Amulet of Desna

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Organized Play Member. 18 posts (1,776 including aliases). No reviews. No lists. 1 wishlist. 5 Organized Play characters. 9 aliases.


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I’ve played PF1e since 2012 and started PF2e just a year ago, and I haven’t gone beyond 3rd level, so my experience may be similar to yours. I loved 1e, and my first impressions of 2e were underwhelming—there seemed to be a sameness to many classes, especially compared to my benchmark of the wonderfully diverse 1e oracle. But I really like 2e now. Here are some things I like that might make the OP take a second look.

1) The 3-action system. It’s simple and elegant and adds so much choice and diversity (compared to 1e’s repetitive move and attack, or 5’ step and full attack every round). You still have move and attack, but what to choose for the 3rd action? Debuff a foe with Demoralize or Bon Mot? Defend by Raising a Shield, Taking Cover, or Hiding? Aid an ally? The 3rd action enriches combat immensely.

2) High level spells from 1e have been weakened for balance reasons, but low level spells have also been strengthened. Compare Light & Dancing Lights from 1e with Light 2e. Were you ever annoyed at needing both Vocal Alteration and Disguise Self in 1e for a proper disguise? Compare with Illusory Disguise 2e; this can be heightened to impersonate a specific individual (freely, if you choose it as a sorcerer’s signature spell).

3) It sounds like you tried 2e when it first came out. Have you looked at the Remastered version? Paizo has done a good job fixing and improving on the original (Legacy) version (e.g. you can compare the spells I linked above to their Legacy versions).

4) Though there aren’t as many crazy options as 1e, there are still unique and flavorful abilities: consider the thaumaturge’s Mirror Implement, or a witch with the Ripple in the Deep patron (push a foe 5’ with no save—it’s a short distance, but that’s needed to balance the fact that there’s no save).

The need for balance means that casters shouldn’t outdamage a fighter against single targets—otherwise, what’s the point of being a fighter? They need a place to shine too. But my sorcerer never feels useless in combat, even if she’s just casting damage cantrips. And 2e casters still have all the great spells that martials can only dream of: Invisibility, Wall of Stone, etc.

Alenvire wrote:
In pf1 I would try and get a spell out there to assist in a party like grease, or darkness. Web or summon. Then switch to the crossbow.

This puzzles me though. You can do the same thing in 2e--it has the same spells--but rather than using a crossbow, you can cast a cantrip with a better attack bonus (and better damage) than a crossbow, which seems like an improvement. True, you get more spell slots in 1e, but not that much more at low levels, especially when you factor in a free focus spell for basically every encounter in 2e.


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I think there are two separate issues here.

1) Reclaim/understand faith through roleplay
2) Roleplaying a cleric

These two goals are independent, though obviously there can be overlap in playing a cleric devoted to a deity. To achieve goal #1 you do not need to play a cleric.

For example, if you want to play a sneaky thief, you don’t have to play a rogue—I’ve played one as a sorcerer. My opera singer? Oracle, not bard. And you can reflavor abilities to match your concept—my investigator isn’t a Robert Downey Jr Sherlock Holmes, but rather a seer who sees things a second before they happen. Put the concept first and choose the class that supports it. My devotee of Iomedae was a fighter, not a champion.

If you want both #1 and #2, there are more restrictions—you need to explain why a god would continue to grant spells/powers to your PC—but the same principles apply: choose the deity who fits your concept and reflavor abilities as needed. You wouldn’t pick Asmodeus if your cleric is a rebel questioning her god.

StarDragonJenn wrote:
I'm left wondering if there's space for a cleric that thinks like an individual at least a little bit.

Of course there is! Most deities have multiple areas of concern, so there are built-in choices and conflicts right there. Is wealth or law more important to a cleric of Abadar? Where is the balance for a cleric of Sarenrae who must strike down evil but also seek and allow redemption? How do you balance the different facets of your god’s portfolio?

There needs to be some element of devotion to your god, but it doesn’t have to be absolute, not when the Eldest are “doling out divine power merely because they have so much to spare and it amuses them”. I’ve seen a cleric portrayed as a drunken lecherous conman, with a character arc from scoundrel to reluctant hero. Of course, this concept won’t work with most deities—but it’s conceivable that Sarenrae foresaw promise in him and granted him redemption to redeem others—and himself.

In short: everyone has their own take on roleplaying a cleric—and some might disagree, perhaps vehemently, with another’s approach—but I think that all that really matters is that your approach is reasonable and consistent.


I'm still interested. Just working on my application so that I can present everything in one place rather than spreading it out piecemeal. My idea is for a human sorcerer (hag bloodline) with the Scarnetti-connected background.


@GM: I should usually be fine with the minimum 1 post/day, but I normally travel for about 6-8 weeks each summer (for this summer it's about two weeks in early May, a couple weeks in July, and a couple weeks in August). During these travels my post rate would generally be nil. Is this a dealbreaker, or can you work around such absences?


I've never played AoA before. It'll be a brand new experience for me.


Btw, what's the expectation for posting rate for this game?


I vote for starting right away with 4 players. :)

I have the stats for the pregen characters.

Btw, someone created Pathbuilder sheets for all the pregens here.


I'd be interested in playing Reaching Rings.


Oh, I definitely wasn't trying to get an infinite supply of shuriken for free--I would've paid for them, and when they're out, there's no more thorns. But I'll just go without and tweak things in a different direction. Thanks for responding!


@GM: Could I start with shuriken (but fluffed as thorns) for my leshy ranger even though they're uncommon? I'm fine with whatever you decide, but I just need to know to plan my build. Thanks!


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Ooh, interested! Planning on making a leshy ranger--maybe a mushroom in light of the previous post. :)


Yumbulika will be quite happy that she won't have to strain her neck to look Kugu in the eye. :) Small folk need to stick together.

As mentioned, I'd prefer leadership (or chaos :)) to develop organically in game, but I'm fine with having Yumbulika leading if needed.


I have an idea for a sorcerer (serpentine bloodline). Is there anything in particular you want to see for the character submission?


Thanks. My character sheet is here. It's effectively done, though I need to adjust my purchases to account for the 500 gp loss, and I may tweak some of it to synergize with the rest of the party. If accepted, I will add it to my profile in whatever format the GM wants.

hit points: 4d6 ⇒ (2, 6, 2, 2) = 12

The rest of the required info is below.

Tiesa, half-orc wizard:
Description: Six-feet high, with the dense build of an orc but the wiry frame of an addict. Wears a plain brown kaftan and turban that blends with the crowd. Cloudy hazel eyes; heavy pointed brow; blunt protruding tusks; greasy black hair; red sunburned face. Speaks in a husky, colloquial voice peppered with contractions and slang. Smells of ink, cinnamon, and cloves.

Personality: Confident and self-aware of her status as a half-orc, Tiesa often plays down her intellect, either by adopting the guise of a dumb brute, or using self-deprecating to words to put others off guard. She doesn’t need to prove she’s the smartest person in the room—not if she already knows it—and is content to calculate behind the scenes. Her demeanor is that of a nobody—a determined, quietly playful nobody.

Nonetheless, she still longs for respect and acceptance, even if she doesn’t realize it—she’s as good at deceiving herself as others. Most of all, she wants to make Haleen proud of her.

She doesn’t love magic per se, but rather the challenge and intellectual stimulation it provides. Her true passion is for stories—she’s created a thousand and one imagined tales about her parents, about why Haleen vanished, and about how Aroden died. She’s interested in the stories of beggars and nations alike, and has no qualms about inventing better alternatives if the truth is dull. When faced with a choice, she’ll choose the option that makes a better story.

Quirks and Flaws: Well, there’s pesh of course. But if she doesn’t think it’s a problem, then it’s not a problem, right?
Also, rules are for other people.

Background: Tiesa has no memory of her parents. Haleen might, but she refuses to say. Nor will she say why she has raised Tiesa since her earliest memory, even though they are obviously unrelated.

Tiesa owes everything to her. Haleen is the one who showed her simple kindness and respect; fostered a positive outlook and faith in her abilities, even in the face of prejudice and discrimination; and scrimped and saved for the tuition to enroll her in the Arcane Academy at a young age.

There Tiesa excelled, even after a classmate introduced her to pesh. As a functioning addict with a clever tongue, she fooled everyone—including herself—with continued success. Then right after graduation, as if trusting that the wizard could now take care of herself, Haleen vanished, leaving only a mysterious note. Tiesa dropped everything and vowed to find her friend.

Plot Hooks: Tiesa wants to find Haleen. She also wants to learn who her parents are. Any intriguing tale (like that of the Templars and the War of Wishes) will draw her in.

Important NPC/PC: Haleen—for obvious reasons. Grimoin Al’Thorrak—because he saved her from buying false pesh at the Nightstalls. She was also impressed by how fairly he treated her. Galib ibn Khaliz is a rival from the Academy who now works at the College of Dimensional Studies. A hard-working but dull and officious student (Tiesa considers him a meddlesome rule stickler), he tried to get her kicked out of school for scamming money for pesh.


@GM Wolf: I was wondering how the Pesh Addict trait works since we're not starting at Level 1? Would I start with half of the 6500 gp for spending money, or would there be no effect, or something else?

Also, just checking: are background skills in use?


Jacob Trier wrote:
So, 15, 15, 16, 16, 17, 17. High-powered, to be sure.

Wow, those are some amazing rolls! Perfect for a MAD PC.

@TheWaskally: Nice rogue application. But I think that the two trait bonuses for diplomacy won't stack?

---

I think I've figured things out now, so here are my rolls:

Rolls:
5d6 ⇒ (2, 2, 4, 1, 3) = 12 = 9
5d6 ⇒ (2, 6, 3, 2, 1) = 14 = 11
5d6 ⇒ (4, 4, 4, 6, 1) = 19 = 14
5d6 ⇒ (2, 6, 3, 3, 1) = 15 = 12
5d6 ⇒ (6, 5, 4, 1, 6) = 22 = 17
5d6 ⇒ (1, 5, 6, 3, 6) = 21 = 17
5d6 ⇒ (2, 2, 2, 1, 4) = 11=8

So 9, 11, 14, 12, 17, 17. Nice. I'll start working on a wizard.


I've played the first two modules and love the setting, but am new to play-by-post on these boards. Would it be okay for me to apply? If so, do I just roll the dice here in this thread and then post my application here?


HawaiianWarrior wrote:

So I'm playing a 5th-level ranger and I'm having a hard time with my armor class. The character concept is "Queen of the Jungle", so she wields a spear and most of her skills are focused on climbing, acrobatics, etc. I don't want to violate this character concept but need to bring my AC up from 18 somehow.

Here's what I have:

• 17 DEX (I'll raise it at 8th level)
• Masterwork Darkwood buckler
• Dodge Feat
• Amulet of Natural Armor +1
• Leather Armor (ideally I'd wear less than this, but I made a concession)

How can I increase my AC beyond 18? I'm the party's front-line fighter by default, since our other characters are a cleric, rogue, and druid, though I actually have lower AC then those characters!

Another issue: My character has a philosophical loathing of money and wealth and gold, so I forfeit my loot and have always done so. Thus, I made an arrangement with the DM to have my amulet and spear gradually increase in power on their own. At 6th level, my amulet of natural armor will increase to a +2, bringing my total to 19. And of course at 8th level I'll bring DEX to 18 for a total of 20 AC -- not that great for a front-liner!

I know the obvious answers: wear heavier armor, stop giving up my loot and buy some magic items, get DM permission to rearrange my attributes so I have a higher DEX. None of those are feasible for one reason or another, so are there any options left?

This has always been something that has bothered me about D&D. Attack constantly goes up, but defense requires magic items. *dislike*

Obviously character concept is extremely important to you. So let me ask you this: WHY would your character have a high AC? (while sticking within your concept of course)

If there isn't a good reason, then I would guess that there won't be ANY suggestions here that will give you a high AC while sticking with your concept.

If there is a good reason, then one thing you might try is just spend the gold for regular gear (mithral chain shirt +1 for eg) and fluff it off as something else (mystical tattoos infused with divine magic or something), i.e., whatever your in-character reason is.