I hear that Iron Gods can be tough, and frustrating, but I may submit an idea for each AP and then see what happens. IG: A construct summoner seems very flavorful; kind of a unique opportunity. Bonus: poorly optimized as you need to take some Intelligence :D SoT: Monk w a little Druid, as a treat, who studies insects and emulates their strikes. Who says Wolf Strike isn't actually Goliath Beetle Strike?
I do lean into narrative a bit when pbp'ing, but I don't like writing out long paragraphs in melee. A few choice quips works for me. I do love filling out a world, though, and interacting with other characters. If I submit something I definitely will look for opportunities to have some prior interactions (ideally friendly ones? :D) with other PCs. The whole "team thrown together" trope can get worn out, although in certain APs that is how things start. I've been running my RoW campaign for a looooong time now, and I don't intend to quit, although there have been times when it has lain fallow for a bit. I certainly agree that if you want to run a mechanically complex character (alchemist? summoner?) in PbP, you have to be of the kind of mindset that can handle it. Kineticist and sorcerer is more my speed. Simple, but flavorful, as Talindra mentioned. I have deep respect for those who can manage their spellbooks and formulae!
I was in a CoCT game that fizzled in the second book, which was a huge bummer. And--I have never played Kingmaker, so the 2E reboot, which I think has balanced it out a bit, sounds pretty neat. Those are my votes. I'm GM'ing RoW. We're in the 3rd book and I'm having trouble keeping up momentum, but I'm too stubborn to quit. ;) The curse of running APs on play by post!
This sounds interesting! As we have a ranger type and a healer type, that probably means you need a skilly/trappy person and a magicky type. Let me think about this. Maybe a face/sorcerer, but I'm not sure yet. Seconding the question about whether there are restrictions on race, archetype, background, etc. Thanks!
Tonatiuh Ramírez wrote:
I just wanted to say--I like your screen name. :) Tlazocamahti/matétera bá.
Background for Grolugh: Spoiler: Driven south after the Quest for Sky, many orcs went as far as Garund, and some continued to make their way through the Mwangi Expanse, finally settling in the borderlands of Droon and Holomog as beast riders. The iruxi and humans found them to be companiable enough, and fierce fighters when a call to arms was needed. Such was the family Grolugh was born into; riders and warriors, serving either Droon or Holomog depending on whose need was greatest. Grolugh learned the faith of Mazludeh and served as a protector on land caravans, navigating past the dangerous land of Geb and the fields of maidens that warned Holomans not to come closer. When Holomog called upon citizens and mercenaries alike to quest north and gather information on Arazni and other changes in the celestial hierarchy—anything that might give Holomog an advantage in future conflicts—Grolugh volunteered, dreaming of adventure. Despite never having been on a spice ship, he found himself enjoying the view from the prow, immune to any sea sickness. As a follower of Mazludeh, he would work for community and balance, and savor the peace of tea at twilight…and as a warrior of Holomog and Droon, he would strike down enemies swiftly and surely.
Sorry, I didn't include the other application info. :) Player name/OOC: Axo or Axolotl
Character name: Grolugh
I have a zillion profiles, so if it's ok, I'll reserve making one if and when Grolugh is accepted. Thanks!
I have whomped up an Orc Warpriest. Grolugh. He's a historian of warfare and orc warfare. History. Things! Grolugh:
Grolugh Cleric 1 NMediumOrcHold-Scarred OrcHumanoid Perception +5; Darkvision Languages None selected Skills Acrobatics +1, Athletics +6, Intimidation +4, Lore: Orc +3, Lore: Warfare +3, Religion +5, Survival +5 Str +3, Dex +1, Con +2, Int +0, Wis +2, Cha +1 Items Chain Mail, Steel Shield (Hardness 5, HP 20, BT 10) AC 18 (+20 with shield raised); Fort +7, Ref +4, Will +7 HP 22 Shield Block Speed 25 feet Melee Shield Boss +6 (Attached to Shield), Damage 1d6+3 B Melee Spear +6 (Monk, Thrown 20 ft.), Damage 1d6+3 P Divine Prepared Spells DC 15, attack +5; 1st Heal, Heal, Heal, Heal; Cantrips Divine Prepared Spells DC 15, attack +5; 1st Heal, Bless; Cantrips Light, Prestidigitation, Forbidding Ward, Divine Lance, Vitality Lash Additional Feats Additional Lore, Diehard, Hold-Scarred Orc, Intimidating Glare, Orc Lore Additional Specials Anathema, Cleric Spellcasting, Deity, Divine Font (Healing Font), Doctrine (Warpriest), Sanctification His deity is Mazludeh, so I gotta figure out a way he's gotten to Avistan from Holomog. Ship's cleric, I think.
updating tally: Soldier 1st: Fervor Witch blaster/healer/skillmonkey
Whoa, this coming Monday? Ok ok, here's Dramiil. I went with a Psychic. The sheet doesn't have the Harrower archetype on it, because that's not on Pathbuilder yet. ;) Crunch:
Dramiil Rau Psychic 11 CG Medium Human Versatile Heritage Humanoid Perception +18; Languages Abyssal, Aklo, Common, Draconic, Infernal, Jotun Skills Acrobatics +19, Arcana +20, Athletics +13, Crafting +18, Diplomacy +13, Intimidation +13, Lore: Planar Rift +18, Nature +16, Occultism +20, Religion +18, Society +20, Stealth +17 Str +0, Dex +4, Con +3, Int +5, Wis +3, Cha +0 Items Unarmored, Stone Circle, Wyrm on the Wing, Bracers of Missile Deflection (Greater) AC 27; Fort +18, Ref +19, Will +20 HP 107 Mental Static Bracers of Missile Deflection (Greater) Speed 25 feet Psi Burst Trick Magic Item Scour the Library Unleash Psyche Recall the Teachings Wyrm on the Wing Occult Known Spells DC 30, attack +20; 6th Wall of Force, Collective Transposition (1 slots); 5th Banishment, Stagnate Time, Strange Geometry (2 slots); 4th Blink, Dimensional Anchor, Dimension Door (2 slots); 3rd Inner Radiance Torrent (H+1), Mind of Menace, Rally Point (2 slots); 2nd Blood Vendetta, Invisibility, Enlarge (2 slots); 1st Magic Missile, Bless, Thoughtful Gift (2 slots); Cantrips Daze, Guidance, Detect Magic, Electric Arc Focus Spells (3 points) Distortion Lens Range 30 feet; Area one 5-foot square Duration sustained up to 1 minute You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. Heightened (+3) The lens increases or decreases the range of abilities by an additional 5 feet. Amp The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies. Phase Bolt (Amped) Range 30 feet; Targets 1 creature You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 plus your spellcasting ability modifier piercing damage. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. Your phase bolt temporarily sends the target's cover out of phase if it hits. On a success, reduce the target's circumstance bonus to AC by 1 until the beginning of your next turn. Your phase bolt also gains the following amp. Amp Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target - giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn. Amp Heightened (+1) The bolt's damage increases by 2d4 instead of 1d4. Warp Step (Amped) When you walk, the earth warps beneath your feet - your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp. Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action. Amp Heightened (4th) You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed. This grants the spell the teleportation trait. Ghostly Shift Range 30 feet; Targets 1 creature Duration sustained up to 1 minute Your body becomes insubstantial as you partially phase out. You gain resistance 2 to all damage (except force). Heightened (+2) The resistance increases by 1. Amp Your insubstantiality is complete enough that you can pass through other creatures, causing painful interference effects when you do so. Once each round when you Stride, Burrow, Swim, or Fly, you can pass through one creature's space during that action without needing to attempt a check to Tumble Through, though you can't end your turn in its space. When you pass through a creature's space in this way, you deal 2d6 force damage to that creature, with a basic Fortitude save. Amp Heightened (+2) Increase the damage dealt by phasing through a creature by 1d6. Telekinetic Rend Range 60 feet Area 2 non-overlapping 5-foot bursts Saving Throw basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. Heightened (+2) The damage increases by 1d6. Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1. Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area. Tesseract Tunnel Duration sustained up to 1 minute You race from point to point, tearing open a tunnel in space. You create a portal in your current space and then Stride, creating another portal in the space you end your Stride. Until the beginning of your next turn, any creature that enters the first portal can immediately transport itself to the exit portal as part of its move action, which adds the teleportation trait to its movement. You can have only one tesseract tunnel open at a time; creating another causes the first to immediately close. You can use tesseract tunnel while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Amp Physical movement is no longer necessary to connect two points in space. When you cast tesseract tunnel, you simply create a tunnel that ends in a square within a range equal to your Speed; you can choose to immediately teleport to the space at the far end of the tunnel. Furthermore, the tunnel can be traversed in both directions, instead of only from entrance to exit. Finally, the spell's duration changes to 1 minute. You can Dismiss the spell. Additional Feats Adapted Cantrip, Adaptive Adept, Cooperative Nature, Cooperative Soul, Deceptive Worship, Keen Follower, Mental Balm, Parallel Breakthrough, Root Magic, Schooled in Secrets, Skill Training, Slippery Prey, Tattoo Artist Additional Specials Clarity of Focus, Conscious Mind (The Unbound Step), Extrasensory Perception, Great Fortitude, Parallel Breakthrough (Telekinetic Rend), Precognitive Reflexes, Psi Cantrips And Amps, Psychic Spellcasting, Signature Spells, Skill Training (Nature), Subconscious Mind (Gathered Lore), Walls of Will Background: Dramiil was born in Kaer Maga to a Tien father and a mother of Shoanti and Varisian heritage. He was a bright, happy child, part of a large extended family that included the owners of Thrown Bones, and took to his studies assiduously--an error that caught up to the prodigious student. Not yet a stripling, Dramiil fell in with a group of dangerously curious Runeguard cultists working to open a strangely patterned artifact found in a flooded level of the Undercity. Dubbed the Wyrding Tesselation, it seemed to have to do with planes and the flow of time. As his mentors tried and failed to activate it, Dramiil grew curious and impatient and went in, late at night, to its storage chamber to attempt to succeed where they could not. Unfortunately, he accomplished his goals. The Tesselation opened up weaves and planes in hideous geometries not meant for the human mind, and Dramiil was fractured into slices, scattered among worlds and timelines. When the artifact shut off, just seconds later, what hastily reassembled in the chamber was Dramiil in name only, a confused shell of what he had been. Over the next two years, the boy who had been Dramiil slowly put the puzzle pieces of his mind and soul back together, although he knew he wasn't 'him' anymore--he was left-handed now, and one eye darkened from hazel to a deep brown that almost touched black. His being flickered from step to step on this plane, but by seeking out osteomancers at the Godsmouth and troll haruspices, he learned how to control it. He learned to divine the future, or at least, see possibilities, in the cracking of leg bones and scapulae, and learned to draw from a Harrow deck. While his heart still dove down into despair at times, Dramiil did his best to put a good face on the early loss of his former self, and endeavored to work to aid people in need, moving from Ankar-Te to The Bottoms to The Warrens as needed. His peaceful routine changed when the alarms rang out across Kaer Maga--there were signs of sihedrons across Varisia and strange rune sorcery activating in Magnimar and the like. Dramiil investigated and found a call for would-be heroes to gather in Roderic's Cove. Once there, he joined with others and faced the threat of newly arisen Runelords and a Runeplague. Together, they were able to defeat the Runeplague, but only barely, and had to retreat, wounded and broken, as others continued on, to confront the Runelord Alaznist. While the other heroes defeated Alaznist, Dramiil was dismayed to learn that the other Runelords were granted the lands of New Thassilon, which felt uncomfortably close to Kaer Maga to him. Seeking a change, Dramiil and some companions went south, to Nirmathas. Dramiil once again found himself in a quieter existence--far quieter than the bustle of Kaer Maga, of course. He and his companions healed their wounds and removed their curses, and he studied the planes and portals at the Temple of Alseta. A season of calm passed, and then Dramiil awoke, tangled in his sheets and sweating on a cool autumn night, still thrashing his limbs from a dream... He had been cut again into a thousand shards of existence, but this time, put back together in a warm, bustling day-market that he somehow knew must be the Grand Bazaar of Absalom, though he had never visited. The scent of flowers, of roasting meat, a sign, and then a scream sent him falling through nothingness to awaken in his bed in the stillness of darkened Tamran. An unfamiliar shape nestled in his hand--an exquisitely detailed, still warm as if touched by the Absalom sun, card of the Harrow Deck.
Doing a tally: Soldier 1st: Fervor Witch blaster/healer/skillmonkey
Hey Chapel! Yeah, let's see, a bit about my gaming experience. I started with 1E as a wee lad, then wandered off into other games (Chaosium's CoC and Stormbringer), and then resumed gaming with PF1E around 2012. I've been running a Reign of Winter game for a number of years and am in an Age of Ashes game as a Lvl 6 druid right now, and as Chapel mentioned, I'm running some introductory PF2E PFS Scenarios (but not for PFS credit). I do my best to be a once-per-day poster. The Age of Ashes game was initially at about five posts per day and I struggled to keep up with other enthusiastic players, but it's cooled down now. ;) I also noticed a heck of a lot of casters and will have a think. The Harrow Sorcerer isn't on Pathbuilder nor Wanderer's Guide yet, but I still dig it. However...if there really aren't many rogues and primal/divine folks, I'll muse on that.
I've had many things to think about, and I will put my hat in the ring to GM something soon. Obviously, a lot has happened (*cough* that other game) and also, a wonderful AP I'm in may have just lost our GM...and I'm also looking for work/freelancing...so life has been complicated lately. However! I'll give a go at GM'ing something. Gimme a few weeks.
All great points, Watery Soup. As a matter of fact, as I am going to probably run PFS Scenarios (they seem to be better than Bounties), we can even consider running this in PFS rules. The hitches are: 1. I just have Pathbuilder, so I am not sure if I can check if characters are PFS-legal. 2. I haven't ever GM'd a PFS game. I'll have to read up on it to make sure I don't accidentally run a scenario incorrectly and foul it up for y'all's credit. Most PFS games online here are pickup games via the Flaxseed Pathfinder Lodge. I would prefer to choose players based on camaraderie and so forth...I think I'm allowed to do that rather than first come, first serve...but I need to check. So, the folks chosen can get the best of both worlds, ideally. However, let me make sure what I am proposing is itself PFS-legal. For example, excluding a character submission in favor of another that is more flavorful, but was submitted later. If that is not legal (and it may not be, so that people don't get negged at a convention or rejected from games due to racism, sexism, homophobia, some other bias) then I'll have to reconsider.
Digging all the interest. :) Some technical stuff: I've poked around Foundry VTT and found it a little difficult to use. Kind of a walled garden, although neat. And yeah, I bought it. Also, Pathbuilder 2E no longer imports into it. I don't want people to have to deal with multiple technologies, so I'll probably just do the game with maps on Google Slides as I have previously (unless the assemble group looooves Roll20 or Foundry). I bought one Bounty and found it to be incredibly short and not super intriguing. I'll have a think about what to use instead.
I'm pleased to see all of the interest, both from folks who haven't played or been on the forums much, and some names I recognize! :) To answer a few questions: 1. I don't think I would want to reduce posting to less than once/day. Of course things can keep people from posting, but if you set it at say, 2x/week, it will drop to 1/week, then 1 post every two weeks...and that is the way that play by post adventures die. 2. I fully intend to do a module (er, bounty) and then try for another. Probably three of 'em. I have found that APs can die after a few years of slogging, and also, no offense to homebrewers, but every single homebrew I've been in has died an early death. Modules seem like the middle ground. 3. Monks are neato in PF2E. 4. Gishes are possible via Thaumaturge, Magus, or Free Archetype (which I may implement), or via other sources I haven't considered. 5. Oh, and plain ol' fighters are cool in PF2E as well. It's a great system, as far as I've seen. I'll let this simmer for a bit more and then begin my plans.... ;)
Yeah, I don't recommend PFS as a way to jump into Pathfinder, as there are lots of little stuffy rules for Organized Play, and the scenarios run fast and don't, in general, have the same camaraderie as a campaign...in my personal experience. I would run this on Paizo's forum with a possible OOC chat in Discord. :)
Hello! I have been silently bemoaning the lack of PF2E opportunities on these boards, and I decided to be part of the solution. I want to run some shorter PF2E bounties or adventures, like The Whitefang Wyrm, and lead people through something, say, from levels 1-4. I like groups of 3-4, 5 maximum, and I like to be a cheerleader for my players rather than, y'know, Grimtooth. I would do this using Pathbuilder and possibly would spring for Foundry VTT, which can apparently incorporate Pathbuilder forms! :) I wouldn't be running this for PFS and I'd be happy to take PF2E newbies, and newbies in general. About me online: I've been playing PF since 2012, always play by post or play by email (or play by Discord post, which was fun). I'm GMing a Reign of Winter campaign that has been going well, and am in a wonderful, rollicking, large Age of Ashes party. I'm a once a day type poster ideally, although sometimes work deadlines make that difficult. About me offline: Grognard, I guess, since I started with 1E of That Game, not that I have ever been a rules expert, and I spend my time working in music or trying to smash the system, maaan, and growing native plants. I often have a cat or dog sitting on me, as one does. Post if you are interested!
Caelius Giando wrote:
that worked!
Axolotl wrote:
Are we spozed to declare Free Archetypes for Level 2? Rogue for Reyek, for sneaky tumbles and trapfinding, I think.
Ok, I'm interested! Here's a Pathbuilder link to my character (I'm pretty sure they export nicely to Foundry as well...) Reyek is a human monk with sylph ancestry, former miscreant and abused acolyte, current swamp scoundrel with a half-orc 'brother'. Background:
Reyek is a lean, rangy youth with a wide smile and long, wavy hair often pulled up into a bun. His bronze skin and features reflect a mix of Taldane, Garundi, Qadiran, and Jalmeray--but Reyek has no idea of his parentage. He was a foundling in Absalom, winding up in a monastery of a sect best left unmentioned--the priests regularly abused the children and entertained themselves by setting up fights between younger acolytes and older ones. In this awful environment, Reyek found himself possessed with the skill to survive, whether from his sylph ancestry or from some inner drive to live. He befriended a clever half-orc boy named Evron, and together they planned their escape. The streets of Absalom, outside the walls of the monastery, were less brutal--but Reyek and Evron's nascent attempts at begging and thieving soon drew the attention of multiple street gangs and guilds. While Reyek proved himself worthy in a few hard-fought brawls, he feared for Evron, and they made their way to Otari, quickly starting a somewhat safer, but still dangerous, business: transporting goods to and from Meravon, through the Fogfens. They were faster than the river, but the trips were risky. Evron's ingenious wheeled punt that both worked as card and boat and Reyek's fists saved them from deadlines and malevolent creatures almost every excursion. The time they met a string of dancing lights, though, was the worst--they followed it for a league before realizing their enchantment, and breaking it with a series of swear words and brandished punting poles. Fogfen Ferrying Services took a week off after that. With Evorn increasingly drawn towards safer, lucrative shipwright work for the harbor, Reyek feels a little lost. When Wrin tracks him down to tell him out the illumination at the Gauntlight, he feels like he has purpose again.
and here's a link to Reyek's PDF.
Colorfoot wrote: Hi! I'm looking for a PF2e pbp game. I'm still relatively new (I've played a couple of PFS scenarios. Literally 2 :)) but I've got a level 1 ranger I built for PFS that I'd love to play somewhere. I don't know enough to know which Adventure Paths she'd fit into, but I'm pretty flexibile as a player and could make most things work. I've got bunches of pbp and TTRPG experience, just not with PF2e. Yeah, it's weird how there are so few PF2E recruitment threads. I wonder if this AP thread could be cloned to make one for PF2E APs? :)
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