That's six! We'd still need a GM and an adventure. As for characters, I've got seven level 1-2 characters I could play:
I'd say Cazithiel, Findlefarb, and Copper Tam are my favorites, but I'll play any of them, depending on the roles the party needs.
Character background idea: C. Oliver Vandermeer Occupation: Architect
Ollie Vandermeer was born and raised in New York City, the child of a reasonably well-off family. From an early age, he always loved buildings. The taller, the better. He watched as the Singer Building, then the MetLife Tower became the tallest occupied building in the world. His family got him into Columbia University, where he studied to become an architect. During his studies, he kept up knowledge of building materials, their strengths and weaknesses. He also sought out information about buildings all around the world. On late nights, he sometimes feels like there's a connection between them, leaning on ideas like ley lines and feng shui. Stone circles like Stonehenge remind him of medicine wheels in the American Great Plains. He was just finishing up his studies, walking back home for the day when he witnessed a fire on the 8th floor of a building. He stood in shock as he watched what became known as the Triangle Shirtwaist Disaster, watched people jump out of the building, stood helplessly as people burned within, as the building did nothing but serve as a charnel oven. He volunteered to pick through the aftermath, seeing how the structure survived, what could have been done differently, how people could have been saved. And he has never trusted fire since. Not since that disaster. Not since seeing that figure crawling among them. Not since... no. Avoid the fire. Build strong. He has his own practice now, smaller than more famous names, but still a solid shop well-known for designing with fire protection in mind. That's the one thing he never compromises on. He's also convinced that we'll be building taller from now on, and there's nothing stopping us from building an occupied structure that rises higher than a thousand feet!
I'd love toto join! I'm familiar with 5th edition, so 7th is new, but otherwise, it'll be good! Strength: 3d6 ⇒ (3, 1, 6) = 10
(Multiplying everything by 5: STR 50
...Hoo boy.
Okay, here's my submission: Sluagh! Notes: I still have to work on equipment, and I took the Slippery trait that is normally reserved for the Bellflower Network, but I think you'll understand why I think it's appropriate for Sluagh. I'm using a base tiefling, no grimspawn or shackleborn. Name: Sluagh Race: Tiefling (halfling, small) Class: Alley Witch Languages: Common, Abyssal, Infernal, Halfling, Elf, Draconic Alignment: True Neutral Strength 8
Combat Stats:
Init +3* (+3 Dex) Fort +2 (+0 base +2 Con) Ref +4 (+0 base, +3 Dex, +1 trait) Will +3 (+2 base, +1 Wis) HP 9 (6 +2 Con, +1 FC) AC 14/ff 11/touch 14 (+3 Dex, +1 size) BAB +0 CMB -2 (-1 Str, -1 size) CMD 11 (10 -1 Str, -1 size, +3 Dex) Move 20' Attacks:
Tiefling Racial Features:
Small Size, 20' move Favored Class: Witch Native Outsider type Darkvision 60’ +2 racial bonus to Bluff and Stealth Cast darkness 1/day as a spell-like ability Cold resistance 5, Electricity resistance 5, Fire resistance 5 Alley Witch Class Features:
Alley Witch archetype (Pathfinder Player Companion: Heroes of the Street) Weapon Proficiency: Simple weapons Armor Proficiency: None Witch’s Familiar: House Centipede holds Sluagh’s spells Crowd Patron: Patron spells come from the Crowd Patron list Child of the Streets: Bluff and Knowledge (Local) are class skills, Knowledge (Planes) and Knowledge (Nature) are not Speak to the City: While in Korvosa, Sluagh gets +2 to Initiative, Knowledge (Local), Perception, Stealth, and Sense Motive checks. Feats:
Stealthy (+2 Escape Artist and +2 Stealth) Skills:
Adventuring Skills: Perception +1* (+1 Wis) Escape Artist +10 (1 rank, +3 class, +3 Dex, +2 feat, +1 trait) Heal +5 (1 rank, +3 class, +1 Wis) Spellcraft +8 (1 rank, +3 class, +4 Int) Sense Motive +2* (1 rank, +1 Wis) Knowledge(Arcana) +8 (1 rank, +3 class, +4 Int) Knowledge(Local) +8* (1 rank, +3 class, +4 Int) Stealth +19* (1 rank, +3 class, +3 Dex, +4 size, +2 racial, +2 feat, +3 familiar, +1 trait) Bluff +5 (1 rank, +3 class, -1 Cha, +2 racial) Background Skills:
Traits:
Unhappy Childhood: Tortured (Campaign): +1 Reflex Vagabond Child (Regional, Urban): +1 Escape Artist, Escape Artist is a class skill Slippery (Combat): +1 Stealth, Stealth is a class skill Anxious (Drawback): -2 Diplomacy, speaks slowly, always assumed to be whispering Equipment:
180 gp Total Encumbrance: Light: 0-26 Medium 27-53 Heavy 54-80
Spells:
Known Spells:
XP: 0 Background:
Appearance: Sluagh is scrawny, pale, and greasy. Malnourishment combined with her halfling heritage has left her looking like the picture-perfect example of a street waif, an urchin, a mudlark. One might think that this would lend her to earn sympathy in others, but no. Something is always terribly off about her. Whether it’s the black oil that hangs on her face or runs down her limbs, or the way there always seems to be something skittering in her long, black straight hair, people always know there’s something wrong about her. Personality: Sluagh is quiet, mousy, and used to being pushed around. She is used to living in fear, living with abuse in the home. She expects to be disrespected, harmed, bullied. None of that would drive her to stray. But there is still a spark of self-worth within her. She might not speak up, but she knows she can slip away and get things done herself. And, of course, she’s no longer alone.
EltonJ wrote:
Interesting! I hadn't thought about copyright for PCs before. I suppose it's important, today! By the way, was there anything further we needed to do in preparation?
Shadow Dragon wrote:
Investigators also can work traps like rogues, so they should still function well in this role.
Okay, I present... Spoiler:
Hero Name: Miss Calaveras Real Name: Catrina Xochitl Ortiz Abilities 46 Powers 75 Advantages 2 Skills 16 Defenses 11 = 150 Origin: Endowment/familial history Theme: Mexican-style death-adjacent magic Strength 1 Stamina 0 Agility 3 Dexterity 2 Fighting 4 Intelligence 3 Awareness 4 Presence 6 Skills:
Advantages:
Powers:
Defenses:
Complications:
Background: Catrina Xochitl Ortiz was born and raised in Angels Camp, CA. Her father worked at one of the local livestock ranches, and she spent her early years tagging along and helping him whenever she could. She quickly took to riding horses and spent much of her childhood riding alongside the other ranch hands. She grew up to be a lovely girl, with long black hair and large dark eyes. With the attention she had gained, she was encouraged to join a local beauty pageant. She wowed the judges with her poise, her skill on horseback, and her looks, and was named Miss Calaveras, in time for her quinceañera. The quinceañera was a lovely affair, by the way. She picked out a fancy red dress, was escorted to the party riding a white horse, and the whole town came out to watch their little celebrity of the day have a wonderful party. She received her presents from all her friends and family, danced late, and finally returned to her room, exhilarated and exhausted. And there, on her vanity, was one more gift. She looked at the tag, and the name tag said it was from her great-grandmother. She loved her great-grandmother, but she had died years ago. She didn't mind, figuring this was from her family. She opened the present. Inside was an old framed black-and-white photograph, depicting Nana Soledad, wearing a beautiful dress, flowers in her hair, and her face painted as a decorated skull. This filled her with joy. The whole idea of her beloved Nana dressed as La Catrina Calavera was beautiful, her reaching across the years and death to be with her on her special day. And she heard back, "Oh, my sweet little baby, how you've grown up! You're a woman now, and it is time you had my most precious possession." Catrina looked up, wondering why she heard Nana's voice. And in the vanity mirror, she saw that her face was painted with the same decorated skull in the photograph. "The secrets of death have been in our family for generations," Nana continued. "I need to teach you all about them." And since then, Nana Soledad has watched over her, showing her how to speak with the dead, how to speak with the bones, how to reach between death and life to help others. And Catrina, as Miss Calaveras, has never been more thankful.
I've checked: I haven't actually played Wounded Wisp yet! I can use the following characters to fill out the party: Level 1: Cazithiel, speedy Elf Cleric
Level 2: Traceni Skrit, mystic Human Nature Oracle 1 / Fey-Serpentine Sorcerer 1
I'm happy to fill whatever role is needed.
Shinediggersby wrote:
Thank you! Also, what's a reasonable defense target? Does Willpower 10 mean decent, excellent, or super strong?
Seth86 wrote:
Oh, that's great! Definitely a mystery for Catrina. I can see her arguing with her great-grandmother about what it all means, Nana just completely confused at the technology and insisting it shouldn't work like that, but confirming that you're not dead yet.
Seth86 wrote:
Cool, I'm curious! Also, where is Zion High? ETA: Also also, I've still got 27 points to spend, and I don't know what's appropriate power levels for things, so I might need to improve a power or skills or defenses (I haven't been able to figure out how to buy up defenses). She's a (local) beauty queen, so she should be likable, despite the death theme. And regarding death, I know dying is not a typical concern for a high school supers genre, but I figure more of "our relationship to the dead and ancestry" still makes sense. Given that, do the powers work, or are they against genre?
Here's what I have so far for Miss Calaveras. Big thanks to GM SuperTumbler for assistance! Spoiler: Hero Name: Miss Calaveras
Real Name: Catrina Xochitl Ortiz Abilities 46 Powers 63 Advantages 2 Skills 12 Defenses 0 = 150 (27 points left) Origin: Endowment/familial history Theme: Mexican-style death-adjacent magic Strength 1 Stamina 0 Agility 3 Dexterity 2 Fighting 4 Intelligence 3 Awareness 4 Presence 6 Skills:
Advantages:
Powers:
Defenses: Complications:
EltonJ wrote:
Yeah, it's a cultural difference, is all. The character concept is that she's a local beauty queen from Calaveras County, California. However, she just recently received death-related powers as a family tradition. This doesn't mean she's some killer-monster, though. Death is just a part of life, after all, and people are always looking for ways to speak with ancestors and the like. The connection is through the Aztec goddess Mictecacihuatl, who guards the bones of the dead and presides over festivals for the dead (see Dia de los Muertos for the most commonly known one). I'm going to need some assistance with character design, I feel, since I'm new to M&M. Powers I'm considering are communing with spirits, healing, affliction/weakening through talking directly to her target's bones (paralyzation, maybe pain but I don't want to be a bad guy). Perhaps some physical defense from spirits coming to her aid, or a general immunity to death, in some way. If you prefer I can run with a different concept, but this came to me, and I kind of like it.
Suddenly, the idea of Miss Calaveras came to mind. Would this make for a costume?
(spoken in the MHA announcer's voice) His quirk: Wires! He can extend and retract a bunch of wires from his body, which he can use to attach to walls and ceilings, or entangle his foe! I've had more experience with Champions (I think I still have my rulebook around here) but I can do M&M 3e if that gets chosen (I've never played it before, though). (I've had a number of other character types before, like an invulnerable kid who's a bit of a bully because he never feels anything, or a girl who can teleport from any door to any other door but has to pay $10 each time for some weird reason she never understands, to a guy who has an... extremely violent allergic reaction to strawberries. So I got ideas. And I know enough MHA to get the feel down.)
GM_Drake wrote:
Here's probably the quickest way to introduce the typical high school student for My Hero Academia.
I'm working on a CG human Antiquarian Investigator, basically with a pile of junk that may or may not prove useful to the situation. Basics are here, I still need to choose feats, traits, equipment, and spells. Race Human Class Investigator (Antiquarian) Deity: Tymora Languages: Common, +5 languages Strength 10
Combat Stats:
Init +2 (+2 Dex) Fort +2 (+0 base 0 Con) Ref +4 (+2 base, +2 Dex) Will +3 (+2 base, +1 Wis) HP 9 (8 +0 Con, +1 FC) AC BAB +0 CMB +0 (+0 Str) CMD 12 (10 +2 Dex) Move 30' Inspiration Pool 4 (+4 Int) Human Racial Features:
Medium Size, 30' move +2 to any one ability score Bonus Feat Skilled: +1 skill rank per level Favored Class: Investigator Antiquarian Investigator Class Features:
Antiquarian archetype (Pathfinder Player Companion: Blood of the Ancients) Weapon Proficiency: Simple weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Sword Cane Armor Proficiency: Light Relic Magic: Can cast arcane spells via relics, from the Alchemist list. A 2lb collection of relics acts as a formula book. No arcane spell failure. Inspiration: Inspiration pool of ½ level + Int mod. Spend 1 pool as a free action to add 1d6 to a skill or ability check. Free inspiration for trained Knowledge, Linguistics, or Spellcraft checks. Spend 2 pool for +1d6 to attack rolls or saving throws. Trapfinding: +1 to Perception rolls to find traps, +1 to Disable Device. Can disable magical traps. Skills: Adventuring Skills: Perception +5 (1 rank, +3 class, +1 Wis) Disable Device +7 (1 rank, +3 class, +2 Dex, +1 trapfinding) Spellcraft +8* (1 rank, +3 class, +4 Int, +1d6 inspiration) Sense Motive +5 (1 rank, +3 class, +1 Wis) Use Magic Device +5 (1 rank, +3 class, +1 Cha) Knowledge(Arcana) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration) Knowledge(Local) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration) Stealth +6 (1 rank, +3 class, +2 Dex) Bluff +5 (1 rank, +3 class, +1 Cha) Diplomacy +5 (1 rank, +3 class, +1 Cha) Background Skills:
Maya Coleman wrote:
Thank you! I've let him know about it.
Here's a writeup. I wouldn't be surprised if I'm missing something, so feel free to ask for details. Player Questionnaire:
A. Player Questions 1. He/Him 2. 3 3. 8am-10pm, EST 4. Nothing objectionable 5. 3 6. 3 B. Content Ranking 1. 3 2. 4 3. 3 4. 2 5. 3 6. 4 7. 3 8. 2 9. 3 10. 3 11. 1 C. Character Questions 1. Syper lost the home he knew, took up with a sailing ship, and simply does what he needs to to keep surviving. 2. (Intentionally left blank) 3. He was adopted as an infant by Mad Old Hettie, a larger-than-life woman who lived deep in the swamp outside Genji. That’s the only person he’s called family. 4. Hettie provided cures or fortunes to whoever ventured out to her and was willing to deliver whatever she asked for; precisely why she wanted what she did was always beyond him. Hettie didn’t share her magic with him, much; she preferred that he dive into the muck for things people left behind, or go into town to procure whatever staples she needed for the two of them. 5. Being an orphan with a shady past and future did change the way he was treated. 6. Definitely Mad Old Hettie 7. Definitely Mad Old Hettie 8. The people of Genji never trusted Syper, and knew about his thieving, but as long as they all knew he was Hettie’s ward, they never messed with him. 9. He tends to steal and lie more than he should. He’s learned to tell an excellent tall tale, though. 10. His whole youth was in the Zuul Marsh, but now he’s in the Free Isles. Past that, not so much. 11. Judgmentalism is the biggest thing he hates. There’s been too much of that in his life. Also he doesn’t like how he looks in red. Too garish. 12. He knows there’s something terribly off about him. He’s not sure what. Most days, he just chooses to ignore it and hope for the best. 13. Nothing past petty thievery, but his greatest worry involves people who insist on not giving him a fair shake. 14. He wants to learn more about the occult. He knows that Hettie understood far more about him, but only revealed a few things. Now he needs to know more. 15. Make a new character, different background, something that fits what the party needs at the time 16. None in the past, open to them in the future 17. One day, Hettie, clearly agitated, told Syper to rush out into the deep water of the swamp and gather extra eelgrass. He left, dove down, and gathered up a handful when a huge wall of water appeared in a sudden flash flood. The smell of ash was in the air, a sure sign of an eruption of Mt. Ebar. The gushing flood barreled into him and washed him far downstream. Syper wasn’t sure how long he was knocked out, but he found himself on land, and alive. He figured out where he was and rushed back to Hettie’s shack, only to find it completely flattened, with no sign of her anywhere. He went into town, and no one there knew what happened, only that there was flooding damage to deal with. However, once Hettie was gone, it became clear that Syper wasn’t welcome anymore in Genji, so he found a boat, joined their crew, and left. He wears an eyepatch now, mainly to hide his aquamarine hag’s eye. D. Campaign Questions 1. His most recent job took him sailing to Eredorn. 2. He is presently renting a small room until his next job. 3. He has a small stipend that’s running out from his last job. E. Game Questions 1. Mostly support, with melee and manipulation of the battlefield 2. Not sure; Witch or Captivator are possibilities to grow the occult connection. In all honesty I’d rather see where the adventure takes my interests. 3. Witch is probably my top choice. 4. No clue 5. I’ll use a whip quite a bit for both disarm/trip and mobility tricks 6. I don’t know F. Player Redux 1. I have no particular preference for enemies 2. I haven’t seen any enemies overused 3. I like opportunities to grow, develop, and personal events that can change a character’s direction 4. I’ll keep my mind open regarding plot points Crunch: Character Sheet Syper Ancestry: Changeling Human Background: Sailor (swapping Swamp Lore for Sailing Lore) Class: Bard Strength 12 Dexterity 16 Constitution 10 Intelligence 14 Wisdom 10 Charisma 16 HP 16
Languages: Common +3 Focus Pool: 1 Perception: Expert Fortitude: Trained
Feats:
Skills:
Proficiencies:
Occult Spellcasting
Okay, so I've been looking through backgrounds, and deep backgrounds, and I think I can do something better for myself, but I would like some guidance. My character concept is a Brine May Changeling from the Zuul Marshes. Upbringing involves adoption by Mad Old Hettie, a hermit occultic eccentric, who knows his heritage but also doesn't mind. He grew up learning both how to forage from the swamp, and how to go into Genki to, eh, acquire supplies as needed. You don't go digging in the swamp for treasure, but the marsh doesn't care if you just pick something off the ground that no one's using, after all. Any thoughts about appropriate backgrounds? I was looking at the Deep-Sea Diver, but something more like Swamp Lore would make more sense than Plane of Water Lore.
As I develop the character, I'm creating a Deep Background first and designing around that. Deep Background: Family Background: 1d100 ⇒ 39 Homeland: 1d20 ⇒ 18 Major Childhood Event: 1d20 ⇒ 17 Influential Associate: 1d20 ⇒ 6 Family size: 1 family member
I can run with this. Still crafting.
Hello! I'm still quite new to PFS2e (and PF2 in general), and I'm thinking of making a second character. I haven't yet used any of my starting 80 points, and I'm thinking of creating a Sarkorian Tiefling for the game, but I'm not yet sure how helpful that would be within PFS or not. Has anyone had any experience with a tiefling in PFS, and what's it like?
One of my PF1 characters is not a priest, but grew up in a Razmiri orphanage, and so takes on a number of Razmirian characteristics. She has a mask and robe but never wears them. Admittedly, her full story was that she was born as promised to Sivanah, and she was quickly pulled out of the standard grind when she was discovered by a Sivanah faithful who was masquerading as a Razmiran priest, so she ended up being trained as a sleeper agent for Razmir or maybe Sivanah or maybe both, but that pretty much never pops up. So there's definitely ways to use Razmir without pushing deep into the conversion and more difficult aspects of Razmiran, but it's important to think about how you'd want to approach it.
The Ronyon wrote:
You could do both.
So way back in D&D2e days, I came up with my own campaign world. New deities, new races. The war god was also the god of the night sky, and his chosen people were nocturnal hunters whose eyes glowed like stars. So, it had both combat and astrology in his portfolio, but I kind of left it at that. Then recently (again) I heard Dan Bull's Far Cry Primal Rap. Suddenly I saw this war god as also the god of time. The cycle of change, destruction, the volcano that buries the city and replenishes the farmland. It's dancing the world away. Now I'm reenergized. A god that is both prophet and destroyer. His home palace is a place of endless battle, dates and places plucked from history, where travel between battles becomes possible, because it's all part of the same great eternal battle. I'm going to start writing up this world once the ORC gets finalized. Get everything functioning in PF2e. I'm feeling my muse return after years. It's beautiful.
Wait, there's a cannibal tribe called the Kuru? Kuru is, IRL, a prion disease that causes "laughing sickness" that spread through cannibalism in PNG (although even then it's not "people hunting people to eat" but via a ritual meal to honor their deceased). So even the name is a bit too on the nose. Anyway, if there's a Tian-Sing colony there, then I totally want something done like Legend of the Tsunami Warrior which has some of the best over-the-top fantasy involving aquatic action anywhere. The High Seas would be a great place for something like Armada from China Miéville's book The Scar and uncharted islands only reachable by luck. Hints about the Eye of Abendego would be needed, as would a discussion of storms in general, both above and below the surface. A whirlpool leading to a dry section of seabed. Intelligent reefs. Go wild. |