Whoops. I actually meant to include a deadline with one of my previous posts. Thanks for catching that!
I was thinking this Saturday (July 20th) at 10pm (EST).
I love deadlines. I love the whooshing noise they make as they go by.
But not to miss it, here's a short background and a draft build for my inquisitor:
Hasimir Clement, backstory:
Unremarkable.
If anyone from Oppara high society was asked to describe Hasimir Clement, the answer would be “Unremarkable”. Another spoiled child from an old family. Plain-looking despite the expensive clothes. And so dreadfully dull - could blather hours on almost any topic, and somehow always keep in completely uninteresting. The only thing of interest about him, that he seems have disappeared from Oppara (took a while before anyone really noticed). And rumor has it he has been seen around Princess Eutropia’s whereabouts.
Now, Hasimir has indeed been cursed (or blessed) with a plain face, but his demeanor is carefully planned front. Clement’s, always devout worshippers of Abadar, placed the child to be trained in the temple. And he proved promising student - a one with the path laid out to be Justiciar one day. A spy and a weapon, to be used against the enemies of the church. And knowing Taldor’s complex politics, he quickly found use in the tables of the high society as well.
After the massacre at Senate Hill, Hasimir was contacted by Martella Lotheed, who offered him a place to work for his nation among the agents of the Loyalst faction. And soon, he was sent to a mission outside Oppara…
Obviously, if something doesn't work for the big story, it can be changed.
Crunch:
Hasimir
Male human (Taldan) inquisitor (sanctified slayer) of Abadar 7 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (human)
Init +9; Senses Perception +14
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Defense
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AC 21, touch 15, flat-footed 16 (+5 armor, +5 Dex, +1 natural)
hp 52 (7d8+14)
Fort +7, Ref +8, Will +10
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Offense
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Speed 30 ft.
Melee +1 agile dagger +10 (1d4+7/19-20) or
. . mwk cold iron dagger +10 (1d4+1/19-20) or
. . silver light mace +10 (1d6+1)
Special Attacks bane (7 rounds/day), sneak attack +2d6, studied target +2 (2nd, swift action)
Inquisitor Spell-Like Abilities (CL 7th; concentration +11)
. . At will—detect alignment, discern lies (7 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 7th; concentration +11)
. . 3rd (2/day)—channel vigor, heroism
. . 2nd (4/day)—ghost whip[OA], invisibility, perceive cues[APG], see invisibility
. . 1st (5/day)—abadar's truthtelling (DC 15), bless, cure light wounds, divine favor, shield of faith
. . 0 (at will)—brand[APG] (DC 14), detect magic, detect poison, guidance, light, read magic
. . Domain Heresy inquisition[UM]
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Statistics
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Str 13, Dex 20, Con 12, Int 12, Wis 18, Cha 7
Base Atk +5; CMB +6; CMD 21
Feats Blood For The Empire, Noble Scion of Clement[ISWG], Outflank[APG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits child of oppara, fate's favored, river rat (marsh or river)
Skills Acrobatics +6, Appraise +6, Bluff +14, Climb +5, Diplomacy +14, Disguise +2, Escape Artist +3, Fly +3, Heal +2, Intimidate +17, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (nobility) +14, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +8, Perception +14, Ride +9, Sense Motive +17, Spellcraft +5, Stealth +15, Survival +8, Swim +6
Languages Azlanti, Common, Dwarven, Elven, Infernal, Kelish, Skald, Thassilonian, Undercommon
SQ blessed infiltration, meticulous, monster lore +4, solo tactics, stern gaze +3, track +3
Combat Gear alchemist's fire (2); Other Gear +1 mithral chain shirt, +1 agile dagger, mwk cold iron dagger, silver light mace, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom +2, ioun torch ioun stone[APG], sleeves of many garments[UE], jewelry[UE], noble's outfit, signet ring, wrist sheath, spring loaded (2), 1,444 gp
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Special Abilities
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Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (4/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Blood for the Empire When attack target dmgd by ally last rnd, +2 to attack and wep dam. 1 rnd haste when ally dies.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Inquisitor (Sanctified Slayer) Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f
Meticulous -2 on all untrained skill checks
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknesses of creatures.
Noble Scion of Clement You are a member of a proud noble family.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to Survival checks made to track.
Amandine & DM Vayelan thanks for the answers, getting some clarity now. And no worries about the confusion - I still remember the constant brain fog when the kids were young :)
Looks like there’s already two (almost) full-BAB’s presented, but I suppose the party could use a touch of divine magic as well. Inquisitor of Desna to investigate and put an end to the nightmares, or of Abadar dealing with the mind-control rumors. Could be built ranged, melee, or monster summoner, whichever supplements the group best.
From full casters Asmodean Advocate could be lot of fun for intrigue stuff, but not sure how other party members would feel about one (especially paladin)
Amadine and Dro’gan advertised the openings in our other game, and I’d be interested.
I don’t have any character built yet - I’d rather learn more about the current situation and what kind of plot hooks would bring new characters to the party. (I’m not familiar what happened in book2, but I think I’ve been spoiled the ending of book 1)
I trust social combat is a thing in this campaign?
And are the traits in the Players guide still valid?
Interested!
I wonder why the call for front-liner specifically, as there is at least a bloodrager in the party? Anyway here goes, a more sneaky melee type:
The Shrike
Serial Killer Vigilante
Concept: Hatred and anger has revealed a darker side of a respected local citizen. Now, stalks the street, purifying the city of whomever he considers an "undesirable"
Combat: Sneaking, hidden strikes, demoralizing, damage from terror
From the journal of one Giuliano Gracchus:
Streets of the city are crawling with filth. Heathens, foreigners, undesirables. Today I saw a halfing running about, unchained.
News of insurgency in Kintargo. Only a matter of time the rebel scum spread here. Soon, an honest man cannot hope walking outside unmolested.
And what will the officials do? What will the guard do? Nothing! Watch silently and stand aside when the vermin rise from the gutters take over our town. Maybe they’ll arrest someone, tell him off or give a fine. But one does not arrest vermin. Vermin get exterminated.
This is no job for the useless city guard. I have made my mask. I’ve sharpened my blade. Tonight, the vermin are driven back to their gutters and drowned in their own filth. And as they draw their dying breaths, they shall feel terror!
stats:
The Shrike
Male human (Chelaxian) vigilante 3 (Pathfinder RPG Ultimate Intrigue 9)
LE Medium humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 27 (3d8+9)
Fort +3, Ref +6, Will +3
Defensive Abilities unshakable (+3)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk short sword +6 (1d6+1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hidden strike +2d8/+2d4
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Enforcer[APG], Skill Focus (Intimidate), Weapon Finesse
Traits local tough, mock gladiator
Skills Acrobatics +6 (+2 to jump), Bluff +6, Climb +2, Diplomacy +6, Disable Device +6, Disguise +6 (+26 to appear as part of polite society while in your social identity), Intimidate +12 (+14 while benefit from concealment or full concealment due to darkness or dim light, +16 in your area of renown while in your vigilante identity, Immediate action demoralize after scoring a critical hit with the chosen weapon), Knowledge (dungeoneering) +8, Knowledge (local) +6, Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Stealth +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Swim +2
Languages Abyssal, Common, Infernal
SQ dimdweller, dual identity, social talents (renown[UI], safe house[UI]), vigilante specialization (stalker[UI]), vigilante talent (twisting fear[UI])
Other Gear mwk chain shirt, darkwood heavy wooden shield, crossbow bolts (10), light crossbow, mwk short sword, backpack, belt pouch, blanket[APG], disguise kit, thieves' tools, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded (2), 49 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Safe House (27,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Twisting Fear 2d4 (Ex) Causing foe to be shaken, frightened, or panicked inflicts listed nonlethal dam.
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Yes, I thinking he could have been operating some huge machine, like harvester or some bizarre meat&bone extractor etc.
Has there been fights with the orks already? Since the character has some xp already I was thinking he has seen some action. Shellshocked and traumatized.
All right, I'm interested in Operator, assuming there is something to operate (and I'd be disappointed in a mech. infantry regiment without some vehicles...)
Sounds good!
I’ll look at the materials and try to come up with a character concept over the weekend.
Is there anything that is a particularly good or bad fit to the party?
I have "been around" with 40k for quite a while - playing the miniature game actively some 20 years ago, and lately trying to get back to current version.
I don't think I've played any of the FFG games, but I am playing Imperium Maledictum right now - which I suppose is quite close to the FFG system(?). Also I have the books for Deathwatch and Rogue Trader from some bundle.
No character concepts yet.. What is included in the system/campaign? Is it just grunts or also commissars, techpriests, sanctioned psykers etc?
On new systems: sure, why not. I have no particular mastery on the actual Only war -mechanics anyway.
Favorite scenes: Combat, Social, Heist sound good. And actually anything can be equally cool and interesting. I've just learned that over PBP some things don't work quite well, especially where we need to throw ideas back and forth or come to a collective agreement etc.
Interested! I've played WotW a bit before (I think the campaign died around book 3 or 4), but I think you mentioned already that previous experience is ok.
I was planning a Trompe L'oeil knife-thrower (swashbuckler and the other half undecided)
Just one question, do Trompe L'oeil's weapon/armor bonuses and ABP stack?
As for background, I'd like my character to be a painting of an antagonist (or protagonist, if the party are the antagonists, heh...) in the campaign. Could you suggest someone? Or I can dig into my old gameplay thread to search for one.
Sandikar
Monk: 1
Human, Male
Lawful
19 years old
Prime Attribute: WIS (XP Bonus 5%)
XP: 0/2500
Base Movement Rate: 12
STR: 13 (+1 to hit (house rule), open doors 1-2, carry +10)
DEX: 15 (+1 to hit, +1 AC)
CON: 6 (-1 hp, 50% survival)
INT: 10 (+2 max languages)
WIS: 15 (N/A)
CHA: 10 (4 max hirelings)
HP: 3
AC: 8 [12]
Saving Throw: 15 (+2 vs paralysis and poisons)
Restricted items Monks cannot use potions; the only magic items they can use are weapons and magic rings.
Thieving skills
Climb Walls: 85%
Delicate Tasks: 15%
Hear Sounds (d6): 3 in 6
Hide in Shadows: 10%
Move Silently: 20%
Open Locks: 10%
Deadly strike: When attack roll is 5 over target, target has 75% chance to be stunned for 2d6 rounds. Also 25% chance to kill the opponent, if no more than 1HD higher than monk.
Alertness: A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance..
Deflect missiles: The Monk can deflect arrows and magic missile spells with a successful saving throw.
Ok, monk would be pretty much like a thief with wider weapon selection, so I'll head towards that. So if points can still be moved with the latest ruling, new statline would be:
For me, the appeal is the simplicity and brutality. And randomness.
This leads to a different playstyle - the party cannot just waltz into a room expecting a level-appropriate encounter they should fairly easily win by managing well their character's resources. Just surviving the day is a feat by itself.
And it's very much the opposite to a game like PF 1e, where the "fight is won or lost" already when building the character. (I do like the character-build metagame of PF1e, but it's a different thing)
But as I said earlier, I haven't actually played with OSR system, so this is just I'm expecting.
Presenting a human battle oracle for consideration.
Concept:
Gaius is a local kid, eager to prove himself. Besides just the enthusiasm of youth, he keeps also having strange visions of ancient battles that drive his interest toward martial skills.
His grandfather was a Hellknight stationed in Citadel Altaerein, and this has made Gaius very curious (obsessed, even) about the Hellknights and the citadel. Call for Heroes would be a perfect opportunity to explore the ruins.
Questionnaire:
1. Full Name: Gaius Halder
2. Age: 16 and three days. (I'm of age now, you can't turn me down because I'm too young, anymore!)
3. Gender (strike through as appropriate): Male, Female, Prefer not to Respond, Other (please state)
4. Place of Birth: Here, in Breachill
5. Current Residence and how to contact you (for payment purposes): Halder residence, by the north wall.
6. Faith (you may choose not to share this information): Iomedae, I suppose
7. Current employment (please state if not applicable): One of the Heroes, very soon. Right?
8. Details of your next of kin and how to contact them (in case of emergency - adventuring is dangerous): That would be my mom, Helen Halder. You'll find her home or volunteering at Lamond's Lament.
9. How did you first hear about the Call for Heroes? Are you kidding me? I live here. Everybody talks about it.
10. Why should we select you to aid in our call? What are your greatest strengths? I'm really strong! I can fight. I can help. I want to help!
11. Tell us about a time when you made a mistake. What did you do to solve it? Oh... That would be embarrassing.. I know you'd tell my mom
12. What do you like to do outside of your official responsibilities? I'm singing in Tarindlara's choir. Does that count?
13. Is there anything else you would like us to know before the Call for Heroes? Please, please, pick me!
Interested! I'm fine with 5e, but it would be nice to try some OSR system. While I have some books for Lamentations of Flame Princess and Adventurer Conqueror King System, I haven't actually played any OSR games. Except the original D&D back in the day (and that was just old school, without the "revival".)
Hi all!
I'm interested! I don't have much experience with 2e, so it's a learning experience for me too...
I was thinking of playing a dwarf alchemist, something like this:
Gromi Steelstein - background:
Gromi is a brewer. Apprentice, really. After all, only ten years practice of the craft is merely a beginner in dwarven terms. It's a family tradition, so Gromi follows on the footsteps of his father, just like father followed his father and so on. Steelstein Stout is a brand that has meant quality beer for generations.
The trouble is that Josef, Gromi's father and Steelstein's master brewer, had disappeared some weeks ago. And along with him, the greatest secrets in beer making. Leaving his older brother in charge of the brewery, Gromi set out to search for his father. Even if his focus thus far has been brewing, his studies has left him quite extensive understanding of alchemical processes - which might be useful in the world outside.
After a few weeks of investigations, Josef's trail seems to lead to the village of Etran's Folly. And that's where Gromi needs to go.
Stats:
Gromi Steelstein
Dwarf alchemist 1
LN, Medium, Dwarf, Humanoid Heritage ancient-blooded dwarf
Background artisan
Perception +5; darkvision
Languages Common, Dwarven, Goblin, Orcish, Terran
Skills Acrobatics +6, Alchemical Lore +6, Brewing Lore +6, Crafting +6 (+7 to Recall Knowledge, +7 when crafting Alchemy items.), Guild Lore +6, Medicine +5, Occultism +6, Society +6, Stealth +5, Survival +5
Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 8 (-1)
Items chain shirt, clan dagger, crossbow, mace, batches of infused reagent, Formula book, purse (6 gp)
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AC 18; Fort +7; Ref +8; Will +5; Reaction: +1 circumstance bonus to save vs. magical effects.
HP 20
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Speed 20 feet
Melee [1] clan dagger +3 (parry, versatile B, agile, dwarf), Damage 1d4 P
Melee [1] mace +3 (shove), Damage 1d6 B
Ranged [1] crossbow +6 (range increment 120 feet, reload 1), Damage 1d8 P
Ancestry Feats Eye For Treasure[APG]
Class Feats Quick Bomber
Skill Feats Alchemical Crafting, Crafter's Appraisal[APG], Specialty Crafting
Other Abilities advanced alchemy, bomber, call on ancient blood, formula book, infused reagents, quick alchemy, research field, signature items
Nice!
I've played the first two books (maybe?) some year back, before the campaign dried out. If that's not a blocker, I think Asmodean Advocate cleric would fit nicely. I hope good old human race is not too boring for this one.
All right, looks like Lorick and Annelise are the frontliners, so I’ll focus on the blasty arcanist :) The crunch is pretty much clear, but background needs some work.
@Sarah, Wandering Waster: Hello! Right, we probably haven't met. Great to be gaming with you!
I just realised I didn't read all the info very carefully... So slight adjustments needed for the background ideas, so that the character is still connected to Lamms'
And +1 awe to the gameplay intro. Man, that was great!
I have two character ideas in mind, but haven't decided which one to proceed with - maybe I'll see which one is the best fit to the party...
1) Barbarian (or bloodrager?) / spiritualist: A shoanti woman, trying to find her lost son somewhere in the big city. (Later in game?) she find her child dead (*gasp*), but the kid returns as a phantom (*shock, horror*). So roleplay would be grieving mother / ghost child -pair.
Perfect for the missing child background. But I'm not sure how well it plays mechanics-wise. Early levels big sword and kindness spirit should be enough to keep her working as a frontliner. But later on, I have no idea... VMC could be an option to keep the phantom and spellcasting at max.
2) Arcanist: Loud-mouthed varisian, former streetkid. Spent his youth in "Lamms' Lambs", abused, abandoned. Stumbled across a spellbook, found he could do magic, and more than happy to exact revenge upon his former master.
Full arcane caster, so should find some use in or out of combat. At low-levels tripping anyone with legs with toppling magic missiles. Mid-levels fireballs and haste. High-levels - well, whatever the high-level caster do...
Who are you?
How do you know each other?
How did you know Aram Pavisky?
Tell me where you're staying in Korovosa.
Why were you in the area? Don't you have families or friends on CrystalHue Eve?
What did you see?
Why didn't you call for help like sensible citizens?
Give me every detail about the alleged assailant and exactly what happened.
Pytho lets out a sigh and amused snort. So this is how city folks treat others. But he still tries to answer the questions patiently.
"I'm Pytho."
"I don't really know them. We happened to be on the same street, when we heard the scream and joined our forces to investigate.
"Who? I don't know any one named Adam Pavinsky. Should I know him?"
"I'm staying at Maggie's. A cheap drinking joint in Old Korvosa. They have a common room to sleep in the back."
"I was just walking around. Too much hustle in the busiest streets. I have no family or friends here. What's CrystalHue Eve?"
"There was this creature... demon.. It was putting a child into a basket it was carrying. There was a lot of blood... Sorry, it's kind of blurry."
"There wasn't anyone else around. And I thought we were the help. Not much good we did, though."
"As I said, it's kind of blurry. I told to release the child. And then it attacked with a chain, and all went black. Oh, wait... before attacking it said something. Spoke straight to my mind... Something about peepers and yule and punishing the wicked."
Fair points there, GM Stargin.
They really did fix many things that were broken in PF1. And maybe the boxed system reduces the minmax possibilities. As you said, cheesy character building in PF1 is a fun sport on its own, but they might not work so well in a campaign.
(I've been lately getting into 5e, which is completely different approach. But fun, too.)
And yes for a campaign idea :) This has been a great group, I'd enjoy to keep on playing.
Your character generation game was great. It was really fun to add something to the character little by little, and not really knowing where I'll end up. And also it was really refreshing to "create the world" with the posts instead of just reacting to events. I don't know if this would work on a live table, but at least on PBP works very well.
I had played a bit (but not much) of PF2 already, so I cannot comment on the mechanics learning part so much.
As for PF2 itself, I haven't got that interested in it (so far). It has some good things (3 action system is great, losing the tracking of every pound of equipment makes sense, etc). But somehow it feels too mechanical, and I guess that leaves me a bit cold.
My pet peeve is the classes... It's quite hard to figure out what a class does by just quickly browsing them. It's like, "ok, I get a feat here, what does it do... <turn pages> oh, it gives me a spell <turn pages again> etc, etc." Somehow I'm getting the same vibes as from DND 4E.
Plus the couple of games I've had, weren't very good experiences either.
Buuut, having said that, I'm still up to give it another chance :)
"Yes, you're right. Seeing the Elder would be the wise. And don't worry, my legs will carry me."
There's pain, sure. But also a new vigor. I'm partly very exited by the strange powers, and partly scared of them. Hopefully Raiwa will shed some light to the situation.
My urge to get out of here easily overcomes my hurt and confusion, and I climb up the offered rope with surprising vigor.
"Why..." I pant, breathing heavy from the climb. "..there's... smoke everywhere.."
I was expecting sunlight on the surface, but everything is still obscured from the smoke. I see Alees, and the rocks nearby, but very quickly everything start to get obscured.
From Alees' confused look, I guess she doesn't see the smoke. What is going on...?
"Why I cannot see?" I cry, and start to sob.
I try to explain what happened in the sinkhole. But little of it makes any sense even to me. And Alees seems none the wiser, either.
Once I've finished my story, I feel I've calmed down, and my vision returns. My thoughts are clear. I need to contemplate on what happened, but I'm very sure I was touched by something divine.
Umm, I can't come up with anything on how to use the last action. Pass, or whatever :)
Damn, so much smoke. I can't see a thing...
I blink, trying to clear my head. Something odd happened... Where did that fire come from? At least the spiders are now gone, so I have some time to think.
Hearing Alees' voice is reassuring. Help is up there.
"I'm alive!" I call back. "Hurt my foot from the fall. And there's spiders in here. So if you have a rope, could you help me up?"
"And there was fire.. It was... " I pause. How to explain, as even I don't understand it. I still feel the warmth around me, and the spark within me. Somehow, I am the fire.
Ref save:1d20 + 6 ⇒ (8) + 6 = 14I passed, so no need for fort save, right?
"AAARGH!! DAMN SPIDERS!" I scream, and swipe dozens of the little bastards off my arms. My anger channels into my hands, which lit into flames. And like elemental fury, I slash and punch with those fiery hands, trying to kill as many critters as possible.
They're everywhere... I try to twist and turn and swipe them off, but no help. There's spiders on my legs, spiders on my arm, spiders on my neck, and spiders on my head. And they bite and they bite, injecting their poison.
Fort save:1d20 + 4 ⇒ (20) + 4 = 24
I get up, and cry in pain when putting weight on my ankle. Can't run, but there's not really any place to run to, anyway.
I look around, but there's no escape. The spiders are all around the sinkhole, so there is no safe spot. And climbing out would take time, and I doubt I could do it while being bitten by thousands of spiders.
What to do...
I am almost crying in despair, when I hear it. A faint crackling of fire, smell of smoke. Like flames whispering their secrets. But I see no light.
I try to locate the source. But the more I turn, the more sure I am the flames are within me. And I don't know how I do it, but I reach inside me. I close my eyes, ignore the spiders around me. The whispers are getting louder and louder, and then I see a spark in the darkness. The spark grows into a small flame, and then to a roaring bonfire. I reach for the fire, and the whispers have turned to a roar in my ears.
I touch the fire, and everything explodes in a divine revelation. I suddenly understand the secret flames - all the whispers I've heard.
As I open my eyes, the sinkhole is illuminated by warm glow. Glow of the flames that surround me. Now, I know a way out.
>Stand up
>>Cast Incendiary aura, cost 1 focus, curse increases to minor curse. (the aura doesn't do anything yet.)
So initiative is perception? That'll be +2 for trained and +1 for level(?). Am I lvl 1 now officially ?
Initiative:1d20 + 3 ⇒ (6) + 3 = 9
Damn, that hurts!
I probably sprained my ankle when I hit the ground. But judging from the skittering sound, that is the least of my worries right now. My orc blood lets me see well in the dark, but at this moment I am not sure if it is a blessing at all. It might have been more merciful to not see all those spiders.
"Alees! Do you have a torch? I could really use one, now!" I shout, hoping she'll hear me. Of course, I don't carry any torches, because I don't need one. Oh, the irony...
Male Human Fighter 1
N Medium Humanoid
Background: City Watch
Init +3; Senses; Perception +2
Passive senses: Perception 12, Insight 12, Investigation 10
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Defense
--------------------
AC 16 (16 armor +0 DEX )
hp 12 (1d10+2)
--------------------
Statistics
--------------------
STR 13 (+1), DEX 16 (+3), CON 14 (+2), INT 10 (0), WIS 10 (0), CHA 12(+1)
Proficiency Bonus +2
Feats Crossbow expert
Skills
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +3
Deception +1
History +0
Insight +2
Intimidation +3
Investigation +0
Medicine +0
Nature +0
Perception +2
Performance +1
Persuasion +1
Religion +0
Sleight of Hand +3
Stealth +3
Survival +0
Languages Common, Elvish, Draconic, Orc
SQ Other Gear
Hand crossbow, Rapier, Light crossbow
Bolts x20
Chain mail
Horn, Manacles
Backpack, Bedroll, Mess Kit, Tinderbox, Torch x10, Rations x10, Waterskin, Hempen Rope
10gp
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Special Abilities
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Second Wind once per short rest you can use a bonus action to regain 1d10+1HP
Crossbow Expert Attack When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Copied from earlier post:
Backstory:
In it’s current state, Phlan’s City Watch has no shortage of some bad apples in it’s ranks. And there was no finer example of this unscrupulous type, than sergeant Aldun Brigg. He was more than willing to look the other way, if enough coins appeared in his pockets. Likewise, the shopkeeps noticed there was much more guards watching their streets, if a small donation was made on the Guard's recreation fund.
But of late, the situation has been getting worse. The amount of corruption in the watch makes even the likes of Aldun wince. Nowadays, there’s even a tax on the bribes you get, and all the coins is now falling to superiors’ pockets. What was once an easy life, has turned into some wicked power play. Enough is enough, and Aldun started to look for employment elsewhere.
Combat role:
Prefer ranged attacks, but can switch to melee when required.
Out of combat:
Aldun is a loudmouth, and could even take charge in social situations unless someone stops him. The only problem is that he is not exactly very good in the finer point of diplomacy. Also offering a standard set of physical expertise (athletics/acrobatics) to the party, as well as an insider to the city watch.
Aldun Brigg
Race: Human (are variant humans and feats accepted?)
Class: Fighter (with crossbow expert feat)
Backgroud: City watch
Backstory:
In it’s current state, Phlan’s City Watch has no shortage of some bad apples in it’s ranks. And there was no finer example of this unscrupulous type, than sergeant Aldun Brigg. He was more than willing to look the other way, if enough coins appeared in his pockets. Likewise, the shopkeeps noticed there was much more guards watching their streets, if a small donation was made on the Guard's recreation fund.
But of late, the situation has been getting worse. The amount of corruption in the watch makes even the likes of Aldun wince. Nowadays, there’s even a tax on the bribes you get, and all the coins is now falling to superiors’ pockets. What was once an easy life, has turned into some wicked power play. Enough is enough, and Aldun started to look for employment elsewhere.
There was rumours of those adventurers flocking into town, so sergeant Brigg decided to mingle among that lot. The job description sounds easy enough - go somewhere, kill some peeps, loot their valuables. He’s had plenty of training on that, after all.
Ok, not exactly a "Good" character, but the moral compass could yet be fixed :)
Role in combat: Prefer ranged attacks, but can switch to melee when required.
Out of combat: Aldun is a loudmouth, and could even take charge in social situations unless someone stops him. The only problem is that he is not exactly very good in the finer point of diplomacy. Also offering a standard set of physical expertise (athletics/acrobatics) to the party, as well as an insider to the city watch.
Regarding the posting rate, once per day is good for me. Even on the days when I could post more, living in the Eastern European TZ means I would mainly be taking to myself in the thread.
From your description, the setting is going to be quite bleak. Are the characters supposed to good-natures heroes, or could they be shady, unsavory types?
And did I understand correctly, that options outside PHB could be allowed, but needs GM's permission first?
I think I'll go for oracle of flames. I think it'll be a good fit for the background so far.
Oracle
boost: CHA
+9hp (8+con bonus)
focus points: 2
Proficiency
T in perception
T in fort, E in ref (mystery), E in will
T in religion, acrobatics + 3 more (3+ int mod): diplomacy, intimidation, medicine
T in simple and unarmed weapons
T in light armour and unarmoured defence
T in divine atk/dc
Spells
Cantrips: Produce flame (mystery), daze, detect magic, guidance, shield, stabilize
1st: Heal, Magic weapon
Focus: incendiary aura, fire ray
Curse: Curse of Engulfing Flames
I think we also get free ability boosts on 1st level, but is that on the next stage?
Yes, I had some charisma caster in mind. Most likely sorcerer or oracle. Summoner might also fit the idea, but I’m not sure if I want to go to managing both a character and an eidolon.