well with that, I will present a Shaman half orc, Jerta, who focus on seeing things others can't, while she helps to heal others.
Crunchy for Jerta:
Jerta Kilamo
Female half-orc shaman 4 (Pathfinder RPG Advanced Class Guide 35)
NG Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 Dex)
hp 28 (4d8+8)
Fort +3, Ref +4, Will +8
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longspear +4 (1d8+1/×3)
Ranged orc hornbow +5 (2d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 3/day (DC 15, 2d6), hexes (chant, fortune[APG])
Shaman Spells Prepared (CL 4th; concentration +7)
. . 2nd—augury, bull's strength, cure moderate wounds; lesser restoration[S]
. . 1st—cure light wounds, goodberry, magic weapon, obscuring mist; detect undead[S]
. . 0 (at will)—create water, detect magic, guidance, stabilize
. . S spirit magic spell; Spirit Life
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Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 16, Cha 14
Base Atk +3; CMB +5; CMD 17 (15 vs. dirty trick)
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Power Attack, Selective Channeling, Skill Focus (Perception)
Traits dangerously curious, reactionary, student of faith
Skills Acrobatics -2 (-6 to jump), Diplomacy +9, Heal +7, Intimidate +4, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (nobility) +2, Linguistics +5, Perception +17, Ride +2, Sense Motive +5, Spellcraft +7, Stealth -1, Survival +7, Swim -2, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Common, Elven, Giant, Orc, Shoanti, Thassilonian, Undercommon
SQ finesse weapon attack attribute, naive, orc blood, spirit animal (greensting scorpion named Arcane Familiar)
Other Gear breastplate, longspear, orc hornbow (+1 Str), cloak of resistance +1, eyes of the eagle, ring of protection +1, 65 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Naive -2 to AC vs. improvised weapons.
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 2d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (greensting scorpion named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
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Marha Suntouch
Female human (Shoanti) wizard (runesage) 4 (Pathfinder RPG Adventurer's Guide 58)
NG Medium humanoid (human)
Init +9; Senses Perception +4
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 22 (4d6+4)
Fort +2, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4-1/19-20) or
. . quarterstaff +1 (1d6-1)
Ranged +1 light crossbow +4 (1d8+1/19-20)
Special Attacks hand of the apprentice (7/day)
Wizard (Runesage) Spells Prepared (CL 4th; concentration +8)
. . 2nd—acid arrow, invisibility, knock
. . 1st—burning disarm (DC 15), burning hands (DC 15), comprehend languages, ear-piercing scream[UM] (DC 15)
. . 0 (at will)—detect magic, mage hand, prestidigitation, ray of frost
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Statistics
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Str 8, Dex 16, Con 10, Int 19, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 14
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Precise Shot, Scribe Scroll, Spell Penetration
Traits pragmatic activator, reactionary, scholar of the ancients
Skills Acrobatics +4, Appraise +8, Climb +0, Diplomacy +2, Disable Device +4, Fly +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +4, Ride +4, Spellcraft +8, Stealth +5, Use Magic Device +5
Languages Common, Draconic, Elven, Ignan, Polyglot, Shoanti, Thassilonian, Undercommon, Varisian
SQ arcane bond (object), finesse weapon attack attribute, fire in the blood[ARG], mostly human, runic focus, self-doubting
Combat Gear wand of enlarge person; Other Gear light crossbow, dagger, quarterstaff, backpack, flint and steel, ink, inkpen, soap, spell component pouch, thieves' tools, waterskin, wizard starting spellbook, 336 gp, 7 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Runic Focus (Su) Create stone that provides specialization in Thassilonian school of magic.
Self-Doubting (????) -2 penalty to particular Will saves & skill checks after failing it that day.
--------------------
A young Mwangi woman, she came to Sandpoint to study magic based on ancient runes that were scattered around her home village back in the jungle.
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Marha Suntouch is a Mwangi runesage, at least to her knowledge. Part of her is drawn to the magical nature that they have, but another part of her craves the forbidden knowledge they have, because as the daughter of a witch doctor, she was going to know magic one way or another. This led to her leaving the homeland of her people, seeking out the knowledge of runes and others.
I would be submitting for a half orc skald or bard, depending on if allowed, fully in the one class.
She would be the descendant of Ulfen parents, gone south due to tales of warmer climates and warmer treasure lanes than where she hails from. With a focus on supporting the party through song and tales, and some knowledge of the tall tales people. She is seeking her own name among the tales, perhaps not as the starring role, but still mentioned none the less. Someone has to record the adventure's in the first place after all.
Things can change around to meet the needs of the party also, so just let me know.
Laaeto Stumbleton
Female halfling oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Small humanoid (halfling)
Init +9; Senses Perception +4
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +4; +2 vs. fear
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Offense
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Speed 20 ft.
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—barbed chains[HA] (DC 15), burning disarm (DC 15), cure light wounds
. . 0 (at will)—guidance, purify food and drink (DC 14), read magic, stabilize
. . Mystery Life
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Statistics
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Str 9, Dex 16, Con 15, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Improved Initiative
Traits dangerously curious, life of toil, reactionary
Skills Acrobatics +5 (+1 to jump), Climb +1, Diplomacy +8, Heal +5, Knowledge (geography) +2, Knowledge (history) +5, Perception +4, Sense Motive +5, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Gnome, Halfling
SQ oracle's curse (tongues), revelation (enhanced cures), self-doubting
Other Gear 90 gp
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Special Abilities
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Enhanced Cures (+1 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Self-Doubting (????) -2 penalty to particular Will saves & skill checks after failing it that day.
Tongues (-Choose-) You can only understand and speak one language in combat.
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So four halflings and a human walk into a bar. The Human grunts, the halflings walk under it
I think my stats are pretty okay, with a 12, 14, 11, 16, 12, and 15.
I think a Tiefling Oracle may fit in. I have read some of the Gorean books, I remember SL for those who understand, and have played with the GM before. Like I said I trust this process, and hope it goes well because the premise is interesting to me.
At the risk of juggling more than I have in the past, I have decided to create to gameplay threads named Alseta and Dahak in order to accomodate as many players as I think I can handle. I will be creating the threads shortly and I'll either send or post the links to them here.
Thank you all so much for all of the submissions and I'm sorry I didn't know better than to ask for pms for them. It is something I will take into account next time I decide to look for a group to GM for.
not to harm any feelings, maybe send to only those or name who made in the game. And we all had to learn somewhere, nothing to be embarrassed of. It takes learning mistakes to get gud as the kids say
Never played either. I'm excited because it's one of the rare 2e to make it from lvl1 to high levels, like how they used to be back when they made proper Aps. I so look forward if I make, as for the emancipation background, I'm totally okay knowing the other person.
All this sounds fun, and given I've played or am currently playing with some of these names, I feel good about jumping in as well as a player. I like 2e combat, but I also like 1e, so I have no strong preference for either really. I do agree 2e is deadlier though, so it may work out for rotating cast. The only issue I do see is if the cast doesn't level properly, we may have like a few level 20s and a bunch 1s. Though I do enjoy that anime about the dungeon... is it wrong to pick up girls in a dungeon I believe its called.
I'm VERY interested! I got a character all written up (from GM Cody's recruitment) and ready to go!
I don't have any preferences regarding rules like Ancestral Paragon and Free Archetype per se, but GM Cody's recruitment used Free Archetype, so if it isn't available in this one my character would need some adjustments.
I would like to put it for a tiefling rogue, one that didn't make the cut with some of the other people present. If that's okay since the character wasn't picked. I'm interested in how the new aps run, since they moved away from complete AP paths really
I am interested as well. What kind of psionics are you looking for or can like a noob to them pick this up pretty easily?
Ultimate Psionics should be easy to browse through. I'm not looking for characters created with PF1-OA. Just try to keep your class selection to Psions, Soulknives, Psychic Warriors, and Wilders. There are a lot of options in Ultimate Psionics, including races. Just keep your selections limited to the races and classes I outlined.
The wiki goes into more detail, of course.
I am looking into doing a healing wilder, but I can not figure out how they heal really? Is it just the surge for 3 hp and that is all? Otherwise I have some of what I want to do
You have me listed twice. Besides going for knack, I have some questions about what everyone is thinking like, for our goals as a group? I mean clearly the standard getting a good character death/ending, but what else? Do we decide that now or do we keep that sorta secret?
@ fatmanspencer, you have 1 trait too many, unless you take a drawback for that 3rd.
@ metal swashbuckler/Aletha, your profile has 4 traits. Thassilonian isn't a language here, discard that trait and you're set.
I did, but it isn't shown under traits for some reason? I took Naive, meaning improvised weapons get a bonus.. or rather I take a negative on ac to them.
Brainstorming for the Succubus Lady in the setting
** spoiler omitted **
She won't be singing Sabaton, right?
Different metal band covers? :D
Are you saying we can not spearhead flanders? What about Sherman rolling onto Swords?
:)
look, my stat block I swore I posted:
Coraline Sealen
Female mistsoul (vapor undine) cleric of Immonhiel 1 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder RPG Bestiary 2 275)
CG Medium outsider (aquatic, native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +5
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Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee handaxe +2 (1d6+2/×3) or
. . longspear +2 (1d8+3/×3) or
. . quarterstaff +2 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 7/day (DC 12, 1d6)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—obscuring mist Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, burning disarm (DC 14), hydraulic push[D,APG]
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Aquatic[UM], Healing
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Statistics
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Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 12 (10 vs. dirty trick)
Feats Extra Channel
Traits magical knack, reactionary, seeker
Skills Acrobatics -4 (-8 to jump), Diplomacy +6, Handle Animal +3, Knowledge (geography) +2, Knowledge (religion) +5, Perception +8, Swim +6
Languages Aquan, Common, Elven
SQ amphibious, finesse weapon attack attribute, hydrated vitality[ARG], naive, sealord, water sense[ARG]
Other Gear scale mail, handaxe, longspear, quarterstaff, 89 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Cleric Channel Positive Energy 1d6 (7/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Aquatic) Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Naive -2 to AC vs. improvised weapons.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Sealord (6/day, DC 12) (Su) Channel as cleric to heal/command aquatic/water subtype targets.
Swim (30 feet) You have a Swim speed.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
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I'm hoping fatmanspencer will complete his cleric this weekend. If not, well i've played in a game we got through with wands and scrolls. So closing call is monday. I'll have the picks on tuesday at latest. But potentially monday evening.
Same, I'm hoping fatmanspencer finishes up their cleric.
Or it'll be wands, scrolls, potions, and possibly a bard the using all their spell slots on cure spells.
There really isn't anything left to do with it outside of making the alias. I thought I had posted her stats somewhere
Looking over the Amazon listing because I wanted the hardcover but don't wanna wait 11 days for it... Either a key or a knack. Kiss looks cool but it's off limits and I'm not sure how I'd play it anyways lol
How well connected are we to each other, like we are all trying to make ourselves better and our group of is there to be a little cut throating amongst ourselves?
I have experince with Blade in the dark, and some of the other systems it host. I would think perhaps a young noblewoman who is certainly given to showing scandals... but does she really? Who really is her lover, or is it someone different each week, as she is seen with both men and women. Others say she does arcane evil arts... who knows? All anyone knows is she is part of House Bastien.
Tho Lovell would work perhaps. So color me interested!
The Church of the Golden Goddess (a Monotheistic Faith) and the Old Faith.
Thier are powerful beings and philosophies Such as the Old Gaith [Nature Worship, Demon Lords, Archdevils,Fey Lords, Great Old Ones, Raven Queen mother of death]
So would that be like https://forgottenrealms.fandom.com/wiki/Waukeen
Age:20 Hgt;6 Wgt;180 Hair;Black Eye; Red
Diety; Chiro
Does Collette do anything with her father's businesses like know much about them or talk about them? I see she publishes with them, is it under her name? I think my character would be a bookworm given under the water it is quite hard to have them, and since she came to train she sneaks to read every chance she can
This will be Dorian Grey's submission for this AoA game.
I believe his Crunch is ready. I will edit his Background and extra this weekend.
Any questions, comments, concerns please let me know.
If selected together, is there any way perhaps a young tiefling would have made her way here with Gramps? I love the back story, and having traveled her from Chelix and the first person she met was this old crotchety goblin by "beating"
the truth:
politely knocking on
his door, I think is a good tie in. Resa isn't from the area, and Gramps knows his way around somewhat.
I think for my character ties I'm coming back after being gone for a while, having been a recluse growing up due to other kids not really playing with the nearly blind demon child.
My God may infact be figuring out who and why my parents left me in care of the local church, who I am now a cleric of. Perhaps rumors of them being adventures who died near by or left me as a sacrifice.
Evindyl of Kyonin, Aerokineticist, Half-Elf Devotee of Findeladlara (even though she hates half elves)
Evin is deciding if he deserves a finders fee for reigniting the post ;) there are some great peeps in the mix now though, Kitten & FMS & Ira - this is shaping up to be an awesome campaign
So all elves are best? I like it! I hopefully will show you that even us none elven folks can be good and capable!
I would like to put forth a CG Tiefling Emancipated Rogue of Desna.
Growing up under the yoke of Cheliax, would crush many people down, and for tieflings, it was a horrorshow with no escape options or hope. That doesn't mean everyone was going to go down that same path, and Resa Dermade was excited and kept her hope that things will get better. She remained a good person even as her life went from youth in shackles to a young woman in shackles, but the only real change was she got more quiet and solid in her belief she would one day be free and see the world.
One day things did infact get better, and suddenly she was free from the life of being chained to people who did not care for her, but only cared what she did for them. She took the chance to move from the area where she was born, and turned her life to the church of Desna. While not always on the best behavior, she was often excited and able to give praise to the Goddess of travelers, for in her mind, the ability to move was the ability to be free. And what better way to pay for freedom than by helping out others of their problems?
I am working on the crunch, will post when that is finished for you. Any questions or if anyone wants to tie some backstory together that works with me let me know.