Swampwalker

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52 posts. Organized Play character for Degnax 1e.


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Dark Archive

Definitely Umir, and I might have enough time depends on when you are wanting to start. I'm not set on having to build another it's just fun so if it's going to hold up the game don't worry about it

Dark Archive

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If you want more characters I can build another one lol I quite enjoyed making the first one

I had an idea to lean into all the draconic classes I could with the taninim draconic exemplar

Dark Archive

Oh right time zone I'm on MST(GMT -7)

Dark Archive

Hello, I am also relatively new to pf2e having only played a couple games of it. I am, however, an almost 20 year veteran of 3.x and pathfinder 1e at this point. I have played a small amount of the pc game for kingmaker but I haven't even gotten to the point of developing any land. I would love to be considered for being apart of the actual ap.

This is my submission:

Fanthule Grehailan

Ancient Elf, Ranger with a Druid Dedication and a borderlands pioneer.

Here is the build link for Fanthule Grehailan

Backstory:

Fanthule has been in and out of the wilder ess of the stolen lands for many years. I those year Fanthule developed an attachment to nature and the environment. Upon seeing pioneers and settlers enter the area, Fanthule got worried but came up with a plan. He decided he too would pioneer the land so he could show his neighbors the way to do it ethically and sustainably and has since made it his goal to teach others and protect nature.

Fanthule is an easy going guy, having met all kinds of people in his centuries of life. He prefers peaceful resolutions when possible. He is not afraid, though, to show people how he has survived these lands for so long; should they cross the line.

Fanthule is rough 6'4 and very lithe but muscled. He has a Longbow over his shoulder and Arrows at his hip. As well as a long curved sword across his back. Wearing a leather set of armor more oft than not. He has long blond hair he keeps in a braid

Dark Archive

Awesome I'll try and have it all written up today

Dark Archive

I'm making a half Orc archeologist bard using starknives. He's an outlaw for *ahem* finding an artifact (in someone influentials house). Wondering if you'd let me take the half-orc fco towards archeologist's luck since it's the archetypes version of bardic performance

Dark Archive

I am going to pull myself from the running, I haven't had the time recently to build this character. Happy gaming to you all

Dark Archive

If I get time, I'd like to try out the stats for either a paladin of sarenrae solar soul ifrit or a bolt ace (or maybe zen archer undecided still) undine

Dark Archive

John Smith the Alchemist wrote:
I wouldn't think so, as ABP is intended to replace enchantment items.

I know, that's why I'm wondering if it would possibly reduce the cost for epic stat boosters as abp is designed for 22nd level at most

Dark Archive

I know per raw you wouldn't be able to stack enhancement bonuses, but as this is an outrageous game, does abp stack with epic stat enhancement items? Or can I just subtract the cost of the inital plus 6 items from the cost of the epic items?

Dark Archive

Voice of Awesomeness wrote:


2) Each of your classes may take one archetype completely for free, ie you do not trade out or lose any class features for taking it.

If I take scaled fist monk does that mean I get Wis and Cha to my ac and ki pool that way?

Just wondering for how it works for archetypes that swap to different ability scores for their abilities

Dark Archive

Also wondering on the ruling for epic stat items and/or allowing stacking for regular stat items and abp

Dark Archive

Thinking of making a tiny kensai magus/UC rogue/monk/shadowdancer that was big on shadowy stealth and magicallt empowered unarmed strikes. But was looking at the epic feet's and anything to increase arcane pool enhancements to the epic level requires true magus and kensai gets rid of that as an option. I was wondering if you'd allow me to take it anyways? If not I'll figure out different Feats so no worries either way

Dark Archive

I like overpowered fun, also to clarify is it 30 gestalt plus mythic 10 tier? Or is it one or the other?

Dark Archive

Are unchained versions of classes allowed?

Dark Archive

Is it following 3.x level adjustment rules? Or just standard pf1e race rules

Dark Archive

Orcun Truthrun

Neutral Good Small Halfing Oracle (Pei Zin Practitioner) 5

Init: 7; Senses Perception: +10

Defense:

AC: 22, touch: 15, flat-footed: 19

Hp: 50

Fort: 3, Ref: 4, Will: 4

Armor: +1 Breast Plate: AC:+7 MaxDex:+3 Penalty:-3 W:15lbs

Offense:

Speed: 15 ft.

Melee: Longspear (mw) to hit:+5 dmg:1d6 crit: x3

Ranged: Light crossbow to hit:+7 dmg:1d6 crit:19-20/x2

Spells known (CL 5; concentration +11)

2nd (6/day)- Cure Moderate Wounds (DC 18); Restoration, Lesser (DC 18); Shield of Fortification (DC 18);

1st (8/day)- Bane (DC 17); Bless (DC 17); Cure Light Wounds (DC 17); Ray of Enfeeblement (DC 17); Shield of Faith (DC 17);

0th (at will)- Detect Magic (DC 16); Guidance (DC 16); Light (DC 16); Spark (DC 16); Stabilize (DC 16); Virtue (DC 16);

Base Atk: +3; CMB: +2; CMD: 16

Stats:

Str: 10, Dex: 16, Con: 14, Int: 10, Wis: 10, Cha: 20 (22 with headband)

Feats:

Extra Revelation (Spirit Boost)

Cautious Fighter

Blundering Defense

Bodyguard (bonus from Perfect Aid revelation)

Class Features:

Healer's Way(2d6 healing, 7 times/day); Master Herbalist; Uncanny Dodge;

Curse: Powerless Prophecy;

Mystery: Succor;

Skills:

Heal +7; Knowledge (history) +9; Knowledge (nature) +4; Perception +10; Profession (Herbalism) +20;

Equipment:

10x Rations, trail; 10x Vial (for ink or potions); 2x Bolt(s), crossbow (10); 2x Retort; 2x Waterskin; 5x Oil, lamp; Bedroll; Crucible; Filter; Handy haversack; Headband of alluring charisma +2; Hook, grappling, common; Lab, alchemist's (portable); Ring of Protection +1; Rope, silk (50 ft.);

Pp: 0 Gp: 677 Sp: 2 Cp: 1

Carrying capacity: 33lbs (total carried 29lbs. 15lb armor, 9lb weapon, 5lb handy haversack

Backstory:

Growing up among the small halfing community in Sandpoint, Orcun had always been a curious child. He was always reading and exploring, trying to learn what he could about the ancient culture that surrounded him. As he grew older his curiosity outgrew Sandpoint and he began to explore Varisia as a whole. After spending some time in Magnimar, he ran into a Tian Xian scholar in a tavern. After a few drinks and some late-night talks, the scholar invited Orcun to travel with him back to his own country to explore a different Culture and different ancient civilizations. Having had to many drinks and his innate curiosity pulling at him he agreed and was off to Tian Xia for a few years. While there and studying the ancient civilizations of Tian Xia, he stumbled upon the practice of Pei Zin Herbalism and found a quick aptitude for it. While studying he was Struck by divine revelation from the Tian Xian God, Qi Zhong and he quickly found himself working wonders beyond simple herbalism. He stayed in Tian Xia for a few years, honing his craft and abilities to help people while he continued his studies. However the pull of home kept growing for him and his thirst to know about his own areas ancient civilization still there, he eventually chartered a ship to travel back and has recently returned to his home city, Sandpoint and has since been getting his bearings and started to explore and investigate what kind of herbs may be in his area, so that he may continue to hone his herbalism skills and bring benefit to his people and those that help him explore and investigate the ruins in the area.

As noted in his Backstory, Orcun is in Sandpoint to return home and study the Thasilonian ruins after an extended stay in tian xia. The reasons he may not have noticed the events over the past 2 weeks are his recent arrival back in the area or being preoccupied trying to explore the herbs available around sandpoint.

Just realized I never asked about Background Skills, if they are in effect I'll be adding 2 more Skills to my list if not this is good.

Dark Archive

Just wondering if and when this is going to recruitment? I've been keeping tabs on it for a while but it's been a month since anyone posted anything

Dark Archive

Just have to format the character to post on here but the concept is a halfling pei zin practitioner, succor oracle. His mechanics will be to heal/pre-heal with temp hp using healers way/cure spells + spirit boost, while also buffing allies with ac bonus from cautious fighter and blundering defense + aid another actions. Fighting defensively for ac bonus for myself and allies. Outside of combat, he will also craft herbal alchemical remedies using his Proffesion herbalism skills. His passion is exploring ancient cultures, which is how he got into pei zin to begin with and why he is now back exploring in sandpoint to find out more about thassilon

At 5th level he can heal up to 19 times/day (2d6 7 times, 1d8+5 7 times
And 2d8+5 5 times)

As well as grant adjacent allies 3 ac with total defense or +2 with fight defensively and another 4 for aid another as an an aoo as per body gaurd and perfect aid. Granting up to +7 ac in a round

I'll try and have his full stats and a short backstory written up by the end of tonight

Dark Archive

I could be interested, same question though, what rule system

Dark Archive

Enjoy your games all! This opportunity was fun to even just flesh out a character that could play in the aquatics so I appreciated it greatly.

Dark Archive

This is Bralmic, or Shark Boi as I have been affectionately calling him during creation. Willing to write a more in depth background if chosen for the campaign, figured I'd just start with the questions for now though

Bralmic Savageheart:

Neutral Medium Skinwalker (seascarred) Druid (shark shaman) 2;

Init:+2 ; Senses: Perception: +10

Defense:

AC: 17, touch: 12, flat-footed: 15

Hp: 2d8+4 (+6 when shifted)

Fort: 4(5 when shifted), Ref: 2, Will: 6

Armor:MW Lamellar (horn): AC:+5 MaxDex:+3 Penalty:3 W:30lbs

Offense:

Speed: 20 ft. land, 20ft swim (when shifted)

Melee: MW Short Spear: to hit:+5 dmg:1d6+3

Spells known (CL 2; concentration +6, spell DC 13 (DC 14 Conjuration)

1st (3/day)- 3 known

0th (at will). 4 known

Domain Spells: See list here and Here

Base Atk: +1; CMB: +4; CMD: 16

Stats:

Str: 16, Dex: 14, Con: 12(14 when shifted), Int: 8, Wis: 16, Cha: 8

Feats:

Spell Focus (Conjuration): +1 DC to all saving throws for Conjuration Spells

Traits:

Athletic (campaign)

Sharkchild (race)

Deepsea Native (regional)

Class Features:

Racial Features:

Change Shape

Low-light vision

Spell-like ability

Were-shark kin

Skills:

Climb +5; Heal +7; (bg) Knowledge (nature) +6; Perception +10; (bg) Profession (Sailor) +8; Swim +9;

Equipment:

2x Paper, underwater (sheet and transparent film); 2x Potion of Cure light wounds; 2x Potion of Endure elements; 2x Potion of Shield of faith +2; 6x Sureseal bladder (potion); 14x Rations, trail; Backpack, masterwork; Pen, underwater; Silk rope, 50ft; Grappling Hook; Underwater compass; Waterskin;

Pp: 0 Gp: 6 Sp: 4 Cp: 0

Carrying capacity: 76lbs (86lbs with mw backpack)

Background Questions:

1. What is your character’s name?

Bralmic Savageheart

2. How old is your character?

23

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

6ft tall, 200lbs, Broad and muscular, Skin bronzed as if having spent many hours under the sun but also surprisingly smooth and hairless for a man of his profession. With piercing blue eyes and an angular jawline. He is tattooed with what looks like tribal tattoos up one side of his body and scars on his non dominant side as well as a scar beside his right eye and across his nose. His race not entirely evident looking good 95% human but with skin smooth enough, other than his scars, that you wouldn't be entirely sure if something else was mixed in. Wearing lamellar style armor made of horn and a Spear across his back, he makes for an Intimidating sight.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

Upon meeting him you would notice he is a bit gruff and short spoken, but has a fierce determination when he says he will do something.

5. Where was your character born? Where were you raised? By who?

He was born in a small coastal village in the andoran country, raised by a single human mother in the same village

6. Who are your parents? Are they alive? What do they do for a living?

His mother was a simple seamstress and his father was a pirate, he was born of a raid in there village. Both parents are alive

7. Do you have any other family or friends?

Having an uncle and aunt as well as cousins in the same village, and friends with the fishermen at the docks, especially the captains

8. What is your character’s marital status? Kids?

Currently unmarried and without any (known) children

9. What is your character’s alignment? He is Neutral

10. What is your character’s moral code? His moral code is a bit skewed, mostly looking out for himself, no matter the means. Growing without a father made him learn to fend for himself early

11. Does your character have goals?

His goal is to establish a place to call his own to lord over and form his own family cla

12. Is your character religious?

Unreligious but believes in nature and the nature of war itself

13. What are your character’s personal beliefs?

He believes that he is of noble blood, having run into his own kind elsewhere during his mercenary travels across the sea, which is what pushes his goal as he believes it is his right to be a lord eventually

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)

He is a bit anti-social, his nature to keep his words short can be off putting as well as his natural arrogance that has developed

15. Why does your character adventure? Why did your character accept the job?

He adventures as a mercenary to gain the skills to establish/take over his own land as well as to line his pockets. He took this job as it seemed to be an opportunity to possibly achieve his goal and if not at least he is getting payed

16. How does your character view his/her role as an adventurer? He views his role as an adventurer as a combat supporter, using his spells to support himself and his crew, while he fights up close and personal with his natural gifts and Spear

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

He has tattoos on his right arm and chest and scars across is other arm and 2 on his face

18. How does your character get along with others?

He can be hard to get to know but if you prove to have his back he will have yours, so long as you don't oppose his goals

19. Is there anything that your character hates?

He has a natural hatred towards pirates, seeing how his mother was as he grew. That's why he leaned towards mercenary work instead of piracy. He will take down any pirates that cross his path

20. Is there anything that your character fears?

He fears not living up to his birthright as well as being to weak to achieve his goals. He also fears losing his ability to travle the seas

Dark Archive

Probably gonna whip something up tonight,

One more question do we have access to alternate racial traits for the core races? Or just straight core races as is?

Dark Archive

I also have a few character creation questions,

1. Are we using traits?

2. Are we using background skills?

3. Are we using elephant in the room?

Dark Archive

Definitely interested!

Dark Archive

Happy gaming all!

Dark Archive

I've got to type up a stat sheet for him but I've finalized my character in pathbuilder. I'm going to be applying with an esotaric starseeker psycic half elf. Not an arcane caster but still a full caster

Dark Archive

Thinking of taking dragon sorcerer with a song dragon bloodline for flavor and reason to be a follower of selune, I found a pf1e conversion of a song dragon here for a sorcerer it would function identically to a bronze or blue dragon except a 30ft cone of electricity instead of a 60ft line. Wondering if this would be allowed?

Dark Archive

GM of the Moon wrote:

Hello! Reopening this recruitment for an arcane caster after our witch has stepped away.

Still level 1 for now (they’re about to hit 2 but they don’t know that yet), same build rules as the original recruitment.

Should have a connection to the Selunite church or a reason you’d do work for them. Any questions you have, feel free to ask!

Are you looking for a pure arcane caster or would mixed classes like magus or Bard fit as well?

Dark Archive

Apologies, had to make some equipment ammendments. Here is the repost with accurate equipment and stats to represent

LOBROC CYNAL:

Chaotic Neutral Medium Human Slayer 5;

6ft, 180lb, shoulder length brown hair, beard, Hazel eyes, 28 years old

Init 5; Senses: Perception: +9

DEFENSE

AC 18, touch 14, flat-footed 14

hp 43

Fort 6, Ref 8, Will 3

Armor
Mithral Chain Shirt
ac:+4 maxdex:+6 spellfail:10% armorcheck:0

OFFENSE

Speed 30 ft.

Melee
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2

Ranged
Shortbow to hit:+9 dmg:1d6 crit:x3

STATISTICS

Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 8

Base Atk +5; CMB +5; CMD 19

Feat

Deadly Agility; Double Slice; Piranha Strike; Two-Weapon Feint; Two-Weapon Fighting; Weapon Finesse; Weapon Focus: Kukri;

Class Features

Sneak Attack +1d6; Studied Target +2; Track; Talents: Ranger Combat Style 1; Rogue Talent; Combat Styles: Deceptive; Rogue Talents: Combat Trick;

Skills

Adventuring Skills
Acrobatics +12; Bluff +9; Climb +8; Intimidate +13; Perception +9; Sense Motive +9; Stealth +12; Survival +9; Swim +8;

Background Skills
Knowledge Local +10;
Lore Korvosan Underground +10

Magic Items

Slotless: Ioun Torch; Bag of holding, Minor

Rings: Ring of Eloquence

Shoulder: Protean Cloak(+1) (base wis)

Equipment

Backpack; 2x Caltrops; 2x Oil; 3x Potion of Cure light wounds; 3x Arrows, common (20); 3x Waterskin; 7x Rations, trail; Bedroll; Flint and steel; arrow, grappling; Rope, silk (50 ft.);

62gp 2sp 5cp

Backstory:

Lobroc Cynal was once a typical young man in love. Set to be married to his childhood sweetheart, Munie, he was a man on top of the world. He had saved his wages from working for the Korvosan Guard for months to save for the ring he would give his love when he proposed marriage. He surprised her when she came home from her job as a tavern server, and she quickly said yes. They didn’t have much, but they were happy and were to be wed a month later. Then it happened; one fateful night a tavern goer had spotted the ring on her hand and had decided it was meant to be theirs instead. On the way home from work that night Munie had taken her usual way home by cutting through the alleys, and that’s when it happened. The tavern goer grabbed her and threatened her with a knife to give her ring and any money she had on her, but Munie refused to give up the ring her love had given her. In a rage the tavern goer, lunged at her with the knife and caught her right in the chest. It was the next morning that Lobroc’s coworkers, the Korvosan Guard, brought him to the site where his lover lied still. His heart shattered at the sight, and it was all he could do to keep his feet under him. His life felt meaningless and empty. As he stared at his partners lifeless body in shock and distress, he noticed the ring, the one he had worked months to have specially crafted, was missing. A rage came over him, accompanying the distress, as he thought about how someone could do this to the love of his life over a trinket. He vowed to himself he would not let himself grieve her death until his Munie could be avenged. He began scouring the pawn shops with fervor, searching for the ring. As fate would have it, he managed to find the shop it was sold too. He forced the, less than willing, pawn shop owner into giving up the description and name of the one who sold it to them. He finally had a lead, one that may take him forever to fish out, but a lead, nonetheless. He would find this person and force them to tell him if they did it or who they got the ring from. He had a direction now, one that staying in the guard would not allow him to pursue. He left the guard and sold all his belongings, as none of them had meaning to him anymore. Making his way to the underground of Korvosa to set up his new base of operations. He began taking odd jobs, using his experience in combat as a guard to help him. He switched his weapons to knives, to make his revenge more poetic, settling on the kukris. He began to analyze anyone he came across, studying their weakness and strengths, and how to use them against them. The loss of his love had made him jaded, changing his morals and his bottom line no longer existed. 3 years have passed, and those odd jobs have gotten darker, almost anything to further his desire for revenge was acceptable at this point. He bounces from tavern to tavern, keeping himself free and taking jobs from anyone to pay for his drink and his bed. He has not forgotten, and he has not forgiven, and he is still on the hunt for the one that took his life away.

I think I got everything, let me know if I missed anything or if something needs to change

Planning on playing him as a twf Melee fighter using Feint and Intimidation to score Sneak Attacks and demoralize opponent. Out of combat he's kind of gruffer and prefers to lie and intimdate to get information out of people instead of coaxing, he's very knowledgeable on the Lore of the underground of korvosa and holds general knowledge about the local city as a whole

Dark Archive

LOBROC CYNAL:

Chaotic Neutral Medium Human Slayer 5;

6ft, 180lb, shoulder length brown hair, beard, Hazel eyes, 28 years old

Init 5; Senses: Perception: +9

DEFENSE

AC 19, touch 14, flat-footed 15

hp 43

Fort 6, Ref 8, Will 3

Armor
Mithral Chain Shirt(+1)
ac:+5 maxdex:+6 spellfail:10% armorcheck:0

OFFENSE

Speed 30 ft.

Melee
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2

Ranged
Shortbow to hit:+9 dmg:1d6 crit:x3

STATISTICS

Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 8

Base Atk +5; CMB +5; CMD 19

Feat

Deadly Agility; Double Slice; Piranha Strike; Two-Weapon Feint; Two-Weapon Fighting; Weapon Finesse; Weapon Focus: Kukri;

Class Features

Sneak Attack +1d6; Studied Target +2; Track; Talents: Ranger Combat Style 1; Rogue Talent; Combat Styles: Deceptive; Rogue Talents: Combat Trick;

Skills

Adventuring Skills
Acrobatics +12; Bluff +9; Climb +8; Intimidate +13; Perception +9; Sense Motive +9; Stealth +12; Survival +9; Swim +8;

Background Skills
Knowledge Local +10;
Lore Korvosan Underground +10

Magic Items

Slotless: Ioun Torch

Rings: Ring of Eloquence

Shoulder: Protean Cloak(+1) (base wis)

Equipment

2x Caltrops; 2x Oil, kerosine; 2x Potion of Cure light wounds; 3x Arrows, common (20); 3x Waterskin; 7x Rations, trail; Backpack, masterwork; Bedroll; Flint and steel; Hook, grappling, common; Rope, hemp (50 ft.);

Backstory:

Lobroc Cynal was once a typical young man in love. Set to be married to his childhood sweetheart, Munie, he was a man on top of the world. He had saved his wages from working for the Korvosan Guard for months to save for the ring he would give his love when he proposed marriage. He surprised her when she came home from her job as a tavern server, and she quickly said yes. They didn’t have much, but they were happy and were to be wed a month later. Then it happened; one fateful night a tavern goer had spotted the ring on her hand and had decided it was meant to be theirs instead. On the way home from work that night Munie had taken her usual way home by cutting through the alleys, and that’s when it happened. The tavern goer grabbed her and threatened her with a knife to give her ring and any money she had on her, but Munie refused to give up the ring her love had given her. In a rage the tavern goer, lunged at her with the knife and caught her right in the chest. It was the next morning that Lobroc’s coworkers, the Korvosan Guard, brought him to the site where his lover lied still. His heart shattered at the sight, and it was all he could do to keep his feet under him. His life felt meaningless and empty. As he stared at his partners lifeless body in shock and distress, he noticed the ring, the one he had worked months to have specially crafted, was missing. A rage came over him, accompanying the distress, as he thought about how someone could do this to the love of his life over a trinket. He vowed to himself he would not let himself grieve her death until his Munie could be avenged. He began scouring the pawn shops with fervor, searching for the ring. As fate would have it, he managed to find the shop it was sold too. He forced the, less than willing, pawn shop owner into giving up the description and name of the one who sold it to them. He finally had a lead, one that may take him forever to fish out, but a lead, nonetheless. He would find this person and force them to tell him if they did it or who they got the ring from. He had a direction now, one that staying in the guard would not allow him to pursue. He left the guard and sold all his belongings, as none of them had meaning to him anymore. Making his way to the underground of Korvosa to set up his new base of operations. He began taking odd jobs, using his experience in combat as a guard to help him. He switched his weapons to knives, to make his revenge more poetic, settling on the kukris. He began to analyze anyone he came across, studying their weakness and strengths, and how to use them against them. The loss of his love had made him jaded, changing his morals and his bottom line no longer existed. 3 years have passed, and those odd jobs have gotten darker, almost anything to further his desire for revenge was acceptable at this point. He bounces from tavern to tavern, keeping himself free and taking jobs from anyone to pay for his drink and his bed. He has not forgotten, and he has not forgiven, and he is still on the hunt for the one that took his life away.

I think I got everything, let me know if I missed anything or if something needs to change

Planning on playing him as a twf Melee fighter using Feint and Intimidation to score Sneak Attacks and demoralize opponent. Out of combat he's kind of gruffer and prefers to lie and intimdate to get information out of people instead of coaxing, he's very knowledgeable on the Lore of the underground of korvosa and holds general knowledge about the local city as a whole

Dark Archive

Wondering if the 3rd party Feat for Deadly agility is available, thinking of doing up a twf deceptive ranger style slayer

Dark Archive

Re submitting to make it less crazy than my post with the multiple characters and adding a backstory

Player name: Degnax
OOC: Degnax
Pronouns: he/him

Character name: Risk Zil
Ancestry: Aiuvarin Orc
Background: Entertainer
Class: Bard

Risk

Bard 1:

CN Medium Orc Aiuvarin Humanoid

Perception +5; Low-Light Vision Darkvision

Languages Common, Orcish

Skills

Acrobatics +1, Arcana +3, Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Lore: Theatre +3, Occultism +3, Performance +7, Society +3, Stealth +4

Ability Scores

Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4

Items

Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (2), Soap, Grappling Hook, Acid Flask (Lesser), Oil (5)

DEFENSE

AC 16; Fort +4, Ref +4, Will +5

HP 19

Speed 25 feet

OFFENSE

Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S

Spells

Occult Known Spells DC 17, attack +7;

1st

Runic Weapon, Sure Strike, Fear (2 slots);

Cantrips

Detect Magic, Summon Instrument, Shield, Void Warp, Daze

Focus Spells

(1 points) Counter Performance
Courageous Anthem

Additional Feats

Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance

Additional Specials

Composition Cantrips, Composition Spells, Muses (Warrior)

Backstory for Risk Zil:

Risk grew up with his mother whom was of elvish decent. Risk never really fit in amongst the ideals of elves, (beauty, at least an elves standard, and intelligence not really being among his orcish traits he inherited). Growing up he was often ostracized and shunned, even by his own mother, some kids even going as far as trying to physically harm him. As a result of this he quickly adapted his larger physique and superior strength into combat power and, in an attempt to gain recognition, he would often embellish his achievements. This did give him recognition, however it was as a great story teller and not in the way he was yearning. Realizing he would never fit it with his elvish peers, he struck out on his own as soon as he was 17. Amongst his travels he really came into his own as a performer and story teller, going from town to town weaving tails of grandeur and intrigue to make some coin. In one town, he did particularly well and some ruffians took notice. As he left the town the ruffians, thinking he was but a story teller and thus easy prey, attacked him for the coin he earned. Risk fought back, obviously, and did particularly well. However, amongst the clang of weapons and thuds of Fists he found a rhythm that inspired him to start chanting a battle chant. During this battle he awoke his muse of battle and his first true bardic abilities. Emerging victorious with newfound power, he again set out and continued to hone his craft of stories and his powers on bandits and creatures, as he traveled from town to town. His travels have since landed him in the small town of Otari, where he iscurrently residing...

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GM Luna wrote:

Degnax, I've not included you in the above list because I don't know which single character you'll submit. Other...

I'll just submit my original character then, Risk Zil the Aiuvarin Orc Bard

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Made a bunch if characters to fit whatever Void needs to be filled, here's my submissions

Player name: Degnax
OOC: Degnax
Pronouns: he/him

Character name: Risk Zil
Ancestry: Aiuvarin Orc
Background: Entertainer
Class: Bard

Risk

Bard 1:

CN Medium Orc Aiuvarin Humanoid

Perception +5; Low-Light Vision Darkvision

Languages Common, Orcish

Skills
Acrobatics +1, Arcana +3, Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Lore: Theatre +3, Occultism +3, Performance +7, Society +3, Stealth +4

Ability Scores

Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4

Items

Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (2), Soap, Grappling Hook, Acid Flask (Lesser), Oil (5)

DEFENSE [/bp

AC 16; Fort +4, Ref +4, Will +5

HP 19

Speed 25 feet

[B]OFFENSE

Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S

Spells
Occult Known Spells DC 17, attack +7;
1st

Runic Weapon, Sure Strike, Fear (2 slots);

Cantrips

Detect Magic, Summon Instrument, Shield, Void Warp, Daze
Focus Spells

(1 points) Counter Performance
Courageous Anthem

Additional Feats

Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance

Additional Specials

Composition Cantrips, Composition Spells, Muses (Warrior)

Character Name: Kzakk Arkon
Ancestry: Hold-Scarred Orc
Background: Criminal
Class: Rogue

Kzakk

Rogue 1:

N Medium Orc Hold-Scarred Orc Humanoid
Perception +5; Darkvision
Languages: Common, Orcish, Dwarven

Skills

Acrobatics +5, Athletics +6, Deception +3, Diplomacy +3, Intimidation +3, Lore: Underworld +4, Occultism +4, Religion +3, Society +4, Stealth +5, Survival +3, Thievery +5

Ability Scores

Str +3, Dex +2, Con +3, Int +1, Wis +0, Cha +0

Items

Studded Leather, Thieves' Toolkit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Grappling Hook, Caltrops (3), Oil (5), Smoke Ball (Lesser)

DEFENSE

AC 17; Fort +6, Ref +7, Will +5
HP 23

Nimble Dodge: Trigger A creature targets you with an attack and you can see the attacker. Requirements You are not encumbered. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Speed 25 feet

OFFENSE

Melee Kukri +6 (Agile, Finesse, Trip, Uncommon), Damage 1d6+3 S

Melee Fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+3 B

Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list using a scroll. You must know what activating the item does, or you can't attempt to trick it. Attempt a check using the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item's level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack modifier or spell DC and you don't have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained proficiency bonus; if you're legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can't use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can't use the item, and you can't try to trick it again until your next daily preparations.

Precision Damage Sneak Attack 1d6

Additional Feats

Diehard, Experienced Smuggler, Hold-Scarred Orc, Iron Fists
Additional Specials Rogue's Racket (Ruffian Racket), Sneak Attack, Surprise Attack

Character Name:Drarn Kuvnaat
Ancestry: Hold-Scarred Orc
Background: Nomad
Class: Druid

Drarn

Druid 1:

N Medium Orc Hold-Scarred Orc Humanoid

Perception +7; Darkvision

Languages: Common, Orcish

Skills
Acrobatics +2, Athletics +2, Intimidation +3, Lore: One Terrain +3, Medicine +7, Nature +7, Stealth +5, Survival +7

Ability Scores

Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +0

Items

Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Bolts (50), Climbing Kit

DEFENSE

AC 18; Fort +4, Ref +5, Will +9

HP 21

Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

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.

Speed 25 feet

OFFENSE

Melee Untamed jaw +5 (Agile, Finesse, Nonlethal, Unarmed, Lethal), Damage 1d8+2 B, P or S

Melee Untamed claw +5 (Agile, Finesse, Nonlethal, Unarmed, Lethal), Damage 1d6+2 B, P or S

Melee Morningstar +5 (Versatile P), Damage 1d6+2 B

Ranged Crossbow +5 (Crossbow), Damage 1d8 P

Spells

Primal Prepared Spells DC 17, attack +7;

1st: Heal, Summon Animal

Cantrips: Detect Magic, Tangle Vine, Electric Arc, Gouging Claw, Stabilize

Focus Spells: (2 points)
Pest Form
Untamed Form
Untamed Shift

Additional Feats

Animal Empathy, Assurance, Diehard, Hold-Scarred Orc, Untamed Form

Additional Specials
Anathema, Druidic Order (Untamed Order), Voice of Nature, Wildsong

Character Name:Troch Val
Ancestry: RainFall Orc
Background: Hunter
Class: Ranger

Troch

Ranger 1:

N Medium Orc Rainfall Orc Humanoid

Perception +7; Darkvision

Languages: Common, Orcish

Skills

Acrobatics +6, Athletics +5, Intimidation +3, Lore: Tanning +3, Medicine +5, Nature +5, Stealth +6, Survival +5

Ability Scores

Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0

Items

Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Climbing Kit, Oil (5), Arrows (60)

DEFENSE

AC 17; Fort +7, Ref +8, Will +5

HP 22

Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Speed 25 feet

OFFENSE

Melee Shortsword +6 (Agile, Finesse, Versatile S), Damage 1d6+2 P

Ranged Longbow +6 (Deadly d10, Volley 30 ft.), Damage 1d8 P

Hunted Shot (Flourish) Requirements You are wielding a ranged weapon with reload 0. You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

Hunt Prey (Concentrate, Ranger) You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Additional Feats: Rainfall Orc, Survey Wildlife

Additional Specials: Hunter's Edge (Flurry)

Character Name: Rek Dar
Ancestry: Hold-Scarred Orc
Background: Warrior
Class: Fighter

Rek

Fighter 1:

N Medium Orc Hold-Scarred Orc Humanoid

Perception +6; Darkvision

Languages: Common, Orcish

Skills

Acrobatics +3, Athletics +7, Intimidation +4, Lore: Warfare +3, Medicine +4, Survival +4

Ability Scores

Str +4, Dex +0, Con +3, Int +0, Wis +1, Cha +1

Items

Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (4), Soap, Oil (5), Climbing Kit, Arrows (20)

DEFENSE

AC 17; Fort +8, Ref +5, Will +4

HP 25

Orc Ferocity Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
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.

Speed 25 feet

OFFENSE

Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S

Melee Orc Knuckle Dagger +9 (Agile, Disarm, Orc, Uncommon), Damage 1d6+4 P

Ranged Shortbow +5 (Deadly d10), Damage 1d6 P

Exacting Strike[b] (Press) You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. Failure This attack doesn't count toward your multiple attack penalty.

[B]Additional Feats: Diehard, Hold-Scarred Orc, Intimidating Glare

Character Name: Forg Thoth
Ancestry: Grave Orc
Background: Field Medic
Class: Cleric

Forg

Cleric 1:

N Medium Orc Grave Orc Humanoid

Perception +7; Darkvision

Language: Common, Orcish

Skills

Acrobatics +0, Arcana +3, Athletics +2, Lore: Warfare +3, Medicine +7, Occultism +3, Religion +7, Survival +7

Ability Scores

Str +2, Dex +0, Con +2, Int +0, Wis +4, Cha +1

Items

Unarmored, Religious Symbol (Wooden), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (3), Soap, Oil (5), Healer's Toolkit, Holy Water

DEFENSE

AC 15; Fort +4, Ref +5, Will +9

HP 19; Resistances void 1

Orc Superstition[b] Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled. You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

Speed 25 feet

[B]Ability Scores

Melee Staff +4 (Monk, Two-Hand d8), Damage 1d4+1 B

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Spells

Divine Prepared Spells DC 17, attack +7;

Font 1st: Heal, Heal, Heal, Heal;

Divine Prepared Spells DC 17, attack +7;
1st: Protection, Bless, Force Barrage;

Cantrips:[/bp Vitality Lash, Detect Magic, Divine Lance, Stabilize, Shield

[B]Focus Spells (1 points) Protector's Sacrifice

Additional Feats Domain Initiate, Grave Orc

Additional Specials Anathema, Cleric Spellcasting, Deity, Divine Font (Healing Font), Doctrine (Cloistered Cleric), Domain Initiate (Protection), Sanctification

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OceanshieldwolPF 2.5 wrote:
Looks like you have enough submissions GM Luna. Funnily enough I was going to play my first ever Wizard across any edition, and was going to be Occult for the summon undead angle, but then went with occult Witch as a “chicken out”. Looks like Diggou has you covered!

There is still only 5, it's just us 5 saying we can respec as needed

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I also have a pathbuilder link for Risk if you want/need it

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GM Luna wrote:

Oceanshieldwolf, perhaps I could change your mind? The friend who was going to join me withdrew, so I'm now seeking a full party of four! Perhaps you would be interested in submitting something else?

I'll summarize what we have so far to guide future applications:

Divine
Grolugh - Warpriest Cleric

Martial
Diggou - Gladiator Barbarian
Tama - Fighter
Xulgag - Ranger

Arcane
{∅}

Skill
Risk Zil - Bard

Please let me know if I've missed anyone! Additionally, if someone wanted to build an arcane character, that would be quite welcome!

If it's needed I don't mind creating an arcane caster or a rogue, or just respecing my Bard to fit the rogue role a bit more. I'm pretty adaptable

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I would be interested in playing if you have room, lots of options still with pf1e core only

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Player name: Degnax
OOC: Degnax
Pronouns: he/him

Character name: Risk Zil
Ancestry: Aiuvarin Orc
Background: Entertainer
Class: Bard

Risk Zil Bard 1 :

CN Medium Orc Aiuvarin Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Orcish
Skills Acrobatics +1, Arcana +3, Athletics +3, Deception +7, Diplomacy +7, Intimidation +7, Lore: Theatre +3, Occultism +3, Performance +7, Society +3, Stealth +4
Str +3, Dex +1, Con +1, Int +0, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (4), Torch (5), Waterskin (2), Soap, Grappling Hook, Acid Flask (Lesser), Oil (5)
AC 16; Fort +4, Ref +4, Will +5
HP 19
Speed 25 feet
Melee Bastard Sword +6 (Two-Hand d12), Damage 1d8+3 S
Occult Known Spells DC 17, attack +7; 1st Runic Weapon, Sure Strike, Fear (2 slots); Cantrips Detect Magic, Summon Instrument, Shield, Void Warp, Daze
Focus Spells (1 points) Counter Performance
Courageous Anthem
Additional Feats Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance
Additional Specials Composition Cantrips, Composition Spells, Muses (Warrior)

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SUBMISSION

Tiasis Nothos:

SOULKNIFE (NIMBLE) 1

HUMAN (+2 DEX) MALE

CN MEDIUM HUMANOID

STR=10
DEX=18+2=20
CON=14
INT=12
WIS=9
CHA=12

Initiative=+7

RACE TRAITS:

+2 to One Ability Score: +2 Dex

Bonus Feat: Select one bonus feat (two weapon fighting)

Skilled: 1 additional skill point per level

Languages: Koine Hellenic, Hindic Aryavartan

Favored Class Bonus: 1/6th of a blade skill

OFFENSE:

BAB=+1
MELEE=+1/+6(finesse weapons)
RANGED=+6

Dual Mind Blades (light weapon)
To Hit=+4/+4 Damage=1D6/1D6
Critical=19-20/x2 type=slashing

Mind Blade (2-hand)
To Hit=+6 Damage=2D6
Critical=19-20/x2 type=slashing

Mind Blade (light) (thrown)
To Hit=+6 Damage=1D6 Range=20ft
Critical=19-20tx2 type=Piercing

DEFENSE:

AC=18=10+3(armor)+5(dex)
Flat=13 Touch=15

CMB=+1 CMD=16

Speed=30ft

Armor:M/W Studded Leather Armor
Armor Bonus=+3 Max Dex=+5 Armor Check=0 spell failure=15%

CLASS FEATURES:

Form Mind Blades

Shape Mind Blades

Mind Blade Finesse: as blade skill

Throw Mind Blade

Wild Talent

Weapon Finesse Bonus Feat

Light Armor Proficiency

Weapon Proficiency: Simple, Mind Blades

Wild Talent

TRAITS/FEATS:

Traits:
Messenger: Special Contacts
Reactionary: +2 Initiative

Feats:

Double Slice: add full strength bonus to off hand weapon(paraphrasing?)

GEAR:

M/W Studded Leather Armor qty:1 wt:20 cost:175 staters

Backpack qty:1 wt:2 cost:1 drachma

Dry Rations (week) qty:1 wt:7 cost:8 drachmas

Wineskin qty:1 wt:4 cost:8 obols

Total Weight:33LBS Money: staters=124 Drachmas=0 Obols=2

DESCRIPTION:

Height: 5ft10 Weight: 165lbs

Hair: Light Brown, Almost bowl cut

Eyes: Hazel (brownish gold)

Age:19

BACKSTORY:

Born to a father that died in service and a mother that died in child birth, Tiasis was an orphan as a baby. As he grew older, his psionic powers manifested in the ability to conjure weapons with his mind. Discovered by a member of the Autolycus Crime Syndicate, he was brought in and trained at a young age. Showing quick wit and quick reactions, with a natural (and not to mention free) way to protect himself, he was employed as a messenger. Now coming to adult age, Tiasis is looking for a way to escape from a life of crime in anyway possible. As a devotee to Hermes, Tiasis is looking for more adventure, travel and hopefully land some (mostly) legal wealth to his name, so that his son may carry his name instead of nothos (literally "the bastard") instead.

*Apologies if the background is too short, I can try and write more later but I struggle with background creation*

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EltonJ wrote:
pinvendor wrote:
I know it’s last minute, but I’m planning to get a submission in today. I finally figured out where my link for Ultimate Psionics source was to include in HeroLab!
Neat. I'll extend the deadline for you, pinvendor.

I Have a submission as well. It is currently half typed on my laptop. Sorry it's so late just got back from my in-laws birthday.

I will have it submitted hopefully in an hour or 2. I'm new to pbp so the formatting is taking me longer

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EltonJ wrote:

A linothorax is AC 15.

* A full panoply (Brestplate, helmet, hoplon, leather girdle, and greaves) is AC 18.

* A xiphos is considered a short sword.

* A Tian-Jian (Tai Chi sword) is considered to be a long sword.

Is there a weight on the linothorax? my soulknife isn't particularly strong and by ac 15 do you mean adds 5 to the base 10? what is the max dex?

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Male Human Druid 1

I actually don't have any 2e pfs characters, but I can make one. Its been a while since I have done any pfs games so I don't remember if I can make past level 1 so that might be what I'm at lol that being said what level is this campaign and what kind of source books are available?

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Shadow Dragon wrote:
EltonJ wrote:

Quote:
Are we using the Pathfinder equipment or the ones on the Wiki? I thought it was PF and made the purchases accordingly.
You're using the ones on the wiki. Right here for others to know.

Is there Stats for the Items in the Wiki? Just looking for armor stats currently as a soulknife, but having weapon stats helps with future blade skills as well.

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I'm nor sure what time zone everyone is on and I'm on night shift but I wanted to do a quick post for now, I have my character fully created but I'm new to pbp so it's taking me longer to get it written out in a decent format on here. But just so it's out there I created a human nimble soul blade, Tisias Nothos, a messenger of the Autolycus crime family and follower of Hermes. I will post Stats and equipment later today, hopefully before cut off

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EltonJ wrote:
Quote:
No. I didn't develop any. Pre-made campaign traits have to be approved by me, though.

Are the occupations listed jn the wiki considered to be traits, since they add a stat/story bonus?

EltonJ wrote:
Quote:
You're free to ask me any question about the setting you like.

Sorry to repeat but still wondering about the Deadly agility feat? If the answer is no that's fine and I can adjust my character accordingly.

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Is this 1e or 2e? I might be interested, depending on how strict the 24 hr thing is, sometimes home life gets pretty busy

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Wondering if the path of war feats, also from dreamscarred press, are available? I'm thinking of making a human soulknife messenger that follows Hermes. Hoping to take deadly agility for a dex build.

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I am interested if you are still looking for players! I'm not super versed in pf picnics but I'm a quick study and could roll up a character pretty quick if I'm short on time

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