Ancient Solar Dragon

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Absalom. The biggest city in the world, it's the heart of all trade and most religions across at least two continents, as well as home of world-spanning organizations like the Pathfinder Society. People from all around the world can be found in the city, no matter their ancestry. Here, unlike anywhere else in the world, it would not be considered any stranger to see a hobgoblin and a leshy arguing over the latest in Taldori Royal fashion than it would be seeing two humans doing the same.

It is also the most coveted of cities. Since it was first founded by the now-dead god Aroden some 4719 years ago — an event used as the starting point of the modern calendar — the city-state has been besieged more than 100 times. Most often these invasions were led by those seeking access to the Starstone, the artifact that granted Aroden (and a handful of others, since) godhood, which sits in the middle of the city in a cathedral designed by Aroden to test any who would wish to become a god.

Two of these sieges have happened in the last few years. Three years ago, there was an invasion of demonic fleshwarped constructs that is notable only because it resulted in the end of the practice of slavery in the city, as all slaves were granted freedom in exchange for joining the defence of the city. Lord Gyr, the city's Primarch, vanished around the same time, leading to whispers that someone wanted him out of the way, either to implement the new law or to oppose it. The Grand Council has yet to choose a successor, with the former captain of the city's First Guard serving as acting Primarch for the time being.

Most recently, the Lich known as The Whispering Tyrant besieged the city only two months ago in the most dangerous siege since before the city had walls. He was barely defeated, but not destroyed, and many suspect he will return eventually. There is a buzz of tension in the air as people worry that the next invasion may be successful.

Goodman Hugen has become concerned that Cheliax is making a play for power in the city, by bribing or extorting members of the high and low councils. He has decided to secretly recruit mercenaries to try to infiltrate the trust of other council members to either find evidence of corruption, or information that he can use to undo it.

--

This game has already started, but we had a pretty quick drop. So quick, in fact, that Goodman Hugen is still briefing the players. I’m specifically looking for players who do not mind a slow game. I do hope to speed things up from where they have been so far, but I have health issues that sometimes interfere in my posting, especially if it needs to be a long post. On some rare weeks I may only be able to post once a week, others may be every other day.

Character creation:
For now, we’re using standard rules, with anything available on the Archive of Nethys. I am willing to use temporary house rules for deities that haven’t been converted yet, with the expectation that they will be converted once the new Gods & Magic book is out.

Please also include at least a couple of sentences of background. I just want to be sure you’re thinking of who your character is, not just what they can do. :-)

I will leave this recruitment open for one week. Feel free to ask questions!


Out of character discussion thread.


All of that makes perfect sense, I think I just hyped myself up thinking this was the story I was looking for, from early previews. It's certainly a lot closer than anything else that's come along so far. :-)


I find myself quite disappointed.

Not by the product, which is awesome, but by what the religion section says. I had expected to see that Dahak would not be an appropriate deity, but all draconic deities? Which means, even if Dahak/cult is a major enemy, I shouldn't play a Champion of Apsu out to fight the machinations of Dahak? (Yes, Apsu is most definitely my favourite of the Pathfinder deities. ;-) And I've been looking for an excuse to play such a character in just that kind of a story.)

Oh well. We're not switching until we're done our current AP (Ironfang), so I have time to figure it out. :-)


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My memory sucks, but I think it was Mark (or maybe Owen?), that said on stream recently that at some point during the Starfinder roll-out, someone got the book early and was leaking information. However, they were only leaking parts and those parts looked terrible without knowing the other details, and there was a huge uproar of some kind.

Anyway, they could have asked him to stop to try to avoid something similar.


xNellynelx wrote:

I've never used it, but it says on the site under Demo "Play in a game hosted by Ultimate"

So i think that if the GM has Ultimate, the players can all join via the Demo.

That's right.


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From Roll20 Blog.

Roll20 wrote:
At the moment, Pathfinder 2 (which we will be supporting on launch day of August 1!) is the major focus

FG is definitely cool, but people play where their GM/players prefer. :)


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For those who don't think it's impossible to recall false information, I point you towards the 'Mandela Effect'.

For example, I have a vivid memory of Dolly wearing huge braces in Moonraker. It didn't actually happen, so I obviously crit failed recalling knowledge. ;-)


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PossibleCabbage wrote:
I mean, an Oradin who worships one deity and is cursed by an opposed deity could be a pretty fun RP situation, if the GM is up for it.

I'm suddenly imagining a Paladin of Apsu who's been cursed by Dahak. Like something straight out of mythology, I love it.


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duje wrote:
Isnt Pathfinder like fork from DnD?

And D&D forked off of a wargame.


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34:
Name: Torik
ABC: Goblin Warrior (unless there is a bandit background) Redeemer Champion of Apsu
Catchphrase: "Dahak's coming, that's too much fire!"
Weapon of Choice: Dogslicer

One of my 1e characters is Half-orc Redeemer Paladin of Apsu, who has tried a few times to convert goblins away from evil to help build the Army of Light for the 'final battle,' which he thinks is imminent. I thought it would be funny to imagine if at one off-camera point between editions that he succeeds. :-)


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Wow,. Guessing up to level 6, maybe even 8 at that length?


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I don't know. From watching Oblivion Oath, it seems exploration mode — despite the name — is just the same as PF1 between encounters, just with a new name and some new rules of what/when to roll for some specific actions.


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Perhaps a random ancestry change, as in reincarnation? (But, restored when the curse is removed.)


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Some very cool ideas for that kind of character. And I'm seeing just how flexible PF2 is. :)

PF1 I used Kensai Magus + 3pp (SoM/SoP), so like I said I wouldn't have been surprised if it was difficult/impossible. The fact that is possible in multiple ways makes me even more excited for PF2, even though I plan to continue playing the PF1 version of this particular character for quite some time. :-)


graystone wrote:
You can do a reasonable job with an elf monk/wizard: Take the elf ancestry feat for rapiers, monk gets your unarmored proficiency at expert and locks in your mobility as you level up and a 2nd level multiclass starts your spells.

Oh, very cool. :-) Thanks!


Captain Morgan wrote:
So what's example of a concept that doesn't get fulfilled quickly enough?

One concept that comes to mind is one of my characters. A swashbuckler gish. Specifically in PF1, an unarmored and highly mobile rapier-focused Magus. (I'm thinking, though I may be missing an easier alternative, it would take Wizard, monk for unarmoured, and fighter combined in PF2 Playtest.)

To be fair, I don't hold that against PF2 because it was a heck of a concept to make effective low-level in PF1 as well. Gish characters might be easier now, but yeah, that one will be difficult. :-)


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Runnetib wrote:
They roll over between session on the stream (and they didn't in the playtest), but this calls out getting one at the beginning of a session (which I don't recall happening in the stream).

On stream they also come from viewers, might be handled differently because of it.


To the talk about the witches possibly being able to pick a spell list, I've never played that class but I do remember seeing archetypes in other classes that offered witch features. I think Pact Wizard was one of them. So, I can really see the option being there, based on the patron perhaps.

Of course, that can probably also be recreated with multiclass archetypes.

As for new classes, I honestly can't think of anything that hasn't been covered in an old class or archetype.


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graystone wrote:
druids are divine casters in Golarion that specifically worship a philosophy instead of a "specific entity" as the first poster asked about and they'd have to change something is that isn't so in PF2: it's why I posted, because it wasn't about clerics specifically.

Aren't druids Primal casters now, not Divine?


Except it is up. ;-)


Mark Seifter wrote:
There aren't really Small and Medium weapons; one longsword fits all core ancestries.

Even outside the scenario in this thread, I really like this change. I've been playing a gnome for the last two years and small weapons were kind of demoralizing at times. ;-)


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It won't work in PFS, but I don't see why point buy couldn't be an option at your table. I've only made up of a couple of characters in the playtest, just fooling around, (my group is too invested in our current AP to do it so never got a chance to play it), but the arrays don't look that different except right now it's all even numbers. The dice rolling option is still there, so I really don't see how point buy would hurt the math any more than that.

It's just a new default option that's easier for more people. It also ties stats into the character background, which for me I really like.


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This is looking cool.


Seems easy enough to house-rule that as quality, though.


Hello! I'm the one who was the captain and is stepping down to something else. I was thinking of doing medical officer with my new character, but I'm flexible. :-)


Player Name: B.J. Baye
Character Name: Dasus
PFS # 292754-1
Faction: Silver Crusade
Normal/Track: following guidelines
Day Job: None


Looking to Eliza, he says, "Go with her. She may need technical help in the holo lab, and we're not going anywhere until you get back anyway."

Same for anybody else who wants to join the away team, of course. :-)


Yeah, that's totally understandable, I will also still be here when you're able to get going again!


Agreed. I'm watching the RSS of this post now to keep an eye out for such an announcement. :-) I'm guessing it would be after the recruiting for the other game is over, at the very least.


Count me as interested in that as well. I love superhero RP in general. Plus, Mutants & Masterminds is far too hard to find a game for, I've been wanting to try it out for years. (I only ever played second edition.)

My only preference is we don't go as campy as Batman 66, or as dark as Watchmen. (I'm fine with some funny and silly — my favourite comic of all time is Impulse — I'm just not a fan of the 'holy mashed potatoes' level of silliness.) Anything between those extremes, and I'm on board. :-)


I am very interested! I love that setting. Only played Second Son, but watched LPs of the others.


The Sentinel looks at each of you, looking you over suspiciously. But, finally, he gives a curt nod and says, "I will take you to the Red Lady."

As he leads you to the ladder leading up into the village proper, Daratris explains to you, "Lady Morgwais leads the Caerilcarn. For all intents and purposes, she is the queen of the wood elves in this forest."

The village itself is very similar to Thelladell except for size and defences, the buildings built in a very similar style. It does, however, show its distinctness in the craftsmanship. Built by different hands.

The Sentinel leads you to a larger building, which looks to be set up as a meeting place. At the far side of the room, three wood elves stand around a table, in the midst of a conversation. Lady Morgwais is obvious both in the fact that she's the only woman of the three, and her presence of leadership. She has auburn hair, and dresses in a dress that looks designed to remind the audience of autumn leaves.

"... and search the riverbank up to Karse. They may have taken a wrong turn."

The Sentinel wait until the Queen can spare a moment, and then introduces you.


That seems to relax Daratris a little, and says, "It doesn't always feel like a blessing." But, she nods and says, "Let's go." Vorin finds a dark shadow to settle down in, comfortable in the natural environment.

The village is small, though not as small as Daratris' home of Thelladell. After passing over the wooden bridge, there is an area of forest with small buildings (which look like they might be to house trading caravans) on the ground, and far more buildings in the trees above, connected by walkways.

A sentinel steps out to meet you as you step across the bridge, "Welcome to Reitheillaethor. What is your business?"


Daratris looks downright embarrassed at the mention of the arrows, and she shrugs a bit, looking away. "I have a bit more fey blood in me than most of us. It comes out in some magical ability. I don't have anything to do with it, usually, but I can tap into it with my archery."

As for Tirom, he shrugs, "It might work if I hang back until you've spoken to them? I don't want to cause any trouble."


As you make this offer, Daratris is swinging the greatsword. "I'll give it a try. Do you want this? It's a bit big for me, and I mostly use a bow anyway."

The sword is most definitely magical. Not only can you see it, you felt it's icy bite.

Daratris tries out the bow, and she can't even draw it. She laughs, and says, "This is most definitely an orc's bow. Only they would have the strength to draw it."

Grinning just a bit, Tirom says, "Well, I couldn't use it then. Anyway, I like my crossbow." He pulls up his armour tunic a little, to show a hidden holster for a hand crossbow on a belt underneath.

This show of trust seems to finally push Daratris off her guard, and her attention turns outward again as she listens for orcs as you travel.

You clear the area before the orcs return, and the forest is quiet again as you continue on. The sky is dark by the time you reach the Heartblood River.

Getting her bearings, Daratris says, "Reitheillaethor is probably a couple of miles upstream. There will be a bridge across the river there." Looking to Tirom, she says, "But we need to do something to disguise you until we get close enough to vouch for you. After the news we sent this morning, they'll probably be on edge."


His face brightens immediately, an expression that startles Daratris. It's likely she never expected a dark elf to show that kind of genuine positive emotion.

The boy returns to Common to say, "Thank you! Uh... It's nice to meet you, Akor."

The orc also carries (likely stolen from the body of someone he killed) a necklace that looks particularly valuable, and his bow looks to be of high craftsmanship as well. (masterwork +5 composite longbow)


The boy looks a bit nervous again, glancing around, and after a moment's hesitation he says, "Glad to have met you. I'm also glad I was able to help."

Before you go, Daratris grabs the orc's magical sword. The orc is also wearing an amulet that looks to be magical, that you can see.


The boy smiles immediately. He nods, and says, in Drow, "I am. I'm a Druid - a novice - but I follow her teachings."

Daratris, who doesn't understand the dark elf language, speaks up after a moment in Common, "We shouldn't linger too long, the other orcs will probably return soon."


"There is a temple of the Dark Maiden near there. I'm supposed to go there. I was travelling with my - teacher?" He sounds a little unsure of the title, as if he never had to name it before. "But we got separated."


Tirom nods, just a little. "Death is part of the natural order." He seems to be trying to act less affected than he is. His emotions, however, are as easy to read as most boys his age.

Then, he asks, "You wouldn't happen to know how to get to Skullport?"


It's Frostbite

Daratris comes out from the bushes, still holding her bow but pointing it towards the ground. She's watching the dark elf, confused but suspicious.

The young dark elf, on the other hand, just looks sad, glancing to the remains of the spider. He does look up, however, and says, "You're welcome. Thanks for not attacking me on sight. I'm Tirom."


Rolls and stuff:

drow touch attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
drow damage: 1d6 + 3 ⇒ (6) + 3 = 9

The orc growls as your blade sinks in again, and he wobbles a little before angrily shaking his head, seeming that only its rages keeping him on its feet. He starts to raise its weapon again, however.

The drow slips around behind the orc, reaching out a hand while muttering the words of a spell. You see a flash of blue light and hear the crackle of ice.

The orc's strength seems to be taken away in an instant, and the willpower keeping him going vanishes. In a rather comical display, he topples over unconscious. Still alive, but down.

The young drow seems totally shocked by this fact, having not realized the orc was that hurt.


Rolls and such:

S attack: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
damage: 1d4 - 2 ⇒ (3) - 2 = 1
orc Fort: 1d20 + 12 ⇒ (12) + 12 = 24
orc attack 1: 1d20 + 19 ⇒ (12) + 19 = 31
orc damage: 2d6 + 20 ⇒ (2, 3) + 20 = 25
frost damage: 1d6 ⇒ 6
orc attack 2: 1d20 + 14 ⇒ (12) + 14 = 26
orc attack 3: 1d20 + 9 ⇒ (11) + 9 = 20
Daratris attack 1: 1d20 + 11 ⇒ (7) + 11 = 18
Daratris damage 1: 1d8 + 8 ⇒ (6) + 8 = 14
Daratris attack 2: 1d20 + 6 ⇒ (18) + 6 = 24
Daratris damage 2: 1d8 + 8 ⇒ (5) + 8 = 13

The orc grunts with every strike against him. He's bleeding from multiple wounds, but he continues to fight with every bit of ferocity.

The spider behind him manages to sink its fangs into the orc's leg, if just barely.

The drow jumps out of the tree at about the same moment, floating as light as a feather to the ground and steps around to you. Before you can react, he touches your arm, and a small wave of healing energies washes over you. Healing: 1d8 + 3 ⇒ (5) + 3 = 8

Despite the fact that the spider barely touched him, the orc roars in rage, spinning around to quite literally cut it in half in a vertical slice. The drow yells out in grief and anger. The orc then spins around towards you, swinging his sword at you twice, but missing both times.

Daratris continues her barrage, firing two glowing arrows at the orc. Both land deep, drawing flows of blood. It's starting to look a little wobbly, but still on its feet.


Rolls and stuff:

S attack: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
T attack: 1d20 + 4 ⇒ (5) + 4 = 9
Orc attack 1: 1d20 + 19 ⇒ (17) + 19 = 36
Orc attack 2: 1d20 + 14 ⇒ (9) + 14 = 23
Orc attack 3: 1d20 + 9 ⇒ (2) + 9 = 11
Orc confirm: 1d20 + 19 ⇒ (7) + 19 = 26
Daratris attack 1: 1d20 + 11 ⇒ (2) + 11 = 13
Daratris attack 1: 1d20 + 6 ⇒ (6) + 6 = 12

The orc roars in pain as your blades strike home, but he still seems far from falling.

A giant black spider - about the size of a collie - suddenly leaps from one of the nearby trees, landing behind the orc. It tries to bite the back of the barbarian's ankle, but can't get through the thick hide of its boots.

Farther back, the young drow in the tree casts a spell, and then a moment later points. The tree then leans forward, swinging a branch at the orc. The orc spots it coming, however, and ducks out of the way.

He turns on you again, however, swinging his great sword at you with incredible speed. Three times, it swings, but only the first gets past your defences. Damage: 2d6 + 20 ⇒ (4, 3) + 20 = 27 plus Frost damage: 1d6 ⇒ 2.

Daratris launches another pair of arrows, again one of them glowing, but neither of them find their mark.

Your allies are rolling terribly this turn, and the orc came /very/ close to critting you.


Rolls and stuff:

Attack with power attack: 1d20 + 19 ⇒ (17) + 19 = 36
Daratris attack 1: 1d20 + 11 ⇒ (12) + 11 = 23
Daratris damage 1 (if necessary): 1d8 + 8 ⇒ (3) + 8 = 11
Daratris attack 2: 1d20 + 6 ⇒ (12) + 6 = 18
Daratris damage 2 (if necessary): 1d8 + 8 ⇒ (1) + 8 = 9
Something else: 1d20 + 1 ⇒ (15) + 1 = 16

The orc looks back, and turns to meet your approach, dropping his bow and drawing his magical greatsword. His muscles are tense and his eyes are full of rage as he roars at you, "Come and die, elf!"

Setting his feet, he swings the sword at you with all of his might and with incredible speed. It cuts through your bark (and regular) armour, slicing into you. Damage: 2d6 + 20 ⇒ (1, 4) + 20 = 25 It also feels like the sword is made of ice, freezing your skin as it cuts through. Frost damage: 1d6 ⇒ 5

From her position, Daratris fires two more of those glowing arrows into the orc. The orc is so caught up in his battle rage that he doesn't even seem to notice.

Okay, no need to even use a spoiler tag, you see this.

In the tree behind the orc, high above the ground, you can see movement. A drow adolescent, having apparently just jumped to a tree branch from another tree nearby, watching this fight with a fearful expression.


Combat map up! Check above for link.


Rolls and such:

Hero Lab rolled initiative: leader, Daratris, Akor, other orcs
Daratris attack: 1d20 + 13 ⇒ (9) + 13 = 22
Daratris damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Leader attack: 1d20 + 14 ⇒ (1) + 14 = 15
Daratris attack: 1d20 + 13 ⇒ (9) + 13 = 22
Daratris damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Daratris attack: 1d20 + 8 ⇒ (4) + 8 = 12
Daratris damage: 1d8 + 3 ⇒ (8) + 3 = 11

The snow and hail goes pelting down on the orcs, and chunks of ice crushed the skulls of two of the orcs. A third goes down as well, though he still seems to be breathing.

The leader, on the other hand, raises his arm to shield his face but otherwise seems unfazed.

Through the snow, there is a sudden flash of light as Daratris shoots a glowing arrow (though you've never seen her do this before, and you know she doesn't have a magical weapon), making him stumble back a step.

Before you can react further, he reaches back to draw his own bow, ducking behind a tree for cover as he shoots an arrow in the direction of Daratris, though misses.

Daratris, however, fires back with a pair of arrows, the first cooling like the previous. That going one hits and embeds into his leg, though again he doesn't even seem to feel it, and just roars in defiance. The second arrow sails wide.

your combat turn. :-) I'll try to work on a combat map tomorrow, but I'm not sure I'll be able to manage it.


Rolls and stuff:

1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 16 ⇒ (9) + 16 = 25
1d20 - 1 ⇒ (18) - 1 = 17

Daratris disappears into the bushes, doing an amazing job of vanishing from view.

The orcs wander into the camp. The leader is huge and looks to be carrying a few ornate magical items, including a huge greatsword.

The other orcs are dressed in more common equipment, carrying either falchions or javelins and wearing studded leather, and one of them carrying a greataxe and wearing banded mail.

The leader grins, as they see the campfire, "It looks like we'll get some practice before we get to Karse! Spread out, find whoever they are!"

The leader, the one in banded mail, and a couple of others remain in the camp, searching for anything of value.


Daratris frowns, but doesn't seem surprised. Softly, she says, "They're always making trouble." She draws her bow and moves to take a hidden position in some bushes.

It does, indeed, seem that the orcs are heading this way, as the sounds continue to get louder. Including some arguing in Orc. "Shut up, or I kill you even if you are chief's son! I am so going west, just like we was told!"

Given the voices are coming from the West, it is quite obvious they are actually heading generally east.