Painter Worshipper of Shelyn

Peachbottom's page

292 posts (7,744 including aliases). 1 review. No lists. No wishlists. 12 aliases.


RSS

1 to 50 of 292 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

That's fine with me. I'll put one together.


How do you want to do aliases? I don't necessarily want to make four aliases for characters that could die immediately. But I'll do whatever is preferred.


Okay, my four characters are fleshed out and ready to go. Or die.

Claude Baschet:

Name: Claude Baschet
Occupation: Ditch Digger
Alignment: Neutral
Gender: Male

HP: 3
AC: 12

Strength: 14 (+1)
Agility: 16 (+2)
Stamina: 14 (+1)
Personality: 8 (-1)
Intelligence: 11 (+0)
Luck: 7 (-1)

Fort: +1
Reflex: +2
Will: -1

Init: +2
Speed: 30

Weapon: Shovel (as staff) (+1, 1d4)

Luck Modifier: Path of the bear: Melee damage rolls (-1)
Wealth: 4 cp
Trade Goods: Fine dirt (1 lb.)
Equipment: Holy Water, Rations (x2), Flint & Steel, Torch
Languages: Common

Claude comes from a long line of celibate priests. But when Claude came of age, he made the blasphemous declaration that he likes women and wants to have a family. His father cursed him and told him that he could “Go dig a hole!” And that’s just what he did. Disinherited, Claude seeks adventure and wealth so that he can one day woo a wife.

Afrotude Orefinger:

Name: Afrotude Orefinger
Occupation: Dwarven Stonemason
Alignment: Chaotic
Gender: Female

HP: 3
AC: 10

Strength: 15 (+1)
Agility: 9 (+0)
Stamina: 14 (+1)
Personality: 8 (-1)
Intelligence: 13 (+1)
Luck: 12 (+0)

Fort: +1
Reflex: +0
Will: -1

Init: +0
Speed: 20

Weapon: Hammer (as club) (+1, 1d4+1)

Luck Modifier: Lucky sign: Saving throws (+0)
Wealth: 8 cp

Trade Goods: Fine stone (10 lbs.)
Equipment: Hand-Sized Mirror, Iron Spike, Rations (x2), Chalk, Large Sack
Languages: Common, Dwarven, Goblin

Afrotude is a promising young stonemason. Unfortunately for her, she made one too many phallic carvings and lost her apprenticeship. Now she is on a mission to redeem her family name and to prove wrong all those who laughed at her.

Gabi Katterfeld:

Name: Gabi Katterfeld
Occupation: Beekeeper
Alignment: Lawful
Gender: Female

HP: 5
AC: 10

Strength: 14 (+1)
Agility: 10 (+0)
Stamina: 14 (+1)
Personality: 15 (+1)
Intelligence: 14 (+1)
Luck: 11 (+0)

Fort: +1
Reflex: +0
Will: +1

Init: +0
Speed: 30

Weapon: Staff (+1, 1d4+1)

Luck Modifier: Unholy house: Corruption rolls (+0)
Wealth: 4 cp
Trade Goods: Jar of Honey
Equipment: Lantern, Oil
Languages: Common, Centaur

Gabi is a diligent beekeeper. She doesn’t know how she ended up on this adventure and she just wants to go home. Her bees need her. Also she loves horses.

Hamood al-Rahimi:

Name: Hamood al-Rahimi
Occupation: Cobbler
Alignment: Neutral
Gender: Male

HP: 2
AC: 10

Strength: 9 (+0)
Agility: 9 (+0)
Stamina: 12 (+0)
Personality: 13 (+1)
Intelligence: 14 (+1)
Luck: 6 (-1)

Fort: +0
Reflex: +0
Will: +1

Init: +0
Speed: 30

Weapon: Awl (as dagger) (-1, 1d4-1)

Luck Modifier: Pack hunter: Attack and damage rolls for 0-level starting weapon (-1)
Wealth: 13 cp
Trade Goods: Shoehorn
Equipment: 50’ Rope, Rations (x4), Flask (x2), Small Sack, Candle
Languages: Common, Gnome

Hamood is a traveling cobbler and a gluttonous overweight man. He recently got into a friendly discussion over whether he loved food or coin more. Ultimately, he decided on coin because it could buy him more food. With his well-developed sense of smell, he sniffed out nearby treasure and is determined to acquire it for himself.


Character 1 Rolls:

Strength: 4d6 ⇒ (6, 2, 3, 5) = 16
Agility: 4d6 ⇒ (4, 5, 5, 6) = 20
Stamina: 4d6 ⇒ (5, 2, 2, 5) = 14
Personality: 4d6 ⇒ (3, 3, 1, 2) = 9
Intelligence: 4d6 ⇒ (5, 2, 4, 1) = 12
Luck: 4d6 ⇒ (1, 3, 1, 3) = 8
HP: 1d4 ⇒ 2
Luck Modifier: 1d30 ⇒ 7
Wealth: 5d12 ⇒ (11, 7, 2, 7, 3) = 30
Occupation: 1d100 ⇒ 17
Equipment: 1d24 ⇒ 12

Character 2 Rolls:

Strength: 4d6 ⇒ (5, 3, 5, 5) = 18
Agility: 4d6 ⇒ (1, 2, 1, 6) = 10
Stamina: 4d6 ⇒ (1, 2, 6, 6) = 15
Personality: 4d6 ⇒ (3, 1, 3, 2) = 9
Intelligence: 4d6 ⇒ (3, 6, 4, 1) = 14
Luck: 4d6 ⇒ (3, 4, 3, 5) = 15
HP: 1d4 ⇒ 2
Luck Modifier: 1d30 ⇒ 17
Wealth: 5d12 ⇒ (10, 6, 6, 7, 12) = 41
Occupation: 1d100 ⇒ 27
Equipment: 1d24 ⇒ 15

Character 3 Rolls:

Strength: 4d6 ⇒ (1, 3, 5, 6) = 15
Agility: 4d6 ⇒ (2, 3, 5, 1) = 11
Stamina: 4d6 ⇒ (4, 6, 1, 4) = 15
Personality: 4d6 ⇒ (6, 3, 4, 5) = 18
Intelligence: 4d6 ⇒ (3, 4, 4, 6) = 17
Luck: 4d6 ⇒ (2, 5, 2, 4) = 13
HP: 1d4 ⇒ 4
Luck Modifier: 1d30 ⇒ 27
Wealth: 5d12 ⇒ (8, 8, 1, 1, 6) = 24
Occupation: 1d100 ⇒ 7
Equipment: 1d24 ⇒ 14

Character 4 Rolls:

Strength: 4d6 ⇒ (2, 2, 2, 5) = 11
Agility: 4d6 ⇒ (4, 3, 2, 1) = 10
Stamina: 4d6 ⇒ (4, 6, 2, 1) = 13
Personality: 4d6 ⇒ (4, 4, 5, 4) = 17
Intelligence: 4d6 ⇒ (6, 5, 2, 3) = 16
Luck: 4d6 ⇒ (2, 2, 1, 2) = 7
HP: 1d4 ⇒ 2
Luck Modifier: 1d30 ⇒ 9
Wealth: 5d12 ⇒ (7, 7, 12, 11, 11) = 48
Occupation: 1d100 ⇒ 12
Equipment: 1d24 ⇒ 19

Character 1
Strength: 14 (+1)
Agility: 16 (+2)
Stamina: 14 (+1)
Personality: 8 (-1)
Intelligence: 11 (+0)
Luck: 7 (-1)
HP: 3 (2+1)
Fort: +1
Reflex: +2
Will: -1
Luck Modifier: Path of the bear: Melee damage rolls
Wealth: 30 cp
Occupation: Ditch digger
Weapon: Shovel (as staff)
Trade Goods: Fine dirt, 1 lb.
Equipment: Holy water, 1 vial

Character 2
Strength: 15 (+1)
Agility: 9 (+0)
Stamina: 14 (+1)
Personality: 8 (-1)
Intelligence: 13 (+1)
Luck: 12 (+0)
HP: 3 (2+1)
Fort: +1
Reflex: +0
Will: -1
Luck Modifier: Lucky sign: Saving throws
Wealth: 41 cp
Occupation: Dwarven stonemason
Weapon: Hammer
Trade Goods: Fine stone, 10 lbs.
Equipment: Mirror, hand-sized

Character 3
Strength: 14 (+1)
Agility: 10 (+0)
Stamina: 14 (+1)
Personality: 15 (+1)
Intelligence: 14 (+1)
Luck: 11 (+0)
HP: 5 (4+1)
Fort: +1
Reflex: +0
Will: +1
Luck Modifier: Unholy house: Corruption rolls
Wealth: 24 cp
Occupation: Beekeeper
Weapon: Staff
Trade Goods: Jar of Honey
Equipment: Lantern

Character 4
Strength: 9 (+0)
Agility: 9 (+0)
Stamina: 12 (+0)
Personality: 13 (+1)
Intelligence: 14 (+1)
Luck: 6 (-1)
HP: 2 (2+0)
Fort: +0
Reflex: +0
Will: +1
Luck Modifier: Pack hunter: Attack and damage rolls for 0-level starting weapon
Wealth: 48 cp
Occupation: Cobbler
Weapon: Awl (as dagger)
Trade Goods: Shoehorn
Equipment: Rope, 50’

I can work with these. I'll name them and fluff them out when I get a chance.


Do you want us to roll in this thread?
Are we just rolling the 6 stats or the whole thing (hp, lucky sign, occupation, etc.)


I might be interested in this.


3 people marked this as a favorite.

I find paid GMs extremely distasteful and against the spirit of playing and running roleplaying games. I would never participate in a paid game, either as a paying player or charging people to play as a GM.

If paid GMs are finding people willing to pay, I suppose there is a market for it, so who am I to judge.

But if giving my opinion, I do not feel like this behavior of monetizing the hobby should be supported.


1 person marked this as a favorite.
Female Human
Tusk wrote:
(@Peachbottom, I can't figure out why my Vindicator and Vitalis have the same +26 attack bonus with their respective +2 weapons, even though the Vindicator is one level higher - if you see something I'm missing, please let me know.)

Looks like maybe you figured it out.

But on Vitalis, I had: +13 Level, +6 Master, +5 Str, +2 Potency for a total of +26

So you should have: +14 Level, +6 Master, +5 Str, +2 Potency for a total of +27


Female Human

Okay. I've picked out all my spells and feats. I think the last things I need to do is pick out the equipment and then put everything into some kind of organized format. Also I'm changing the character's name to Yujin.


Female Human
GM Xavier wrote:
This year has been weirdly tumultuous for me because I graduated, began working full-time for the first time (designing wastewater treatment plants), and met the love of my life and subsequently got engaged! So...yeah.

Congratulations!


Female Human

GM question:

You said: "All PCs are automatically trained in sawtooth sabers in addition to their normal proficiencies."

When my class gains Weapon Expertise, it says "Your proficiency ranks for simple weapons and unarmed attacks increase to expert."

Would Weapon Expertise also include the Sawtooth Sabers or if I want to become Expert or better in the weapon, do I need to take a feat like Weapon Proficiency for it?


1 person marked this as a favorite.
Female Human

Hi. Welcome!


Female Human

That's funny because the first time I played Starfinder, I went straight to a mental spellcaster who could explode heads, because exploding heads is just cool.

My oracle will take a number of healing spells that should hopefully cover a lot of the party healing. Although, I also will try to build her so she can dish out some nice damage as well. I don't think she is going to end up with the Medicine skill.


2 people marked this as a favorite.
Female Human

Okay. I've put together my character concept and background. The crunch of the build will take longer to put together.

I'm going to be a NE Female Human (Empyreal Dragonblood) Oracle/Red Mantis Assassin.
Her Oracle Mystery will be Flames.
She'll have the Servant Background.
And for Favored by the Blood Mistress, she'll have Impressive Student.

Appearance and Personality:
Age: 22
Eyes: Viridian; Hair: Jet
Height: 6’; Weight: 140 lb.
Ethnicity: Tian

Despite her draconic blood, Mimi outwardly appears as a tall, muscular Tian woman. Her jet black hair is cut at her shoulders. Her viridian eyes are ice-cold and she holds herself in a haughty stance. She looks down upon and deems others as less-talented and unworthy of her notice unless proven otherwise. She single-mindedly focuses on her task at hand and is able to ward off unwanted distractions like love or fun. Her failure rate is near-zero and she privately chastises herself for public mistakes. She prides herself in earning the favor of the Blood Mistress at a young age but even that is just a stepping stone for her own ambitions.

Background:
Huang Mimi claims to be the secret 12th child of King Huang Shixin of the kingdom of Lingshen. Birthed as a contingency only for the unlike event that all others of the noble line perish, she was spirited away to Mediogalti Island and the city of Ilizmagorti. She was sold to a pirate as a servant girl and there, she was all but forgotten. But Mimi was old enough that she did not forget her lineage nor her history. She was ill-content to be merely a backup and desired to forge her own destiny, across a path of blood if necessary. Her pirate master was the only father-figure Mimi had ever known and as far as pirates go, he treated her fairly. However, Mimi knew she would never know freedom under his thumb, so at a mere 10-years-old, the first step along her path to notoriety was to brutally murder him and escape. As luck would have it, the murder was quickly discovered and Mimi was captured and would have likely been hanged if not for the Blood Mistress Jakalyn’s interference. Impressed by Mimi’s cold-hearted resourcefulness, Jakalyn made Mimi an offer. Become a Red Mantis assassin and receive her personal training and never be caught again or refuse and die under the Pirate Code. Mimi accepted the offer, and over the next decade, she dedicated herself wholly to her training and became a prized student. During this time, she also developed oracular abilities from her royal and draconic bloodlines. Flames reacted to her very presence and her ability to foretell others’ harm, caused the other students to give her a wide berth. This was fine with her. She understood the benefit of allies but in the end, she would carve her future out of her own achievements and nothing would get in her way.


Female Human

Hi,
Nice to meet you all.
There's a lot going on with this character creation. I haven't made a 2E character not starting at 1st level before so it's a bit overwhelming but I'm sure I can put it all together.

Did any of you have any character class ideas you wanted to play as? I haven't settled on anything yet. I was waiting to see what other people were thinking first. Although I was looking at possibly oracle.

A little bit about me:
My name's Michael.
I'm 43 and live in New York.
I'm currently playing in GM Xavier's Hell's Rebels campaign and GMing my own War for the Crown pbp game. I'm also GMing a Carrion Crown game on Roll20 with some friends.

As for comfort levels, I can't really foresee anything that would come up in this campaign that would make me uncomfortable.


Turns out the Wilderness Medic archetype was from a book that wasn't approved. I cannot find a suitable replacement so I'm simply removing it. I didn't make any other changes.

I do feel like it diminishes the character concept a bit but that's my fault for not catching it at creation. Oh well.

Here's the revised version:

Lorcan O'dor:

Lorcan O’dor
NG Dwarf Ranger (Skirmisher) 1 of Dranngvit
Male humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Perception +8

====================
DEFENSE
====================
AC 14 (10, +4 armor), Touch 10, Flat-Footed 14

(+4 AC against giants.)

hp 13/13 (1d10+3)

Fort 4 (2 base, +2 Con)
Ref 2 (2 base, +0 Dex)
Wis 4 (0 base, +4 Wis)

(+2 saves against poison, spells, and spell-like abilities; +1 saves against fear)

====================
OFFENSE
====================
Speed 20 ft.

Melee
Scythe +4 (2d4+4, 20/x4) (P/S)
Scythe (Power Attack) +3 (2d4+7, 20/x4) (P/S)

Dagger +4 (1d4+3, 19-20/x2) (P/S)
Light Hammer +4 (1d4+3, 20/x2) (B)

Ranged
Light Hammer +1 (1d4+3, 20/x2) (20 ft.) (B)

(+4 attack, +2 damage, +2 to confirm critical hits against giants)

====================
STATISTICS
====================
Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 18 (+4)
Cha 8 (-1)

Base Attack +1; CMB +4; CMD 14

(+4 CMD when resisting a bull rush or trip attempt while standing on the ground)

====================
SKILLS (5/LEVEL)
====================
Acrobatics -2 (+0 Dex, -2 ACP)
Bluff -1 (-1 Cha) (+2 on giants)
Climb* +1 (+3 Str, -2 ACP)
Diplomacy +0 (-1 Cha, +1 Trait)
Disguise -1 (-1 Cha)
Escape Artist -2 (+0 Dex, -2 ACP)
Heal* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
Intimidate* -1 (-1 Cha)
Knowledge (Local)* +4 (-1 Int, +1 Rank, +3 Class, +1 Trait) (+2 on giants)
Perception* +8 (+4 Wis, +1 Rank, +3 Class) (+2 on giants, unusual stonework)
Ride* -2 (+0 Dex, -2 ACP)
Sense Motive +4 (+4 Wis) (+2 on giants)
Stealth* +2 (+0 Dex, +1 Rank, +3 Class, -2 ACP)
Survival* +9 (+4 Wis, +1 Rank, +3 Class, +1 Trait) (+2 on giants, +1 track)
Swim* +1 (+3 Str, -2 ACP)

Languages: Common, Dwarven

====================
BACKGROUND SKILLS (2/LEVEL)
====================

Appraise -1 (-1 Int) (+2 on precious metals or gemstones)
Craft (Alchemy)* +3 (-1 Int, +1 Rank, +3 Class)
Profession (Herbalism)* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)

====================
FEATS
====================
1st: Power Attack

====================
RACIAL TRAITS
====================
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

====================
CAMPAIGN TRAITS
====================
Orphaned by Giants (Campaign): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Deep Marker (Dwarf): You’ve dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Choice: Knowledge (local).

====================
SPECIAL ABILITIES
====================
Favored Enemy (humanoid [giant]) (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

====================
EQUIPMENT
====================
Weapons: Scythe (18 gp, 10 lb), Dagger, (2 gp, 1 lb) (2) Light Hammers (2 gp, 4 lb)
Armor: Chain Coat (75 gp, 40 lb)
Combat Gear: Healer’s Kit (10 uses) (50 gp, 1 lb), Iron Holy Symbol of Dranngvit (5 gp, 1 lb)
Consumables: (2) Dreamer’s Star (10 gp)
Other Gear: Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, and a waterskin) (6.4 gp, 13 lb), Teapot (1 sp, 1 lb), (5) Tea Cups (1 sp), (5) Tea (1 sp), Mortar and Pestle (1 sp, 1 lb), The Adventures of Harsk Light Novel (1 lb)

Coin: 31 gold, 2 silver

Gear Weight: 73 lb
Carrying Capacity: 76 (L), 153 (M), 230 (H)

====================
DESCRIPTION
====================
Age: 99
Eyes: Emerald; Hair: Copper
Height: 4’ 1”; Weight: 178 lb.
Deity: Dranngvit the Debt Minder
Homeland: Kraggodan / Trunau

Physical Description: Lorcan is a muscular dwarf who keeps his long copper beard parted down the center and braided into two separate fishtails. The rest of his long hair is braided and reaches down to his lower back. When not wearing his chain armor, Lorcan wears comfortable earth-tone robes and a dark green cloak for both protection from the elements and for stealth.

Personality: Despite his past trauma and years of living on his own, Lorcan maintains a jovial personality and welcomes anyone into his circle that would call themselves a friend. When hunting or fighting, his tone turns serious and focuses on ending encounters quickly and efficiently.

Likes: Lorcan likes reading and drinking tea. He likes long walks by himself in the wilderness and listening to the sounds of nature.

Dislikes: Lorcan hates giants with a passion that cannot be quenched. He has dedicated his life to training to kill any giant that he comes across. He also dislikes large crowds and confined spaces.

Quirks: After decades of tracking and especially studying the tracks left by giants, Lorcan has gains a minor quirk for feet. Lorcan gets particularly excited about fresh footprints and becomes loquacious about his findings.

Phobias: Even since losing his parents in a near-death experience with cave giants in the Darklands, Lorcan is afraid of setting foot in another cave. He keeps this truth and secret and feels that he is an embarrassment of a dwarf for holding such a fear. However, Lorcan has a strong force of will and a loving heart and would bury his fear for the greater good if given no other choice.

====================
BACKGROUND
====================

Lorcan O’dor is originally from the dwarven citadel, Kraggodan. His parents were thrill-seekers and spelunkers who would brave the tunnels into the Darklands, with each delve, challenging themselves to explore deeper than the last. When Lorcan came of age, at the age of 25, he joined his parents in the Darklands to participate in his first gladdringgar (the chiseling of name-runes in subterranean depths), a familial ritual that all members of the O’dor clan perform. All was going well; Lorcan reached the designated location and carved his name; however, along the return trip, his party was ambushed by a wandering band of cave giants. Both his parents were slain. They sacrificed their lives to buy Lorcan enough time to escape. Since that day, despite being a dwarf, the trauma runs strong and Lorcan has been hesitant to set foot underground again.

Lorcan remained in Kraggodan for a few more years, but the painful memories were ever-present and eventually he decided he needed to leave. He declared vengeance on all giant-kind, calling them a blight against all dwarves. And he swore he would train until he was strong enough to exact said vengeance. For the next 30 years, Lorcan wandered the Mindspin Mountains alone, relying on hits wits and endurance alone to survive.

After a while, he came across the small town of Trunau and began trading plants and wild game with the villagers for other supplies. He never intended to stay in one place, but something about the hearty humans kept him within the town’s orbit. As he continuing trading, he saw that these villagers were not unlike him and thought maybe it was time to finally settle down.

Lorcan spent the small inheritance he received from his parents on a tiny shop in Trunau to live in and work out of. He named his shop Green Haze and works as an herbalist. Although not much of a people person, his friendly demeanor has allowed him a acclimate himself among the other Trunauns. And although he has rarely encountered any giants as of late, his weapon remains sharpened and ready for the time when it will be needed.


1 person marked this as a favorite.

With the talk of personality, I fleshed out Lorcan's personality and description. Updated under background below.

Lorcan O'dor

Stats:
Lorcan O’dor
NG Dwarf Ranger (Skirmisher/Wilderness Medic) 1 of Dranngvit
Male humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Perception +8

====================
DEFENSE
====================
AC 14 (10, +4 armor), Touch 10, Flat-Footed 14

(+4 AC against giants.)

hp 13/13 (1d10+3)

Fort 4 (2 base, +2 Con)
Ref 2 (2 base, +0 Dex)
Wis 4 (0 base, +4 Wis)

(+2 saves against poison, spells, and spell-like abilities; +1 saves against fear)

====================
OFFENSE
====================
Speed 20 ft.

Melee
Scythe +4 (2d4+4, 20/x4) (P/S)
Scythe (Power Attack) +3 (2d4+7, 20/x4) (P/S)

Dagger +4 (1d4+3, 19-20/x2) (P/S)
Light Hammer +4 (1d4+3, 20/x2) (B)

Ranged
Light Hammer +1 (1d4+3, 20/x2) (20 ft.) (B)

(+4 attack against giants, +2 damage, +2 to confirm critical hits against giants)

====================
STATISTICS
====================
Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 18 (+4)
Cha 8 (-1)

Base Attack +1; CMB +4; CMD 14

(+4 CMD when resisting a bull rush or trip attempt while standing on the ground)

====================
SKILLS (5/LEVEL)
====================
Acrobatics -2 (+0 Dex, -2 ACP)
Bluff -1 (-1 Cha) (+2 on giants)
Climb* +1 (+3 Str, -2 ACP)
Diplomacy +0 (-1 Cha, +1 Trait)
Disguise -1 (-1 Cha)
Escape Artist -2 (+0 Dex, -2 ACP)
Heal* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
Intimidate* -1 (-1 Cha)
Knowledge (Local)* +4 (-1 Int, +1 Rank, +3 Class, +1 Trait) (+2 on giants)
Perception* +8 (+4 Wis, +1 Rank, +3 Class) (+2 on giants, unusual stonework)
Ride* -2 (+0 Dex, -2 ACP)
Sense Motive +4 (+4 Wis) (+2 on giants)
Stealth* +2 (+0 Dex, +1 Rank, +3 Class, -2 ACP)
Survival* +9 (+4 Wis, +1 Rank, +3 Class, +1 Trait) (+2 on giants, +1 track)
Swim* +1 (+3 Str, -2 ACP)

Languages: Common, Dwarven

====================
BACKGROUND SKILLS (2/LEVEL)
====================

Appraise -1 (-1 Int) (+2 on precious metals or gemstones)
Craft (Alchemy)* +3 (-1 Int, +1 Rank, +3 Class)
Profession (Herbalism)* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)

====================
FEATS
====================
1st: Power Attack

====================
RACIAL TRAITS
====================
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

====================
CAMPAIGN TRAITS
====================
Orphaned by Giants (Campaign): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Deep Marker (Dwarf): You’ve dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Choice: Knowledge (local).

====================
SPECIAL ABILITIES
====================
Favored Enemy (humanoid [giant]): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Herbalist Training: At 1st level, a wilderness medic can attempt Profession (herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level (minimum +1) on Heal checks and Profession (herbalism) checks. When he successfully forages for herbs, he finds twice as many doses of any herb he would normally.

====================
EQUIPMENT
====================
Weapons: Scythe (18 gp, 10 lb), Dagger, (2 gp, 1 lb) (2) Light Hammers (2 gp, 4 lb)
Armor: Chain Coat (75 gp, 40 lb)
Combat Gear: Healer’s Kit (10 uses) (50 gp, 1 lb), Iron Holy Symbol of Dranngvit (5 gp, 1 lb)
Consumables: (2) Dreamer’s Star (10 gp)
Other Gear: Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, and a waterskin) (6.4 gp, 13 lb), Teapot (1 sp, 1 lb), (5) Tea Cups (1 sp), (5) Tea (1 sp), Mortar and Pestle (1 sp, 1 lb), The Adventures of Harsk Light Novel (1 lb)

Coin: 31 gold, 2 silver

Gear Weight: 73 lb
Carrying Capacity: 76 (L), 153 (M), 230 (H)

Background:

====================
DESCRIPTION
====================
Age: 99
Eyes: Emerald; Hair: Copper
Height: 4’ 1”; Weight: 178 lb.
Deity: Dranngvit the Debt Minder
Homeland: Kraggodan / Trunau

Physical Description: Lorcan is a muscular dwarf who keeps his long copper beard parted down the center and braided into two separate fishtails. The rest of his long hair is braided and reaches down to his lower back. When not wearing his chain armor, Lorcan wears comfortable earth-tone robes and a dark green cloak for both protection from the elements and for stealth.

Personality: Despite his past trauma and years of living on his own, Lorcan maintains a jovial personality and welcomes anyone into his circle that would call themselves a friend. When hunting or fighting, his tone turns serious and focuses on ending encounters quickly and efficiently.

Likes: Lorcan likes reading and drinking tea. He likes long walks by himself in the wilderness and listening to the sounds of nature.

Dislikes: Lorcan hates giants with a passion that cannot be quenched. He has dedicated his life to training to kill any giant that he comes across. He also dislikes large crowds and confined spaces.

Quirks: After decades of tracking and especially studying the tracks left by giants, Lorcan has gains a minor quirk for feet. Lorcan gets particularly excited about fresh footprints and becomes loquacious about his findings.

Phobias: Even since losing his parents in a near-death experience with cave giants in the Darklands, Lorcan is afraid of setting foot in another cave. He keeps this truth and secret and feels that he is an embarrassment of a dwarf for holding such a fear. However, Lorcan has a strong force of will and a loving heart and would bury his fear for the greater good if given no other choice.

====================
BACKGROUND
====================

Lorcan O’dor is originally from the dwarven citadel, Kraggodan. His parents were thrill-seekers and spelunkers who would brave the tunnels into the Darklands, with each delve, challenging themselves to explore deeper than the last. When Lorcan came of age, at the age of 25, he joined his parents in the Darklands to participate in his first gladdringgar (the chiseling of name-runes in subterranean depths), a familial ritual that all members of the O’dor clan perform. All was going well; Lorcan reached the designated location and carved his name; however, along the return trip, his party was ambushed by a wandering band of cave giants. Both his parents were slain. They sacrificed their lives to buy Lorcan enough time to escape. Since that day, despite being a dwarf, the trauma runs strong and Lorcan has been hesitant to set foot underground again.

Lorcan remained in Kraggodan for a few more years, but the painful memories were ever-present and eventually he decided he needed to leave. He declared vengeance on all giant-kind, calling them a blight against all dwarves. And he swore he would train until he was strong enough to exact said vengeance. For the next 30 years, Lorcan wandered the Mindspin Mountains alone, relying on hits wits and endurance alone to survive.

After a while, he came across the small town of Trunau and began trading plants and wild game with the villagers for other supplies. He never intended to stay in one place, but something about the hearty humans kept him within the town’s orbit. As he continuing trading, he saw that these villagers were not unlike him and thought maybe it was time to finally settle down.

Lorcan spent the small inheritance he received from his parents on a tiny shop in Trunau to live in and work out of. He named his shop Green Haze and works as an herbalist. Although not much of a people person, his friendly demeanor has allowed him a acclimate himself among the other Trunauns. And although he has rarely encountered any giants as of late, his weapon remains sharpened and ready for the time when it will be needed.


2 people marked this as a favorite.
J Scot Shady wrote:
I won't say it's necessary but personality would be helpful.

Isn't "Dwarf" a personality? =)


1 person marked this as a favorite.

Ok, here's my submission. I'll make an alias if picked.

Lorcan O'dor - NG male dwarf ranger (skirmisher/wilderness medic) 1 of Dranngvit

Stats:

Lorcan O’dor
NG Dwarf Ranger (Skirmisher/Wilderness Medic) 1 of Dranngvit
Male humanoid (dwarf)
Init +0; Senses Darkvision 60 ft.; Perception +8

====================
DEFENSE
====================
AC 14 (10, +4 armor), Touch 10, Flat-Footed 14

(+4 AC against giants.)

hp 13/13 (1d10+3)

Fort 4 (2 base, +2 Con)
Ref 2 (2 base, +0 Dex)
Wis 4 (0 base, +4 Wis)

(+2 saves against poison, spells, and spell-like abilities; +1 saves against fear)

====================
OFFENSE
====================
Speed 20 ft.

Melee
Scythe +4 (2d4+4, 20/x4) (P/S)
Scythe (Power Attack) +3 (2d4+7, 20/x4) (P/S)

Dagger +4 (1d4+3, 19-20/x2) (P/S)
Light Hammer +4 (1d4+3, 20/x2) (B)

Ranged
Light Hammer +1 (1d4+3, 20/x2) (20 ft.) (B)

(+4 attack against giants, +2 damage, +2 to confirm critical hits against giants)

====================
STATISTICS
====================
Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 18 (+4)
Cha 8 (-1)

Base Attack +1; CMB +4; CMD 14

(+4 CMD when resisting a bull rush or trip attempt while standing on the ground)

====================
SKILLS (5/LEVEL)
====================
Acrobatics -2 (+0 Dex, -2 ACP)
Bluff -1 (-1 Cha) (+2 on giants)
Climb* +1 (+3 Str, -2 ACP)
Diplomacy +0 (-1 Cha, +1 Trait)
Disguise -1 (-1 Cha)
Escape Artist -2 (+0 Dex, -2 ACP)
Heal* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)
Intimidate* -1 (-1 Cha)
Knowledge (Local)* +4 (-1 Int, +1 Rank, +3 Class, +1 Trait) (+2 on giants)
Perception* +8 (+4 Wis, +1 Rank, +3 Class) (+2 on giants, unusual stonework)
Ride* -2 (+0 Dex, -2 ACP)
Sense Motive +4 (+4 Wis) (+2 on giants)
Stealth* +2 (+0 Dex, +1 Rank, +3 Class, -2 ACP)
Survival* +9 (+4 Wis, +1 Rank, +3 Class, +1 Trait) (+2 on giants, +1 track)
Swim* +1 (+3 Str, -2 ACP)

Languages: Common, Dwarven

====================
BACKGROUND SKILLS (2/LEVEL)
====================

Appraise -1 (-1 Int) (+2 on precious metals or gemstones)
Craft (Alchemy)* +3 (-1 Int, +1 Rank, +3 Class)
Profession (Herbalism)* +9 (+4 Wis, +1 Rank, +3 Class, +1 Bonus)

====================
FEATS
====================
1st: Power Attack

====================
RACIAL TRAITS
====================
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

====================
CAMPAIGN TRAITS
====================
Orphaned by Giants (Campaign): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Deep Marker (Dwarf): You’ve dared uncharted tunnels in pursuit of the gladdringgar (the chiseling of name-runes in subterranean depths). You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects.

Friend in Every Town (Social): You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Choice: Knowledge (local).

====================
SPECIAL ABILITIES
====================
Favored Enemy (humanoid [giant]): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Herbalist Training: At 1st level, a wilderness medic can attempt Profession (herbalism) checks untrained and the wilderness medic gains a bonus equal to 1/2 his ranger level (minimum +1) on Heal checks and Profession (herbalism) checks. When he successfully forages for herbs, he finds twice as many doses of any herb he would normally.

====================
EQUIPMENT
====================
Weapons: Scythe (18 gp, 10 lb), Dagger, (2 gp, 1 lb) (2) Light Hammers (2 gp, 4 lb)
Armor: Chain Coat (75 gp, 40 lb)
Combat Gear: Healer’s Kit (10 uses) (50 gp, 1 lb), Iron Holy Symbol of Dranngvit (5 gp, 1 lb)
Consumables: (2) Dreamer’s Star (10 gp)
Other Gear: Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, and a waterskin) (6.4 gp, 13 lb), Teapot (1 sp, 1 lb), (5) Tea Cups (1 sp), (5) Tea (1 sp), Mortar and Pestle (1 sp, 1 lb)

Coin: 31 gold, 2 silver

Gear Weight: 72 lb
Carrying Capacity: 76 (L), 153 (M), 230 (H)

Background:

Age: 99
Eyes: Emerald; Hair: Copper
Height: 4’ 1”; Weight: 178 lb.

Lorcan O’dor is originally from the dwarven citadel, Kraggodan. His parents were thrill-seekers and spelunkers who would brave the tunnels into the Darklands, with each delve, challenging themselves to explore deeper than the last. When Lorcan came of age, at the age of 25, he joined his parents in the Darklands to participate in his first gladdringgar (the chiseling of name-runes in subterranean depths), a familial ritual that all members of the O’dor clan perform. All was going well; Lorcan reached the designated location and carved his name; however, along the return trip, his party was ambushed by a wandering band of cave giants. Both his parents were slain. They sacrificed their lives to buy Lorcan enough time to escape. Since that day, despite being a dwarf, the trauma runs strong and Lorcan has been hesitant to set foot underground again.

Lorcan remained in Kraggodan for a few more years, but the painful memories were ever-present and eventually he decided he needed to leave. He declared vengeance on all giant-kind, calling them a blight against all dwarves. And he swore he would train until he was strong enough to exact said vengeance. For the next 30 years, Lorcan wandered the Mindspin Mountains alone, relying on hits wits and endurance alone to survive.

After a while, he came across the small town of Trunau and began trading plants and wild game with the villagers for other supplies. He never intended to stay in one place, but something about the hearty humans kept him within the town’s orbit. As he continuing trading, he saw that these villagers were not unlike him and thought maybe it was time to finally settle down.

Lorcan spent the small inheritance he received from his parents on a tiny shop in Trunau to live in and work out of. He named his shop Green Haze and works as an herbalist. Although not much of a people person, his friendly demeanor has allowed him a acclimate himself among the other Trunauns. And although he has rarely encountered any giants as of late, his weapon remains sharpened and ready for the time when it will be needed.


I'll throw my hat in the ring.

I'm going to put together a Dwarf Ranger (Skirmisher/Wilderness Medic).

I'll post the full character once I've finished putting it together.


Young kids and their Discord.


Scranford wrote:
It puzzles me how many more Pathfinder 1 games are started on the boards than PF2e games.

Because PF1e is better. =)

But probably I'd guess many GMs are like me who are in the age range where they started with PF1e and are more familiar with it.


Maybe the person questioning this played D&D 3.5 in the past. Sometimes I get D&D brain when playing Pathfinder because they are similar. In 3.5, when you turned undead, if your level was twice that of the undead, the undead was destroyed instead of turned, so maybe he was thinking of something like that. But I don't think there is anything in the Pathfinder rules that says this.


5 people marked this as a favorite.

Nope. Only your upper torso enlarges. Your legs stay the same size.


1 person marked this as a favorite.

I'd much rather play on the Paizo forums than Discord too but I am also old.


Don't worry. I haven't received anything either. Hurray!


Meh.


2 people marked this as a favorite.

Don't worry. I have zero expectations.


@Dr. Ethyl Ermengarde Take the plunge and go evil.


Nercelia Damosil wrote:
I have managed to get wealth down to only 5 copper coins, near nothing.

Don't underestimate earplugs. 3 cp.


1 person marked this as a favorite.

Does Dr. Ermengarde also like Goosebumps books? ;)


JenkinsMyMan wrote:
What happens when you find out that someone's you consider an ally/friend would have been an enemy before you lost your memory?

No one is an enemy unless they are trying to kill me. Otherwise, I just need to figure out the best way to take advantage of them.

Dien wrote:
Giving myself a penalty to MIND-AFFECTING in this campaign seemed like a suitably masochistic thing to do, lol. I get some situational bennies to help counter it, but... yeah.

Hey, me too!

"You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power."

I'm sure that'll never come up...


Mr Clint wrote:
@Peachbottom/Asrat thank you for the clarification on the characteristics. I can get behind your Child of the Temple explanation. I like it. I see you have cleric vestments and signet rings on your sheet. What deities would these belong to? Could you mark them on your sheet? Could prove important…

My holy symbols would be one for each of the deities in the Core Book. The vestment itself wouldn't bear any particular symbol. I'm not carrying around a dozen outfits.

The signet rings would be for Ahnkamen, Thrune, Arkona, and Kaijitsu.
I'll write them all out if picked and I make a character sheet.


JenkinsMyMan wrote:
Fun fact Peachbottom, being an atheist would mean going to the Graveyard of Souls, possibly becoming a psychopomp, or being fed to Groetus.

Yes. Not so pleasant.

JenkinsMyMan wrote:
Also, Grigore's archetype is basically the Ustalav secret police. Directly at odds with your character lol.

Would that be a problem? I'm not opposed to refining my character for better party cohesion. But I also think some conflict makes for interesting roleplaying opportunities.


DoubleGold it sounds like your character is exactly the kind of target mine would prey upon. He’ll tell you he knows your religion’s rules by heart and quote tenets that will steer you into acting in his benefit.


Mr Clint wrote:

I find this an interesting trait considering you say “Asrat is a cowardly con-man who feigns religious or noble affiliations to swindle the simple-minded.”

A couple questions on that trait: What deity did this temple belong to? Was this while you were in Osirion? What originally caused this feigning of religious affiliation?

Well, it's a slight variant interpretation of trait if you'll allow it. I imagine he was like one of those people that hang out around the major tourist attractions in Europe and trick tourists out of money with cheap tricks or goods. He has a cleric's vestments and holy symbols of all the major religions. He would spend his days in the temple district looking for out-of-town suckers and would convince them that he was a priest of whatever deity the target worshipped and offer false prayers or cheap trinkets claiming them to be of religious significance for inflated prices. He'd spend a lot of time in the temple libraries and observing the other priests to gain a passing knowledge of each religions tenets to better pull off the con. So he was "serving" at a temple. Not an actual affiliate of any specific one. He also carries around a few false signet rings of noble houses to pull off a similar bluff. I'll say eventually the locals caught on and he was driven out of Osirion and eventually ended up in Ustlav after hitchhiking on a ship or caravan or two far to start the ploy again far from where he was known.

(If that's not okay, I can change it. But I was hoping to find some way to get the Knowledge (religion) skill).

Likes: Gold, power, luxuries beyond what he can afford, being cruel to the unfortunate.
Dislikes: Those who are extremely lawful, honest work, being alone.
Quirks: Twitchy and alert, can be clingy, full of random facts about a wide variety of subjects (real or made up).
Phobias: Snakes, being trapped, dying (because he isn't dedicated to a specific god, he doesn't know where he'll end up).


I'm interested. I'll throw a character out there.

My character would kinda be based off of Beni Gabor from the original Mummy movie. I'll use a picture of him for my character image.

Here's my character sheet that I threw together. I'd format it a little better if picked and I make an alias.

Asrat - Character Sheet:

Asrat
Rogue 1
NE Male Garundi Human
Initiative +4 (+2 Dex, +2 trait); Senses Perception +6

===============
DEFENSE
===============
AC 14 (+2 armor, +2 Dex)
HP 9 (1d8+1)

Fort +0 (+0 base, +0 Con)
Ref +4 (+2 base, +2 Dex)
Will +2* (+0 base, +2 Wis)

*You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

===============
OFFENSE
===============
Speed 30 ft.

Rapier +2 (1d6+1 / 18-20x2) (P)
Dagger +2 (1d4+1 / 19-20x2) (P or S)
Sap +2 (1d6+1/x2) (nonlethal) (B)
Sling +2 (1d4+1/x2) (50 ft) (B)

Special Attacks: Sneak attack +1d6

===============
STATISTICS
===============
Str 12 (+1)
Dex 15 (+2)
Con 10 (+0)
Int 10 (+0)
Wis 14 (+2)
Cha 14 (+2)

Base Attack +0; CMB +1; CMD 13
Traits: Child of the Temple, Twitchy, Power-Hungry
Languages: Common, Osiriani
Deity: None

===============
SKILLS
===============
Appraise (Int) +4 (1 rank, 3 class)
Bluff (Cha) +6 (1 rank, 3 class, 2 Cha)
Disable Device (Dex) +9 (1 rank, 3 class, 2 Dex, 2 feat, 1 trapfinding)
Disguise (Cha) +6 (1 rank, 3 class, 2 Cha)
Escape Artist (Dex) +6 (1 rank, 3 class, 2 Dex)
Knowledge (Local) (Int) +4 (1 rank, 3 class)
Knowledge (Nobility) (Int) +1 (0 ranks, 1 trait)
Knowledge (Religion) (Int) +5 (1 rank, 3 class, 1 trait)
Perception (Wis) +6 (1 rank, 3 class, 2 Wis) (+7 to locate traps)
Sleight of Hand (Dex) +8 (1 rank, 3 class, 2 Dex, 2 feat)
Stealth (Dex) +6 (1 rank, 3 class, 2 Dex)

===============
FEATS
===============

Deft Hands, Weapon Finesse

===============
SPECIAL ABILITIES
===============

Sneak Attack +1d6
Trapfinding

Rogue Trait (1/6th)

===============
PROFICIENCIES
===============

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

===============
EQUIPMENT
===============
Weapons
Rapier (20 gp), Dagger (2 gp), Sap (1 gp), Sling (0 gp), 10 bullets (1 sp)

Armor
Leather (10 gp)

Consumables
Sunrod x2 (4 gp)

Other
Backpack (2 gp), Belt Pouch (1 gp), Chalk x10 (1 sp), Waterskin (1 gp), Thieves’ Tools (30 gp), Holy Symbol x20 (20 gp), Holly and Mistletoe (0 gp), Journal (10 gp), Parchment x5 (1 gp), Inkpen (1 sp), Ink (8 gp), Signet Ring x4 (20 gp), Earplugs x2 (6 cp), String (200 ft) (4 cp), Flint and Steel (1 gp), Cleric Vestments (5 gp), Hammer (5 sp), Sealing Wax (1 gp), Scroll Case (1 gp), Trail Rations x2 (1 gp), Weapon Cord (on sling) (1 sp)

Gold
0 gp

Carrying Capacity
Light (43 lbs. or less), Medium (44-86 lbs.), Heavy (87-130 lbs.)

===============
DESCRIPTION
===============

Asrat, who originally hails from Osirion, is a ruddy brown-skinned man with a lean build and thinning hair. His eyes dart around and his ears constantly twitch as if he is always on alert.

Asrat is a cowardly con-man who feigns religious or noble affiliations to swindle the simple-minded. He covets wealth and power although he has little of his own. He knows that he is not strong enough by himself so he must work with others to achieve his goals. He tends to throw in his lot with those that he perceives to be the most powerful. But if threatened and it comes down to him or someone else, he won’t hesitate to sacrifice an ally for self-preservation.

I made an evil character but I'm good at roleplaying and would not do anything to disrupt the campaign or harm any other player's fun.

I'm playing in one other game currently. Here is the link. Hell's Rebels
And here's a link to an adventure path that I ran. Curse of the Crimson Throne


You could try these.
http://www.proxiemodels.com/product/15mm-round-bases/

I use Litko's wooden bases for all my painted miniatures and I don't have any issue with warping. Spray paint them with a glossy black and you hardly tell the difference.


When will Archon actually ship anything to backers without additional purchase? After Wave 6?


Although not the Golarion setting, Erevis Cale of the Forgotten Realms setting comes to my mind as a cleric that is not a priest.


2 people marked this as a favorite.

I was disappointed by the lack of spaceships. I purchased a case and got one of each ship. It would have been nice for there to have been at least one Common or Uncommon ship mixed in.

It also would have been nice to have a space goblin. I know you can get on in the Galactic Villians set. But you only get one. I definitely need more than one goblin. Maybe a future set will get one.

Otherwise, it was a good first Starfinder set. I look forward to what comes next.


Female Human

I’m not that familiar with vigilante. How does it work? Does the vigilante’s secret identity need to be secret to the players too? Or just other npcs? Like would we be hanging out with Bruce Wayne and then when combat starts he just peace’s out and Batman is conveniently nearby?


Female Human

Okay, here's my slightly revised character. Only changes are the language to Dwarven and a ditched a few pieces of gear to afford the signet ring. It isn't easy being noble. 4 of my 15 gp went to fine clothes and a ring. Now I have 1 sp to my name. =)

Vitalis Tanessen:

Champion 1 (Paladin)
LG Male Chelaxian Human (humanoid [human])
Senses: Perception (Wis) (T) +3

===============
DEFENSE
===============
AC (T) 17 (+4 armor)
HP 19

Fort (E) +6
Ref (T) +3
Will (E) +5

Retributive Strike (Reaction) (3)

===============
OFFENSE
===============
Speed 25 ft.
Class DC (Str) (T) 17
Spell DC (Cha) (T) 16
Divine Spell Attack Roll (Cha) (T) +6

Glaive +7 (1d8+4 S) (Deadly d8, Forceful, Reach)
Dagger +7 (1d4+4 P) (Agile, Finesse, Thrown 10 ft., Versatile S)
Gauntlet +7 (1d4+4 B) (Agile, Free-Hand)
Javelin +3 (1d6+2 P) (30 ft.) (Thrown)

===============
STATISTICS
===============
Str 18 (+4)
Dex 10 (+0)
Con 12 (+1)
Int 12 (+1)
Wis 10 (+0)
Cha 16 (+3)

===============
SKILLS
===============
Athletics (Str) (T) +7
Diplomacy (Cha) (T) +6
Lore – Art (Int) (T) +4
Lore - Heraldry (Int) (T) +4
Performance (Cha) (T) +6
Religion (Wis) (T) +3
Society (Int) (T) +4

===============
FEATS
===============
Haughty Obstinacy (Ancestry 1)
Courtly Graces (Background 1)
Deity’s Domain (Protection) (Champion 1)
Shield Block (Champion 1)

===============
PROFICIENCIES
===============
Simple Weapons (T)
Martial Weapons (T)
Unarmed (T)
All Armor (T)
Unarmored (T)

===============
DEVOTION SPELLS
===============
Focus Points: 1

Lay on Hands (1 Action)
Protector’s Sacrifice (Reaction)

===============
EQUIPMENT
===============
Weapons
Dagger, Gauntlet, Glaive, Javelin (5)

Armor
Breastplate

Consumables
None

Other
Backpack (bedroll, chalk (10), fine clothing, flint and steel, grappling hook, hammer, piton, rope (50 ft.), small harp, soap, torch (1), waterskin), Belt Pouch (2), Sheath (3), Signet Ring (Tanessen), Wooden Religious Symbol (Shelyn)

Gold
0 gp, 1 sp, 0 cp

Bulk (Limit 9)
6 bulk, 4 Light

===============
DESCRIPTION
===============
Background: Noble
Languages: Common, Dwarven
Deity: Shelyn


Female Human
Peachbottom wrote:

Question: Can I select Infernal as a bonus language? Is it considered prevalent enough in Kintargo. I'd assume anywhere in Cheliax, it's not that uncommon.

GM Xavier Kahlvet wrote:
So...I'm leaning towards no

Okay. I'll take Dwarven instead. With the Tanessen's business interests in armor and weapon crafting, they likely have dealings with dwarves. I haven't really noticed ethnic languages come up much in adventure paths so they are likely not very worth it unless there is a roleplaying reason for it. But I don't picture my character speaking Shadowtongue or Varisian.

One more question, I'd like my character to have a signet ring for his house but I can't find it listed anywhere in any equipment charts? Can I have one and how much would it cost? I don't have a lot of coin left to spend though, but depending on what you say it costs, I might be able to change up some gear to afford it.


Female Human

I forgot to add, my reason for protest would be to Protest the Government.

Also, do we get a campaign trait? If so, I'd take the Child of Kintargo. How does that convert to a 2E benefit?


Female Human

Okay. Here is Vitalis statted out.

Vitalis Tanessen:

Vitalis Tanessen

Champion 1 (Paladin)
LG Male Chelaxian Human (humanoid [human])
Senses: Perception (Wis) (T) +3

===============
DEFENSE
===============
AC (T) 17 (+4 armor)
HP 19

Fort (E) +6
Ref (T) +3
Will (E) +5

Retributive Strike (Reaction) (3)

===============
OFFENSE
===============
Speed 25 ft.
Class DC (Str) (T) 17
Spell DC (Cha) (T) 16
Divine Spell Attack Roll (Cha) (T) +6

Glaive +7 (1d8+4 S) (Deadly d8, Forceful, Reach)
Dagger +7 (1d4+4 P) (Agile, Finesse, Thrown 10 ft., Versatile S)
Gauntlet +7 (1d4+4 B) (Agile, Free-Hand)
Javelin +3 (1d6+2 P) (30 ft.) (Thrown)

===============
STATISTICS
===============
Str 18 (+4)
Dex 10 (+0)
Con 12 (+1)
Int 12 (+1)
Wis 10 (+0)
Cha 16 (+3)

===============
SKILLS
===============
Athletics (Str) (T) +7
Diplomacy (Cha) (T) +6
Lore – Art (Int) (T) +4
Lore - Heraldry (Int) (T) +4
Performance (Cha) (T) +6
Religion (Wis) (T) +3
Society (Int) (T) +4

===============
FEATS
===============
Haughty Obstinacy (Ancestry 1)
Courtly Graces (Background 1)
Deity’s Domain (Protection) (Champion 1)
Shield Block (Champion 1)

===============
PROFICIENCIES
===============
Simple Weapons (T)
Martial Weapons (T)
Unarmed (T)
All Armor (T)
Unarmored (T)

===============
DEVOTION SPELLS
===============
Focus Points: 1

Lay on Hands (1 Action)
Protector’s Sacrifice (Reaction)

===============
EQUIPMENT
===============
Weapons
Dagger, Gauntlet, Glaive, Javelin (5)

Armor
Breastplate

Consumables
None

Other
Backpack (bedroll, chalk (10), crowbar, fine clothing, flint and steel, grappling hook, rope (50 ft.), rations (2 weeks), small harp, soap, torches (5), waterskin), Belt Pouch (2), Sheath (3), Wooden Holy Symbol of Shelyn

Gold
0 gp, 8 sp, 7 cp

Bulk (Limit 9)
7 bulk, 0 Light

===============
DESCRIPTION
===============
Background: Noble
Languages: Common, Infernal
Deity: Shelyn

===============
CHAMPION’S CODE
===============
You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.

You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

You must act with honor, never taking advantage of others, lying, or cheating.

You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.

You must be peaceful, choose and perfect an art, lead by example, and see the beauty in all things.

You must never destroy art or allow it to be destroyed, unless saving a life or pursuing greater art. You must never refuse to accept surrender.

To answer some of your comments:

Yes, I am aware of the Hellknight test requirement. But with the Order of the Torrent's presence in the city, it should be manageable. That the Order of the Torrent has no evil members I assume means the majority of them are either LG or LN which works well with Champion. There is also the Order of the Rack in the city but I'd avoid associating with them.

Regarding the Hellknight's anti-chaos abilities, I'll keep that in mind and select other options if available.

Regarding Barzillai Thrune, my character is probably already leaning towards believing him to be illegitimate and I'm sure as the campaign progresses, he'll be given increasing reasons to feel that way. I will do my best to roleplay following the champion's tenets including the deity specific ones.

I have never played a Hellknight before. I think it would be an interesting concept to try out.

Question: Can I select Infernal as a bonus language? Is it considered prevalent enough in Kintargo. I'd assume anywhere in Cheliax, it's not that uncommon.

If everything looks good, let me know, and I'll create an alias for it.

Also, Merry Christmas.


1 person marked this as a favorite.
Female Human

Okay. Here's my first idea. He'd be a LG champion of Shelyn that would eventually take the Hellknight archetype with the Order of the Torrent. I wrote a quick background and can work on stating it out next if it looks okay.

Vitalis Tanessen

Born the 4th son of the Tanessen noble family, Vitalis’ inheritance and influence is negligible, yet is still expected to uphold the family’s honor and adhere to the family’s interests. Once of age, Vitalis began military training and intended to join the Kintargo Dottari. However, upon Barzillai Thrune seizing power over the Silver City as the new lord-mayor, Vitalis couldn’t in good consciousness serve under a man so evil. To make matters worse, his father, Geoff Tanessen threw in his support for the Thrunes, making poor Vitalis a near outcast amongst the family. While still tolerated, Vitalis and Geoff could no longer see eye-to-eye and Vitalis chose to move out of the Tanessen estate and take up residence at a nearby inn until he figured out his new path in life.

Vitalis wishes to continue to pursue a career where he can apply his martial prowess and has always admired the Hellknight Order of the Torrent for their dedication to good and tenet of liberating captives. Despite the Order’s small size, Vitalis believes it would be a good fit for him and intends to apply to become a Hellknight armiger and eventually earn his way up to a full-fledged Hellknight of the Order. He has already sent a letter of interest to Lictor Octavio Sabinus and awaits his reply.

In the meantime, Vitalis recently heard of a protest to be held in Aria Park and plans to attend to protest against the government, specifically against the martial law unjustly being forced upon Kintargo’s citizens.

Vitalis is a serious, no-nonsense young man. Although as a champion dedicated to Shelyn, he still enjoys art and music in his own way. He regularly attends service at the Songbird Hall and maintains a good relationship with the high priest, Zachrin Vhast. Vitalis is torn between his dedication to his family, his dedication to his church, and his dedication to Kintargo. Amongst the three, he is leaning towards devoting himself utmost of the Silver City as he feels that this will also ultimately serve the best interests of his family and church as well.


Female Human

I have not played through this adventure path but am familiar with what it is about. I’m fine with it. I am not particularly sensitive about any topic.


Female Human

Hi.
Thanks for the invite. Just checking in for now. I haven’t put much thought into a character just yet but I can have something whipped up pretty quickly although the next two days are Christmas Eve and Christmas so likely a full character would be after that.
Maybe I’d consider doing a human Hellknight or a halfling Bellflower Network agent.

How many players are we expecting? I’m not set on anything so I can work with the others to cover all the bases or collaborate on similar backgrounds.


Female Human

I feel like 2E streamlined a lot of the character creation rules so there's really not much to cheat on.

1 to 50 of 292 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>