Andura Jakos

Junelee's page

Organized Play Member. 50 posts (536 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 8 aliases.


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Sounds very interesting.

Str: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Dex: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Con: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Int: 2d6 + 7 ⇒ (1, 5) + 7 = 13
Wis: 2d6 + 7 ⇒ (4, 3) + 7 = 14
Cha: 2d6 + 7 ⇒ (2, 4) + 7 = 13


Hi. Thank you for the invite. Looking forward to our game.


Id love to play in Abomination Vaults. I’ve been looking to play a PF2e game.
No experience playing but I’ve been making characters via HLO and reading. Not new to PF or pbp but it has been awhile for each. Haven’t done much with The Society.
Something awesome about myself? I have two cats, solid black one and solid blue/gray except for faint rings around the end of his tail. Also, I love playing most any kind of game.
Sorcerers are my favorite class. Being able to toss fire about is so interesting to me. Of course, I’ve learned to be careful with fireballs after burning down a barn. But ssshhh, that’s a secret.
I’m thinking maybe a half elf sorcerer or maybe a druid. The sorcerer would have the Bibliophile background and she would be off to find a rare book that Morlibint heard was in the Vault.


Reya, a friendly Fire Sorcerer, would like to join in the adventure. She's an apothecary trained under her grandmother since she was young and is in Otari looking for an herb known to grow in the area.


I like changing those out. but now my song needs to be changed some.. lol. if she's smarter, then she has a clue..
Would it work out ok to keep strength at 15 and intellect at 12? or just leave it like this?

updated Raqa:

Raqa
Female goblin warrior 1 (Pathfinder RPG Bestiary 156)
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +4 (1d6+2)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 5
Base Atk +1; CMB +2; CMD 15
Feats Nightmare Scars
Traits clever wordplay--Intelligence modifier instead of Charisma for Intimidate checks.
Skills Acrobatics +4, Diplomacy -3 (-1 vs. magical beasts, monstrous humanoids, and worshipers of Lamashtu, -2 otherwise), Handle Animal +1 (+3 vs. magical beasts, monstrous humanoids, and worshipers of Lamashtu, -2 otherwise), Intimidate +8, Perception +5
Languages Common, Gnoll, Goblin
Other Gear morningstar, bedroll, sack, waterskin, 8 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Nightmare Scars No penalty on Intimidate checks based on your size.
Clever Wordplay Your cunning and logic are more than a match for another’s confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
--------------------

updated song:

Raqa stand in front,
she con-fronts.
Bash them in head,
kill them dead.
Protect me and you,
And then eat BBQ.

Raqa be out front,
She’s on the hunt.
Gotta have bloodshed,
Always to be fed.
Dog die, horse too,
Makes a nice stew.


Raqa--wanna be fighter:
Raqa
Female goblin warrior 1 (Pathfinder RPG Bestiary 156)
CN Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +3, Will -2
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +5 (1d6+3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 7, Wis 7, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Intimidating Prowess--Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier
Traits bloody-minded--+1 trait bonus on initiative and Intimidate checks
Skills Intimidate +8, Perception +2
Languages Goblin
Other Gear morningstar, bedroll, sack, waterskin, 8 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Over-Sized Ears While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
Bloody-Minded (Combat Trait)You are always ready for bloodshed. Benefit(s): You gain a +1 trait bonus on initiative and Intimidate checks.
Intimidating Prowess (Combat Feat) Your physical might is intimidating to others. Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

--------------------
later feats--
persuasive
antagonize

Song:

Raqa stand in front,
she con-fronts.
Bash them in head,
kill them dead.
Protect me and you,
With no clue.

Raqa be out front,
She’s on the hunt.
Gotta have bloodshed,
Always to be fed.
Dog die, horse too,
Makes a nice stew.


Raqa is ready to be out of these cages. She's too tall for them anyways. Over in her corner she's dug straight down and found a very nice weapon. Of course, she isn't smart enough to know that if she dug at a slant, she could be free of the dreaded cages.
Raqa is always hunger, but what goblin isn't? She's even gone as far as to eat some rocks that she found while digging.
With her nice weapon, she pictures herself fighting some mangy dog to kill to eat or maybe a nasty human that she'll taunt until he die.
She punches anyone that comes close to her corner, she no wishes for anyone to get her meager things...

Open to changing anything or suggestions to make her better, more tankish


I'm thinking of a Rogue burglar. A Foreign Opportunist come to the city to explore the tombs of Ancient Osirion and mayhaps gather some treasure(But sshhh, thats a secret.)
Spunky, mouthy and always looking for something shinny.


You said jubilee, did you mean me? ;-)


Dot...


4d6 ⇒ (1, 5, 5, 1) = 12-1=11
4d6 ⇒ (2, 2, 5, 3) = 12-2=10
4d6 ⇒ (5, 3, 2, 1) = 11-1=10
4d6 ⇒ (5, 5, 4, 6) = 20-4=16
4d6 ⇒ (4, 5, 4, 5) = 18-4=14
4d6 ⇒ (6, 2, 3, 5) = 16-2=14

Re-roll for the fun of it.

4d6 ⇒ (4, 3, 3, 6) = 16-3=13
4d6 ⇒ (1, 5, 2, 6) = 14-1=13
4d6 ⇒ (5, 1, 6, 2) = 14-1=13
4d6 ⇒ (1, 5, 4, 6) = 16-1=15
4d6 ⇒ (5, 1, 4, 6) = 16-1=15
4d6 ⇒ (6, 4, 5, 5) = 20-4=16


4d6 ⇒ (4, 5, 2, 3) = 1412
4d6 ⇒ (2, 6, 6, 3) = 1715
4d6 ⇒ (5, 6, 5, 5) = 2116
4d6 ⇒ (3, 5, 1, 5) = 1413
4d6 ⇒ (4, 3, 1, 3) = 1110
4d6 ⇒ (6, 4, 5, 2) = 1715

16,15,15,13,12,10

I'm thinking a wood elf ranger


I'm ready.
;-)


I'd be interested in playing Altronus, the kasatha scholar solarian.


I'm interested in joining with a Mystic, probably Healer connection.


Lilly Ann woke with a start when the young woman a couple seats behind her let out a squeal. Jerking her head around, she glared at the woman since there was no threat that she could see.
"Most inconsiderate of people, waking others up." Muttering to herself, she turned back to the window.

-------

Hessie stretches as she stands up. "Nice little nap, but too hot in here to sleep any more. I'm going to see if i can find something interesting to do." Looking around, she spots a threesome playing cards and heads over to them.
"Hello, boys. May I join in on your game?"

----

"Lilly, i'm going to go check on the engineer." Sameul says as he rises from his seat. He slowly makes his way to where Gideon is piloting the train.
"Everything going ok, Gideon?" Might of been a mistake to come up here, it's so hot.


She's ok, yes. Had a spot in her lung taken out. Thought was cancer but tests proved it to not be.
I'll make a post by Monday for sure.


Sorry for the lack of posting. Been at the hospital with my mother. I meant to post this yesterday, but ended up forgetting.


Her shotgun slung on her shoulder and her back straight, Lilly Ann slowly followed the rest of the group back to the train. Such a shame that there wasn't enough horses for everyone.
"Let Gideon have one of the horses the whole trip back. Hopefully he'll be up for driving the train once we return." Hessie said to the group.
Hessie and Sameul followed behind Lilly.
Once back at the train, the three found their seats and tried to sleep.


"What do you guy's think we should do now? Make run back to the train or hide and ambush the rest of the gang?" Lilly Ann asked everyone, pointedly ignoring what Roy was doing.

"Mr. James, what do you think?" Looking around, Hessie notices that he wasn't anywhere around. "Hey, where did he go?"

Sam was just struggling his way along helping Mr. Gideon.


"Yes, of course you can lean on my shoulder. What's this about 'others'?" Sam asked, grunting as he took most of Gideon's weight on his shoulders. Maybe I shouldn't of offered to help. This man's heavy.
"What is that humming sound?" Lilly asked anyone paying attention. Looking around, she doesn't really see much.
Hessie starts searching around for anything interesting, especially something to create a torch with.


Lilly stands up, pulling more ammunition out of a pouch around her waist and reloading her shotgun. In a clear voice, she softly calls out "Anyone hurt?"
"I think I got the one up on the ridge, at least, I know I got his hat." Chuckling to herself, Hessie looks around at the dead bandits. "Such a waste of life, though." shaking her head sadly, she moves over to Sam. "You ok, Sam?"
"I think so." he answers shakily, looking at his pistol like it was the reason behind him missing. He slowly moves over to the fire, "Ya'll need any help?"


No need to slow the pace down on my account. Rest of the week should be my normal posting which is in the mornings when I get home from work. Thank you, though.

Can't wait for that other table to see what would've actually happened to poor Sam.


Sorry for the delay on posting. This has been a bad week to try to get back into pbp.


Steath Rolls:

Lilly Ann: 1d20 ⇒ 13
Sam: 1d20 ⇒ 5
Hessie: 1d20 + 1 ⇒ (11) + 1 = 12

Lilly Ann and Hessie started making their way around with the stealthy group trying to surround the gang at the fire. Sam lost his footing over some of the loose stones, softly crying out to his two friends as he fell to the ground. They rushed over to him at about the same time that another of the guys in the group went down, letting out a curse and then another started firing his weapon. The two girls hit the ground, looking around until they spotted a medium sized rock grouping and moved over to it.
Lilly Ann looked over the rock, resting her gun on it to aim towards any bandits she sees.
"Lilly, I think there might be someone behind us. Someone up above was firing at me." Hessie said worriedly. She drew her pistol and started looking all around for the shot that barely missed her.

Meanwhile, Sam stayed where he was. He didn't think he was hurt from falling, but he thought his act of bravery for just joining the posse would be enough. Pulling out his gun, he gently pats it, Just in case...

Lilly Ann fires her shotgun once: 1d20 ⇒ 19Lilly Ann dmg: 1d14 ⇒ 14Explode: 1d14 ⇒ 12
Hessie searching for the lookout guy: 1d20 ⇒ 8

---
Strong and steady, Lilly Ann sights up another after the initial firing is over and shoots her last chambered bullet.
Hessie keeps searching for the lookout guy, she knows someone is up there.
Sighing, Sam decides to help in on the fight. Searching around for another rock covering, he jumps up and half-runs over to a small boulder. He eyes the bandits that's left around the fire, aiming at any that is close to the man on the spit. Right as his finger is pulling the trigger, his hand starts trembling. With a muttered curse, he watches as his bullet throws dirt into the air.

Lilly Ann firing her shotgun: 1d20 ⇒ 13Lilly Ann dmg: 1d14 ⇒ 3
Hessie searching for the lookout guy: 1d20 ⇒ 19
Hessie firing her pistol: 1d20 + 1 ⇒ (14) + 1 = 15Hessie dmg: 1d8 ⇒ 7
Sam firing his pistol: 1d20 - 1 ⇒ (1) - 1 = 0Sam's fumble: 1d16 - 1 ⇒ (12) - 1 = 11 Your wild swing leaves you off balance. You take a -4 penalty to your next attack roll.


"Let's move in silently. Maybe split the group and go in on each side of the entrance to the canyon." Lilly Ann listened for a minute before continuing. "Since it sounds like they're enjoying themselves, we might be able to surround them before they even notice us."
Hessie and Sam keep quiet, listening to the others talk.


Lilly Ann Stewart:

Strength: 14 +1 (swapped with Personality)
Agility: 9
Stamina: 11
Personality: 17 +2
Intelligence: 8 -1 (swapped with Luck)
Luck: 12
HP: 3
Define your luck: Path of the bear: Melee damage rolls
Occupation: Clothier
Token of the past: A wanted poster
Motivation: A ghost follows you

Clothier - Shears (1d2), and a set of Fine Clothes

Lilly has been running ever since her husband died. It really wasn't her fault, she didn't know that he was wanted by the law when she invited the lawman and his wife over for dinner. She was perplexed when the lawman pulled the wanted poster from his jacket pocket, slowly unfolded it and laid it on the table.

Lilly is a tall, black haired beauty and sweet as can be.

Samuel J. Wickerhaus:

Strength: 5 -2 (swapped with Stamina)
Agility: 8 -1 (swapped with Luck)
Stamina: 13 +1
Personality: 8 -1
Intelligence: 8 -1
Luck: 13 +1
HP: 3 +1 from Stamina = 4
Define your luck: Birdsong: Number of languages
Occupation: Saddler
Token of the past: The ace of spades with a name written on it
Motivation: You lost a bet

Saddler - Awl (1d3), and a Fine Saddle

Samuel James Wickerhaus, Sam to his friends, is one of the best Saddlers around. Growing up, he was a sickly little boy but he was very lucky. When he turned 18, his luck failed him. He lost a bet that has now forced him to head out west. The only shining hope is a name on an ace of spades. Cordelia

Sam is a short, frail looking man with brown hair. He only has two things going for him--His endurance and Luck.

Hessie McCollum:

Strength: 8 -1 (swapped with Intelligence)
Agility: 14 +1
Stamina: 12
Personality: 13 +1
Intelligence: 10
Luck: 7 -1
HP: 1

Define your luck: Birdsong: Number of languages
Occupation: Hatter
Token of the past: A music box
Motivation: To find a missing relative
Heading out to Brimstone to find her sister. The music box belonged to her mother.

Hatter - Shears (1d2), a Very Fine Victorian Hat

Hessie is a fiery redhead of average height. She's quick on her feet, sweet and sorta smart.


Lilly Ann, a tall black haired beauty, looked at her two friends sitting opposite of her.
"Shall we join posse and help hunt down the bad men?" she inquired.
Sam, a short frail man, gave her a weak smile but nodded. "I'm game, if you two are."
Rounding off the trio was a fiery redhead named Hessie. "Well, sure, of course we'll go a help them. I'm a itching to fire me a gun anyways.
"Well, that is settled then." Lilly rose from her corner seat and made her way out to the group gathering outside.

The trio stood slightly behind the main group but didn't hesitate to take a shotgun and two pistols when they were offered.

Mister, I think we are the last that will be heading out with you. Lilly called out, her voice warm and strong.


I am here, just trying to work out a decent background on the three.
Sorry for taking so long.


Awesome. Thanks


I'm interested in joining ya'll.

Character 1:

Strength: 3d6 ⇒ (6, 5, 6) = 17
Agility: 3d6 ⇒ (1, 3, 5) = 9
Stamina: 3d6 ⇒ (4, 2, 5) = 11
Personality: 3d6 ⇒ (5, 5, 4) = 14
Intelligence: 3d6 ⇒ (3, 6, 3) = 12
Luck: 3d6 ⇒ (2, 3, 3) = 8
HP: 2d4 ⇒ (3, 2) = 5

Define your luck: 1d30 ⇒ 7 Path of the bear: Melee damage rolls
Occupation: 1d100 ⇒ 25 Clothier
Token of the past: 1d20 ⇒ 4 A wanted poster
Motivation: 1d20 ⇒ 19 A ghost follows you
This one is running from the ghost of the man in the wanted poster, her late husband.

Character 2:

Strength: 3d6 ⇒ (5, 4, 4) = 13
Agility: 3d6 ⇒ (6, 2, 5) = 13
Stamina: 3d6 ⇒ (2, 2, 1) = 5
Personality: 3d6 ⇒ (1, 2, 5) = 8
Intelligence: 3d6 ⇒ (2, 2, 4) = 8
Luck: 3d6 ⇒ (4, 3, 1) = 8
HP: 2d4 ⇒ (1, 3) = 4

Define your luck: 1d30 ⇒ 29 Birdsong: Number of languages
Occupation: 1d100 ⇒ 82 Saddler
Token of the past: 1d20 ⇒ 9 The ace of spades with a name written on it
Motivation: 1d20 ⇒ 16 You lost a bet

Character 3:

Strength: 3d6 ⇒ (3, 1, 3) = 7
Agility: 3d6 ⇒ (3, 4, 1) = 8
Stamina: 3d6 ⇒ (2, 5, 5) = 12
Personality: 3d6 ⇒ (4, 2, 2) = 8
Intelligence: 3d6 ⇒ (2, 1, 6) = 9
Luck: 3d6 ⇒ (2, 1, 1) = 4
HP: 2d4 ⇒ (2, 2) = 4

Define your luck: 1d30 ⇒ 3 Fortunate date: Missile fire attack rolls
Occupation: 1d100 ⇒ 1 Architect
Token of the past: 1d20 ⇒ 20 A ticket to the Ford Theater
Motivation: 1d20 ⇒ 5 To impress a love interest

Character 4:

Strength: 3d6 ⇒ (3, 5, 2) = 10
Agility: 3d6 ⇒ (6, 4, 4) = 14
Stamina: 3d6 ⇒ (5, 5, 2) = 12
Personality: 3d6 ⇒ (5, 2, 6) = 13
Intelligence: 3d6 ⇒ (3, 1, 4) = 8
Luck: 3d6 ⇒ (2, 3, 2) = 7
HP: 2d4 ⇒ (1, 1) = 2

Define your luck: 1d30 ⇒ 29 Birdsong: Number of languages
Occupation: 1d100 ⇒ 46 Hatter
Token of the past: 1d20 ⇒ 19 A music box
Motivation: 1d20 ⇒ 2 To find a missing relative
Heading out to Brimstone to find her sister. The music box belonged to her mother.


Race: 1d28 ⇒ 10 Dhampir
Class: 1d39 ⇒ 3 Cleric
Multiclass 1st: 1d39 ⇒ 23 Samurai
Multiclass 2nd: 1d39 ⇒ 14 Gunslinger
Alignment: 1d9 ⇒ 4 Neutral Good
Stat: 1d12 + 6 ⇒ (11) + 6 = 17
Stat: 1d12 + 6 ⇒ (4) + 6 = 10
Stat: 1d12 + 6 ⇒ (2) + 6 = 8
Stat: 1d12 + 6 ⇒ (4) + 6 = 10
Stat: 1d12 + 6 ⇒ (7) + 6 = 13
Stat: 1d12 + 6 ⇒ (8) + 6 = 14

Mulligan. I liked everything but i didnt want another good cleric.

Race: 1d28 ⇒ 9 Catfolk
Class: 1d39 ⇒ 39 Spiritualist
Multiclass 1st: 1d39 ⇒ 27 Hunter
Multiclass 2nd: 1d39 ⇒ 33 Warpriest
Alignment: 1d9 ⇒ 6 Neutral Evil

Stat: 1d12 + 6 ⇒ (5) + 6 = 11
Stat: 1d12 + 6 ⇒ (8) + 6 = 14
Stat: 1d12 + 6 ⇒ (10) + 6 = 16
Stat: 1d12 + 6 ⇒ (8) + 6 = 14
Stat: 1d12 + 6 ⇒ (7) + 6 = 13
Stat: 1d12 + 6 ⇒ (2) + 6 = 8

base HP: 3d8 ⇒ (2, 2, 6) = 10


4d6 ⇒ (4, 6, 5, 6) = 21 17
4d6 ⇒ (4, 2, 3, 3) = 12 10
4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6 ⇒ (4, 2, 5, 5) = 16 14
4d6 ⇒ (5, 5, 3, 6) = 19 16
Now to look over the book and figure out whom I'd like to play.


Can't access them, i tried before i posted a few minutes ago. I requested access though.


I'm interested but i know nothing about this game system.


When will you close recruitment?


I'd like to play a ranger. I'll get her worked up later today.
If a ranger will work for your setting, that is. If it won't work well, I could do a ranged rogue.


Interested.
When will the deadline be for submitting?

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9


I'm working on a Warpriest. It's just taking me a bit. :-(
I'm hoping to complete it before someone else applies because this looks to be lots of fun...


I'm still interested and would be willing to play just about anything. If we need a healer type, i'm all for that.


I'm interested. I'd like to do a Healer type. I love clerics but thinking of something different. Suggestions?


I'm interested.
Str: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Dex: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Con: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Int: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Wis: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Chr: 2d6 + 6 ⇒ (1, 5) + 6 = 12
20-pt buy for me.


I'm interested but I've never played anything from Greyhawk.


Congrats to the ones that made it in. Good luck and have fun.


I'm interested, if you're still looking for student investigators.


I'm interested. I've never done PFS either but have been wanting to.


Doxania Harsyug
for your consideration.
Helpful criticism is always helpful.


Sounds good, bc4. i'll work on that tonight.


Navika sighs. I really hate puzzles. Should we move the throne on the right side?


3d6 ⇒ (3, 1, 2) = 6
[3d6 ⇒ (4, 6, 2) = 12
3d6 + 2 ⇒ (4, 6, 2) + 2 = 14
3d6 ⇒ (6, 6, 1) = 13
3d6 + 2 ⇒ (5, 2, 4) + 2 = 13
3d6 - 2 ⇒ (1, 2, 3) - 2 = 4
1d7 ⇒ 1

Dwarf
Str 6
Dex 12
Con 14
Int 13
Wis 13
Cha 4

I'm good with making whatever would be helpful :-)


3d6 ⇒ (3, 1, 2) = 6
3d6 ⇒ (4, 6, 2) = 12
3d6 + 2 ⇒ (4, 6, 2) + 2 = 14
3d6 ⇒ (6, 6, 1) = 13
3d6 + 2 ⇒ (5, 2, 4) + 2 = 13
3d6 - 2 ⇒ (1, 2, 3) - 2 = 4
1d7 ⇒ 1
Dwarf
Str 6
Dex 12
Con 14
Int 13
Wis 13
Cha 4

Dont know what i'd be, but i'm game.