Cause of Death: 1d10 ⇒ 4 Struck by Lightning while LARPing Deity: 1d12 ⇒ 1 Snaccara - The Goddess of eternal Snacking and good.
bigrig107 wrote: My assumption was the best to use would be 7th, which I think is the latest? That’s the one I have access to, anyway, though I do need to actually learn how to play it. That’s part of why I want to do this, I’ve heard great things about the system. Ahh, have not seen that one. I can see the one I have is 5th edition, back from the 90s. Guess I need to read up on the newer edition.
Ira kroll wrote:
Could be fun, though it might be a hindrance if there is too much dungeon crawl in narrow dungeons.
Let me add my own 5 cents. I present: Iulia Orphanus, Human Nephilim Commander Back-Alley Doctor, joining the Expedition to provide support via her medical skills, hoping for a brighter future Background:
Iulia was an infant left swaddled on the steps of an orphanage in Egorian’s poorest quarter. The matron who found her named her Iulia and Orphanus, “the orphan,” to mark her parentless state. From the start, the other children whispered about her—her strange, ember-flecked eyes and her small horns marking her heritage as a Nephilim.
She was always an outsider, yet fiercely protective of the younger children and quick to defend them from bullies. The matrons, wary of her otherworldly features, kept her at arm’s length, but Iulia became adept at patching up scrapes and bruises—first with rags and spit, then with whatever herbs she could beg or steal. As she grew, Iulia began to suspect the truth of her origin. Cheliax’s nobility was infamous for diabolic pacts and clandestine affairs with outsiders. Nephilim—mortals touched by the blood of fiends or celestials—were rare but not unknown, and her uncanny appearance spurred fearful glances and whispers. Though she has never discovered who her parents were, Iulia keeps a single token from her infancy: the silk she was wrapped in embroidered with an unfamiliar noble crest, hinting at a hidden legacy. Denied the privileges of birth, Iulia survived by her wits and skill. She apprenticed to a back-alley surgeon, learning the arts of healing out of necessity. Her heritage sometimes aided her—her senses proved keener than most, allowing her to perform surgery in darker areas. One fateful night, a botched surgery left a child dead and Iulia’s reputation in ruins. Some whispered it was diabolic ill-fortune; others, that she had crossed the wrong people. Forced to flee, she spent the last of her coin and secured passage to Arcadia, hoping to escape her Chelish past and the shadows that followed her. In the wild settlement of Talmandor’s Rest, Iulia sought anonymity and redemption. She set up a humble practice, tending to settlers and explorers, often accepting payment in goods rather than coin. Calypso is her young panther companion, rescued as a cub from a poacher, closest friend and silent guardian. Despite lingering suspicion due to her Nephilim features, her skill and determination have begun to win the trust of the Arcadian settlers. She has joined the expedition to assist as a doctor and to sate her sense of adventure Iulia Sheet:
Iulia Orphanus Class Commander 1
Medium Human Nephilim Humanoid
Languages Common(Taldan), Aklo, Diabolic, Elven, Azlanti, Shadowtongue Skills Acrobatics +4, Arcana +7, Athletics +5, Crafting +7, Lore: Underworld +7, Lore: Warfare +7, Medicine +7, Occultism +7,
Str +2, Dex +1, Con +2, Int +4, Wis +0, Cha +0 Items Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Toolkit,
AC 18 (+20 with shield raised, Shield Block reaction); Fort +5, Ref +6, Will +5
Speed 25 feet (20 with armor)
Ancestry Feats Natural Ambition (Commander´s Companion)
Class Features Commander's Banner, Drilled Reactions
Calypso, Panther Companion:
Calypso - Young Cat 1 Small Minion Animal Perception +5; low-light vision, scent (imprecise, 30 feet)
Skills Acrobatics +6, Athletics +5, Stealth +6 Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0 Items Unarmored AC 16; Fort +4, Ref +6, Will +5
Melee Jaws (finesse) +6 (Finesse), Damage 1d6+2 P
Support Benefit
Not sure why I cannot edit my post for some reason, so will repost and add pathfinder build, with up to level 10, plus a different image. Rose Petal
Spoiler:
Rose Petal Kineticist 1 Small Leshy Peachchild Leshy Plant Perception +4; Low-Light Vision Languages Common, Fey Skills Acrobatics +5, Athletics +2, Deception +3, Lore: Specific Deity +3, Nature +4, Religion +4, Stealth +5, Thievery +5 Str +2, Dex +2, Con +4, Int +0, Wis +1, Cha +0 Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Thieves' Toolkit AC 16; Fort +9, Ref +7, Will +4 HP 20 Speed 25 feet Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+2 P Weapon Infusion (Infusion, Kineticist) With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. Hardwood Armor (Impulse, Kineticist, Primal, Wood) Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 1; Group wood. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes broken or leaves your grasp. The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2. Timber Sentinel (Impulse, Kineticist, Plant, Primal, Wood) A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains. Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Air 1d6 electricity or slashing, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet • Fire 1d6 fire, range 60 feet • Metal 1d8 piercing or slashing, 30 feet • Water 1d8 bludgeoning or cold, 30 feet • Wood 1d8 bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die. Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates. Focus Spells (0 points) Protector Tree Additional Feats Childlike Plant, Peachchild Leshy, Student of the Canon Additional Specials Impulses, Kinetic Aura, Kinetic Gate (Single Gate), Kineticist Element (Wood Element), Plant Nourishment, Wood Impulse Junction
Rose Petal
I would be interested in joining. I do not have much experience in PF2, having played a few one shots. But I really love the system. As for character, I am thinking of making a Peachchild Leshy Wood Kineticist. Haunting Vision background, Beastmaster archetype (Arboreal Sapling, unless given permission to take the Wood Elemental). With the Childlike plant, she looks like a young human girl. She will have a bit of healing, a bit of fighting, some battlefield control and has a pet to assist. |