JD's Age of Ashes

Game Master Jack Daniels


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Hi all, I've been DMing an Abomination Vaults campaign for PF2E (first time in this system) for almost a year now and have been having a blast, so decided to try out Age of Ashes, which I hear has some super hard fights and want to see how they play out in PbP. There will be some modifications to the AP, as the community has created great resources which I will use.

I’ll keep recruitment open for a week. I’m looking for 4 (maybe 5) players.

My expectations from you as a player:
o Consistent posting, I’d prefer at least once a day posting.
o Group tactics and having fun.
o Interesting characters who I would want to see developed in game.
o Cool imagery - I'm a very cinematic DM, so the rule of cool is in effect.

Character build:
o Level 1
o We will be utilizing the Free Archetype
o Backgrounds: You can use from the Player's Guide or the regular common ones are fine too.
o Ancestries: Core + Catfolk, Ratfolk, and Tengu only.
o Describe your physical appearance or provide a link to your image. Explain in a paragraph what is your connection to Breachill and your motivation for answering the Call to Heroes.
o I use Google Slides for combat maps and NPCs.

Any questions, please let me know.


Not fantastically familiar with the ins and outs of 2nd edition, but this AP sounds seriously fun. Consider me interested. Will work up an idea to submit soon.


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Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Definitely interested.

Just to make sure it's clear, are you intending to use Remastered material or stick with the original 2E stuff. It isn't a deal breaker, just curious.


Interested.

Will have a character posted within next few days.


Would you permit the Palatine Detective investigator class archetype?


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Starting seeds of my PC applicant...

campaign background: Haunting Vision
class: oracle
oracle mystery: flames

Character's family home burned down during the Goblinblood Wars, which he survived but was severely burned by the flames - which led to nightmares of the night, which sometimes morphed into (apparently) images of other buildings burning.


Jeremy: Remastered where possible, but will allow legacy content, upon review.
Blake's Tiger: Yes, I would allow that class archetype.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Jack Daniels wrote:

Jeremy: Remastered where possible, but will allow legacy content, upon review.

Blake's Tiger: Yes, I would allow that class archetype.

Thanks JD.

I haven't settled on anything definite yet, but I'm looking into a ratfolk alchemist, maybe. I will post something this weekend unless you need it earlier than that.


I'm interested - thinking of a goblin swashbuckler-type.


Just confirming it's okay to play a leshy--they were made a core ancestry in the remaster but AFAIK weren't before that. I've got an idea for a fungus leshy monk.


Looking at a melee type, probably Fighter, but possibly Champion.


CloakedInSmoke - Leshy is fine.


Rough sketch at this point:
Race: Dwarf
Class: Fighter
Campaign Background: Local Scion
Motivation: Coming from a family of talented blacksmiths that have made Breachill their home for decades, this dwarf will eagerly want to step up, both to honor family tradition, (His uncle actually was included in a previous 'Call for Heroes'), and to make a name for himself in the process. (Very open to previously knowing other characters from around town before the current issues began.)


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For those that don't know, pathbuilder2e.com lets you build characters pretty easily, especially at 1st level. A few clicks and you're done.


Jack Daniels wrote:
For those that don't know, pathbuilder2e.com lets you build characters pretty easily, especially at 1st level. A few clicks and you're done.

Good to know. Thanks!


I made Nosteo here for an Age of Ashes game on here that died out very early years ago and would love to give it another go. He's currently lv2 because I applied for another version in progress but wasn't chosen. I can scale that back easily.

Background:
Nosteo is clearly of Chelish decent, he has the pale skin, dark hair, and sharp features associated with them. Nosteo is from Varisia however. In his youth it became clear that he carried the family curse, which only shows up every few generations. Somewhere in his family's past a devil's bloodline was added into the family tree. No one remembers for sure how that happened but the family also passes down an ancestral longsword that seems to be a Hellknight weapon and it is commonly accepted that it has something to do with the knights. It's also probably the reason why his family now lives in Varisia.
To try to combat the evil blood in his veins Nosteo joined the church of Iomedae. He tries his best to be as honorable and good as possible but he has found he is a very good liar and slips up from time to time.

Nosteo found out about the origin of his curse-the little known about it anyway-after his father bequeathed the family sword to him. He decided to find out everything he could about the Hellknights, and maybe his family's history, that day. When he heard about Citadel Altaerein and the Call to Heroes he decided to go check it out.


Image of Pileus the Monkroom

Pileus is a fungus leshy who's lived most of his life on the outskirts of Breachill after the druid who created him disappeared shortly after. As a self-taught monk and a fungus, he has few material needs but earned gold for what few things he does need by doing odd jobs in Breachill. After hearing the monthly Call for Heroes and the tales told in the taverns for years, he decided he wanted to be a heroic adventurer too and train himself up with a foray into the Darklands. With no need for light and the ability to subsist on just about anything organic he might find, he thought he could do better than the average surface-dweller. While he did improve his fighting skills and learned much about the underground in his short stint exploring there, the dangers of the deeps proved too much for a solo adventurer, so he decided he'd best just return to Breachill and join the Call for Heroes and begin his heroic journey a bit more modestly.

Background: Reputation Seeker
Class: Monk


Since the bulk of the submissions are leaning heavily martial, I'll table my Palatine Detective idea and submit a bard caster/buffer/debuffer with a martial flair and the spirit warrior archetype at 2nd, which is Uncommon but with an Access condition of being from Tian Xia.

I'll complete the application later tonight. Ignore the avatar, that's from an old submission. :)

Shi Xin Wang, Tian Bard:

Bard 1
Medium Human (Versatile)
Perception +5 (+2 initiative);
Languages Common, Draconic, Elven, Fey, Tien
Skills Acrobatics +5, Arcana +6, Athletics +4, Crafting +6, Deception +6, Diplomacy +6, Intimidation +6, Lore: Dragon +6, Occultism +6, Performance +6, Stealth +5
Str +1, Dex +2, Con +0, Int +3, Wis +0, Cha +3

AC 15; Fort +3, Ref +5, Will +5
HP 16

Speed 25 feet

Occult Known Spells DC 16, attack +6; 1st Fear, Sure Strike, Soothe (2 slots); Cantrips Figment, Guidance, Musical Accompaniment, Needle Darts, Warp Step
Focus Spells (3 points) Counter Performance, Courageous Anthem, Hymn of Healing, Lingering Composition
Additional Feats Hymn of Healing, Incredible Initiative, Intimidating Glare, Lingering Composition
Additional Features: Composition Cantrips, Composition Spells, Muses (Maestro)


Here is the build for Jojo. I will work on the background and will purchase rest of equipment if selected. He can fill a lot of roles: be a front-line fighter with 20 AC, damage dealer with his finisher, trained in thievery, has some Diplomacy, etc.

Jojo, the goblin swashbuckler:

Jojo Swashbuckler 1
Small Goblin Unbreakable Goblin Humanoid
Perception +5; Darkvision
Languages None selected
Skills Acrobatics +7, Athletics +5, Diplomacy +4, Lore: One City +3, Nature +3, Performance +4, Society +3, Stealth +7, Thievery +7
Str +2, Dex +4, Con +2, Int +0, Wis +0, Cha +1
Items Leather
AC 18; Fort +5, Ref +9, Will +5
HP 22
Speed 25 feet
Melee Dogslicer +7 (Agile, Backstabber, Finesse, Goblin, Uncommon), Damage 1d6+2 S
Ranged Chakram +7 (Thrown 20 ft.), Damage 1d8+2 S
Extravagant Parry (Swashbuckler) Requirements You're wielding one or more one-handed weapons You use one-handed weapons to parry with style. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement. If a creature misses you with a Strike while you have this bonus, you gain panache until the end of your next turn.
Dirty Trick (Attack, General, Manipulate, Skill) Prerequisites trained in Thievery Requirements You have a hand free and are within melee reach of an opponent. You hook a foe's bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a Thievery check against the target's Reflex DC. Critical Success The target is clumsy 1 until they use an Interact action to end the impediment Success As critical success, but the condition ends automatically after 1 round. Critical Failure You fall prone as your attempt backfires.
Confident Finisher (Finisher, Swashbuckler) You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Precision Damage Precise Strike Finisher 2d6
Additional Feats Bouncy Goblin, Pickpocket, Unbreakable Goblin
Additional Specials Panache, Precise Strike, Stylish Combatant, Swashbuckler's Style (Rascal)


Please accept Thark the Blessed as a submission for this game.

An orc cleric of Gorum, he was held as a prisoner and slave before breaking free not long ago, and finding his way to Breachill to the Call for Heroes. He heard there were tryouts, and a man could seek his fortune, if we were brave and strong enough. Here he hopes to make some coin, and develop enough skills to crusade against bondage. He finds slavery or bondage of any kind anathema, and will work hard to eradicate it where he sees it, including putting his own life on the line.

He is a big hulking brute of an orc, with long black hair tied in queue, and tusks the protrude from his lower jaw over his upper lip. His skin is a deep green color. His body (and parts of his face) are covered with ritual tattoos and scars, most inscribed during his captivity. Those markings, and his size, make him fearsome to see, but he is really quite gentle when not in battle, and trying to come to grips with a world where is not captive but free. He is learning to love freedom and wanting to make a difference for others who are either enslaved or oppressed.

In game terms, he is a hard hitter, and can hold his own in a fight, but will have the healing advantages of a cleric, including Battle Medicine when that feat becomes available to him. He can function as primary healer as needed.

As a player, I run several games on the board and usually post daily. Keeping that pace, interacting with players in interesting ways, and telling a compelling story is all part of the medium. Thanks for running!

Thark the Blessed stat block:

Thark the Blessed
Male orc cleric 1
Medium, Humanoid, Orc
Heritage hold-scarred orc
Background prisoner
Perception +6; darkvision
Languages Common, Orcish
Skills Athletics +6, Intimidation +4, Medicine +6, Religion +6, Stealth +3, Underworld Lore +3
Str +3, Dex +0, Con +2, Int +0, Wis +3, Cha +1
Items hide armor, greatsword, javelin (3), orc knuckle dagger, backpack, bedroll, caltrops (2), chalk (10), flint and steel, healer's toolkit, rations (1 week) (2), Religious symbol (wooden), rope (50 feet), soap, torch (5), waterskin, purse (2 gp, 9 sp)
--------------------
AC 16; Fort +7; Ref +3; Will +8
HP 22
--------------------
Speed 25 feet
Melee [1] greatsword +6 (versatile P), Damage 1d12+3 S
Melee [1] orc knuckle dagger +6 (disarm, agile, orc), Damage 1d6+3 P
Ranged [1] javelin +3 (thrown 30 ft.), Damage 1d6+3 P
Divine Cleric Spells DC 16, attack +6; 1st bane, bless, heal (×4) Cantrips (1st) divine lance, guidance, shield, stabilize, void warp
Ancestry Feats Orc Weapon Familiarity
General Feats Diehard, Shield Block
Skill Feats Experienced Smuggler
Other Abilities deity, divine font, doctrine, warpriest


Athrehon here. Not at home at the moment, but will post my submission tomorrow.

Quick Summary version:
Ancient-Blooded Dwarf Fighter, Dragon Scholar Background, Sword and Board style. Totally intended to Tank.


A happy-go-lucky young man with a penchant for daydreaming, Shi Xin Wang left Xa Hoi nine years ago after being inspired by a dream in which Jin Li, the Golden Dragon Carp, challenged him to find out how much of the world he could see. Always fascinated by dragons as a little boy, he was quick to interpret the dream as a true message from the dragon god and justification to leave home. He packed his ruan, his poetry, and a sword, and explained to his loving but protesting parents that he was destined to see the whole world. He made it to Avistan a few years ago and has explored his way through Cheliax trying to learn about the dragons of this land. Now he is making his way through Isger on his way north to the Saga Lands to learn about linnorms. He came to Breachill in time to hear of the Call of Heroes. Not a moment too soon! Exploring the world is expensive, and his coin purse was a little light.

Shi Xin Wang is a young Tian-Dan man with long, black hair that he wears pulled back in a ponytail. He is almost always smiling, even when running from street thugs trying to mug him at night on the streets of Elidir! His warm, brown eyes twinkle as though with mischief.

Pathbuilder Link: Character Portrain in Details

He envisions himself--that's not to say his vision is realistic at the moment--a poet-scholar-swordsman on a divinely ordained quest of exploration. In terms of style, his magic's manifestations evoke koi and draconic imagery.

Mechanically, he is designed to cover buffing/debuffing while also being able to contribute to combat with both melee and ranged damage as needed. He has moderate encounter healing. If necessary, I can shift a skill training (likely Deception for Medicine), swap out Bon Mot for Battle Medicine, and take the skill feats to handle Treat Wounds efficiently.

EDIT: Oh, I didn't notice that Pathbuilder stat blocks didn't include the background. He'd use Dragon Scholar.

Shi Xin Wang, Tian-Dan Bard:

Human (Versatile)
Perception +5 (+2 initiative);
Languages Common, Draconic, Elven, Fey, Tien
Skills Acrobatics +5, Arcana +6, Athletics +4, Crafting +6, Deception +6, Diplomacy +6, Intimidation +6, Lore: Dragon +6, Occultism +6, Performance +6, Stealth +5
Str +1, Dex +2, Con +0, Int +3, Wis +0, Cha +3
Items Studded Leather
AC 17; Fort +3, Ref +5, Will +5
HP 16
Speed 25 feet
Melee Fist +5 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 B
Melee Shortsword +5 (Agile, Finesse, Versatile S), Damage 1d6+1 P
Ranged Chakram +5 (Thrown 20 ft.), Damage 1d8+1 S
Ranged Shortbow +5 (Deadly d10), Damage 1d6 P
Occult Known Spells DC 16, attack +6; 1st Fear, Sure Strike, Soothe (2 slots); Cantrips Figment, Guidance, Musical Accompaniment, Needle Darts, Warp Step
Focus Spells (3 points) Counter Performance
Courageous Anthem
Hymn of Healing
Lingering Composition
Additional Feats Hymn of Healing, Incredible Initiative, Intimidating Glare, Lingering Composition
Additional Specials Composition Cantrips, Composition Spells, Muses (Maestro)

To give you an idea of where I'm going with this build, here is the second level where free archetype kicks in.

Shi Xin Wang, Tian-Dan Bard (Level 2):

Medium Human (Versatile)
Perception +6 (+2 initiative);
Languages Common, Draconic, Elven, Fey, Tien
Skills Acrobatics +6, Arcana +7, Athletics +5, Crafting +7, Deception +7, Diplomacy +7, Intimidation +7, Lore: Bardic +7, Lore: Dragon +7, Occultism +7, Performance +7, Stealth +6
Str +1, Dex +2, Con +0, Int +3, Wis +0, Cha +3
Items Studded Leather
AC 18; Fort +4, Ref +6, Will +6
HP 24
Speed 25 feet
Melee Fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d6+1 B
Melee Shortsword +6 (Agile, Finesse, Versatile S), Damage 1d6+1 P
Ranged Chakram +6 (Thrown 20 ft.), Damage 1d8+1 S
Ranged Shortbow +6 (Deadly d10), Damage 1d6 P
Bon Mot
Overwhelming Combination
Occult Known Spells DC 17, attack +7; 1st Fear, Sure Strike, Concordant Choir, Soothe (3 slots); Cantrips Figment, Guidance, Musical Accompaniment, Needle Darts, Warp Step
Focus Spells (3 points) Counter Performance
Courageous Anthem
Hymn of Healing
Lingering Composition
Additional Feats Bardic Lore, Hymn of Healing, Incredible Initiative, Intimidating Glare, Lingering Composition, Multifarious Muse, Spirit Warrior Dedication
Additional Specials Composition Cantrips, Composition Spells, Multifarious Muse (Enigma), Muses (Maestro)

Thanks for offering to run this AP.

Liberty's Edge

I'm thinkin' an Investigator with Gunslinger FA. A frontier sheriff...


I would be interested in joining. I do not have much experience in PF2, having played a few one shots. But I really love the system.

As for character, I am thinking of making a Peachchild Leshy Wood Kineticist. Haunting Vision background, Beastmaster archetype (Arboreal Sapling, unless given permission to take the Wood Elemental). With the Childlike plant, she looks like a young human girl. She will have a bit of healing, a bit of fighting, some battlefield control and has a pet to assist.

Picture


Rose Petal
Ancestry: Peachchild Leshy
Class: Wood Kineticist
Background: Haunting Vision
Archetype: Beastmaster (Arboreal Sapling, unless given permission to take the Wood Elemental)
With the Childlike plant, she looks like a young human girl. She will have a bit of healing, a bit of fighting, some battlefield control and has a pet to assist.
She has come to join the Hall in order to prevent terrible atrocities, s she has been haunted by dreams of fire her entire life, something she believe is a vision from Shumunue, one of the Elemental Lords of the Plane of Wood.

Picture

Grand Archive

May I present Gexi, the Ratfolk Toxicologist. He has come to Breachill to seek fame and fortune by joining a group of heroes in saving the town. At least it what he envisions happens at the Call for Heroes.

He is a sewer rat alchemist focused on poison. I am interested in pairing him with Inventor as the Free Archetype but if that doesn't fit the group (or isn't allowed by the GM) he also works as a Rogue. His background is Reputation Seeker.

Gexi’s Backstory:
Gexi was raised among the sewers beneath the streets of Egorian, the capital city of Cheliax. One of a young brood born in a small enclave of black market alchemists, Gexi spent many hours among the venomous vermin and crops they kept as both food and ingredients. Unfortunately, disaster struck before Gexi was much older than a pup.

Gexi still does not remember much of that cycle. There were screams and running, and fires. His brood was lead out into the greater tunnels but they found no escape there. He remembers a smell, it overpowered the scent of burning fur, but the never saw the source. He saw his fellow pups fall behind and soon found himself alone, cowering in fear. He was grabbed, carried, and all he could do is scream as well.

After a moment Gexi twisted and saw he was being carried by an unrecognized ysoki. He knew a merchant’s caravan has come by, but he had been too young to go see. It soon became clear this ysoki was from that caravan and they somehow had rescued Gexi. They ran deeper into the tunnels until they found others from the caravan, but they never found anyone from Gexi’s enclave.

Once the caravan was safely away, the saviors introduced themselves. Jokul was a scout, and it was he who found Gexi at first. His mate, Linn, was an herbalist and merchant. She had been looking for certain mushrooms from Gexi’s cave, which was why Jokul had come looking when trouble struck. They had a young brood already and figured Gexi could join them as they travelled to their next stop in the Darklands.

Many years passed, Gexi grew beside his many adopted siblings. Jokul instilled some scouting skills, teaching him how to survival away from the cities and especially below the surface world. It was Linn though, that taught him the most. None of Gexi’s adopted brood showed interest in Linn’s work, but Gexi took to it immediately. Herbalism was her focus, but she had picked up many techniques of a traditional alchemist. Gexi’s natural comfort with venoms and his hardy stamina with them lead to him focusing on poisons of all sorts.

During the years of travelling, both on the surface and among the darkness, the rests were filled by Jokul’s stories. Jokul’s youth was also spent among the caravan trails, but he yearned for more. He wanted to impress the young Linn (though she always reminded him, she was already impressed) and needed fame and fortune to do so. It was during one trip upon the surface that Jokul found his chance, and he loved telling the stories of his brief but successful life of adventure.

Jokul had come to Breachill, and heard of their Call for Heroes. Jokul borrowed a suit of armor and some arms, and went forth to find adventure. Gexi would listen intently, and as he grew, he began to feel the same desire of fame and fortune he heard about.

Now, in his seventieth seventh season, the caravan approached Breachill. Gexi prepared to for the Call for Heroes. He gathered his tools, his arms, and modified his heavy apron to serve as armor. Jokul and Linn encourage him, knowing among their brood, only Gexi would be so brave as to strike out on his own.

I will load the build later this weekend but here are links to his image and the Pathbuilder sheet.

Gexi, Ratfolk Toxicologist

Gexi - Image


Next up is Burgh, current resident of Breachill and a not-so-exceptional blacksmith, much to his family's dismay.

Burgh Grimforge:
Burgh Grimforge

Ancient-Blooded Dwarf; Fighter 1
Perception +7; Darkvision
Languages Common, Dwarven
Skills Acrobatics +4, Athletics +7, Crafting +3, Intimidation +2, Lore: Dragon +3
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Repair Kit, Steel Shield (Hardness 5, HP 20, BT 10)AC 18 (+20 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Reactive Shield (Trigger) An enemy hits you with a melee Strike.
Requirements You are wielding a shield. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.
Shield Block
(Trigger) While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Reactive Strike
(Trigger) A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Call on Ancient Blood
(Trigger) You attempt a saving throw against a magical effect, but you haven’t rolled yet;
Effect Your ancestors’ innate resistance to magic surges before slowly ebbing down. You gain a +1 circumstance bonus to saving throws on the triggering save and other saves against magical effects until the end of this turn. BackstorySpeed 20 feet
Melee Battle Axe +9 (Sweep), Damage 1d8+4 S
Melee Warhammer +9 (Shove), Damage 1d8+4 B
Additional Feats Ancient-Blooded, Intimidating Glare, Unburdened Iron

Motivation Coming from a family of talented blacksmiths that have made Breachill their home for decades, Burgh eagerly wants to step up, both to honor family tradition, (His uncle actually was included in a previous 'Call for Heroes'), and to make a name for himself in the process. Lord knows he’s not doing it as a blacksmith. While reasonably good with mundane crafting, frankly, he’s just really not that good at it. Which is just as well, since his heart’s just not in it. Rather, he’s all but consumed by the histories and the lore of dragons and their kin. His previously mentioned Uncle Argspon was seriously maimed by one of the creatures several years ago, and while he survived and still lives in Breachill, ever since, Burgh has been fascinated by the beasts.

(I'm working on finding a proper pic of him)


Here is 'Red'. An elf from Andoran, who commands respect from his troops and heals with intellect.


Thank you all for the interest. I would like to see a character sheet or stat block with each application, at least a rough draft. Thus, the reason for the pathbuilder link. See Lucendar, Thark, Shi Xin Wang, Burgh, and Gexi above for examples.


Not sure why I cannot edit my post for some reason, so will repost and add pathfinder build, with up to level 10, plus a different image.

Rose Petal
Ancestry: Peachchild Leshy
Class: Wood Kineticist
Background: Haunting Vision
Archetype: Beastmaster (Arboreal Sapling, unless given permission to take the Wood Elemental)
With the Childlike plant, she looks like a young human girl. She will have a bit of healing, a bit of fighting, some battlefield control and has a pet to assist.
She has come to join the Hall in order to prevent terrible atrocities, s she has been haunted by dreams of fire her entire life, something she believe is a vision from Shumunue, one of the Elemental Lords of the Plane of Wood.

Spoiler:

Rose Petal Kineticist 1
Small Leshy Peachchild Leshy Plant
Perception +4; Low-Light Vision
Languages Common, Fey
Skills Acrobatics +5, Athletics +2, Deception +3, Lore: Specific Deity +3, Nature +4, Religion +4, Stealth +5, Thievery +5
Str +2, Dex +2, Con +4, Int +0, Wis +1, Cha +0
Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Toolkit
AC 16; Fort +9, Ref +7, Will +4
HP 20
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+2 P
Weapon Infusion (Infusion, Kineticist) With a signature flair, you shape blasts of elemental power into the form of a
weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose
a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing -
whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged
blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of
three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range
increment 20 feet and the thrown trait.
Hardwood Armor (Impulse, Kineticist, Primal, Wood) Wood and bark grow over your body like armor. This hardwood
armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are: AC Bonus +3; Dex Cap
+2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 1; Group wood. Any bonuses, runes, and magical abilities of
your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use
this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have
that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes
broken or leaves your grasp. The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again,
any existing one ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.
Timber Sentinel (Impulse, Kineticist, Plant, Primal, Wood) A slim, symmetrical tree travels from the Plane of Wood. You
conjure a tree within 30 feet, as a protector tree spell of a rank equal to half your level rounded up. If you use this impulse
again, any previous one ends, and an ordinary tree remains.
Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your
aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee
or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental
Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.
The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical
damage type adds its trait to the blast. • Air 1d6 electricity or slashing, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet •
Fire 1d6 fire, range 60 feet • Metal 1d8 piercing or slashing, 30 feet • Water 1d8 bludgeoning or cold, 30 feet • Wood 1d8
bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level
(+4) The damage increases by one die.
Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that
already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target
must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in
place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options,
though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless
otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The
element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts
light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you
bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. •
Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects
only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The
range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to
make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental
Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your
kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the
environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your
kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the
aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can
still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
Focus Spells (0 points) Protector Tree
Additional Feats Childlike Plant, Peachchild Leshy, Student of the Canon
Additional Specials Impulses, Kinetic Aura, Kinetic Gate (Single Gate), Kineticist Element (Wood Element), Plant Nourishment,
Wood Impulse Junction

Rose Petal´s Picture

Pathbuilder Link


Here is Pileus's Pathbuilder link. Not completely settled on gear and such but am pretty solid on the stat spread, skills, and Reflective Ripple Stance being the 1st level class feat. I'm definitely not sure how the build will progress from there and 2nd and beyond are just me playing around. I'm thinking of Cleric, Druid, or Wrestler archetype depending on the needs of the party and what feels right for his character as I play.


I will have a pathbuilder build (and link) up later today.


DianaBialaska wrote:
Not sure why I cannot edit my post for some reason . . .

Just FYI, there is a 1 hour time limit on editing posts.


Pathbuilder link

Gear is not done yet.

Will have more of his backstory tomorrow.

He was a child during the Goblinblood Wars and his family home in the gnomish town of Umok was set ablaze by goblins during the war - part of the burns he suffered resulted in burn scars around his neck that look similar to the religious symbol of the Light of the Everlasting Flame covenant.

Ancestry: Gnome
Heritage: Chameleon Gnome (while sleeping, the patterns appearing on his skin are match with the burns he is getting in his dreams.
1st level ancestry feat: First World Magic (Eat Fire)
Background: Haunting Vision
Class: Oracle
Oracle Mystery: Flames
Free Archetype: Kineticist (fire)


Hey guys.

A bit of news, I just got accepted into GM Lia's game, and while I love the idea of THIS game, in all honesty I know that I wouldn't have the bandwidth to maintain for both tables (if I were to somehow get chosen here).

And so, to avoid any needless conflict of interests, I'm going to withdraw from this recruitment at this time. Jack, thanks for running this, and for your advice through messages.

Have fun. Kick Ass, and Be Awesome.
~ Burgh


No worries, Burgh. Enjoy the game.


List of Applicants:
Nosteo: Versatile Human (Chelaxian) Sorcerer
Pileus: Leshy Monk
Shi Xin Wang: Versatile Human (Tian) Bard
Jojo: Goblin Swashbuckler (missing background)
Gexi: Ratfolk Alchemist (Toxicologist)
Rose Petal: Leshy Kineticist
Zatniteshuk: Gnome Oracle (missing background)

Expressed Interest:
Crisischild
Red Swampseer

If I missed someone, please let me know.


Parhbuilder for Nosteo


Jack Daniels wrote:


If I missed someone, please let me know.

It looks like you missed Thark.

And, since I'm already typing for the sake of being helpful, I'll add that Zatniteshuk's background is Haunting Vision. :)


Updated Pathbuilder sheet

More of his backstory:

After the Goblinblood Wars ended and the gnomes (as well as some non-gnome residents and regular visitors of the town who revere Good Neighbors covenant) rebuilt their damaged town, word spread about the child who had burn scars on his neck that have the appearance of a religious symbol that has fire in it. Zateniteshuk felt a kinship with them, though did not feel the covenant they revered felt 'right' for him, though he obsessed to to discover more about deities, pantheons and covenants that use fire as their religious symbols.

Two things of note occurred during his research.

1) The first night after was reading up on Dahak, he started to have nightmares of being in a burning building - at first he thought it was memories of the night his family home had burned down - but the nightmares changed - sometimes it would be like he was seeing through someone else's eyes - sometimes inside a building on fire, and sometimes outside seeing buildings on fire, sometimes as if he were standing on the ground, and sometimes as if he were looking down on the town from the above. There was never any recognizable buildings (aside the nightmare memory dreams of the night his family home burned down). He became obsessed with learning as much as he could about Dahak.

2) The first time his research gleaned info about the Light of the Everlasting Flame covenant - his neck burn scars were nearly an exact match (shape-wise, not color-wise) of the covenant's religious symbol, and whereas the Good Neighbors covenant felt like 'good friends' the Light of the Everlasting Flame covenant felt like 'him'.

The year before the current Call of Heroes he traveled to the town as a spectator. A month ago his infrequent nightmares started up again...and on the third night he recognized one of the buildings from when he had traveled to Breachill the year before. The values of the Good Neighbors being important to him, he set off for Breachill - with plans to compete so he would hopefully gain a better idea of how to prevent the fiery tragedy he recently started to once again dream about from occurring.

The Student of the Canon skill feat uses Light of the Everlasting Flame covenant as the one he gets specific deity skill check success bracket bumps to.

One of his Good Neighbors covenant friends is a Varisian from Ustalav - and his Varisian friends' accent left a lasting impression on Zatniteshuk, who now pronounces his own name with the Ustalavian Varisian accent, 'Zatt-nite-shook' instead of pronouncing it 'Zat-nite-shuk'.

Changed his one of his four free ability boosts from Wis to Int (to gain Varisian as a bonus language).

Part of his fiery nightmares include him doing things he is not able to do (yet, but will via future skill feats) - jumping from a high-level window of a burning building to land on his feet without taking damage from the fall, climbing out one window of a burning building to get to another open window of a room a child is trapped in, etc.

Still need to buy gear for him.


More Detailed Background Backstory for Pileus:
Pileus was created by the druid Vespa in the Crimson Tide Wood from mushrooms and the log they grew upon. His relationship with his creator was short-lived as only a month or after his creation, Pileus awoke one day to find Vespa nowhere to be found, and he searched the whole wood without a trace before realizing she must have left the woods. Thus Pileus came to leave the solitude of the woods and enter Breachill for the first time. None of the residents he spoke to remembered seeing the druid pass through town.

So Pileus returned to the woods and found a small cave near a brook and beaver-dammed pond to live in. He meditated on the reflections in the rippling water and imitated its movements and found that he could make his arms and legs strike with the same liquid grace as the rippling brook and pond. He could also create seedpods from his leshy body with which to strike foes from afar.

A leshy strong enough to fight off any possible predators (which were most often boars confused when their dinner started moving) with his bare hands does not have many material needs, but still, curiosity caused him to lurk about town and start hearing the stories in the tavern and the monthly Call for Heroes. He decided that he, too, should become a hero. Perhaps if he became famous enough, his creator would hear of him and return to him, or, barring that, perhaps he could find out what happened to her in one of his adventures.

So he began performing odd jobs for the townspeople to earn money to buy supplies for adventuring. When he had amassed some basic supplies, he decided that he would seek caverns to explore and train in. His keen eyes needed no light to see and being a fungus leshy, he could subsist on most any damp decaying matter he might find, so he reasoned that he might be able to achieve fame by exploring the Darklands. After a few weeks, he emerged with a better understanding of the Darklands and an even better understanding of his own shortcomings. Despite his advantages, traveling alone in the deeps proved too dangerous for a monk on his own. He decided to set his sights a little lower and return to Breachill to join the Call for Heroes...


Shi Xin Wang wrote:
Jack Daniels wrote:


If I missed someone, please let me know.

It looks like you missed Thark.

Thanks for looking out. Our Lord in Iron notices and approves!


Pathbuilder Link.

Name:Rumi
Ancestry:Catfolk
Heritage:Clawed Catfolk
1st level ancestry feat: Cat's Luck
Background: Charlatan
Class: Champion
Cause: Liberation
Deity/Deific Weapon:Bastet/Claws
Free Archetype: Probably Cleric

Description: Rumi is sleek and dark-furred, although patterns of black stripes and spots can be seen on his coal-grey fur on close inspection. His eyes are wide with golden pupils. From his years impersonating nobility, he habitually keeps himself carefully groomed and dressed, and sports several gold hoop earrings in each ear. He carries himself erect and proudly, and always looks whoever he's talking to squarely in the eye (nobody can outstare a cat, after all), a trick he learned to gain his target's trust back when he was scamming well-to-do merchants and minor nobles. However, his eyes light up when he sees valuable-looking and especially rare objects, which he will compulsively handle and often pocket despite himself and his new calling as a holy warrior of Bastet, to whom he is currently obsessively devoted. He has taught himself to speak common in an elegant manner, but is still working on avoiding purring lightly when content.

Background: To people in human-dominated lands, the catfolk are an inscrutable mystery, a fact that Rumi took advantage of every chance he got. Or rather, a fact he exploited to take advantage of well-to-do humans. With expertly-forged letters of introduction from the fictional "Panther King", a refined accent, and impeccable clothing, the feline trickster-“prince” earned a place at many a wealthy table. No harm was ever done, he was sure, since all the gifts he made off with were freely given by his hosts...well most of the gifts. Some were just improperly secured and absent-mindedly procured. And he never scammed those who could not afford it. With his earnings, he found passage across many fascinating parts of the land, which he was determined to see from one end to the other. And so he would have, were it not for an unexpected divine intervention. His exploits caught the attention of Bastet, the trickster goddess of the cats, who visited him in a dream and placed a geas on him: turn his abilities from thievery to the liberation of the oppressed (especially cats, but people too) or all his endeavors would be cursed. Now he is the outgoing and loyal, if extremely reluctant, champion of his goddess. Driven by his inescapable destiny, his travels brought him to Breachill's Call for Heroes. And hopefully a little light work rescuing cats from trees. Nothing too dangerous.


Here is a link to Red's Pathbuilder record

TLDR: Elven Commander with a background in Law.


I added an image to Rumi's Pathbuilder sheet. It seems like I'd have to upgrade to premium to add custom weapons which the internet says is the only way I can add catfolk claws to Pathbuilder. His claws would be enhanced because they are the deity weapon.


Went back and forth on what to submit, but decided to go with my original, first ever PF2e character, which was made for this AP when the game was new. Sadly we only ever got to second level, but I think she deserves another chance to soar. She's an ulfen 'shieldmaiden', a bit out of place in this part of the world. She saw two dragons fighting when she was young and has been obsessed with dragons ever since. So naturally Dragon Scholar Background. I originally made her a fighter largely out of interest in the then-new shield mechanics, so I'll stick with Fighter. Axe, Shield, Heavy Armor when she can afford it. I plan to take both Champion (Paladin of Apsu) and Barbarian (Dragon, naturally) archetypes. If the party needs more damage I'll take Barbarian first, or Champion if the party needs more healing. Regardless, with Free Archetype she should have both Rage and Lay on Hands by level 6. The build after that will depend on what the party needs. I've been in two other 2e games and neither of them have a 'heavy' that can deal solid single-target damage and it's incredibly frustrating, so I've decided to be the damage I want to see in the world. She should be tanky with good single target damage, some healing, and intimidate and diplomacy.

She worships Apsu, which isn't exactly common in this area. I think the idea of a young woman doing her best to follow her deity with little information on them to be a rather charming idea. Anyways, she spends a lot of time in the town archives.

Background:

Pic for Inspiration.
At six foot and a somewhat stocky build, Ragna is taller than most in any given tavern and has no trouble moving through rough crowds. She wears simple and practical workers clothes like most of the others in town. Her red hair is pulled into a thick braid that hangs to her waist and a dense patch of freckles runs across the bridge of her nose, underscoring grey eyes.

She tends to be bold and brash, though she tries to embody Apsu's tenets of kindness and protecting the innocent. She is rowdy, quick to offer or accept a challenge, but she was also gifted with a silver tongue, quelling fights before they can start with either her own calm or angry words. She cannot abide a bully. She's a hard worker... sometimes, but she likes to party and rarely rises early.

Ragnhild Iona Eklund was born in the Lands of the Linnorm Kings in 4700 AR to Ragnar Eklund, a warrior; and Alvilda Eklund, a smith. Ragnar took part in White Estrid's raid that broke through the Chelaxian blockade at the Arch of Aroden and landed in Absalom. While in port he was approached by a wealthy Isgeri merchant looking to hire mercenaries to help her transport her goods back to her home in Breachill. Isger was still in turmoil from the Goblinblood wars and ulfen bodyguards were commanding a high price. He decided to stay in Breachill after arriving, impressed by the inhabitants perseverance in the hostile land and the endless work that could be found for a warrior like himself, and sent for his wife and daughter.

Ragnhild Iona Eklund, known as Ragna Dragonborn to some, was born amidst the rugged landscapes of the Lands of the Linnorm Kings, shaped by the tales of her father's exploits and the clang of her mother's hammer, but it was a single moment of both peril and wonder that defined her early years. Once summoned by the patriarch, Alvida took her daughter from the Saga Lands by ship. A great storm bore down upon the ship in transit, and the then six-year-old Ragna snuck away from her mother and out of the passenger cabins to the upper decks to watch the storm, fascinated by the natural show of power. Fate had other plans for the girl.

A monstrous wave crashed over the side of the ship and Ragna was thrown overboard into the tumultuous sea. Instead of panicking, an odd calm washed over her as she sank into the inky deep. The roaring of the wind, the crashing of the waves, the peals of thunder were all silenced beneath the waves. The motion of the water around her felt comforting, not terrible as the waves had when they were tossing the wooden ship helplessly about. Looking up, she could see the ship above framed by flashes of lightning. Then she noticed flashes of light below her, in the depths. As she cast her gaze downward, she beheld a terrible sight: two gargantuan, serpentine lightning dragons did battle with each other in the unfathomable depths countless leagues below her. Their combat churned the seas as they hurled bolts of lightning at each other, razor sharp talons raking over impenetrable scales. Perhaps it was the row of the dragons that whipped up the storm. Transfixed, she floated in the void, staring at the serpent's war as the air in her lungs dwindled. After an unknown amount of time, she felt large paws tipped with sharp claws close upon her. An Ulfen druid, possibly one who had served under her father at some point, saw the girl fall overboard. She transformed into a colossal sea otter and dove in, rescuing the girl. Another twist of fate. No one on the ship - least of all her mother - believed her story about the dragons, of course, but the incident sparked a lifelong obsession with the power of nature and the mysteries hidden within its depths.

Ragnhild's parents worshiped the god Gorum above the other gods, as do most Ulfen people, and Ragna was raised to venerate the god of battle, but she never forgot the sea dragons. Once she could read adequately, she devoured any information anyone in town had on dragons. She often suspected Voz Lirayne had the knowledge she sought at the Reliant Book Company, but the cost of those old tombs far exceeded a child's budget. Still, she did her best to live the tenets of Apsu, mightiest of all dragons. At least, the tenets she thought He preached. She has access to precious few worshippers or holy text on the King of Dragons.

Though they no longer dwelled in the Land of the Linnorm Kings, Ragnhild was still taught in the ways of her people, combat being amongst the most important subjects. Her parents taught her to fight in formation, with a large round shield and spear, protecting both herself and the people on either side of her: an impenetrable shield wall. Through these lessons and other tribulations of childhood, a spark of divine magic was found within the girl, and Ragnhild grew tall and strong, even for an Ulfen woman.

Besides a slight dragon obsession, Ragna had an unremarkable childhood. Her parents plied their trades around town and Ragna grew. She learned metalworking from her mother and the ulfen peoples weapon-and-shield-based martial arts from her father, but she followed neither of her parents into a profession. Instead, she used her impressive strength to go to work for Narine Howerdell at the lumber mill. In her free time she can often be found in the city archives, researching various topics of personal interest, or carousing the alehouses, looking for good-natured companions. The work was physically gratifying and paid well enough but it was boring and didn't pay so much that she could freely pursue her other interests. Lately, she's been growing restless. The call for Heroes promises to slake her wanderlust and supply her with the coin she needs to do the things she wants.

Stats:
Ragna Dragonborn
Female human fighter 1
Medium, Human, Humanoid
Heritage versatile human
Background dragon scholar
Perception +6
Languages Common, Draconic, Skald
Skills Apsu Lore +3, Athletics +7, Diplomacy +5, Dragon Lore +3, Intimidation +5, Nature +4
Str +4, Dex +0, Con +2, Int +0, Wis +1, Cha +2
Items chain mail, steel shield (2), battle axe, purse (4 gp)
--------------------
AC 17 (19 with shield raised); Fort +7; Ref +5; Will +4
HP 20
Reactive Strike [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
--------------------
Speed 30 feet
Melee [1] battle axe +9 (sweep), Damage 1d8+4 S
Melee [1] shield bash +9, Damage 1d4+4 B
Ancestry Feats Natural Ambition
Class Feats Double Slice, Sudden Charge
General Feats Fleet, Shield Block
Skill Feats Intimidating Glare
Other Abilities shield block


Geomys wrote:
I added an image to Rumi's Pathbuilder sheet. It seems like I'd have to upgrade to premium to add custom weapons which the internet says is the only way I can add catfolk claws to Pathbuilder. His claws would be enhanced because they are the deity weapon.

Are the Special Unarmed Attacks not on the free version? There's a Special Unarmed Attack for d4 through d10 that you can add.


Yes but they have the nonlethal tag. Catfolk claws are for stabbing.


Thats probably fine for your purposes here though.


Ok! If I don't get a chance to add it before the recruitment decisions are made (I have an Iphone so I have to use pathbuilder on my home laptop), Rumi would use the claws and a shield, with a bow for ranged attacks. He'll be Dex focused.

I am new to Pathfinder 2e, but from some reading this seems a workable build.

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