Heiracosphinx

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Re Slides, the main open source option I'm aware of is Impress. And I find roll20 great for PBP maps.

For myself, I still use Google docs (including Slides) a good bit for both work and play...but I do them mostly now from Firefox. The main reason I'll go back to Chrome is for offline docs, typically if I want to work on something while flying. Otherwise I'm very happy with Firefox.


Ahhh, that makes sense. I bet you're right that this is collateral damage from Chrome's move to disable Ad-Blockers (something Firefox has no plans to do).


Hmmm, you made me curious. The Chrome extension was last updated in '22, but the Firefox extension was last updated in April of last year.

If that's a nudge to check out Firefox, and you haven't tried it in the last few years, I encourage it (for the stronger privacy protections as well as for getting to keep using this awesome extension).


Doh! I thought I replied but clearly didn't submit.

I'm out now but will check my laptop when I'm home tomorrow and post then.


Makes sense!


Ahhh, interesting.


Jaya, clearly you'd get more at this level if you gave in to peer pressure and started whacking foes angrily with sticks. ;-)


Sweet, L12!

INSPIRED RAGE NOW GRANTS:
+6 morale to STR, CON
+6 morale vs Will
+7 (add'l) untyped vs fear (Croq is Immune to fear)
DR 1/–
Fast Healing 6
Clear Mind: 1/song, you can use an immed action to reroll a failed Will save
Spirit Totem:
- Gain 20% concealment vs non-adjacent foes
- Adjacent foes automatically take 1d8 negative dam at start of your turn
- Wisps have 15’ reach, +11 to hit, 1d6 dam when they hit


Hey gang, sorry to be so quiet. I was on the road for 10 days...and it turned out to be WAY busier than I'd expected.

I'm back now. Work's still nutty, but I'll be able to be back in the game.


I like the idea of inviting Erikdt too (not a reflection on Ironperenti, who I suspect would be good too).

And happy to stick with 4 players.


As one of the current players, I'll add that having someone with the ability to make knowledge checks (and other INT skills) sure would be nice.

...though maybe not understanding what anything is fits the horror theme well... ;-)


I'm camping today and tomorrow. I'll be back and able to post on Thursday (hopefully) or else on Friday.


Presumably an epic mouse. ;-)


Fun!! I love that you're doing this.

Voice of Awesomeness wrote:
EDIT: One more thing!: While it's okay to go full on crazy pants with your builds, please try not to make anything too broken or OP. Not only do I want this to hopefully be an interesting combat that lasts a few rounds, but I also don't want one PC to solo Catzilla while the other players sit around, lamenting all the time they wasted on their builds

I think figuring out what's "too broken" is non obvious with L30 gestalt mythic 3pp friendly builds. Do you want to establish benchmarks for things like (after all advancement, items, etc): max ability score, DCs, high saves / low saves, AC, Etc? (Personally, I find that valuable)

- - - EDIT - - -

Quote:
Level: 30th gestalt. For level 21+ you may either use PrCs or the epic pathfinder rules.

The epic rules you linked make certain changes, like BAB (and saves) start increasing slowly after L20. PrCs on the other hand keep normal progressions. (e.g. a Fighter 20 + Sentinel (prestige class) 10 would have a 30 BAB. A Fighter 30 (using the epic rules) would have a 24 BAB. Is that right?

And if PrCs are available, how about multiclassing into a new non-PrC class to fill those last levels, e.g. could one side of a gestalt be Figher 20 / Ranger 10?

Thanks!


Doh, thanks for the reminder. I should be able to post one today or tomorrow.

- - - - EDIT - - - -

OK, here is our Strange Aeons Loot Tracker

Currently it's just a skeleton, but I made it globally editable so anyone should be able to edit it.

Note, anything that gets full resale value (e.g. art & jewels) goes below line 44.

Questions or suggestions welcome, and others starting to fill out the actual loot very much encouraged!


Aw, thanks!

It's so satisfying to have a vision and figure out how to craft it. I love how well Spheres can enable weird concepts.

In terms of Magical Signs, no concerns here. We can always stealth before or after you cast something; it's the casting itself that Signs makes conspicuous. It's a real drawback but not a dealbreaker in any way.


I've never gone even halfway as far/wacky into building a casting tradition as I did for Tassa (in order to get the "hungry creature inside me" vibe). It's amazing to me how flexible the space is.


Your Benevolent Dictator wrote:
. Retain Ability is a nice talent, by the way. Now you can speak when shifted! :-)

Thanks! Though it requires either paying an extra SP when I shift, or using a trait on talking.

It's some nice flexibility though. Also works with my mental image of Serpentine still allowing me to use hands (if I spend that extra SP, again) .

And with Move action shifts, I guess I can always do some short stints back and forth, when I don't want to spend 2 SP.


Question:

One of the background feats is Run...which is an associated feat of the Athletics sphere. Typically in SoM, when someone is granted one of those feats they can trade it for that sphere/talent instead. Is that true here too? If so, I may have my background feat be the Athletics Sphere (with the Run package).


Hey, just checking back to let you know that life's gotten quite a bit busier (for happy reasons).

I'm not going to finish my application since I don't want to overcommit, but wish yall the best!


HP: 5d8 ⇒ (7, 1, 5, 4, 4) = 21
HP reroll: 1d8 ⇒ 5


Great, thanks for offering to try out Spheres. Lemme roll!

5d6 ⇒ (6, 1, 1, 2, 5) = 1513
5d6 ⇒ (6, 3, 3, 6, 6) = 2418
5d6 ⇒ (5, 3, 2, 4, 4) = 1815
5d6 ⇒ (5, 5, 1, 5, 5) = 2113
5d6 ⇒ (1, 3, 5, 6, 1) = 1615
5d6 ⇒ (1, 5, 2, 4, 5) = 1714
5d6 ⇒ (3, 6, 5, 4, 1) = 1915

Not bad!

I'm trying out making a Minstrel (spheres of power bard archetype). It trades away both all spells and bardic performance (what??) for some cool non-magical ways of inspiring and supporting allies, and interfering with foes.

Note, if you're new to Spheres of Might, this is the place to start.

Ask if you have questions! My experience was that it was a lot to digest at first, but it's a really elegant system (more balanced, and with better utility than PoW).


Hi Wolf, I think you've opened your sources to include some 3p content before. What're your thoughts on doing it here? I'm thinking in particular of Spheres of Might, and/or Path of War.


Sounds good, thanks. In that case I'll keep Constrictor drawback.

Do you want us to do purchases yet? If not, I'm ready to go!


Thanks.

Now a follow up: taking the Wrestling sphere grants IUS normally. What, if anything, does it grant in your house rules? Unarmed Combatant?


Sorry to be slow to dive in. Yesterday was my daughter's birthday, and we're dealing with someone rear-ending our car.

Hoping to make some progress on my sheet today, and looking forward to playing with yall!


Great, thanks. One more Q: As I mentioned, I had my old character Tassa Bokrugscu in mind. Before I post with that profile though, "Bokrugscu" is a *very* specific surname (means "child of Bokrug" in Varisian, presumably at least being given to her by a parent or parents who worship Bokrug).

I have no attachment either way (and will assume nothing about my background either way, until it gets revealed in game) but figured I'd give you the choice about if you like the profile having that last name or rather I don't.

Oh, and another thing:
I'm still working on crunch but might take the Witchwarped drawback feat as a Boon. If I do, it grants a permanent trait that
#1) counts against my total traits when transformed with Blank Transformation, but NOT–as far as I read it, though let me know if I've got that wrong–when I'm using another transformation (e.g. serpentine or vermin). Pls let me know if that seems right or not.
#2) if I take it, my thoughts were either take a Bite (and then retrain it when I get my Bite from my archetype at L3), OR take Web (which I could keep forever). Preferences?

Oh...and another nuther Q:
Your Shifter gets a martial tradition. I switched back to the Spheres one (mid-caster, mid-BAB, d8 HD). That one doesn't typically get a martial tradition, but I'd happily keep the one you added to your version. ;-) Just let me know either way.

Thanks!


Thanks so much! And it looks like a good group of players and an interesting party.

At first level, do we take both a regular and a background feat?


Party roles for Tassa, my Shifter (Famine Spirit)
- Melee (and somewhat ranged) damage dealer
- - Melee attacks will often also debuff (grappled, fatigued/exhausted/sickened/nauseated, CON drain)
- Battlefield control with 'web' (flavored as black, oily ichor)
- Maneuverability (as needed: climb, eventually: burrow, glide)
- Survival, Sense Motive, Stealth
- Freaking herself–and her companions–out, as mouths and eyes and tentacles keep popping out of her at awkward moments.

BTW, I've never tried to design someone like this in Spheres, but I'm finding so many wonderful tools. I'm planning to give her a casting tradition including Vampiric Casting, and Innate Curse (Ghoul) to represent the constant hunger that she has to keep in check (or satisfy) within her. And then looking at Bloody Savage and maybe Sanguinivorous as drawback feats to take as tradition boons, to give her a way to

- - -

One more Q: do you have a houserule around Perception? I noticed none of the classes seem to get it as a class skill.


Hey YBD, Shifter seems like a great way to build my character. Thanks for the suggestion.

Famine Spirit is EXACTLY the right flavor/image, but I worry about how the archetype works with your house rules:
- DDS Shifter is a mid-caster (and full caster in Alteration)
- DDS Famine Spirit gains some goodies in exchange for dropping Alteration CL from full to mid
- Your shifter is a low-caster (and full caster in Alteration); in exchange for going to low caster and losing 5 talents it gets full BAB and d10 HD. That seems like a reasonable trade, but…
- Your Famine Spirit drops from full in alteration to low, unlike the DDS Famine Spirit that at least shapeshifts at mid-CL. I’m worried that’s a trade that would cripple her effectiveness.

Would you consider allowing Famine Shifter on DDS’s original (3/4 BAB , mid-caster) Shifter instead of your modified version? Or some other way to keep from playing a Shifter who is a low-caster in Alteration?

Thanks for considering!


Just checking back. I think Shifter will work great for me.


OK, I know Sphere Shifter a bit but don't know the archetype at all. I'll check them out!


@Sir Longears, +1 on how awesome Sentinel is! It's the best implementation of a defender/tank in Pathfinder that I've ever seen, since they're good both
at staying standing AND at making it difficult for foes to ignore them.-

- - -

I think I'm surprising myself, and my concept of someone with some horrifying, hungry thing "awake" inside of them is drawing me more right now than my Mummy's Mask idea.

I know you've explicitly asked us *not* to write a backstory, but with your indulgence I'll share one from a short-lived Ustalav-based horror game, that my character inspiration comes from. The intent is NOT to have this be my Strange Aeons character's backstory–I'm fully bought in to the backstories being unveiled, and surprising us–but to give you a sense of what I imagine (that you could ignore or draw from, as makes sense, if I end up in the final party).

Backstory:

1. What's your characters economic situation, and the economic situation of their family? A desperately poor character with a rich family tells a very different story than a desperately poor character with a poor family.

3. Where was your character born? In Ustalav? Somewhere else? Why did they move to Ustalav, if they were born elsewhere?

Tassa grew up in Râșnov a tiny scrap of a village in the fens of Dipplemere Swamp, on the edge of the Shudderwood. The villagers put up with the dangers lurking in the swamp--and the greater ones in the dark reaches of the Shudderwood--in order to harvest the small stands of darkwood that could be found a few day trek into the forest. There wasn’t much of it there, certainly not compared with the great forests of Darkmoon Vale, but it was enough to keep the families of Râșnov fed and housed.

Her father, Sergil, was a fisherman and a forester who braved the Shudderwood to collect darkwood. Her mother, Lyuba, was an armorer who crafted darkwood shields and darkcloth armor to sell.

While Lyuba was pregnant with her first and only child, half of the village--including her husband--set off for their twice-yearly trip into the Shudderwood to harvest Darkwood. The next morning she awoke to the screams of her neighbors. Following the sounds she found the remains of Sergil and the rest of the logging party. Whatever had beset them had eaten much of them, but decorated the border of the village with the their remaining viscera.

Lyuba and the other survivors spent the day cleaning up the remains of their friends and family’s bodies, striving to bury what they could before it was all eaten by crows and buzzards. Life in the fens of Ustalav was rarely kind, and almost every year they lost someone on the darkwood expedition. Never before though had Lyuba witnessed anything like this cruel massacre. A the end of the day--horrified, sick with fear and rage--she fell into a fever-dream. In it, she cried out for power. In her utter abandonment to dreams of revenge, she found a willing patron: the Great Old One, Bokrug, whose unimaginable appetite for vengeance matched her own.

When she woke, Lyuba called the rest of the village together. She taught them the sacrifices they must perform to protect their village from further threats. Distraught and desperate for safety, they quickly agreed and Lyuba became the Witch of Râșnov.

4. How did your character become whatever class they are or learn the skills they have?

5. What does your character do for a living? How did they get into doing that?

As Tassa grew, her mother tried--and failed--to teach her witchcraft. Tassa utterly lacked the gift. Lyuba muttered about it with obvious frustration. ”You are my only daughter. You should be the fulfilment of Bokrug’s promise. Surely you can learn a simple spell!?”

While Tassa lacked in magical aptitude, she did inherit her mother’s gift as a craftswoman. Lyuba contented herself that she could at least pass on the to Tassa the secrets of how to work darkwood and darkleaf into armor. Tassa found that the patient focus needed to work the ebony wood distracted her from the anger she felt at her bleak, unfair life, surrounded by so much fear and pain...and from the hunger growing within her.

Like most Râșnovers, Tassa was trained early to fight with bow, sword and shield, and when she reached maturity she joined in the biannual expeditions into the Shudderwood to bring back darkwood. On her most recent foray she slew a pair of harpy whose baubles included a strange lump of black metal.

Tassa was immediately drawn to it, and when she touched it she was overwhelmed by powerful visions. Rather than show it to her fellows, she chose to quickly tuck it away until she was home. Lyuba recognized it instantly as the starmetal, adamantine. Though at first the starmetal resisted Tassa’s forge, with the aid of her mother’s witchcraft Tassa managed to create a fire hot enough to work it. As she did, Tassa entered a dream-state. She worked it relentlessly, sleeping little and missing meals for days on end. Finally she could tell that she was done. She donned the gauntlets and went to show her mother.

When she arrived at her mother’s hut, it turned out that Lyuba was out back in the garden. Tassa was greeted instead by her young neighbor, Yoska, delivering fresh bread to the Witch of Râșnov. ”Look what I just made, little one!” she smiled. The 9-year old baker’s apprentice marvelled at the metalwork, and at the motif of tentacles, scales, eyes, and teeth that covered them. As he looked at them, time slowed down. Tassa realized how she’d neglected to eat while forging them, and how ravenous she was. She glanced at the fresh bread, and then back at the boy. An alien hunger rose within her, and then her world went black.

When Tassa came to, her mother was in the room, shouting. Yoska’s half-eaten corpse lay before her...and Tassa saw that her own arm had been replaced with a mass of writhing tentacles covered with impossible eyes and teeth. Wiping her mouth, she realized that it was dripping with blood.

Tassa was horrified to see what she’d done...and equally horrified to see the smile on her mother’s face. ”Oh dearie, Bokrug’s gift has finally unfolded within you. Don’t fear. The death of the boy is unfortunate, yes, but this is the gift I prayed to Bokrug for when you were still within my womb. This is the tool with which you will bring vengeance upon the horrors that plague us.”

”NO!!” Tassa shook her head in disgust and ran home. As she did, the tentacles faded and--to her great relief--her arm returned. She packed her backpack quickly and called to her dog, Pată, to follow her. It wasn’t until Pată backed away from her, growling, teeth bared, that the tears finally came. Sobbing, she headed Southwest, down the road to Lepidstadt.

6. What is their personality like?

Tassa is terrified of the thing inside of her, and terrified that perhaps her mother is right. That this is what she was born to be: a horror created to kill other horrors.

She’s new to life outside the cult-village of Râșnov, and weary of strangers. Even more so, she’s weary of the horror within her. At the same time, she’s lonely without her mother, her village neighbors, or her dog, Pată. Alone, she hungers for companionship.

She hasn’t seen much true Goodness in her life. When she first encounters it she’ll likely be both suspicious and fascinated.

7. If your character is religious, explain why and how. If not, there may be a reason for that as well.

Tassa was raised in a rural cult of the Great Old One, Bokrug. She has made sacrifices to him all her life. Her mother had always referred to her as Tassa “Bokrugscu”, meaning “Child of Bokrug” in Varisian. Until recently she’d taken the appellation as merely a way of honoring her mother’s patron (or wishful thinking on her mother’s part). Now she suspects it means a great deal more.

All that said, the sacrifices she offers to Bokrug are more reflexive than heartfelt at this point. She has yet to be exposed to any other religions, though I suspect she might eventually come across and grow to resonate with Calistria’s faith.

8. Much of the campaign will involve traveling all over Ustalav and foiling the plots of various horrifying monsters. Why does your character care about doing this? Is he an Ustalav patriot, a Pharasman undeath hunter, a monster slayer for sport, or something else?

As Tassa Bokrugscu comes to terms with the horror within her, she is becoming fixated on slaying horrors. It seems that that alone can, perhaps, justify the horror within her.

9. What are your character's moral lines? What would they never do? What can they not stand by and watch? What will they always take advantage of?

10. If you have a character who has sworn a code (such as a Paladin or Cavalier, for example) be explicit in what that code entails.

Tassa wants to say she she would never murder an innocent, and yet...didn’t she just eat Yoska, only a week ago? She grew up surrounded by horror. She was raised on daily stories The Massacre, and constant promises of vengeance. Now she has changed in some horrifying way. She doubts who she is, and who her mother is. She’d like to say she’d never kill without justification...but she knows now that something inside her disagrees.

Other notes

Tassa is reluctant to return home at the moment: Partly to face the family of the boy, Yoska, who she ate; partly because she’d have to face her mother, and she doesn’t want to know more of her mother’s plans for her.

Crunch-wise...I'd think of her as a melee character (maybe gish)...but class-wise I'll probably have to work with you.


For anyone looking to learn Spheres, the Spheres Wiki is a great free resource, and in particular, start with either Using Spheres of Power (for the magic stuff), or Using Spheres of Might (for the martial stuff).

Big picture for Spheres of Power is that you
1) have a pool of spell points (SP), and
2) some talents, that grant you spells.

It's designed with a lot most customization than Paizo's casting (and in particular to let you build a caster who specializes in something like Time magic, or Teleportation effects, or Telekinesis or whatnot, in a way that's not really possible otherwise)...which is really cool, I think, but also can be overwhelming to read at first. My advice is to start with the using Spheres of Power page (if you're going with a cleric or other magic user) and then read one or two of the magic spheres that you're particularly intersted in.

And hey, Shadow Dragon: I started with the old basic box in '80, and think Spheres rocks so if you enjoy learning new stuff, I'll say (for me anyway) Spheres was totally worth it!


Hey, I've been looking at Alchemist and have a few questions:
1) do they get a martial tradition?
2) is the tinker invention the same as a Spheres Technician's?

Thanks again!


Exciting!

I have several concepts swimming about. To help me narrow down: If we have a concept that a class (or race) not listed, is it worth asking about it?

For example, for the Mummy's Mask game, I like the image of a scholarly character who builds and wields (as well as disarms) traps. The concept lends itself to the Spheres of Might Scholar class (though I'm open to building it other ways too).

Or for Strange Aeons, I was thinking about someone who has some sort of horror living/growing inside her. Could maybe be something like a spheres champion spiritualist with an archetype, or maybe some symbiat archetype.

If you want to keep it to just listed options, I'm sure I'll come up with either ways to adapt those concepts, or new ones I'm drawn to.

Thanks,


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Your Benevolent Dictator wrote:


In terms of campaign choice, it's a nail-biter. Strange Aeons is barely beating Reign of Winter for most-popular option, but Mummy's Mask is the overwhelming second choice. This makes choosing between the options quite difficult. ;-)

Honestly, my real meta preference is for you as a GM to make the tie-breaker be whichever one you're most jazzed to lead. Your enthusiasm will make any of the APs shine.


Hi there! I love that you're an ASL interpreter. I'm *VERY* far from fluent, but I learned some as a kid (when my mom brought my brother and I along to a class instead of paying for a babysitter), and got to work as a substitute instructional aide in a deaf preschool for a while (until they found someone more qualified, thankfully).

I live in Oakland CA with my wife and daughter. IRL nowadays most of my roleplaying is PbtA (DW, Masks, Avatar), including a DW game I started to run for kids and adults in my neighborhood (out in our yard) during the first summer of the Pandemic. On the forums, I play PF1 and 2e. (Going back, I got into Basic and then AD&D when I was in Middle School in the 80s, and have played a random assortment of games since then.)

I love character design, both in terms of backstory/personality/motivation and crunch, and I love the flexibility that Spheres brings to Pathfinder. I also love making characters together with other players. One of the coolest parts of PbtA games, in my opinion, is how well they create intertwined backstories and motivations.

In terms of myself as a player (and game longevity), I'm happy to have completed the a 5-year run of RotR AP, led by DM Thron on these boards, and am currently active in DM Kiora's Wraith of the Righteous campaign, which has been going for eight years (though I joined mid-way as a replacement) and is now I believe #4 for all-time most active campaigns (in post count).

And in terms of APs, I'd be very happy to play Mummy's Mask, and suspect I'd come up with an exciting concept for Strange Aeons too. (RoW is great, but I'm already playing in it so I'd pass if that's where you go.) There are plenty of other APs I'd enjoy too...and I really do want to get to play Iron Gods some day.


Hi Brainiac, this sounds great (and I've played with Cwethan in the past and know she's a solid RPer, so her recommendation of the game brings a lot of weight)!

I took a while to try-and-discard several ideas but have settled on one I'm very happy with, so I'd like to submit for your consideration:

Clarabibulus "Clara" Flingflopsparkfizz (Reference Image)

Background:

Clara Flingflopsparkfizz Overview
Clara is great-great-great-great-granddaughter of Umbilicus Flingflopsparkfizz, one of the greatest alchemists of all time, and the inventor of the Ultimate Fizzy Drink. Umbilicus was bold and clever, and family lore tells that he once adventured side-by-side with Nivi Rhombodazzle himself, but the most glowing stories always return to his fabled fizzypops.

There's some debate in the family as to whether the Ultimate Fizzy Drink was best enjoyed as a beverage or thrown at one's foes, but all agree that it was zesty, uplifting, and very very fizzy.

Tragically, the original recipe for the Ultimate Fizzy Drink was lost during the brutal tarrasque rampage of -632 AR. Since then the Flingflopsparkfizz clan has worked frenetically -- but fruitlessly -- to try to replicate it.

Appearance
Reference Image
At 3’ tall and 34 lbs, Clara is slight even for a gnome. Her hair, eyes, and skin color tend to change weekly--likely based on the latest barks, minerals, fruits, reagents, and other ingredients she’s been experimenting on herself with.

Currently, her eyes are gold flecked with pine green, and her hair is a wild mix of purple, pink, magenta, and crimson, with wispy cyan highlights. However her own coloration shifts, her stained and sticky leather apron--and the various vials at her belt--are an easy giveaway of her passion for alchemy.

Personality
Clara is good hearted, excitable, and has tremendous (sometimes unwarranted) faith in herself, and in the power of fizzy drinks. Despite a cosmopolitan adulthood--criss-crossing the world in search of ingredients--Clara still sometimes misunderstands non-gnomes. She bears no malice for the non-gnomish...but does have a bit of pity for them (particularly when they’re glum), and Clara does her best to turn their frowns upside down using the best tool at her disposal: fizzy pop.

In addition to her desire to do good, she has a strong motivation to travel Golarion (and beyond!) in search of possible missing ingredients to the Ultimate Fizzy Drink.

History
Clara was born and raised in Magnimar, where her father runs a thriving soda shop and apothecary. She apprenticed with him as a child, and takes great pride in her family's sodas...but at some point she realized that just puttering in the family soda shop would never bring back the Lost Formula for the Ultimate Fizzy Drink. Determined to restore Great Grampa Umbilicus’ legacy, Clara joined the Pathfinders and set out to explore the world.

For the last decade, she has been traveling Golarion as a Pathfinder. On each mission, she endeavored to discover new ingredients that might be the key to the Ultimate Formula...but over time she’s grown impatient with where her assignments were taking her. She’s recently taken an extended leave to follow a lead.

[...Insert TBD, based on whether I should have a card (as a replacement character, and more generally what hooks the GM suggests…]

Crunch & Party Role:

Character Sheet (which I'm happy to recreate in whatever format you prefer)

Build summary:
Alchemist (bomber) with Medic and Inventor archetypes. Her main party roles will be:
- Support (elixirs, gadgets)
- Healing (Medic archetype)
- Debuffing & moderate AoE damage (bombs)
- Roguishness (Master in Stealth, and can use Crafting[M] to disable traps instead of Thievery, thanks to Reverse Engineer)

A few questions:
1) How are we handling starting gear for someone coming in at L13?
2) As an Alchemist / Inventor, how should I determine what formulas I have learned over time, beyond the minimum that're auto-granted by class features?
3) I know initial players each started with a card. Should we ignore that for the newcomer? If not, how should we handle it?

BTW, I left some holes (esp my most recent activity) in my background, and am very happy to collaborate on filling them, if there are interesting complications/connections you'd like to suggest.

Cheers,


Works for me!


I agree, nice pic!


OceanshieldwolPF and Dorian, thanks for the picture love for Riuzi! I'm very happy with it. I'm a visual thinker, and I often iteratively co-create a character's backstory, appearance, crunch, and image together. Sometimes I still draw my own, but recently I've been playing with Midjourney (AI art tool). It's often excellent for making reference images (and if I play with it early enough in the process, sometimes I have a happy accident that leads my imagination down a different path).

Here are a couple other recent ones: A halfling battledancer (aside: PF says "Halfling skin tones tend toward rich, tawny shades like amber or oak", but the illustrations for them are overwhelmingly white-looking. Midjourney helped me create one that better matched my imagination, and Golarion canon).

I also used it to come up with an image for a tengu inventor who I hope to someday play in a Season of Ghosts campaign...and again, there isn't likely to be any existing art for a character idea like this.

AI image generation has many possible implications as a new technology–not all of them good–but I'm happy to use it for personal projects like this (where I'd never have hired a professional, nor been able to paint it anywhere near this well myself).


Happy New Year to yall!

DM, I'm currently building a Tengu Thaumaturge, who will eventually take the Harrower archetype.

Lore-wise, he was raised in Sandpoint, and his grandparents traveled to Varisia together with the Kaijitsus, as part of their guards & servants, when they fled Minkai over a century ago. (I'll write up a detailed backstory, and happy to work with you to change anything that doesn't work with the lore you're building for your own campaign.)

For now, it occurs to me that with the remaster, tengu (like all ancestries) can be Aiuvarin or Dromaar (mixed elven or orcish heritage).

Aiuvaran says,
> You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry,

My question: What happens when someone from an ancestry that already has low light vision takes the aiuvarin heritage? Do they instead gain darkvision?


I'm very interested, and would like some lore background on Kobolds in your world (and in Sandpoint in particular).

I know that PF2e is changing the lore to remove the notion of evil humanoid species (and I'm in a 2e game right now where the DM has declared that orc culture is "a bit like fantasy Klingons").

Do you have a vision for what Kobold culture is like? And how Kobolds are seen in Sandpoint? I'm also curious where/how need major Kobold settlements are. All the above helps me to think about my backstory.

In terms of mechanics, I'm leaning toward either an Investigator or an Inventor. Either way, probably Kobold, and probably taking an archetype that lets me dabble more in trapsetting.

- - - EDIT - - -

Oh! Also somewhat curious about the status/commonness/culture/acceptance of Ratfolk and Tengu as well.

Thanks!


Awesome, congrats to all selected! I'm looking forward to this.


OK, I still need to finalize purchases, but I'm happy to introduce Maq'la, daughter of Ulkh, an orcish monk who was raised in the foothills of the World's Edge Mountains.

Pathbuilder build, Profile, Reference Image (though I want to try editing it to give her some streaks of ice-blue in her hair)

Background, to date:
“Hahahahahaha! Well fought, sister.” Maq’la clanks her tankard with Sallah, the Taldan soldier she’d fought beside that day. “You battle boldly, and are surely an honor to your clan.”

Maq’la takes a long swig of ale from her tankard and then wipes her tusks with a sweat-stained sleeve. Leaning in close, she asks, “Now, answer me honestly, between warriors…when humans say that Khai’dun Khailiun was human, do they really believe it?”

Seeing a confused look on her drinking companion’s face, Maq’la says (articulating slowly), “Oh, Caaay-den Caaai-leee-ani, as you say it in Taldan. I’d assumed everyone knew he was Dromaar–some human ancestry, surely, but with a clearly orcish boldness, and thirst for ale. Do humans really believe Khai’dun would’ve had the guts to best the Starstone test, belly full of ale, without at least some orcish spirit in him?”

- - -

Maq’la grew up in the foothills of the World's Edge Mountains, a member of a small orcish clan that has for generations been devoted to their god of glorious battle, tests of strength, and raucous drink: Khai’dun Khailiun (who humans might know better as Cayden Cailean). Maq’la has trained since she could walk to battle gloriously, without hiding behind armor, armed only with her fists, feet, and an orcish Aq’lakh (or bo staff, the favored weapon of her clan).

Even among a clan that prizes martial excellence, Maq’la stood out as a child, both for her strength in battle and for the shock of icy-blue hair amidst her thick green locks (a sign, her mother Ulkh says, of a distant frost giant in their family tree). At present, she has only had a few small tests in the field of battle, and has set out on a walkabout. Some day in the years to come she will return to her clan, should she live that long. For now she seeks to test her own mettle, to engage in glorious battle against worthy foes, and to earn the scars that a true warrior wears with pride.

She came to Heldron several months back, looking for militia work, or other opportunities to prove herself and sharpen her skills. She’s just begun to spend time with humans over those past several months. Maq’la finds–as she learned as a child–that many of them are cowardly and difficult to trust, but she’s finding, to her surprise, that some are brave, and interesting in their differentness…not to mention that some of them brew spirits which (while not better than orcish stouts) are at least new and interesting.

Questions:
1) I'm making up a bit about orcish culture here. If any of it doesn't fit, please let me know. I'm always happy to collaborate on backstory, or to modify to better fit the DM's worldbuilding.
2) Do you have preferences for where/how we share sheets? I've built her in Pathbuilder, but happy to transcribe into her profile. Just let me know your preferences.


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Looks like a great party! Please do feel free to reach out if you find there's a good spot for Klak-Klak.

Cheers to all!


I love that, and it gives me just what I need. Thanks!


Hi there! I'm starting to dream up an orc PC. She'll probably go barbarian (with an instinctual link to artic elk), and an unusual blue-grey tinge to her skin and hair.(Reference Image)

Reckless, can you say a bit more about how you understand orc culture (in Taldor, since that's where we start, or in general)? How they're seen in Haldren? I know that Paizo is working to eliminate the notion of "evil races", and that they aim to make orcs a standard ancestry in the Remaster...but I'd love to know a bit more about how you picture orc culture, and how it's seen/integrated into the cultures around them, to help me in dreaming up the right backstory.

(Aside: I love that you've included Poppet on the list, and I totally hope we end up with a poppet PC in the party. Heck, I may yet change my mind and make one...)


Hey Wolf, what's the starting wealth right now? It's not ABP, right?

HD: 10 + 6d10 ⇒ 10 + (6, 10, 5, 10, 7, 5) = 53 Well, my ability scores weren't anything special...but those are some damn fine HP rolls!

Oh! And do we get just one FCB, or one on both sides of the gestalt?

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