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![]() Rad to see this up and running! Got me a few ideas peculating in my head but for right now its safe to assume that I'm going to go with a Cleric/Warpriest of Besmara or a Swashbuckler with the Shackles Corsair archetype. Either way their going to be a big time worshipper of Besmara, the Pirate Queen, with an (hopefully) interesting twist on how fair that devotion goes. Character should be up soon. ![]()
![]() Magick is definitely kitted out to be a ranged operator who will be trying her best to stay away from the thick of it. She’ll be using most of her time flying out of range blasting or deliberating villains from afar using her Magic array. I got plans to boost her close damage capabilities but until then her main thing will be the aforementioned ranged utility and blasting. Personality-wise she's a "legacy" hero trying her best to live up while being really new stuff to the superhero scene. Also kind of a wizard nerd with mahou shoujo vibes. ![]()
![]() Fixed Magick. Magick: Abilities
Advantages
Skills
Powers
Witchsight: Senses 2 (Magical Awareness, Radius) • 2 points Amulet of Warding: Protection 8, Sustained, Removable (-1 points) • 7 points Cloak of Levitation: Flight 5 (60 MPH), Removable (-2 points) • 8 points Transformation Sequence: Feature 1 (Transform into costume as a free action) • 1 point Offense
Complications
Languages
Defense
Power Points: Abilities 28, Powers 38, Advantages 4, Skills 8, Defenses 12 ![]()
![]() I haven't seen a Mutants and Masterminds game here for a while and would love to get involved in one! Here's my entry for Magick, resident witch and aspiring young hero. Magick:
Abilities
Advantages
Skills
Powers
Witchsight: Senses 2 (Magical Awareness, Radius) • 2 points Amulet of Warding: Protection 8, Sustained, Removable (-1 points) • 7 points Cloak of Levitation: Flight 5 (60 MPH), Removable (-2 points) • 8 points Transformation Sequence: Feature 1 (Transform into costume as a free action) • 1 point Offense
Complications
Defense
Power Points: Abilities 32, Powers 38, Advantages 3, Skills 5, Defenses 12 Background: Gwendolen "Gwen" Jones always knew she was special. Well, not special exactly. Magic isn't a thing she discovered. It was omnipresent in her life since she was a child. That's what happens your born into a family of witches and warlocks. The Jones Clan were a family of mages from the Old Country, who immigrated a long time ago to escape persecution from a land that hated and feared for usually unfair and bigoted reasons. It's for that reason that Gwen grew up hiding her powers and natural skill with magic from those outside her family and the wider magical world. The thinking went that the rule of shade would protect them from a return of witch hunts and burnings... until other, stranger superhumans started showing up in the world. The advert of the age of superheroes brought great changes upon the world of magic, with several witches and warlocks seeing it as an opportunity to finally be accepted by the mundane world. Gwen's mother was one of those mages, and she used her spellcraft to become the superhero Magick, a prominent name in the hero community. Unsurprisingly, Gwen looked up to her as a role model and at an early age aspired to follow her mother's thought steps as heroine even as she juggled her studies in magic with more "normal" social life in the mundane world. That all changed when her mother disappeared in Doomsday. Distraught but determined to do what she could to fill the needed role left by her mom's wake, Gwen took up the Magick name and entered the hero scene... much to the chagrin of her worrying father. ![]()
![]() This sounds like a pretty interesting concept that can work with a surprising amount of builds despite the limitations of the theme and setting. I'd love to be a part of it and have a rough idea of a fire kineticist with a devoted fascinating with phoenixes, rebirth, and the elemental planes. I'll have something more concrete in a day or two but right now I'm curious how the Golarion-focused traits will be handled. Given what you said on the OP I'd assume I can just change the flavor of the ones I want them available? Including ones that have perquisites for race? Also I'm curious which languages were likely to run into? ![]()
![]() "We'll probably be out here for another day or two so it would be good to know that people know where we are in case that drake does try to make a meal of us," Hana tells the leaving pair. The tavern singer said the last few words half-jokingly, but she would have been lying if she wasn't concerned that they all might share the same fate of the Battered Shield. With that in mind, Hana quickly adds quietly, "And if you can please tell my mother that I'm sorry for leaving like I did and that I'll back as soon as I can." ![]()
![]() GM SuperTumbler wrote:
Would all players be required to submit characters that use firearms or would they just have to have a tech or engineering theme? ![]()
![]() Definitively interested in a Norse fantasy campaign! I only have a rough idea for a character right now but I’m thinking of making a squishy arcane full caster for this if only to stand out against all the armored vikings. A Winter Witch or an Elemental Sorcerer are the likely contenders right now. Regardless of which wins out I am curious about a few things before I fully start hammering out the character sheet: - Can you get an extra trait if you take a drawback?
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![]() Got a Unchained Rogue (Relic Raider) in mind for this. A useful addition that can easily serve as a scout and your reliable trap finder and dismantled when required. Face skills won't be neglected either in case we ever want to talk our way of the problem. Anyhow, let's see how much coin they've have starting out. Starting Wealth Rogue: 4d6 ⇒ (3, 1, 1, 6) = 11 Welp. Average it is. Will have character sheet and bio up today. ![]()
![]() I'm interested in doing a TWF Ranger or a Barbarian but let's see the dice say about that, eh. Stats: 4d6 ⇒ (2, 5, 5, 2) = 14 = 12
So I got 12, 14, 15, 11, 13, and 15 as a statline. Not to bad, so I'm sticking with it. ![]()
![]() And here's that Varisian bard that mentioned back on page 1. Might also submit a cleric of Arshea as well for consideration if that's alright. Stats:
Zelda Cadiz Female Human (Varisian) Bard 1 CG Medium Humanoid (Human) Hero Points 1 Init +2; Senses Perception +4 -------------------- Defense -------------------- AC 15, Touch 12 (+2 Dex), Flat-Footed 13 (+3 Armor) HP 10 (1d8+2) Fort +1, Ref +4, Will +2; +1 against charm and compulsion effects. -------------------- Offense -------------------- Speed 30 Ft. Melee Starknife +2 (1d4/x3) or Dagger +2 (1d4/19-20) or Light Mace +2 (1d6) Ranged Sling +2 (1d4) Special Attacks Bardic Performance 7 rounds/day (Countersong, Distraction, Fascinate, Inspire Courage +1) Bard Spells Known (CL 1st; concentration +4) 1st (2/day)—Cure Light Wounds, Saving Finale 0 (At Will)—Detect Magic, Light, Prestidigitation, Read Magic -------------------- Statistics -------------------- Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16 Base Atk +0; CMB +0; CMD 12 Feats: Lingering Performance, Weapon Finesse Skills: Diplomacy +7, Knowledge (Arcane) +6, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Linguistics +5, Perception +4, Perform (Oratory) +7, Sense Motive +4, Spellcraft +5; Armor Check Penalty -1 Traits: Nontraditional Native, Varisian Tattoo Languages: Common (Taldane), Shoanti, Thassilonian, Varisian SQ: Bardic Knowledge +1 Combat Gear: Acid; Other Gear: Studded Leather, Starknife, Dagger, Light Mace, Sling, Sling Bullets (20); Backpack (Common), Bedroll, Belt Pouch, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess Kit, Rope (50 Ft.), Trail Rations (5 Days), Waterskin); 11 GP / 1 SP / 0 CP -------------------- Special Abilities -------------------- Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance: Countersong (Su) Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Bardic Performance: Distraction (Su) Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. Bardic Performance: Fascinate (Su) A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. Bardic Performance: Inspire Courage (Su) An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Favored Class Bonus: Bard (+1 Hit Point) Backstory:
As a child born to a Varisian nomad clan, Zelda grew up listening to the oral history that her clan elders would tell by the campfire. Enthralled by these legends of sly tricksters, power mad wizards and ancient kingdoms, she yearned to one day uncover her own legends of the past and to tell them to an enraptured audience. To that end, a young Zelda decided that she wished to become a chronicler of the old tales just like her grandmother, Elder Jyla, the most venerable bard and storyteller of her clan. Going under her grandmother’s wing as an apprentice lore keeper, she learned the tales and myths of her clan, deciphering the allegorical renditions and seeing the true history underneath. It was during this time that Zelda learned not only of the arcane power that lay within her people’s bardic arts but also of the complicated history that her people shared with the Thassilonian Empire of millennia ago. “Look here, child,” Elder Jyla said one night as she pointed at the cyclopean ruin that loomed over the caravan’s campsite. “Look here and heed my words. While this temple may have been made to inflate the vanity of the runelords, it was built by the enslaved. Giants, Shoanti, and even our ancestors were made to work onto death to see it finished. We may mock the mad wizards with our tales of clever Varisians, but we must never forget their evils lest they be repeated.” Though the knowledge of her people’s former abject enslavement by the wizard rulers of Thassilon both chilled and enflamed her heart, Zelda could not help but want to learn more about this harrowing and mysterious era. Her grandmother tried her best to accommodate this desire, but as the years went by it became obvious the elder had taught her apprentice all that she knew. Seeing that her granddaughter was determined to learn more but was staying in the caravan out of a sense of clan obligation, the elder confronted Zelda one day and told her, “We are Varisians, Zelda. We should not force ourselves to stay in one place when our heart yearns for more. I may have taught you all I know, but there are others that know a bit more about the old wizards than your dear old grandmama. Go find them if you must. You have my blessing.” And so, with that blessing and that of her parents and clan, Zelda finally departed the caravan in search of scholars that could teach her more, promising that when she returned it would be with a hundred new tales and histories to tell by the fire. Unfortunately, things did not go as smoothly as she had hoped. While not entirely naïve to the realities of the world outside of her clan’s caravan, Zelda could not have predicated just how low the “professional” scholars of Thassilon viewed Varisian accounts of the empire’s history. From Riddleport to Korvosa, the critiques and rejections were all the same: “Varisians are liars and peddlers. Spinning tales and nothing more. Nothing can be learned from the likes of them.” But even after rejection after rejection Zelda was still undaunted and continued to look for an institution that would take her on as a scholar. Eventually, after some time travelling across Varisia, she learned of the Pathfinder Society’s chapter hall in the city of Magnimar, and of its willingness to take on even the most unorthodox of applicants. To Zelda’s great relief and excitement these claims would turn out to be. Now a junior member of the Society, Zelda eagerly awaits what will hopefully be the first in a long career of knowledge-expanding expeditions. Appearance and Personality: Zelda stands little over five and a half feet tall and often dresses in the styles of her people. Her frizzled hair is a long dark brown and her complexion is a light olive. Zelda’s expressive hazel-green eyes glim with excitement while her earnest smile tends to be contagious. She often speaks in an excited and lively tone whenever she finds something new. The Varisian scholar’s outfits are vibrantly colorful and tend to have tasseled elements that draw the eye. Her favorite outfit is a bloused bodice fitted with bright silken sashes. When in battle she usually wears a practical set of studded leather armor that only marginally impairs her movements. Zelda is a remarkably kind and open-hearted young woman. Possessing a deep wanderlust and curiosity for the unknown, she is driven to learn as much as she can about the world and share those findings with anyone willing to listen. As such, she enjoys travelling and meeting new peoples and cultures, and earnestly believes that you can learn something valuable just by listening to other people speak about their culture’s histories on their own terms. Tellingly, she approaches her archeological studies in an unconventional manner that incorporates a Varisian respect for storytelling and oral history. Although she is no cleric, Zelda is a devout follower of the faith of Desna, believing strongly in the goddess’ teachings of exploration and freedom. Age: 22 Height: 5 ft. 6 in. Weight: 125 lbs. Hair Color: Black Skin Color: Olive Eye Color: Green Build: Slender ![]()
![]() Still working on the Shelynite Paladin. Stats are done and I'm taking my time writing the backstory and other fluff. I did have some mechanical questions, though, for you Squirrel Ninja. 1. Do are particularly stringent about Carrying Capacity or do you have that some leeway? 2. What's your thoughts on the Bladed Brush feat? Some people think it works with Slashing Grace to provide Dex to damage, but others think the specific wording of the feat prevents that. What's your take? ![]()
![]() I have two characters that I've been itching to see play, so I'm very interested in this. One's a aldori front-line (swashbuckler) striker and the other an arcane caster (witch) that can also do some emergency healing in a pinch. Unfortunately, the former is from a class in Advanced Class Guide while the archetype is from Adventurer's Guide. Both are Core books but both were released after the anniversary edition. That means their not permissible, correct? ![]()
![]() Do mundane spell-less Disguise roll effects have any duration? For instance, say you make an extraordinarily good Disguise roll that stumps every NPC's Perception. Can you just maintain that Disguise indefinitely for the rest of the game, or would you have to reapply your makeup (aka roll Disguise again) after a certain amount of time? Realistically I would assume that you'd have to roll again once a day at least to represent you putting back on or adjusting your fatsuit, mask, makeup or whatever, but the rules seem to say nothing about that. EDIT: I believe I accidentally put this in the wrong forum. My apologies if that is the case. ![]()
![]() Hello, hello. Just want to start off by saying thank you for giving a lot of people here their first opportunity to really try out Pathfinder 2E, myself included! I really appreciate that, especially for a system so new. With that out of the way... Here's Aurelia Landon. Ancestry - Half-Elf
Backstory:
Aurelia came to Isger, and eventually the town of Breachill, after hearing news of a gold dragon sighting in the area but quickly found herself adrift as the rumors, and her money, started to dry up. The simple fact is Aurelia needs more coin if she wants to continue her studies and travels, and the Call for Heroes seems like just the solution for her financial woes. ![]()
![]() Character is coming under way. I have a human fey sorcerer specialized in enhancement spells in mind. Got a few more questions:
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![]() I don't see the problem. If there's some new development in the lore that clashes with your preferred ideas or the outcomes of your group's AP than just ignore it at your table. I don't see why that's so hard. Perhaps this is just a thing unique to the people that I play with, but in most of the instances when we've used a AP the story diverges to such a radical degree that by the third book that whatever "How to Continue the Campaign" or "Here's the New Status Quo" options became useless anyway. So if your players didn't trust Sorshen and miraculously managed to kill her I don't see how Paizo taking another direction genuinely harms or inconveniences your table? Fine, Paizo won't be supporting that outcome. So what? Keep following your own timeline and didn't feel pressured by "canon" when it comes to telling the stories that you want to tell. ![]()
![]() I don't want this to devolve into a miserable political debate, but Dany is absolutist monarch whose claim to power derives from her bloodline. That's as far away from leftist sentiment as one can get, in my opinion. Furthermore, the only thing about her that can arguably pass as leftist is her consistent anti-slavery actions and rhetoric, which SHOULD NOT BE CONSIDERED A LEFTIST ONLY POSITION. That is a decent human being position that shouldn't exclusive fit any one side of the political axis. Liberals and conservatives should both equally despise slavery as vile institution. Oh my God. ![]()
![]() Fumarole wrote:
I think there's a difference between threatening to burn a city because your people will starve to death in the desert if they don't get in, to burning a city even after its already surrendered to you. The former is a very morally ambiguous decision born from sympathetic desperation that the audience can somewhat relate to, while the other is blatantly Stupid Evil act made by a crazy person. I can't speak for anyone else but I think most peoples problem with Dany's turn isn't necessary because they wanted her to be a conventional heroine at the end of the show, but more to do with them being annoyed with how rushed her turn is and how it seems to exist solely to make Dany a pitch-black antagonist that needs to be stopped. I think most people would have been satisfied with the turn if Dany started burning the city indiscriminately when it became apparent that Cersei's men weren't going to surrender no matter what, which would have made her decision slightly more ambigoius if still on the dark side. Then again, that still wouldn't explain why Dany and Drogon couldn't just burn and/or tear apart the Red Keep to get the Cersei to avoid destroying the rest of King's Landing, but hey, that's been an issue since Season 7 so why bring it up now, right. :) ![]()
![]() Iomedae: *Saluting* - "Reporting for duty, ma'am!"
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