Golden Orb

GM Stargin's page

4,032 posts. Alias of Azih.


RSS

1 to 50 of 4,032 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

You get to pick something else to bump up to Trained. Pathfinder2e is very stingy with proficiency upgrades because of Balance(TM)


Cazlan is going to make his Will Save at +3

Cazlan Will Save: 1d20 + 3 ⇒ (13) + 3 = 16

The very obvious display of spellcasting completely shocks Cazlan and his crew. They were expecting to jump a solo graverobber, not a magic user.

As this happens an arrow comes flying out from the trees towards the humans and one of them nearer the back cries out in pain as her knees buckle and she goes down. You see Alzuu not only causing damage but also taking coin purses

Hey, you leave our brother alone! she says as she backs off and brandishes a throwing dagger.

Seems like Vuld and Alzuu were watching out for you and Cazlan's group is not ready for anything like this.

They scatter.

Vuld comes out from his hiding spot and gives you a look. You throwing glitter at people now? And why d'you look different? Did you get cursed?

After your reaction it'll be End Scene!


Qwerk:

You've had a very good day, dungeon delving or grave robbing or however you wish to describe it. A tip you got from one of your fences led you to an obscure barrow with a very narrow entry recently revealed during a heavy rainstorm. You're able to squeeze in and find some very valuable trinkets with no protection for a change.

Squirming your way back out with a full sack is a little bit frustrating, but the real problem is the small gang of smelly humans that is waiting for you outside. Seems like you're not the only one who found out about the place or... were you followed?

Qwerk the golden kobold, full of things to sell, maybe if we beat him up, we'll get rich as well! The leader sneers Now hand your little sack over and we'll give you a copper for going in there and saving us the trouble. Keep our clothes from getting all muddy.

Do you know this joker?

The situation is serious, you can't really tell how many of them there are but they all seem armed and you're all alone!

The tingles you've been feeling from time to time suddenly comes back but with a level of force that almost makes you pass out from the intensity, the almost overwhelming emotion that you're feeling though is one of outrage and wounded pride. How Dare They?

Your choice, either follow the rules and cast the fear spell on the leader which you get from your bloodline, or the flurry of claws focus spell which you also get! All your spellcasting is also coming from the sorcerer class features such as Spell DC, Spell attack etc.

Either way you feel your scales get harder and shinier as this completely unprecedented and unexpected flood of magic bursts out through you and onto the would be robbers!


Neppka: You're onto your class! Let me know if you have any questions.

Qwerk: Will try and post a sorcery scene today!

We're nearly at the end. Hope everyone's been enjoying this!


Neppka: Perhaps it's the peaceful life he has enjoyed ever since they settled down that has made Neppka feel distracted. Maybe that's also why he's not able to muster the necessary force of will on the advancing cat.

Neppka, you there! Neilar's voice comes from down the trail. The cat almost jumps out of it's skin and dashes away from the young Tengu.

Not the best day for Neppka! But End Scene!


Krrystal:

You continue to expand the breadth of your abilities, not only are you an amazing walker of the wilds, and a delightful performer, but as you've grown you have entered into being a practitioner of the martial arts of your people.

This comes with a lot of training and sweat. You are going through a drill today. The first involves a sprint through the undergrowth (which is second nature to you) and then right after the expectation of hitting a set of hanging coconuts that are there for this very purpose.

Spend two actions moving to the targets and then attack the coconuts with unarmed melee attacks twice. The Monk Flurry of Blows special action allows you to attack twice with one action! MAP applies though. DC12 to hit. Roll damage to hit which will be a 1d6 instead of a 1d4 for most people thanks to the Monk's powerful fist class feature

Then you are to pick up a shortbow and a quiver climb up a tree to sight a target 30 feet away and fire two arrows in quick succession at the target.

Spend an action picking up the bow, another climbing up the tree and then fire twice at the target. Monastic Archer Stance allows to use Flurry of Blows with bow weapons like a shortbow

This all takes only 12 seconds, but... how out of your four attacks, how many landed?


Neppka:

You've grown up and have focused a lot of your time in honing your martial skills. In a moment of rest you're thinking about why it is you've thought it so important to do this.

Roll your newly trained warfare lore skill, and based on the roll, if you wish, elaborate on the kind of threats that you're training yourself to face! DC12 will get you a success!

As you do so you hear a growl and turn to see a large hunting cat slowly coming towards you. You can tell it's not in good shape but it's still a threat. You've grown up to be strong and intimidating so you decide to just scare it off!

Roll your now trained Intimidation skill to use the Demoralize action! DC10 as the animal is already nervous. Because of your fancy Intimidating Glare skill feat you don't get a penalty as most people need to make themselves understood in order to be threatening, but you don't!


1 person marked this as a favorite.

I'll try and do Krrystall and Neppka tomorrow. Qwerk are you good for making your sorcerer choices?


1 person marked this as a favorite.

Ho'okepa:

You miss U'ilani after she leaves on her trip but you focus that energy into making her proud of you.

You're facing Ho'omalu again and he nods at you. Before we begin, show me that you are truly a follower of Kamohoali'i, channel their power!

He's asking you to do something that you've started to feel within you... the aura of your deity which is the Champion's Aura special ability.

Then he calls over another one of your fellow trainees and gets them to stand next to you (can you describe who they are and your relationship with them?)

You can defend yourself bruddah, but show how you protect OTHERS he says and lashes out at the trainee and it's a solid hit! You've learned Ho'omalu can basically land hits on you at will but this is the first time he's asking you to put all of your training drills as a champion into live practice!

Use your Retributive Strike Reaction which is a special reaction for the Justice Cause, it lets you reduce the damage by your level+2 (so 2) AND you get to roll an attack against Ho'omalu!

Then it's your turn you look at the wince on your fellow's face and know they're still hurting.

Keep them in the fight. Ho'omalu orders. You are being trained to protect and heal so the Lay on Hands spell is a part of your education and training, but... as you go to do it, you feel another aspect of your deity come rushing up!.

Follow the rules of casing Vibrant Thorns, then follow the rules for casting Lay on Hands on your friend. Finally you can attack again as both of these were single action spells (though they did cost focus points!).

Ho'omalu's eyebrows raise and the first of the spell and lands a hit on you. It earns him 1d6 ⇒ 4 damage. Casting Lay on Hands made Vibrant Thorns more powerful

Hah, that stings. You're full of surprises today. Good ones though!


1 person marked this as a favorite.

Boudoon:

Despite your success as a craftsman and an artist you find yourself with a wanderlust that compels you to explore the surrounding wilds. It's in one of these days that you are walking through the forest that you hear a snarl and see, to your horror, a wolf coming straight for you!

1st round:
Something... shifts in your mind... and you throw your hands out and utter a short shout... and feel... faster! and you take off running!

Follow the rules of Warp Step and spend a focus point to Amp it. Not only does Psychic give you this spell but it also gives you a better version that you can make even better by spending a focus point! You're running faster than the usual spell AND it only took you an action to cast it.

How do you feel about what's happening and the energies you are able to command? Are you even thinking about it or just panicked for your life?

2nd round
To your horror the wolf is keeping pace with you and your mind opens up even more and you use the Psychic's unique Unleash Psyche free action. Can you describe this?

Whether you notice it or not, your body becomes hazy as you use the Fade into Daydreams special psychic action.

These are special abilities that are provided by the Psychic class!


1 person marked this as a favorite.

I had Eid today so no post today. Will try for tomorrow. Thanks for your patience!


1 person marked this as a favorite.

Sorry wasn't able to get to it today. Will try getting some scenes up over the weekend but if not then next week!


Magnus:

As you progress in your studies there are a *lot* of practical tests. One of them is to see your ability to cast a spell more than once.

Prepare a spell and cast it, following the rule of the spell, then cast it again using the special Drain Bonded Item reaction to pass the test.

Questions:
• What spell did you prepare and are casting for this test? Are there any safety precautions?
• What item have you chosen to be your bonded item?
• How does it feel to succeed? Are your examiners impressed with you?

As you're finishing up, one of the examiners makes a snarky comment about you not being disciplined enough to have joined one of the established schools of magic you could have so you decide to demonstrate what your self-study has taught you!

Drain Bonded Item AGAIN and cast the spell again, you can do this because of unified theory

Then you cast the focus spell you have mastered of the hand of the apprentince to hurl a piece of chalk at a target

Follow the rules for hand of the apprentice to cast it which you got from unified theory

Then you brandish your staff and cast the spell or cantrip you've prepared in it, your choice!

Follow the rules for the spell. You got this from your Staff Nexus Thesis

Which spell do you cast? Also what does your staff look like?

How does this extra work that wasn't called for go over?

Finally as you leave the building you find your Raven sitting in the eaves waiting for you. You ask it to do something.

You can use the Command an Animal action and have a familiar thanks to the Familiar feat you got as part of unified theory

What did you ask Nevermore to do? And how did Nevermore feel about it?

You can tell because Familiar gives you an empathic connection to your familiar unlike a regular pet


Boudoon: Because of how Wandering Reverie works your Key ability score is going to have to be Charisma. Does that change your mind about your subconscious Mind choice?


Qwerk and Krrystall after you're done finishing up your background stage, time to make class choices! I know Qwerk is a sorcerer, you will get your level +1 to proficiency after the class stage is done!


Qwerk: Thanks to Experienced Smuggler your roll would be a minimum of 10 and that's enough to get past the guards

Qwerk is able to get all of his trinkets past the guards but doesn't have the best luck in getting a good deal, but it's alright. It's still been a successful trip!

And with that you're on to the Class stage!

Krrys'tall:
While Krrys'tall's leaping and cavorting doesn't *really* fit any of the themes or characters of the tripkee songs, the enthusiasm and the skill of the young frog causes a lot of laughter and delight and until the sudden burst fades, the energy of the community is kept high!

Later the more experienced musicians, who thankfully are open to new ideas, have sessions with Krrys'tal where they incorporate his abilities in dance more with the music.

Onto the class stage for Krrys'tall as well!


Krry'stal:

Along with being excellent at navigating the wilds, you show yourself to be a frog of many interests and you always take enthusiastic part in the communal singing that happens very regularly.

One night as you're maintaining the chorus (which is how the young can start participating) a tropical thunderstorm starts and the sound of the rain and the lightning and thunder is so loud that no one can hear the singing!

You get the idea to keep people entertained in some way and you based on what you know of the music you start to try and dance to the beat!

Roll Recall Knowledge action using Music Lore, and then roll Acrobatics to Perform. You're trained in both thanks to Nimble Performer and thanks to Acrobatic Performer feat you can roll Acrobatics to perform!


Qwerk:

As you grow up, maybe inspired by your childhood experience or the knowledge that your home tunnels are close to ancient burial grounds, you start to explore and get quite good at finding these places and the treasures and traps they sometimes contain. Luckily for you, though you don't realize it, the civilization or civilizations that created these weren't very powerful and so the traps and magic aren't deadly.

How does your family feel about it? Do your siblings help or do they have their own pursuits?

Either way the trinkets you find are celebrated and it's deemed to be a good idea for you to go to the nearest above ground town or city to trade some of them for other things your family would want.

There are laws against grave robbing though so you have to get your finds past the guards and find the shady characters willing to buy them!

Roll Stealth to smuggle please and then the Underworld Lore skill to see how well you do at selling your goods!, you get trained proficiency in both thanks to Grave Robber background


Neppka: Time for you to determine what your very very electrical Tengu grows up to be. Background choice time!

Background:
Background Boosts:
Lore Skill:
Skill Feat:


Neppka:
BatReflex: 1d20 + 1 ⇒ (8) + 1 = 9

The Bat gets shocked, plummets for a bit and then manages to flap and speed away!

Neilar was more worried about the lightning hit you took but seeing lighting shoot *out* of your hands has his jaw hanging.

Hey.. kid... are you ok? It seems like he didn't even realize there was a bat.

You can respond and then... end scene!


1 person marked this as a favorite.

Will try and post tomorrow!


1 person marked this as a favorite.

Gah, I meant Krrrystal!


Neppka. Im good with your proposed changes so justblet me know what you end up with.


Ho'okepa: Has made ancestry and background choices, to make Class Choices!
Boudoon: Has made ancestry and background choices, to make Class Choices!
Magnus: Has made ancestry and background choices, to make Class Choices!
Krryst'all: Has made ancestry choices, to make background choices.
Qwerk: Has made ancestry, to make background choices
Neppka: Has made ancestry choices, currently playing ancestry

Ok, three of you are at the class stage so let's talk about it so you can start making your choices.

Honestly class is the biggest determinant of how your character will interact with the world as poor Boudoon is about to find out.

You get so much!

Hit points: Hit points added from class on top of the ones you already got from ancestry, this is what makes first levels have higher hp than in d&d and pf1. I think it might be fun to have backgrounds give hp too... but that's homebrew and we're not doing that here.

Roleplay Tips: Kind of a guide on how a standard interpretation of the class will see and be seen in the world. These are useful in understanding the class but not necessary to follow.

Initial Proficiencies: we've been seeing proficiencies, but they apply to more than just skills, they apply to saves, armor, weapons, spells, it really ensures that every one of your abilities are governed by the same numerical rules, and the class makes that clear. Let me know if you have any questions on this.

Spellcasters get spell attack proficiency which affects Spell DCs and others have character DCs that fulfill a very similar role (used for special abilities that might be there).

Class features that are unique to the class. This includes class feats which provide a lot of customisation for the class. A lot of classes (though not all) also get a 'class subtype' type of feature like Druid Orders.

You also get a single attribute boost that's defined by the class, it might be a choice like for Fighter or it might be baked in like for Cleric, or it might be adjusted by a class feature choice.

This is where spellcasting is also introduced in depth though a lot of you experienced spellcasting earlier thanks to ancestry choices!

So here's the new things you get as a list!

Class:
HP:
Class attribute boost (might be a choice):
Proficiencies (some are choices):
Level 1 Class features (Might include a class feat choice or 'subclass' type choices):
Spellcasting details (for spellcasting classes and will include a choice of spells):

So Ho'okepa, Boudoon, Magnus, let's start discussing Class Choices!

Krryst'all, Qwerk, and Neppka, let me know how you're doing with your play and choices. No rush!


1 person marked this as a favorite.

Magnus: Yup you're supposed to fill it out as you go so at this point you should have your attribute ancestry and background boosts, and the proficiency levels you've been getting along the way. Your max should be +4 at this stage, but honestly it's not a big deal if you've made yourself level 1 and picked a class as well. As long as you're enjoying the play and learning the game, it's working!

Boudoon:

Boudoon knows exactly what kind of sculpture to create and does a wonderful job of it. I imagine that he might feel that he's found his profession for life!

Magnus:

Magnus not only knows what spell it is but everything about it and he's able to incorporate that knowledge into his essay answer. He's got the reputation of being an excellent student. How does he feel about that?


Magnus:

You're in class and the teacher is casting a spell in the tradition of magic that you have focused on (Is it Arcana, Nature, Occultism, or Primal)? and the task is to identify the spell and write a paragraph on the history of the spell.

As this is a common spell of 2nd rank or lower, you just automatically identify it thanks to the Recognize Spell unique reaction that you gained from the background (What spell is it?). Go ahead and roll an Identify magic check though to see if you get a critical success! You got training thanks to the background.

Then Roll Academia Lore (which you have training on thanks to the background) to see how well you know the history of the spell and how well you convey it in your written assignment.


Boudoon:

You are in a workshop and have been tasked with creating a small statue.

You decide to create something that you think the person in charge of the workshop will like.

Roll a Recall Knowledge check using Guild Lore (Artisan background gives training in this) to see what kind of scultupure you should make.

And roll a Crafting check with a +1 bonus (bonus from the Specialty Crafting feat you got from Artisan plus it gives you trained proficiency in this as well) to see how well you make it!


Neppka:

As you grow up you find yourself strangely comfortable in stormy weather. One incident in particular happens when you're outside in a very rainy day with thunder and lightning booming and flashing around you. Can you tell us if you're outside alone in this weather or is someone with you?

A flash of lightning comes down and hits a tree and then flashes right at you! You're knocked back by the force, but strangely don't feel hurt at all! (Stormtossed gives you electric resistance of 1 which is enough to make this 0)

As you lie on your back staring up at the rainy sky you see the shape of a large bat, probably spooked by the lightning swooping right at you! You don't know what's happening and so you scramble for a stone to put in your sling and fire it at the bat!

(Usually because of the concealment caused by the rain you'd have to roll a flat check to even have a chance of hitting, but thanks to Stormtossed there's no such concealment. Go ahead and roll a strike for the sling!)

Right after you fling the stone though, you feel a buildup of energy that you cannot explain and you fling your hand out and lighting comes out towards the bat!

Follow the rules for the electric arc spell to cast it!


Neppka: No you're set for tomorrow hopefully.

krrystal: Let me know what the base background is and what you want to swap out. It should be fine.


Busy at work, so will probably not be able to get back at this before Thursday.

Also struggling with work-genocide balance.


Krrys'tall:

Unlike the first attempt at walking which you almost certainly don't remember, you've grown up to be excellent at navigating the land and the jungle around you.

Because of this sometimes you get chosen to ferry messages between Tripkee's who are working in different parts of the territory.

You can make your way through the trees without slowing down like some of your compatriots have to thanks to Jungle Strider. And you have a lot of confidence in going over narrow ledges and branches which lets you take shortcuts.

Roll an Acrobatics check to see how well you balance on the path you're choosing to use. (DC 11)

While you're crossing one of these a large seed happens to fall on you!

Seed attack! against your AC: 1d20 + 2 ⇒ (9) + 2 = 11

Thanks to Jungle Strider you don't take the off-guard condition to reduce your armor class while you're going across a ledge which most characters would suffer from. What's your AC? If it's higher than 11 then the seed misses you!

Armor Class (AC) Your character’s Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character’s Dexterity modifier (up to their armor’s Dexterity modifier cap), plus their proficiency bonus with their armor, plus their armor’s item bonus to AC and any other permanent bonuses and penalties. Everyone is trained in being unarmored, which is probably what you are at this stage.

Off-Guard means You take a –2 circumstance penalty to AC

Finally you find the Tripkee that you are to send the message too. They're at the bottom of a very large tree, and you decide to just glide down rather than climb down. You can do this without fall damage thanks to being a WindWeb Tripkee!.


Ho'okepa.

You get more responsibilities as you grow older and one of them is taking care of making sure the crops are well tended and clearing the area in the places that need it. It's hard work but you've proven to be capable of it.

Go ahead and making a Farming Lore check to see if you can figure out the best place to put your efforts in the task. (Farmhand gave you proficiency in that so it should be at least +2).

Then you can actually carry out the task you've determined for yourself and since it's a DC12 task you can just do it thanks to the Assurance Athletics feat that you got..


The fish, spooked by the sudden influx of cold damage darts away! End Stage 3 for Boudoon.


Boudoon: Your stage 3 prompt is to cast ray of frost at the incoming fish.


DM is right about Propulsive needing a STR of 2 to have an effect on damage.

Andostre is right too though. There's a bug in the sheet that means STR is not connected to Athletics... INT is >:(.

If I ever get access to the Adobe subscription again I'll fix it, I added the calculations to the sheet in a 2 week trial period and that's long gone.


Fixed the ancestry link, thank you very much Neppka. Basically the link just describes the choices that are to be made at this point which are:

Ancestry:
Ancestry Boosts:
Heritage:
Feat:
Weapons: Starting weapon if you don't like the default club and sling.

Status Update!

Boudoon: Has made ancestry and background choices, currently playing through ancestry scene.
Ho'okepa: Has made ancestry and background choices, I will post Background scene sometime next week.
Krryst'all: Has made ancestry choices. I will post Ancestry scene sometime next week.
Magnus: Has made ancestry and background choices, I will post Background scene sometime next week.
Neppka: To make ancestry choices.
Qwerk: Has made ancestry and background choices, I will post Background scene sometime next week.


Neppka: You move in the direction that you want and you find your Mother there who claps her hand and scoops you up, stroking your cheek as she does. End Scene!


Magnus: The bird basically explodes under the force of the spell and the friend is kind of agape as the blood covered hat falls onto the ground with a wed thud.

That... that was AWESOME... I didn't know you could cast magic.. oh and... that was an arcane spell wasn't it? Aren't your people all about primal energies??

Let us know how you feel about that revelation and then... End Scene!


Neppka:

Neppka stands up successfully! Last action... is Neppka going to toddle and in which direction?


No apologies needed!


Drunken Turtle, do you want to get advice on how to create an 'alias' for Krrs'tall on these boards?

Oh and go ahead with choosing your ancestry options so we're ready for Stage 3!

Ancestry:
Ancestry Boosts:
Heritage:
Feat:
Weapons: Starting weapon if you don't like the default club and sling.


Magnus Stage 3:

One of your friends, seeing your latest interest in maps drags you out into the world to actually see for your own eyes what the maps depict on paper.

There's some things about the land that are just common knowledge that you just know (Gnome Obession gives you the training in a Lore which is currently cartography and thanks to the Assurance Feat you just know everything that would require a DC 12 or lower in the Recall Knowledge option). Do you share these with your friend or do you stay quiet? There is an interesting landmark that you don't know though... can you roll a Recall Knowledge check to see if you can figure it out? DC is 13.

While you're looking at this, you hear a hawk scream and turn to see the bird of prey diving right at you. You feel a sudden urge to throw your hand out and draw arcane sigils!

Follow the rules of casting Phase Bolt!


Boudoon your feat has an ethnicity pre-requisite that you'll have to run past a GM. It's good here though! Also note in the remaster ray of frost has been changed to frostbite and pretty different. You can use ray of frost here.

Since this is the first time anyone's cast a Spell. Here's an explanation of all that and let me know if any questions!

Pathfinder Second Edition provides dozens of spells a magic caster can choose to use right from the first level of play. Each is unique and defines its own rules on how many actions it takes to cast and how it interacts with the world. Follow the rules of the spell to cast it.

If the spell calls for a spell attack roll, then it works very much like a Physical Strike, the number used for the attack bonus is the spell attack of the character rather than the attack bonus of a weapon.

If the spell calls for a saving throw, then it is the target of the spell that is forced to make a roll to try and avoid the spell effect. The number the target is trying to meet or exceed is the caster’s Spell DC or their class DC.


Boudoon Stage 3:

There's a tradition in your home of breaking through ice in a lake and taking a dip in the freezing cold. You love it and can stay in the freezing water until you get tired of it, while a lot of others have to get out pretty quickly since they suffer from the cold in a way you don't. (Wintertouched Human provides at least 1 cold resistance to cold damage which makes you immune here). How do you feel about that?

A day comes when you're in the water and you spot in the clear depths a small predatory fish angling up at you... something comes over you and you feel the urge to open your mouth.. and.... cold damage comes out!

follow the rules of casting Ray of Frost!


Krrs'tall: Ahah, it's just a lazy day for the tadpole. You're onto stage 3!

Neppka: Sorry for overwhelming you, but you're doing stage 2 perfectly. You used an action and were not able to stand up. Do you want to try again with your second action?


I like the wheelchair idea, but needing to return to an aquatic environment every 48 hours or suffocating is the bigger challenge!


That's a crit success for being 10 over. You left your friend very far behind.


Ho'okepa, I would have expected you to have +3, did you not put your Ancestry boosts into Strength and Dex?


Boudoon: Yeah the run did not go well! End Stage 2

Ho'okepa: You slip when valuting over a rock but almost sprint over a narrow ledge. You're even. If you want. Roll a straight Athletics for the straight sprint to the end and see who wins! DC10 since your friend's foot is a bit bruised. Then end Stage 3


I don't want people to get too far ahead of each other so I'm going to pause Qwerk until everyone else catches up a bit. (No rush to anyone! A post a day or so is more than enough!)

But no reason to stop thinking about character choices. The next is Stage 4, Adult! Or in the standard character creation, Background!

Here you will continue to build your character as they mature from a young person into an adult who has gained experience and knowledge in a vocation. If your character never gets called to the adventuring life then this is where their mechanical character development will end. As you go through this step you would usually learn about skill feats and proficiencies. But we've done proficiency already thanks to the Skilled Human Ho'okepa!

So pick a background. There are like hundreds now.

Typically, backgrounds grant two attribute boosts, the trained proficiency rank in two skills, one of which is a Lore skill, and finally, a skill feat. Adjust your attribute just as was done when an ancestry was picked. Remember no attribute can be boosted more than once per step of character creation.

So it'll be

Background:
Background Boosts:
Lore Skill:
Skill Feat:

1 to 50 of 4,032 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>