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Organized Play Member. 27 posts (349 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 3 aliases.


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I'd be interested in 1-13 or the 1-09 1-23 sequence.


(I've played more with you on Discord as Arthog)

I'd certainly be interested; while I have played a good number of scenarios I have not done many bounties... mostly because of the lack of time to build relationships with other characters in that short format. Doing a bunch of bounties with a single group would be a great way to experience them.

Character-wise, I'd propose the Tengu Storm Druid Ratisk:
https://pathbuilder2e.com/launch.html?build=509732


1 person marked this as a favorite.

@sazen: If your Heal is the standard divine spell, it's healing 2d8+16 at level 2, I think.


Happy new year!


I'd like to submit as my entry Davina Sorel, the Aberrant Sorceress.

It's a first draft... I'd be happy to make changes to better complement the chosen party. For her dedication, I am considering Rogue; but that could also change depending on who is playing.

Questionnaire:

1. Full Name: Davina Sorel

2. Age: 24

3. Gender: Female

4. Place of Birth: Breachill

5. Current Residence and how to contact you (for payment purposes): Cayden's Keg

6. Faith (you may choose not to share this information): Cayden Cailean

7. Current employment (please state if not applicable): Waitress

8. Details of your next of kin and how to contact them (in case of emergency - adventuring is dangerous):
Marina Sorel (Mother); Sorel Farm, Breachill

9. How did you first hear about the Call for Heroes?
I was born here... hard not to hear about it, ain't it?

10. Why should we select you to aid in our call? What are your greatest strengths?
I spent a year traveling the Darklands. Definitely learned a thing or two about adventuring there. Dangerous place, yeah. I know magic, too. Can make the fiercest foe piss their pants, with a spell or a look. Better than fighting them straight up, most of the time, I swear.

11. Tell us about a time when you made a mistake. What did you do to solve it?
I came back and tried to get a normal job. And now I'm applying here to get out of it.

12. What do you like to do outside of your official responsibilities?
Big reader, believe it or not. Especially anything that describes far-away places.

13. Is there anything else you would like us to know before the Call for Heroes?
Oh please help me get out of this dreadful drudgery... I can't spend another year working for tips here.

Background:

Davina had always felt a little... out of place, in Breachill. Born and raised on the Sorel farm, daughter of a respectable Breachill family, she could have had a fairly comfortable – and respectable -- life in town. The idea never really appealed to her. There is so much more to the world than Breachill. So when a strange voice in her head began encouraging her to pack her things and run away for a life of adventure, she didn't hesitate long. It didn't hurt that the voice promised extraordinary powers in reward. While the voice delivered (somewhat) as far as powers were concerned, the adventuring turned out to be more of a letdown. Guided by her mysterious influencer to the upper reaches of the Darkland, Davina quickly realized that wandering these dangerous regions alone was not as fun and exciting as she had initially thought. A year on, she had spent more time hiding from anything living there than performing high deeds of heroism. Somewhat miffed at being so misled, she tuned out the voice for a bit, and contritely came back to Breachill. As a devotee of the Accidental God, an avid consumer of traveler's tales, and a young adult with a steadfast reluctance to enter the family business, Davina applied to work at Cayden's Keg. That was three months ago. Under the continued influence of her inner voice, and the realization that she spends more time cleaning up after drunkards than hearing entertaining stories from afar, Davina has now once more soured on her current life. The strange look that often comes into her eyes, the shadowy tentacles that occasionally extend from her arms, and her habit of talking to some unknown entity have additionally slowly alienated her from most of her coworker. As a result, Dalina feels a renewed need to heed the call for adventure. She hopes that the Call for Heroes can provide her with a better structure for her ambitions than her ill-advised foray underground.

Crunch:

Davila Sorel
CG, Human (Versatile Heritage)

Class: Sorcerer (Aberrant bloodline)
Background: Reputation Seeker (Darklands)
Languages: Common, Undercommon, Dwarven, Draconic

Stats: Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +4
Saves: Fort +4, Ref +6, Will +5;
Perception: +3
HP: 15/15; AC: 16 (17 with Shield)

Skills: Intimidation +7, Lore: Darklands +4, Occultism +4, Stealth +6, Survival +3, Thievery +6

Feats:
Intimidating Glare (Versatile Heritage)
Adapted Cantrip: Gouging Claw (Ancestry)
Terrain Expertise: Underground (Background)

Gear:
Sorcerer's kit, Thieves Tools, Replacement Picks (x2), 9.08gp

Spells:
Cantrips: Telekinetic Projectile, Shield, Light, Gouging Claw, Daze
Level 1: Fear, Spider Sting, Soothe
Focus Spells: Tentacular Limbs


Thank you all for the game!


Just to double check; critting with a melee weapon doesn't auto-kill the shambler?


Well, Doc already used her hero point to avoid butchering ZakZak so... this one I can't reroll...


Damn it this is hard. ZakZak made it look so easy!
Balance on a rope: 1d20 + 9 ⇒ (11) + 9 = 20


Hero point :
Treat Wounds: 1d20 + 11 ⇒ (10) + 11 = 21


Doc can use either Treat Wounds or Battle Medicine on anyone who wants to (depending on how much time we want to spend healing instead of acting...)


It will look even cooler if she rolls above a 4 :-)


I haven't played with guns or attached weapons before though, so I might certainly have gotten it wrong...


Aren't both of my guns melee and range weapons? On my sheet they are both (bayonet for one and reinforced stock for the other).

[I also kinda assumed that the Drifter pregen was given weapons that worked with their assumed fighting style, i.e. combination of melee and guns]


To clarify a bit the action economy of Doc's turn, as I was on mobile earlier:
* Into the Fray let's her draw her 2 weapons and stride as a free action
* 2 actions to shoot once with each pistol
* 1 action to Stride
and she is left with two empty guns at the end of her turn.


Yes, I had two different pistols though.


Not sure how you'd prefer we deal with fatal weapons; I rolled the normal and crit damage together with the strike in this post.


For someone with strong connections to First World magic, coming of age in Alkenstar would at least be a good motivation to go out adventuring, given that the region is not the most hospitable to magic users...


That'd work great for me. Is there any region that'd be particularly appropriate for Niven as our home? Does he need to have spend time around Alkenstar for his gunslinging?


Of those two I'd prefer Doc.


I see a common father more easily, I guess, for a half-gnome?

For the age... would it fit Niven's character to have a little brother slightly out-of-touch with reality, who may have benefited from protection and a (relatively...) more grounded influence growing up?
Or do you not see Niven as the responsible type in any way? In the latter case, they could have constantly gotten each other into trouble.


Niven Steeldrake wrote:
I'm up for this. How about being brothers? (technically half-brothers, but Niven wouldn't focus on the half part)

I'd certainly be game for that; there could be a fun odd-duo dynamics between the two, given their... let's say, fairly distinct physicality, and refusal to acknowledge it (if that's how Niven presents his half-gnome heritage).


All the pregens look interesting, but I think I'd have a preference for Doc or Booker.


Hello! Apparently accidentally checked in within the Gameplay thread, sorry about that. Also looking forward to trying a gunslinger!

I signed up as Neera Shin on RPG Chronicles.


Thanks for running this, looking forward to it!
(Arthog/Neera Shin)


Here is a draft for Quisillo Monta, Gnome Bard.
https://pathbuilder2e.com/launch.html?build=245240

I see him as particularly interested in the occult and mystical, which would make him interested in investigating the mansion.
He has a deep well of knowledge of magic and esoterica, but is a little disconnected from the material world.

Mechanically, he would help with buffs (Inspire Courage), heals (Soothe), recall knowledge, debuffs (fear, ill omen) and maybe some illusions.


I'd be interested; looking at the current party, I am thinking that I could bring a gnome bard (Enigma muse), for knowledge and magical support.

I have been both playing and DMing PF2 for about half a year, mostly play-by-post on Discord (as Arthog, if you are on either Cayden's Keg or Find the Path). I typically like playing characters with good support abilities (wizard and cleric are my most advanced PF2 characters).

Race

AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B

Classes/Levels

Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Languages

Common, Dwarvish, Giant, Orc, Terran

Strength 7
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 25
Charisma 5

About Rubius Halfbeard

Background:

Rubius never did take to the life of mining and crafting the way he was supposed to. "Come inside! Work the mines!" his father urged. But Rubius wandered off into the surrounding hills every chance he got. Exploring, encountering the wild animals, taming some to be his pets, these were far more interesting to him. And he was pretty good with a bow too so his father complained a little less whenever Rubius brought dinner home. One day, he found some poachers who had poisoned a female mountain lion. They were just deciding what to do with the cub when Rubius stumbled upon them. "Go home, boy." they growled. "This has nothin' to do with you." But a voice in Rubius head told him that poison it was dirty to poison the strong and take the weak. That animals should be free to roam and enjoy their natural strength. And that fighting these poachers would be more glorious than anything a dwarf could do in a mine! So with a bellow, the headstrong young dwarf charged forward and laid into the poachers. The cub lept forward and bit their legs at the same time. Divine strength poured into both of them and they sent the poachers packing.

Immediately, Rubius and the cub were inseparable. Rubius soon named him tawny and the two explored the mountains together, hunting down any poachers they ran across. Any wild beasts Rubius encountered, he tried to befriend. But sometimes, he judged poorly. One drake that he tried to feed seared the hair off half his chin! But that didn't deter the wandering dwarf. This was the life for him! Wrestling wolves, fighting poachers, it couldn't get any better! Sure the clan had expectations for him, but why should he follow their rules? No sir. He wouldn't. Not when there was a new monster and an exciting fight over every mountain!

Vocational background: Rubius has worked as a tracker, hunter, scout, and guide at various times, particularly for House Oldstone. He doesn't have a lot of loyalty in the games of Dwarven politics but he'd definitely stick up for his friends, including those from Oldstone.

Traits/feats:

Traits: Reactionary, fate's favored
Feats: Boon companion, rapid shot, craft wondrous item, precise shot, volley fire, coordinated shot, weapon focus (bows)
From feat taxes: Deadly aim, power attack, etc
From militia: Stealthy

Skills:

60 adventuring ranks, 20 background ranks, 1 rank from militia
Climb: 6 ranks, -2 str, 3 cs, +2 luck = +9
Escape artist: 4 rank, +3 dex, +2 stealthy, +2 luck = +11
Handle animal: 10 ranks, -3 cha, +2 luck = +9 (+4 more with Tawny)
Intimidate: 0 ranks, -3 cha, +5 stern gaze, +2 luck = +4
Linguistics: 4 ranks, 0 int, +2 luck = +6
Perception: 10 ranks, 7 wis, 3 cs, 5 domain, +2 luck = +27
Sense motive: 10 ranks, 7 wis, 3 cs+5 stern gaze,+2 luck = +27
Spellcraft: 8 ranks, 0 int, 3 cs,+2 luck=+13
Sleight of hand: 4 ranks, 3 dex,+2 luck = +9
Stealth: 10 ranks, 3 dex, 3 cs, +4 stealthy,+2 luck = +22
Survival: 10 ranks, 7 wis, 3 cs,+2 luck=+22 (+5 for tracking)

Offense:

Init: +14 (+16 if I act in surprise round)
Speed: 20 ft
Darkvision 60 ft

Unbuffed attack:
Adaptive composite ice orc hornbow: +7 bab +7 wis +1 wf+1 enh-2 rapid shot -2 deadly aim for 2d6+7 wis + 1 enh + 4 deadly aim
= +12 for 2d6+12
and an iterative attack at +7

Spells known:
0th: Detect magic, acid splash, oath of anonymity, guidance, light, detect poison
7x 1st: Opportunistic loyalty, divine favor, litany of sloth, heightened awareness, clw
6x 2nd: Hold person, weapon of awe, defending bone, tactical acumen, focused scrutiny
4x 3rd: Channel vigor, heroism, second wind, protection from energy
2x 4th: Divine power, freedom of movement

Summon monster SLA: 10x/day
Expanded summons choices: Stingray, camel, manta ray, Lyraiken Azata, velociraptor, dire badger, foo lion, vulnadaemon, ostiarius, achaierai

Class features:

Archetype: Monster tactician
Can grant two teamwork feats to summons

Domain: Feather
Add fly to list of class skills
Racial bonus on perc equal to half level. +2 init when acting in surprise round.

Monster lore
Stern gaze
Cunning initiative
Detect alignment
Track
Solo tactics
Teamwork feat: Volley fire, coordinate shot
Bane
Summon tactics

Equipment:

Mithral shirt (1100 gp)
Potion of see invisibility (300 gp)
+1 guided, adaptive orc hornbow that deals 1d4 extra cold damage (9430 gp, Thurgrom crafted base bow)
Headband of inspired wisdom (4000 gp but crafted)
60 common arrows (3 gp)
20 blunt arrows (2 gp)
20 incendiary arrows (10 gp)

Dagger (2 gp)
Scythe (18 gp)
Heavy wooden shield (7 gp)
Small tent (10 gp)
Compass (10 gp)
Map around gold peak (50 gp)
Small steel mirror (10 gp)
Rope, hemp x 3 (3 gp)
String (1 cp)
Signal whistle, feline (8 sp)
Candle x 10 (1 sp)
Dwarven stout ale x 5 (2 gp)
Dwarven trail rations x 10 (20 gp)
Rations x 11 (5.5 gp)
Street meat x 20 (2 gp)
Exotic pack saddle (15 gp)
Pet badger (15 gp)
Pet snapping turtle (3 gp)
Animal feed x 20 (1 gp)
Block and tackle (5 gp)
Flint and steel (1 gp)
Earplugs x 5 (1.5 sp)
Grappling hook (1 gp)
Pole (5 cp)
Portable ram (10 gp)
Common shovel (2 gp)
Trap, bear x 3 (6 gp)
Wooden holy sybmol x 5 (5 gp)
Fully charged item of aether elemental summoning

Loot math:
GM decreed 20,000 gp
Loot value: 23,028 gp
Crafted: Headband of wisdom (+4) +8000 gp
Orc hornbow +99.67 gp
Crafting tips: +500 (Kragg)+1650 (Jereru)
Shared wand with Jereru: -375 gp
Courtesan's clothes: -8 gp
Bane baldric: crafted for 5k
GP remaining: 4762.49 gp
Need to get belt of dex so I'll have my manyshot active.

Animal companion:

Big cat (mountain lion)
Str 26 Dex 18 Con 17 Int 2 Wis 15 Cha 10
Saves 9 10 7

Tricks (10): Seek, track, attack anything, defend, down, guard, stay, heel, deliver
Special: Link, share spells, evasion

Speed: 40 ft
Attacks: Bite +12 for 1d8+12 + grab, 2 claws +12 for 1d6+12
SQ: Low-light vision, scent, rake

Skills: 2 ranks in climb (+13 total), 2 rank in swim (+13 total), 3 in perc (+8 total), 1 in survival (+3), 1 rank in stealth (+4)
Feats: Toughness, weapon focus (natural attack), dodge, iron will, improved natural armor
From feat taxes: Power attack