Arlyn Booker's page

Organized Play Member. 34 posts (272 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 3 aliases.


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Thanks for having me aboard; looking forward to playing with everyone!


Same, though mostly just quietly keeping track of the thread so I don't get myself too excited in case I don't end up being picked.


As others have said, good luck everyone - and doubly so for anyone that gets in!


Ah, I found it. I was going off their PDF (which has been updated since that blog post).

EitR v2.1 (June 2018) wrote:

Rogue (Unchained)

The rogue’s Finesse Training class feature has been adjusted to account for equipment rule changes - specifically in regard to finesse and agile weapons. Additionally, the Combat Swipe rogue talent is no longer available. Finesse Training

At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.

Not a huge deal since your suggested change already kinda encompasses that, though worth mentioning because it ALSO adjusts the DEX -> Damage part to be in line with the changes to weapon focus/specialization/etc.


DM-Salsa wrote:

I was just reminded that EitR renders one of the Unchained Rogue's first level abilities redundant. To replace this, I'm ruling that Unchained rogues replace the Weapon Finesse bonus feat at first level with one of the following.

-Acrobatic
-Alertness
-Athletic
-Deceitful
-Deft Hands
-Persuasive
-Stealthy
or
-1 combat feat that they meet the prerequisites for.

Doesn't EitR already replace it with Deft Maneuvers (the bundled Improved Trip/Feint/Disarm/Dirty Trick/Steal feat)?


Yeah the most use I've gotten out of teamwork feats have been on an Inquisitor or Hunter; or in one of my online groups where the DM likes to give them out to the party as quest rewards and such. The last one's where I learned how powerful Escape Route actually was as a feat.

Cavalier probably works well for it at higher levels though I've never been in a campaign with a cavalier/tactician fighter/vanguard slayer/etc. that hit a high enough level to get the action reduction and using a standard for it kinda hurts (even a move action is a little awkward with Cavalier).


Saiya "Amaryllis" Zenova
Character Sheet

Character Description:
A tall, athletically built woman with sharp blue eyes and wavy blueish black hair; her skin bearing the bronze hue of someone who spends most of their time traveling under the open sky. She tends towards garish, colorful outfits that show off her physique, reflecting a mixture of her heritage and background as an entertainer.

At first glance, she give the impression of someone who is - perhaps overly optimistic - and determined to complete whatever goal she sets out to do; generally positive and friendly to those she meets and quick with compliments and banter as she tries to ingratiate herself to others... Though below the surface there's hints of her constantly looking over her shoulder as if on the run from something, and a deep fear of rejection and the ever looming specter that haunts her people; the stereotype of being thieves and charlatans... One that seems to bother her even more than the average law-abiding Varisian.

Character Backstory:
Saiya was born into a small Sczarni family that traveled along Varisia's borders, occasionally drifting into nearby towns in other territories. He head of the family was a particularly unscrupulous man, prone to picking marks that were a bit too big for the group's collective skills, meaning they never stayed in one place for long - even for Varisians - but they managed to scrape by under the reasoning of "a tenth of a noble's purse is worth every gold in the rest of the crowd combined."

She was raised as a dancer, something she showed a genuine knack for and had a strong passion for the art... If not for the fact that her talents were simply used as a distraction to keep the audience enraptured while her siblings fleeced them for easily snagged valuables; a slightly prettier dancing monkey, as the patriarch was so fond of putting it whenever a show didn't rake in what he had hoped. Still she tried to keep her spirits up and honed her skill, hoping for an opportunity to put her skills to work in a legitimate way.

She tried to run away several times over the years, though she was usually caught and dragged back in short order and put back to work - after hours of reprimand and slashed rations for a few weeks. Until one day she got an opportunity. Once more the family head got too bold, went too far afield in another country and picked too big a mark. He was promptly arrested - along with several other members of the group. She managed to just barely escape and fled the city out into the countryside.

She would eventually be taken in by a group of Sarenrae pilgrims, fed and given healing and - after hearing her story - offered redemption and liberation under the Dawnflower. She learned much from them in her five year stay amongst them - both in terms of faith and martial talents, the former helpless dancing girl taught swordsmanship and how to blend her footwork into fighting; as well as some medicine as she was put to work helping tend to the sick and injured they found along the way.

When the time came to part ways with her saviors she finally felt free, returning to her homeland determined to start anew, taking up the name "Amaryllis" to further separate herself from her past. She returned to her work as a dancer, though further inland from her old family's turf to avoid being recognized too easily; getting by on money earned through busking rather than theft and doing her best to dispel the shady image that surrounded her people. Though even now she can't shake the worry that she might be dragged back 'home', or worse.

Roleplay Sample:
Amaryllis stood upon a wide, colorfully patterned cloth in an out-of-the-way corner of the market square; a small bowl set out on one corner of the make-shift stage with a handful of silver already glimmering inside. She'd been there for an hour now, sweat starting to bead on her brow as she took a moment to catch her breath, "One more go, I think..." She told herself, looking skyward as she took a deep breath to center herself before setting to work.

It was slow at first, one foot forward, pivoting, the scarf around her waist swishing around her; the chain links woven into the fabric jingling almost melodically as it moved. Her blade gleamed in the sun as she angled it as she turned, scattering rays in a makeshift light-show under the noon sun. As she finished the rotation of her slipper clad food came down hard as she lunged forward, and pivoted into another twirl, faster this time. Again and again, each rotation picking up speed as she neared the edge of the cloth and began circling around the perimeter. With each rotation her motions became more elaborate, twirling her sword through the air, her off hand following suit, sometimes skating perilously close to the edge as she worked to manipulate the light cast off the gleaming surface.

Jewelry glittered, her sash became a colorful blur as her circle along the 'stage' tightened, drawing towards the center. She gave one last glance over the growing crowd before closing her eyes, focusing in on her motions as she returned to her starting point, twirling in place. Faster, faster, faster, like a living top, coming up on tip-toes with one foot, the other leg drawn up into a triangle. She listened for, waiting for the sound of coins clattering into the bowl before making her next move, her rotation slowing just enough for her to crouch down before launching herself into the air, twirling skyward before just as quickly coming down on her other foot; smoothly transitioning into a bow as the small crowd cheered.


Dotting for interest and dropping a questionnaire, will work on a character when I get up tomorrow. Thinking of a Dawnflower Dervish Bard or Whirling Dervish Swashbuckler with the Eager Performer campaign trait.

Possibly using this as character ref?

Player Questionnaire -
1. What time zone are you in?: EST but I'm a bit of a night-owl
2. How long have you been playing TTRPGs?: For most of my 33 (soon to be 34) years of life. Started with BECMI, Hero Quest, and Dragon Strike with my parents as a kid and have kinda been stuck-in ever since.
3. What's your favorite part about playing TTRPGs?: Hard to really choose because there's a lot I enjoy about the hobby, but probably the collaborative story-telling aspect (even with these pre-written adventure paths no two runs are the same thanks to each having a different cast of PCs with different mindsets behind them).
4. What do you expect from this game?: Just a fun old-school PF adventure.
5. What do you expect out of your fellow players?: Just a willingness to work as a team and to maturely communicate when conflict arises.
6. What do you expect out of me?: Mostly just seeing this through to the end, really.
7. Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?: Besides stuff already covered by the site rules, I can't really think of anything.


First one definitely has my attention, even have a couple character ideas bouncing around in my head that might fit with it depending on allowed classes and actual details of the setting (first almost fully-formed one to pop into my head is a fey urban bloodrager that was the human end of a fey playing the old cradle swap game. Lucky enough to not get eaten or worse, but definitely not untouched and having to catch up on a couple decades of the human world passing by.)


Sounds like a fun premise, I'd be willing to give it a go.


EltonJ wrote:
Arlyn Booker wrote:
Alright, rough sheet is done, though might need a double check on the gold math and feedback on anything that might need tweaked/changed.
Okay. You're feats are persuasive and selective channeling. Are you hoping to double as the party face?

I kinda grabbed it as a flavor pick to fill the slot, since I wanted him to be at least decent at face stuff as I foresee his personality tripping more than a couple diplomacy/intimidate checks. If no one else comes in to fill the role then it wouldn't be that much trouble to pivot into it full time though.

Otherwise their main role mechanically will probably be a secondary front-liner and support caster (buffs/healing); possibly leveraging channel as a niche offensive tool vs. undead and demons if the campaign goes late enough to start into Holy Vindicator.


Alright, rough sheet is done, though might need a double check on the gold math and feedback on anything that might need tweaked/changed.


Oh right, how are we doing starting wealth? Roll class wealth? 100gp flat?


4d6 ⇒ (5, 4, 3, 5) = 174d6 ⇒ (5, 1, 3, 4) = 134d6 ⇒ (1, 2, 4, 4) = 114d6 ⇒ (4, 5, 5, 6) = 204d6 ⇒ (6, 2, 5, 6) = 194d6 ⇒ (4, 5, 6, 5) = 20

Dotting and putting forward interest with a cleric of St. Cuthbert. Will probably work up a sheet later tonight; but before I do, just to double check, do the allowed books for classes extend to archetypes and feats? Just so I know what I have to work with for planning.


Oh, if we can just roll wealth here:
wealth: 3d6 ⇒ (2, 5, 5) = 12x10 = 120gp


Sounds like a fun scenario, so I'll toss a character in:

Marcus "Brick" Bosin
Neutral Good Human Brawler (Hinyasi)

Kinda dumb muscle but with some minor face elements (mainly intimidation but also not terrible diplomacy). Strong focus on improvised weapons in combat, making them a good scrapper and barroom brawler.

Some rough crunch here (mostly finished except for gear)

Description:
A towering young man with short, somewhat messy, cropped blonde hair, and somewhat dull green eyes, and a rather... Oddly proportioned form; with long lanky limbs bearing tightly wound cords of muscle, contrasted a broad barrel chest and massive hands.

Not exactly the sharpest axe in town, and certainly lacking when it comes to academic matters, he still has a strong sense of right and wrong and tends to be fairly easy to get along with as long as he sees you as 'good people'.

Whether his nickname comes from him being 'dumb as a brick' or the power of his fists often comes down to who one asks and whether or not they've made the dubious accomplishment of getting on his bad side.

History:
A deputy under Sheriff Baleson, who Marcus has greatly admired ever since the incident between them and Payden Teedum.

Born to a lumberjack father and a seamstress mother, Marcus had as happy a childhood as one could hope for living in Falcon's Hollow... At least until his father died in a 'workplace accident', forcing him into spending his teen years doing odd jobs to make ends meet; mainly leveraging his exceptional physical prowess to help move materials and merchandise being shipped out to Oregent, though he had a brief stint as security at the local tavern... Until an encounter with some overly rowdy out-of-towners led to one too many broken tables and chairs. Eventually he would find a somewhat stable position amongst Baleson's posse, largely brought on for his imposing form to help keep the peace, though his admiration of the Sheriff meant he was all too eager to play along.

Despite his simple nature, the severity of the encroaching plague was not lost on Marcus, nor was the seeming indifference of those in charge - further cementing them as 'bad people' in his mind... But when it befell his mother he began to feel a growing desperation to find some way to 'fix' things, even if he didn't have a full grasp on where to start.

Also he has a fondness for the color blue.


Haven't really touched M&M in forever but I'd be willing to give this a shot.


Studley Brightblade wrote:
miteke wrote:
I'm interested. Since this will be a brand new character I'm open to party composition.

Yes, good plan miteke.

As my main character is tanking as a paladin, I have no problem embracing that role as a monk. If someone else is tanky, may be sliding to an alchemist. Both classes can be a little grumpy (dwarvish) :-).

My plan for Ameli is basically a quick melee skirmisher (basically grabbing some mobility options from skill/general/ancestry feats and being a general flanking nuisance to enemies), with a bit of social/face stuff on the side if needed.


If the selection hasn't been finalized yet I wouldn't mind tossing my hat in the ring with a halfling fighter of sorts.

Admittedly I've never really done anything with PFS before (back when I first looked into it years ago in 1e it seemed to be pretty much entirely 'in person' stuff and I kinda live in the middle of nowhere) and I'm still getting a bit of a feel for 2e.


I think I'm gonna bow out too, not because my character got ganked, that's entirely on me for pushing my luck and forgetting how crazy Rocs actually were. But more just things are getting really busy and stressful on my end, I don't really have an immediate idea for a backup character, and I just don't need the level of negativity I'm feeling from this campaign on the OOC end. Sorry for any trouble I may have caused.


I'll toss my hat into the ring with Alexandria the Red, the draconic bloodline bloodrager.

A former gladiator who turned to adventuring as slowly working their way up the ranks in the ring wasn't enough to sate their natural blood-borne desire for treasure and excitement.

Alexandria:
Female Human Bloodrager (Untouchable Rager) 2

CN Medium Humanoid (Human)

Init: +3; Senses: Perception +6
--------------------

Defense
--------------------
AC: 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP: 23 (2 HD; 2d10+8)
Fort: +6, Ref: +2, Will: +1
Defensive Abilities: Uncanny Dodge
--------------------

Offense
--------------------
Speed: 30 ft.

Melee: mwk greatsword +7 (2d6+4 S/19-20) or
silver longsword +6 (1d8+2 S/19-20) or
Claws +5 (1d6+3 B/S) (req: bloodrage)
Ranged: sling +4 (1d4 B)
Special Attacks: blood rage (9 rounds/day), dazzling display, combat tricks
--------------------

Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 13

Base Atk +2; CMB +5; CMD 17

Feats: weapon focus (heavy blades), dazzling display

Traits: bloody minded, memorable, world traveler, vainglory

Skills:
Acrobatics +4 (+7 without armor)
Appraise +2
Climb +4 (+7 without armor)
Diplomacy +7
Intimidate +7
Kn (Arcana) +5
Kn (History) +1
Linguistics +1
Perception +6
Sense Motive +3
Swim +4 (+7 without armor)

Languages: common, draconic

SQ: stamina pool (5 points), draconic bloodline (red), fast movement

Combat Gear: mwk breastplate, mwk greatsword, silver longsword, sling, sling Bullets (20)
Other Gear: mwk backpack (+1 STR carrying capacity), belt pouch (2), canteen, trail rations (5 days), bedroll, blanket, silk rope (50ft.), grappling hook, hooded lantern, oil flask (2), flint and steel, tindertwigs (10), 69.5 gp
--------------------

Special Abilities
--------------------
Bloody Minded: You gain a +1 trait bonus on initiative and Intimidate checks.
Bloodline Powers
Claws: At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
Dazzling Display: While wielding a weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. (Combat Trick: When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.)
Memorable: When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Weapon Focus (Heavy Blades): You gain a +1 bonus on all attack rolls you make using a weapon from the selected group. (Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.)
World Traveler (Diplomacy): Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Basically just a fairly beefy med-armor frontliner with some intimidate stuff (which might also let them pivot into off-face if it's ever needed) and some anti-magic potential and whatever minor utility gets picked up from their bloodline.


Also annoyingly the roll20 page seems to have disappeared, was going to check it to copy my stuff over to mythweavers, might have to redo a bunch of stuff from memory.


Either way works for me.


I'm still interested but if you guys find something it'd probably be better to contact me on roll20, since I'll probably not be checking here daily like I was since I don't have anything else going on here.


Still no word huh? Unfortunate because I actually kinda liked the party dynamic so far.


Asla Tenaphi wrote:

I believe Arlyn is the player behind Lucia. The only other one we've yet to hear from as far as character stuff is the supposed 2nd soldier that I rememeber Kallasker was thinking of playing. Anyone hear from him?

Nakotre's stats are on his profile page though.

Last I heard from them was on the 22nd while discussing background stuff between the characters in PMs since they were going to be partners but otherwise nothing.


Cul Syl wrote:
Lucia provided her stats for the ship last week, so I think stats wise we are all set. We can hold off a bit longer for backstory if you'd like to private message anything else to me, but other than that I think we are about ready. Let's do a final confirmation. If you're ready to play, just reply to this and we'll "take attendance".

I'm ready.


I'm pretty much ready to go. Might poke at the 10-minute backstory thing to flesh Lucia out more while waiting for things to start but everything else is pretty much set.


STLE 01 - Steel wrote:

thanks for the info everyone.

oddly enough its looking like the ideal lineup for ship roles (mechanically)is going to be (so far)

captain: Asla
Engineer: Steel
Science officer: Miseracordia
Gunner: Lucia

we still need 2 more i believe, and definitely someone with piloting skills. if needs be steel can swap into that in favor of someone else with decent engineering

of course this is all subject to change and situation, just looking at the numbers so far. cuz its what i do.

I could always shift a point from something onto piloting which would put me at +7 and would give us a stop gap at least.


STLE 01 - Steel wrote:

i will need the following information so i can assign crew slots so the ships sheet will calculate properly:

Name, BAB, Dex Mod, bluff bonus, diplomacy bonus, intimidate bonus, computers ranks, computers bonus, engineering ranks, engineering bonus, piloting ranks, piloting bonus

if i can get all that for each character i can plug the info into hephaistos and then get the GM a sheet with all the relevant into and bonuses calculated properly for us.

Lucia Meyer

BAB: +2
DEX Mod: +3
Bluff: -1
Diplomacy: -1
Intimidate: +5
Computer Ranks: 0
Computer Bonus: +0
Engineering Ranks: 1 (mostly just needed it 'trained' for a thing later)
Engineering Bonus: +4
Piloting Ranks: 0
Piloting Bonus: +3


Lucia'd probably be a security officer, though she can maybe in theory lend a hand on engineering if needed (albeit with just a +4 at the moment). as well as handling anything involving hazardous environments.

Also I have my sheet for her pretty much done and good to go, I think.

As for customizing the ship, I'm leaning towards starting prefab and making tweaks once we've settled in and have an idea what we'll be getting up to with it, but if anyone has a specific design in mind I wouldn't be opposed to that either.


Cul Syl wrote:
Not a dumb question at all. I recommend making a character sheet using the website STLE linked above. That, or the roll20 server has character sheets which I can assign out to you if you want.

A roll20 sheet would be nice, will save me a log-in and also tabbing in and out when combat happens. Plus I'll need a token for that anyway.

Kallasker wrote:
Arlyn Booker wrote:

I think level 2 would probably be a good starting point as others mentioned. Leaning towards playing soldier on my end (some manner of mercenary contract bodyguard or the like probably.)

As for plot hooks, if we go the corporate route, we could do some manner of freight company. Some sort of middle-man organization shipping supplies/arms/etc. about (or even smuggling if we don't end up caring too much about staying above board, would be easy to sneak stuff in and out under the cover of all the traffic.)

I think I've convinced myself to play soldier too. Would you want to loop in together with me, maybe we could be a duo of security specialists that the company has hired on as a package deal?

Sure, if you want toss a PM my way with what you had in mind and we can work something out.


Sounds good to me.

Also probably a dumb question, but I literally only recently made an account for this game and have never really messed around with Paizo forums before: how does one go about making a character sheet on here?


I think level 2 would probably be a good starting point as others mentioned. Leaning towards playing soldier on my end (some manner of mercenary contract bodyguard or the like probably.)

As for plot hooks, if we go the corporate route, we could do some manner of freight company. Some sort of middle-man organization shipping supplies/arms/etc. about (or even smuggling if we don't end up caring too much about staying above board, would be easy to sneak stuff in and out under the cover of all the traffic.)