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![]() 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 ![]()
![]() Voice of Awesomeness wrote:
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 ![]()
![]() 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 ![]()
![]() 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. ![]()
![]() 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
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 ![]()
![]() 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:
Class Features:
Racial Features:
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 ![]()
![]() 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? ![]()
![]() GM of the Moon wrote:
Are you looking for a pure arcane caster or would mixed classes like magus or Bard fit as well? ![]()
![]() 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
OFFENSE Speed 30 ft. Melee
Ranged
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
Background Skills
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 ![]()
![]() 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
OFFENSE Speed 30 ft. Melee
Ranged
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
Background Skills
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 ![]()
![]() Wondering if the 3rd party Feat for Deadly agility is available, thinking of doing up a twf deceptive ranger style slayer ![]()
![]() Re submitting to make it less crazy than my post with the multiple characters and adding a backstory Player name: Degnax
Character name: 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 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
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... ![]()
![]() Made a bunch if characters to fit whatever Void needs to be filled, here's my submissions Player name: Degnax
Character name: Risk Zil
Bard 1:
CN Medium Orc Aiuvarin Humanoid Perception +5; Low-Light Vision Darkvision Languages Common, Orcish Skills
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
Runic Weapon, Sure Strike, Fear (2 slots); Cantrips Detect Magic, Summon Instrument, Shield, Void Warp, Daze
(1 points) Counter Performance
Additional Feats Aiuvarin, Earned Glory, Fascinating Performance, Impressive Performance, Martial Performance Additional Specials Composition Cantrips, Composition Spells, Muses (Warrior) Character Name: Kzakk Arkon
Rogue 1:
N Medium Orc Hold-Scarred Orc Humanoid
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
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
Character Name:Drarn Kuvnaat
Druid 1:
N Medium Orc Hold-Scarred Orc Humanoid Perception +7; Darkvision Languages: Common, Orcish Skills
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)
Additional Feats Animal Empathy, Assurance, Diehard, Hold-Scarred Orc, Untamed Form Additional Specials
Character Name:Troch Val
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
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.
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
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;
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 ![]()
![]() 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 ![]()
![]() GM Luna wrote:
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 ![]()
![]() Player name: Degnax
Character name: Risk Zil
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) ![]()
![]() SUBMISSION Tiasis Nothos:
SOULKNIFE (NIMBLE) 1 HUMAN (+2 DEX) MALE CN MEDIUM HUMANOID STR=10
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)
Mind Blade (2-hand)
Mind Blade (light) (thrown)
DEFENSE:
AC=18=10+3(armor)+5(dex)
CMB=+1 CMD=16 Speed=30ft Armor:M/W Studded Leather Armor
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:
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* ![]()
![]() EltonJ wrote:
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 ![]()
![]() EltonJ wrote:
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? ![]()
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? ![]()
![]() Shadow Dragon wrote:
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. ![]()
![]() 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 ![]()
![]() EltonJ wrote:
Are the occupations listed jn the wiki considered to be traits, since they add a stat/story bonus? EltonJ wrote:
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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