie's rituals strange and unnecessary. But it keeps him worried that she's going to be somehow attacked at night.
| Barbethany 'Barbie' Rivers |
Barbie walks back home via the street (passing by The Rusty Dragon) and does not walk back via the docks (which would make her route go by The Fatman's Feedbag). Also if she slips and falls on the street no biggie...but slipping and falling while walking on the docks could be dangerous.
Growing up she might have pouted a few times (being a 'little sister') but she does not treat George as stupid (last time she had a 'sister fit' was whe she was a tween. She is more likely to scold others (typically in a friendly way) for treating her brother like he's stupid.
Do you want it so the brothel patron Barbie saw you beat up was the first time you beat up a patron?
| Sidonia Valdemar-Nirodin |
AC: 18/19 HP: 18 Saves-FO:+4 RE:+9 WL:+5 Perc:+5
Lvl: 1 Class: Rogue (Scoundrel)
Ancestry: Human Heritage:Versatile Background: Party Scholar
Archetype/Dedication: ?
Senses: NA
Defenses: Leather, BucklerEverything is working for me in Roll20!
The summary is here.
"Tiny" George
|
Barbie walks back home via the street (passing by The Rusty Dragon) and does not walk back via the docks (which would make her route go by The Fatman's Feedbag). Also if she slips and falls on the street no biggie...but slipping and falling while walking on the docks could be dangerous.
Growing up she might have pouted a few times (being a 'little sister') but she does not treat George as stupid (last time she had a 'sister fit' was whe she was a tween. She is more likely to scold others (typically in a friendly way) for treating her brother like he's stupid.
Do you want it so the brothel patron Barbie saw you beat up was the first time you beat up a patron?
Yes, that'd be ok. George didn't do that much since Kaye scolded him for doing it.
"Tiny" George
|
Reading about Foxglove, I wonder if he is in the same state as in the RotR campaign. Or if he's just a down-on-his-luck noble, trying to get his family's estate up and running... without the undeadness, skinslayer cults and haunts.
| Barbethany 'Barbie' Rivers |
@GM:
I did the research to get a better idea to how noticeable Barbie's kinetic aura is depending on the distance the viewer is from Barbie.
Raspberry and Strawberry seeds are 2-3 millimeters in diameter. The rain-drop sized water bubbles encasing the seeds are 4 miliimeters in diameter (typical maxiumum diameter of a non-large rain drop). Raindrops distance from each other, on average, can be 60 cm apart from each other.
That works out to Barbie's kinetic aura has 4 water bubble-covered seeds per 5' foot space covered in the 10-foot emanation (35 squares in a hemisphere while she is on the ground; 57 squares in a sphere).
The reason for the 2-foot distance from each water bubble-covered seed is because that is not enough to dampen things, which her aura will actively do when she gains the Water Aura Junction.
Water Aura Junction: The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level.
When she gains the Water Aura Junction, the raindrops will become 6 millimeters in diameter (the size of a large rain drop) and the distance between raindrops will become 5 cm instead of 60 cm.
A 10 foot emanation for a medium size creature contains 81 cubes in a sphere and 51 cubes in hemisphere while on the ground. 21 cubes at height level 0 (same height level as the kineticist), 21 cubes at height level 1 (the five foot cubes above the kineticist's height level), 9 cubes at height level 2 (the five foot cubes 5 feet above the kineticist's height level), 21 cubes at height level -1 (the five foot cubes below the kineticist's height level) and 9 cubes at height level -2 (the five foot cubes five feet below the kineticist's height level).
While standing on the ground Barbie's 10-foot kinetic aura has about 200 water bubble-covered seeds.
Using PF1E Perception DCs results in a PF1E DC 8 Perception to notice the (fine-sized) water bubbles - as they are not 'hiding', I used the size modifiers of +1 (small)/+2 (tiny)/+4 (diminutive)/+8 (fine). If the viewer is at least 10 feet away from the aura, the PF1E DC increases by 1 for every 10 feet away from the aura. I also used the stealth modifier of +16 so you can compare the two to see which one you think makes more sense for noticing 4 millimeter water bubbles from a distance, which makes the PF1E DC to notice the bubbles within 10 feet DC 16.
Here is a handy GM tool, Converting Adventures from 1st Edition
Using the conversion tool resource, the PF2E Perception DC to notice the water bubbles of Barbie's kinetic aura, are as follows:
The viewer is less than 10 feet away from the edge of the aura (less than 20 feet from Barbie): PF2E DC 13 (untrained in Perception)
The viewer is less than 30 feet away (less than 40 feet from Barbie): PF2E DC 14 (untrained in Perception)
The viewer is less than 60 feet away (less than 70 feet from Babrbie): PF2E DC 15 (trained in Perception)
The viewer is less than 80 feet away (less than 80 feet from Barbie): PF2E DC 16 (trained in Perception)
The viewer is less than 100 feet away (less than 110 feet from Barbie): PF2E DC 17 (trained in Perception)
The viewer is less than 120 feet away (less than 130 feet from Barbie): PF2E DC 18 (trained in Perception)
The viewer is less than 140 feet away (less than 150 feet from Barbie): PF2E DC 19 (trained in Perception)
The viewer is less than 150 feet away (less than 160 feet from Barbie): PF2E DC 20 (expert in Perception)
The viewer is less than 160 feet away (less than 170 feet from Barbie): PF2E DC 21 (expert in Perception)
The viewer is less than 170 feet away (less than 180 feet from Barbie): PF2E DC 22 (expert in Perception)
The viewer is less than 180 feet away (less than 190 feet from Barbie): PF2E DC 23 (expert in Perception)
The viewer is less than 190 feet away (less than 200 feet from Barbie): PF2E DC 24 (expert in Perception)
The viewer is less than 200 feet away (less than 210 feet from Barbie): PF2E DC 25 (expert in Perception)
The viewer is 200 feet away (210 feet from Barbie): PF2E DC (nearly impossible)
The viewer is less than 10 feet away from the edge of the aura (less than 20 feet from Barbie): PF2E DC 16 (trained in Perception)
The viewer is less than 30 feet away from aura (less than 40 feet from Barbie): PF2E DC 17 (trained in Perception)
The viwer is less than 50 feet away from aura (less than 60 feet from Barbie): PF2E DC 18 (trained in Perception)
The viewer is less than 70 feet away from aura (less than 80 feet from Barbie): PF2E DC 19 (trained in Perception)
The viewer is less than 80 feet away from aura (less than 90 feet from Barbie): PF2E DC 20 (expert in Perception)
The viewer is less than 90 feet away from aura (less than 100 feet from Barbie): PF2E DC 21 (expert in Perception)
The viwer is less than 100 feet from aura (less than 110 feet from Barbie): PF2E DC 22 (expert in Perception)
The viewer is less than 110 feet from aura (less than 120 feet from Barbie): PF2E DC 23 (expert in Perception)
The viewer is less than 120 feet from aura (less than 130 feet from Barbie): PF2E DC 24 (expert in Perception)
The viewer is less than 130 feet from aura ( less than 140 feet from Barbie): PF2E DC 25 (expert in Perception)
The viewer is 130 feet from aura (140 feet from Barbie): PF2E DC (nearly impossible).
| GMMichael |
I don't know
This is what it says about kinetic aura
Kinetic Aura
Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame, stars of raw metal always changing shape, floating snowflakes, or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.
And when you read what what channel elements says and most of the impulses...it's not subtle nor non visible ;)
| Barbethany 'Barbie' Rivers |
And when you read what what channel elements says and most of the impulses...it's not subtle nor non visible ;)
Someone staring at George and Barbie (and can see the space in front of George's head might see something red (the strawberry) briefly before George eats it (or it falls).
My query is how noticeable Barbie's kinetic aura is from a distance based on its compostion.
One of the hardest to notice from a distance is an air kinesticist's aura who's aura is currents of wind slowly moving around him around. Someone nearby will see his hair moving from the wind currents but someone who can see the kineticist from farther distances would see the kineticist but not that his hair is moving around (working with a non-windy day), or even if they see his hair moving around on a windy day, it would not seem out of the ordinary.
The example of floating snowflakes is a good example of an aura being easy to notice or difficult to notice. In spring, summer and fall that is noticeable (if you are close enough to the kineticist to notice the snow), but during a snowfall in the winter it is diffcult to notice the snowflake aura unless you are fairly close to the kineticist to notice there are snowflakes around them that seem to continue to float around without actually landing on the ground.
As the converter gives the skill proficiency rank the DC (typically) requires, we can use that as a guideline for passively noticing her kinetic aura:
For viewers to notice the 200 4-millimeter bubbles floating around her, which are 2 feet apart from one another:
Viewers who are trained in Perception would have to be less than 80 feet away from Barbie to have a chance to passively notice them.
Viewers who are expert in Perception would have to be less than 140 feet from Barbie to have a chance to passively notice them.
Most people do not go around spinning themselves in 360 degrees to actively looking for things around them, near and far. :)
Does the above sound like a good way to adjudicate it?
| Barbethany 'Barbie' Rivers |
Here is a copy up of one of the notes I typed up for my own PF1E to PF2E conversion notes.
PF1E to PF2E skill DC conversions.
*Untrained level 1 PCs in both editions have same chance to succeed: PF2E DC = PF1E DC
PF1E level 1 PCs trained in non-class skill have same chance to succeed as PF2E Lv 1 PCs who are not trained in skill: PF2E DC = PF1E DC minus 1
PF1E level 1 PCs trained in non-class skill have same chance to succeed as PF2E Lv 1 PCs trained in skill: PF2E DC = PF1E DC plus 2
**PF1E level 1 PCs trained in class skill have the same chance to succeed as PF2E Lv 1 PCs trained in skill: PF2E DC = PF1E DC minus 1.
* For skill checks that do not require being trained to use.
** For skill checks that require being trained*** to use.
*** For PF2E skill uses that require expert proficiency, increase DC by 2; for PF2E skill uses that require master proficiency, increase DC by 4; for PF2E skill uses that require legendary proficiencym increase DC by 6.
| Barbethany 'Barbie' Rivers |
How much did Barbie make with her yarn?
Remember, a good many checks are secret in pf2. So do not roll. Ask
I'll roll.That's all recall knowledge, all perceptions. Stealth, Diplomacy, Deception,Intimidation. Some craft checks where the outcome maybe unknown
Noted. I also add the secret tag to some of the skill uses that Paizo did not add the secret tag to (such as Make an Impression and Request uses of Diplomacy) since the outcome should be revealed by the GM and was adding the 'secret' tag to some PF1E skill uses before PF2E was published.
Want to add the secret trait to the Perform skill in some instances as well (such as The Hagfish contest)? I know there is at least one Bard focus spell use of Perform that makes sense for the bard's player to know what the Perform roll is (Lingering Composition focus spell) though he might not know if he succeeded (since the GM might use a different DC based on the circumstances) as the focus point might not be expended.
Here is a copy of the conversion I used for my PF2E campaign for the yarning contest. Feel free to use/modify it for your campaign if you want.
The Yarning contest at The Hagfish
To impress the Hagfish’s clientele with yarning, a PC must succeed at six successive DC 15 Performance checks in a row over the course of an hour. If all six checks are successful, the PC takes his highest success of the six for determining how much coin* he earns from the crowd with his performance, but he earns twice the amount he would otherwise earn. As with the hagfish challenge, a character can win this contest just once, although the crowd certainly appreciates repeat performances (which are resolved with a single normal Performance check).
* The following has been converted from PF1E wealth to PF2E wealth (treating conversion as PF1E gold = PF2E silver).
Coin earned (use the highest roll you made; if you succeeded at all six checks for your initial yarn at The Hagfish, you double the coins you earned. You only gain the doubling bonus for your initial yarn at The Hagfish. Subsequent yarns are resolved with a single Performance check and do not get the doubling bonus. I used the PF2E's four degrees of success (using all but the highest PF1E DC 30 Perform results for the 4 success tiers)
Critical Failure: You fail to impress anyone with your lackluster tale. Jargie gives you a single copper for your time.
Failure: You earn 1d10 copper.
Success : You earn 3d10 copper.
Critical Success: You earn 10d6 copper.
| Persival Sterglus |
GM, you said we can do our rolls on the Roll20 site, right?
Paizo's RNG is notoriously horrible and likes to give a slew of 1s, 2s, and 3s, sometimes for an entire combat. :|
I'm gonna need all the help I can get, since I have no means to open an Investigation before what's coming (so I won't be able to use Devise a Stratagem at all this combat).
| Persival Sterglus |
That's a good question Lavi ... curious to see what the GM says.
It would be a lot less fun for you to have to do a bunch of combats without your gear in place though. So, hopefully you're kitted up.
I hadn't considered that though -- George and Brahorm and I all have everything available to us already, and I honestly just kind of assumed everyone else did as well.
| Lavielle Liltegwanath |
I have a question to all, GM and Players
This seems like a more fitting deity for Lavi than Pharasma
Thoughts?