Sorry to tell you, Mr. Hopkins, but death in character generation hasn't been a part of Traveller since the 1980's!
Camris, I've played (and Ref'd) every version of Traveller (including the odd ones). I still own my LBB's.
If you fine folks want to sign on, let me know! I'll close recruitment on Sunday the 20th.
Well that explains quite a bit, lol. My Ref is most likely using his older books then! I have quite a few games going on now, but I'll be lurking, and watching the shenanigans that go on!
I'll probably have a character set up by Saturday, but don't let that hold anyone back! They can be a back up for later funsies!
Inspired Blade / Magical Child, former noble from Cheliax and former member of a certain faction of a little known adventuring guild based from Absalom. Did a mission in Diobel, and enjoyed it more than the bustling streets of Absalom.
I'm thinking a noble from Cheliax who specializes in the Flash!
Probably going with Inspired Blade Swashbuckler / Magical Child Vigilante, because everyone needs a mascot!
Here's my submission. Ersica will start off with one level as a Swashbuckler. From second level onward she will go straight through as an Empiricist Investigator.
She's completed mechanically except for editing. I have a quick background in place that I'll add to as I have time. I also need to finalize equipment and money.
One thing, I took the campaign trait Dockside Avenger. It's listed in Archives of Nethys for CotCT but isn't in the Players Guide. I'm not sure what's up with that. If it's not a legit CotCT trait I'll find another.
That campaign trait is from Varisia, Birthplace of Legends (PFRPG), and supposedly can be used in many different campaigns that are in Varisia, so it would be up to the GM to allow it as a AP Campaign trait. Thematically, I think it works, but that's just me.
How much is player knowledge of Golarion required to enjoy this? Love 5e, but Golarion never really drew me in (besides Kaer Maga).
Not too much needs to be known for Kingmaker. The River Kingdoms, where it takes place, are pretty much smaller city countries, that the characters will be somehow uniting through the kingdom building rules.
Essentially, taking a lawless land, and creating a kingdom from it.
A: A vote system might be good after the initial "Training Montage," which would be a group chosen by the GM, or just selected randomly while everyone levels up at the same rate. (Perhaps a group fund of GP rather than individual rewards. AKA: Guild Quartermaster)
B: The group can have some beginnings to true team choesion, since their "parole" with the company to see if they were a fit.
C: If based on a coast town in Cheliax, Inhospitable Law Enforcement with Extraplanar mixed into it at later levels can work quite well.
D: I've always loved Medium/High, until True Boss encounters happen. Those should be challenging.
E: 1xWeekday/1xWeekend (Still 6x/week) would be easiest but the 2x/Weekday for 6x/Week is good for me!
Male Human Sales Person (7) / Product Manufacturer (7) / Transport Specialist (2) / Security (3)
DM DoctorEvil wrote:
Long-time GM (almost 4 star) for PBP and live PFS returning after a long hiatus to see about PF2e. Running a two APs now, and familiarizing myself with system.
I was thinking about running a PFS table at entry level and going from there. Is there a better first time scenario to run -- similar to the The Confirmation from 1st Ed? Any suggestions?
I'd kind of like to get a sense of the story of the PF2 seasons, so should I think about running some Season 1 stuff, or does it really matter?
Any feedback is welcome.
The early bounties are short, and some are repeatable, plus generally have a variety of types of scenarios.
This sounds like it could be quite interesting. What would the character creation be like? With it being a kingdom game, I might do something charismatic.
GM, I have decided that Lhunk needs to return for funsies at his full potential. I'll also bring in Morrin as well, since they are both pretty much retired. I don't know how well they'll do, but I think it'll be fun!
You lose Inspire Courage, but can share Feats with Bard Song instead. Quite an interesting gestalt build I stumbled on.
I find it especially entertaining that you can succeed at the main Bard Songs without any ranks in Perform. He's bad, doesn't know it, and everyone wants the benefits, so . . ..
Oh, it's a great build, and I'm going to enjoy watching it in the other WoTR game. I'd want the ability to cast from both Arcane and Divine trees, with a possibility of a different type of MT on the bard side.
I've still been plotting and brewing, and may have found a fun thing to try out. If things go well, I'll definitely have a character submitted by end of weekend.
Just to let everyone know the three that get preference are Mightypion, Robert Henry, and MordredofFairy
All would be great to have in a party, and with all three, it's gonna be a fun read!
While doubtful, I might toss in a character for funsies, as I like to see how theory builds fair! Might go with a Bard/Oracle so there would be knowledges galore.
I'm thinking of probably a Halfling Inspired Blade Swashbuckler/Bard, and go more of the knowledgeable duelist; or a Bard//Oracle/Monk for all the knowledges and some in combat utility/buffing, while staying close to the frontlines to support the heavy hitters.
Greetings! I'm thinking of putting in a TWF Ranger that will be acting as a mercenary for hire. They will work for whomever holds their contract, and does his best to fulfill every contract. Portions of all their contract goes back their family. I can get a more detailed background set up for this concept, as well as a build.
When Gameday happens, it seems that the forums for recruitments die out for a month or so. It'll come back after folks are done with their focus on the Gameday event.
My only question is about taking level in Inspired Blade later on. Since we are doing EiTR, would it qualify for Fencing Grace, as it messes with some of the feats/class specials that it gets?
Unnamed Hero
Male half-orc investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +2
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
. . rapier +4 (1d6/18-20)
Ranged light crossbow +4 (1d8/19-20)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, identify
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Statistics
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Str 10, Dex 18, Con 14, Int 15, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Agile Maneuvers, Dodge
Traits methodical mind (planes, dungeoneering, local; planes, dungeoneering, local, dungeoneering), pragmatic activator
Skills Acrobatics +8, Diplomacy +3, Disable Device +9, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (history) +6, Knowledge (local) +7, Linguistics +6, Spellcraft +6, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Elven, Orc
SQ alchemy (alchemy crafting +1), finesse weapon attack attribute, human investigator, inspiration (2/day), orc blood, trapfinding +1
Other Gear leather armor, buckler, dagger, light crossbow, rapier, ioun torch ioun stone[APG], investigator starting formula book, thieves' tools, 3 gp
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Special Abilities
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+1 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
I'll get a backstory up later today!
Level 3 I'll be taking the Inspired Blade Swashbuckler, as the body recalls some of its training at the academy.
Also, while Griswald will be my first character, I'll have a partner of his getting built as a backup, and they'll also be a sneaky trap/lock picker as well, but with some extra tricks.