How about a gnome divine witch. He was helping Father Zantelus (spelling?) in the boneyard performing final rites. Sandpoint being Sandpoint, has a familiarity with zombies (undertaker background). Trained in Medicine and having Heal, he can provide some healing but he's more focused on support. I find temporary hit points and damage prevention go further than healing usually. Especially at early levels. You can find his sheet at the following link: Printhello
Easl wrote: [...] People wielding weapons absolutely do target and do hand-eye actions before successfully connecting, and it is absolutely the case that victims can react to that by moving while/in the midst of that hand-eye action taking place. [...] I Ready to Leap away when the orc does the hand-eye actions to target me. As the orc moves up to you (with his first action), he probes your defenses with a feeble axe swing. Your readied trigger is fulfilled so you leap away! The orc then chases after you with his second action and brings his axe crashing down from above. Adversarial GM or are they just leaning into the narrative idea that not all weapon/character interactions are Strike? As soon as they are in range, they are Threatening you by harassing you with their weapon. Sure, the characters can probably differentiate a full strength swing from something else but if you need a full workflow diagram and a short story to set up your ready trigger, you probably shouldn't be using it in that manner. As stated before, the problem arises from the Ready trigger originating in the narrative space trying to impose mechanical effects when the narrative space is not well defined.
For what it's worth, my submission San also has runelord scholar background. I can totally see a rivalry having formed between San and Kussano from Kussano studying the same/similar things and already being able to use more advanced magic. Both of them try to help with the washed up guard to try to one up each other.
rdknight wrote:
I wouldn't say it's more expensive. Multiclassing in this edition is designed with a different philosophy. If you start as a rogue, you'll always be a pretty good rogue. You'll get the rogue skill progression no matter what. Rogue feats can enhance your options vs archtype feats that expand your options. It's also designed in such a way that you can't poach another class's core gimmick until around lvl 10. Looking at casting in this ed vs pf1... it was a shock to me to see how "ineffective" some spells are compared to what they were. Don't be discouraged, it'll make sense once you get the hang of the combat. With high charisma, Intimidate and Diplomacy (bon mot) are your friends. Having a single action ability to do is handy whether it's the shield cantrip, focus spell, or a skill action. I think I've rambled enough at this point.
Base technical details -
Background & Details -
When the last big shakeup happened, all he could do was hide. It was then that he decided that wouldn't happen to him again. Since then he's trained with his bow in between bouts of research, waiting for his opportunity to really contribute to the growing knowledge base of ancient Thassilon. His training also allows him to explore in peace as he knows that some of the relics can cause trouble when found that he can hopefully deal with on his own. Your degree of experience with PF2E and PbP-
Prev PbP Posts -
Posting rate- Yep Anything else I should know about you or your character?
Forgot I had to do that. It's been a while since I used Google docs for things like this. It should work now. Some notes, I made assumptions on the racial replacements based on Gabriel. For instance, +2 racial fire damage vs 1 listed in the book and I kept the spell-like he had listed. Not sure what everything was replacing but I listed what made sense to me. Let me know if the justification for the changes don't work with your setting and I can come up with something else.
Fey-touched Gabriel Izalith Character sheet
Spoiler: 1) Gabriel comes from a noble family situated in Hearth. They're primarily Thieves and assassins. Gabriel's childhood growing up was filled with abuse and training in both swordplay and in eventually getting married off to another family.
2) Having run away from home, he makes his living both dancing, something he loves and Mercenary missions from the Happy Swords. 3) Gabriel tries to avoid confrontation and getting involved with any official organizations and governments due to his view of such things being colored by his family 4) He was captured for unknown reasons by the inquisitors and the ritual performed on him. For what reasons, he doesn't know and with their recent collapse he may never. 5) Having escaped the Priest's round up, Gabriel has become more determined to figure out his future and the truth behind the darkness that covers his body. As the party fell to the Road of Bones, they awoke in the subterranean realm of myconids. Gabe pulls himself from the muck having been reborn, his shadowy taint removed with his rebirth. The transformative presence of the Heap is not easily shaken off though. Some of the restorative magics of the myconian demi-god stuck with Gabe even as they left the underground tunnels behind. As the party traversed the Great Forest and its home plane, the fey magic had a subtle effect on the remaining Heap matter in the assassin. His mind was changing in ways that weren’t obvious even to himself until the effects were already in place. New knowledge and fighting
He no longer holds the guilt of killing which guided him in the past. Through all these changes, his mantra remains similar, “Through the darkness, not of the darkness.” Gabriel has Charcoal black hair, Deep blue eyes and black veins covering his chest, arms and a single vein going across his left eye. The Veins, make his skin look like charred lumber.
Miner Cotren: Sounds good, is this Gabriel Izalith you're talking about taking over? I was looking through the discussion and saw the player recently left and the character has rogue levels. If that's not the character, who is? Do you want me to actually take shadow dancer levels or is it more of a story thing? I'm good either way. I can get to work making a sheet once I get the details. I'm justifying mechanics changing from the corruption seeping in and exerting more influence. In other words, new mechanics come along with a darker personality.
By half elemental I just meant the races you've features as playable. I usually don't see ifrits and oreads and such in play.
This does look like an interesting setting. How many times do you get to see the 1/2 elemental races used? One question I have, how much cross pollination do you have between the nomadic races and the city folk? I was thinking an ifrit or an Undine that went to train with the oread monks. Maybe there was a recruiter that came to the city that caught his attention or something but it needs to fit with something that makes sense with your setting. Mechanically I'd be using most of the same mechanics as this other character I was building for another game but he didn't get selected. He's a unchained monk/ unchained rogue with the dark lurker archtype (heroes of the street). That bit would need approval. I'm using it to replace redundancy between u-monk and u-rogue and to reinforce the sneaky combatant role at the same time. There's some fighting style feats that aren't necessarily core as well. He would play a front-line/skirmisher role in combat and a scout/skills outside. The only other approval I can think of is taking ninja trick: vanishing trick as a rogue talent.
polyfrequencies wrote:
You know, I had d4s but it looked wrong and I changed it to d6s. Let me try that again one I get to a real computer and not a phone. edit:
Wis: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Perhaps if I switch charisma and wis.
I was also in one of your other groups as Doran Romiro, the aged lawyer/Cleric of Abadar. In fact, I'll resubmit him for this as well. I'll just need to rebuild the sheet of course.
Attempt 1:
Attempt 2:
Well... The physical stats match the older man concept at least.
background: Doran was once a vigorous young man making his way in Macridi as a logger. He made his way felling the trees designated by the fey and the leadership of the town. This lead to somewhat of a relationship with some of the forest creatures who liked to tease him with riddles and word games. He eventually met his love in town and they married but had no children. As he grew older his strength waned as did his suitability to chop down trees. He still went into the forest on occasion to spar with his fey friends until one trip they all seemed apologetic for reasons he couldn't understand. Upon his return home he found his wife had fallen ill. Unfortunately the wealth he had accumulated couldn't buy the healing needed to cure her and she eventually passed away.
Doran became depressed for a while before turning to the church of Abadar in town. There he talked with the priests and reflected on their teachings in order to deal with his wife's death. His talks with the priests sometimes turned to debating law and different interpretations. He found his early games with the fey had trained him for such discussions. This realization put a spring in his step he hadn't experienced since his youth. Unbeknownst to him, this was actually Abadar smiling down on him. He stayed with the lawyers and the judges listening and learning and developing his appreciation of Abadar. He eventually heard the call of Abadar to become a full fledged cleric but his gifts seemed to be influenced by his experiences early in life with the fey. He was happy enough being a lawyer but his fey influences gave his a wanderlust that was not sated in town. He was referred to the Silver Shields as a way to get out town while not having to travel alone. It helped that Colewin Binderbook was still a friend through Abadar.
I was a replacement player in a heavily modified (I think) playthrough that didn't get very far after I joined. I'd be interested in trying again though! I never got to play my favorite combo character unchained monk/ unchained rogue for very long so I was thinking of submitting one of those. 15 point buy is pretty lean but that's part of the fun right? So I was thinking the monk part is more just him learning to fight bare handed and discovering some innate tricks. The rogue part is realizing dirty fighting and striking from hiding isn't dishonorable when you're fighting for your life. He was part of a Varisian caravan as a "performer" in the cover shows during the day and one of the second story workers at night. Slipping along rooftops and removing barriers for the rest of the team. They came across Sandpoint during the troubles and he couldn't help but try to assist. His dusky skin and dark hair helped him blend into the shadows. His hair is usually tied back into a short ponytail to keep it out of his face. He wears plain clothes due to his background and finds the habit a tough one to break. For the record, in also in EST time zone.
I've recently gotten into 2e with the humble bundle sale. I've only played in one PF 2e one-shot as an introduction with some friends but I've made a bunch of characters to play with the creation rules a bit. That said, I'd like to submit a (boring) human monk that likes to wrestle. He grew up in a large family and regularly had to jostle with his siblings to get his parents' attention. A traveling showman came through town one day to perform for some coin. Part of the performance was him setting scraps of cloth on fire with just his hands. Being fascinated with the show and it almost being time to leave the house anyway, he decided to follow the man thinking his family wouldn't notice. Being an unwanted apprentice wasn't exactly everything he hoped it would be so once he learned the fire trick, he abandoned the showman to try his hand at joining the prestigious Pathfinder Society! During the evaluation he regularly challenged his associates to physical contests and often made them participate whether they wanted to or not when he tackled and pinned them. Unfortunately, his fire trick was instinctual when he was wrestling, leaving them with singed clothes. This competitiveness and disregard for the wellbeing of his fellows did not sit well with the observers causing his application to be rejected. I don't have the full unlock to enable free archtype on the web version but that shouldn't matter for lvl 1 I think.
I was going with Suli because the backstory worked with the campaign trait I was picking. An individual steeped in elemental energies makes a good subject for witches to experiment with. I am picking the Warded against Witchery trait to show my character's determination to not be used like that again. The strange experiments are what caused his strange abilities though they were dormant until recently. Whatever caused the strange weather seems to have activated the power in his blood. Also the bonus to strength and charisma seemed to fit well....
If we are having a wizard, I think I'll go with bloodrager. Charisma vs int. I think social skills will be covered by a skald. Although... with a skald, there can be some free rages to be had. Skald and Bloodrager can hold a line with vivisectionist adding extra pointy bits and a wizard for artillery support. That does leave a distinct lack of divine support but nothing overwhelming offense can't handle. Minions would free up some front line necessity. I prefer a world that thinks created and controlled undead are more utilitarian whereas 'wild' undead are a nuisance to be destroyed. I suppose that comes from my enjoyment of the Eberon setting.
Im a fan of beefy front line druids if you're still looking. Probably human, strength based using different wildshape forms for different situations. Very much a front like character that can use spells for support. I can put together some crunchies if it sounds like a character that'll fit. I played a homebrew ptolus campaign where we tried to establish a drug ring in the city. It all went downhill when I tried to store a relic in our hideout that ended up causing a wraith explosion the churches had to contain for us. It consumed all our workers and my group moved on to a different campaign. I would be happy to play in the "city" some more.
Below is the character sheet, description, and background for Rudak. Rudak:
Rudak Chaotic Good Human Fighter 1 Init +2; Senses Perception +0 ==DEFENSE== AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex) hp 16 (1d10+2) SR 0 Fort +4, Ref +3, Will +0 Armor Scale Mail, Medium ==OFFENSE== Spd 20 ft/x4 Melee Greatsword +6 (2d6+6) 19-20/x2 CM +1 Melee Greatsword +5 (2d6+9) 19-20/x2 Power Attack, CM +1 ==STATISTICS== Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8 BAB +1, CMB +5, CMD +17 Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136), Weapon Focus (Greatsword) (PFCR 136-137) Skills Climb +4, Ride +2, Know Local +6, Swim +4 Traits Deft Dodger (Combat) (PFAPG 328), Family Ties (Campaign: Rise of the Runelords) (PFAP: RotR PG 4) Languages Common, Giant, Shoanti, Varisian Description
Background
(Reposted from previous post) I was a fill in character in character in a RotRL game and came in at level 11 so they were fairly far along. I've not experienced the first half of the AP and most of the second half as it ended fairly shortly after I joined (storywise at least). I've tried GMing a few games as pbp but those fell apart after a couple months. I've done a couple one-shot all the way through but that's about it.
As a tribute to a rise of the rune lords character of old, I'd like to submit a Shoanti fighter named Rudak. I'll get a stat block and backstory together soon. I was a fill in character in character in a RotRL game and came in at level 11 so they were fairly far along. I've not experienced the first half of the AP and most of the second half as it ended fairly shortly after I joined (storywise at least). I've tried GMing a few games as pbp but those fell apart after a couple months. I've done a couple one-shot all the way through but that's about it.
Finally got my thoughts together. The background for my druid is below and the character sheet is at this link.
Marceau Background:
As a child, Marceau never knew his father. His mother was a tavern girl who succumbed to the charms of a visiting sailor. Unbeknown to either of them, he was a government sanctioned pirate. He was only barely tolerated as he was cruel to his victims, maiming people he was only supposed to rough up. Marceau got along well enough growing up, doing odd jobs as he could as a child. In his teens he got on as dock worker in the Azure District. He found he had a knack for working with the animals that pass though. He eventually got to be the main person called on if the animals got rowdy or uncooperative and he'd be able to calm them down and get them where they needed to be. He was content in his work until he heard the call of Osprem. In a dream he saw a man that he felt an odd connection to became enough trouble to concern the goddess. When he woke, the name Lolonois stuck in his mind and a dolphin in a circle appeared on his forearm. This prompted him to leave the docks behind and head out to adventure to find this man his new goddess pointed him towards. The connection with Osprem enhanced his connection to animals and granted him knowledge he would not know any other way and abilities he could not explain. The short of his reason to adventure is he was called to action by Osprem (goddess of the seas) with the eventual goal to eliminate the father he never knew as he became a scourge of the seas.
Specifics of my druid's background have been hard to nail down but the general idea is that he is a human dock worker in the Azure District that handles the animal transactions. He would be called if the animals got rowdy or uncooperative and he'd be able to calm them down and get them where they needed to be. He was content in his work until he heard the call of Osprem to leave the docks behind and head out to adventure. This enhanced his abilities with animals and gave many other gifts as well. I have his crunch done but it's mostly standard strength based druid except for his Influence (social) trait to get diplomacy as a class skill to try to model his initial way with animals. I also didn't reroll *every* 1 or 2 so I'll do that below. rolls: set 3 reroll: 1d6 ⇒ 3 set 4 reroll: 1d6 ⇒ 2 set 5 reroll: 1d6 ⇒ 3 set 6 reroll: 2d6 ⇒ (3, 5) = 8 ------ set 4 reroll again: 1d6 ⇒ 4 Set 3 didn't change.
set 1: 4d6 ⇒ (5, 6, 3, 1) = 15
Set 1 reroll
Set 2 reroll
Set 3 reroll
Set 4 reroll
Set 5 reroll
Set 6 reroll
Results:
If I'm not to late to get in on this, I'd like to make a beefy beat stick druid.
1. How long has your PC been a SeeD? Im thinking of someone having been a SeeD for 5 to 6 years. Most of that time being spent as an instructor. 2. 3 rumors other students may have heard about them. (You can tell me privately which ones are true later!) A) He's got connections to Galbaldian leadership. B) He once lost a student due to his overconfidence in their abilities. C) He always attends the graduation ball to flirt with the new SeeD graduates. 3. What you as a player are hoping for in this campaign! I want to explore the world of FF8. Each continent has maybe two towns each, maybe three? The games are (rightly) focused only on plot locations and there can be so much more.
I was looking back over the thread and seeing a lack of different race ideas. You could work something out that instead of races you have different nationalities or something. Someone from Esthar could have a bonus to int and some other racial bonuses. Granted, having someone from Esthar would be a rarity as they are hidden away but it works as an example.
I've held off on posting anything but with your recent "weapon finesse" for free ruling and your fractional progression... I've wanted to try another unchained monk/ unchained rogue (dark lurker) combo. It would be neat with the other changes to kobold society to figure out where such a character would belong.
What do you like from PbP gaming?
Have you ever played or read partially or completely the Ire of the Storm before?
What made you decide to apply?
What is your roleplaying motto?
Lucio's backstory is complete. I made a few modifications to my initial idea and included the suggestion from Dervak. backstory and appearance: Background:
Lucio was raised in a minor noble family in Ustalov. He was quite talented at the art of the duel using his favored weapon, the rapier. He was trained, of course, in other weapons but the rapier danced in his hands. He was a charismatic but proud young man and whenever he was bested in a social situation, he became morose and angered the people around him. Eventually the time came for him to get schooling on subjects that tutors couldn't be hired to teach. At that time he enrolled at the Sincomakti School of Sciences. In one of his episodes he must have angered the wrong people because word came that his family had been slaughtered in what looked like a ritualistic manner with organs splayed in a pattern and blood drawn runes around their bodies. He spent the rest of his family's fortune trying to get them raised but they either could not or would not return. The school felt sorry for him so they let him stay for free until his schooling was finished. While there he became obsessed with occult rituals and searched out any scrap of information he could find. He became entangled with a group of students proclaiming to already have knowledge of various rituals. These students were also quite the troublemakers, always getting through doors they shouldn't and "finding" items thought lost. Eventually he found out their magic was fake or always missing that one component or focus to make the ritual work. This all came to a head one day when a stranger came to the school looking for a cure for some sort of inner demon he wished to be rid of. Lucio and his friends first stole a focus from a teachers office then drew the shapes and spoke the words but motions learned in a book are hard to mimic. The ritual almost succeeded but at the last moment, one the others gave in to the fears of the power they were trying to summon. He broke the circle and ran. The resulting backlash killed all but the man and Lucio. When Lucio awoke from his injuries, the stranger was gone, off to find a cure elsewhere. Lucio decided it was time to move on. He had learned all he was going to in Rozenport. Before he left he decided to use the other skills he learned and snuck into the professor's office to "recover" the only item of power he'd seen. Having recovered the focus used in that doomed ritual he left, searching for more sources to learn from. Over the months and years he has acquired quite the collection of trinkets, relics, and curios through barter, trade, and outright theft. One day he received a letter informing him to go to the port in Xer by a specific day. Once there look for a fiery haired halfling woman. Her passengers can inform you of all the occult knowledge you could want. The letter was simply signed "S.A." The lure of knowledge was strong enough to overcome his caution of going to Razmir so he gathered his rapier and other belongings and headed to the Glass River. Every day since he arrived, he goes to the docks to find the halfling mentioned in the letter. It's only been a week but his funds are starting to run low. Hopefully this fiery haired captain shows up soon. Appearance & personality:
I think I've finally got it mostly sorted and the unique things spelled out. He's an inspired blade swashbuckler and an antiquarian investigator. Essentially a rapier focused adventurer searching for occult powerand channeling what he's learned through esoteries. Instead of alchemy casting (and related bonuses) he uses "relic magic" and casts as an arcane caster from the investigator spell list. He's really good at identifying magical and cursed objects and searching areas quickly. I've maxed out disable device to handle traps and locks. I've been trying to refine the backstory but that's still a work in progress. crunch: Lucio Caepidus Human inspired blade swashbuckler 1 antiquarian investigator 6 NE Medium humanoid (human) Init +6; Senses Perception +11 Trackable:
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Ranged
Special Attacks studied combat (+3, 4 rounds), studied strike +2d6 Investigator Extracts Prepared (CL 6th; concentration +13)
Base Atk +5; CMB +5; CMD 20 Feats: Weapon Finesse, weapon focus (Rapier), Combat Reflexes, Fast Learner, Fencing Grace, Extra Investigator Tallent, Dazzling Display Traits: Pragmatic Activator, methodical mind (planes, arcana, nature), Bruising Intellect
Skills
Background skills: appraise & sleight of hand vain:
Spoiler:
You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours. Languages Aklo, Common, Elven, Necril, Draconic, Dwarven SQ
Gear
1835 gold --------------------
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Quick Study (Ex) Use studied combat as a swift action. Sapping Offensive (Ex):
Underworld Inspiration (Ex):
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Inspired Panache (Ex)
Inspired Finesse (Ex)
Deeds
Derring-Do (Ex):
Dodging Panache (Ex):
Opportune Parry and Riposte (Ex):
Relic Magic (Su)
I have an idea for a swashbuckler/investigator. Very skill based and competent enough in combat. He can detect/disarm traps, has a bunch of knowledges, and can either use diplomacy or intimidate as the situation calls for it. He was a noble turned researcher at the Sincomakti School of Sciences. In his curiosity he got tangled up with some students doing forbidden research on occult matters. This turned him on to some alternative ways of doing things. He left the school to search out religious and occult artifacts. At one of his stops, he received a letter promising him all the knowledge he would ever want about the great beyond. All he had to do is go to a specific spot along the Glass River (possibly Xer) and wait for a ship captained by a red haired halfling. The letter was signed "S. A." initials which meant nothing to him. The lure of unique knowledge overcame his sense of caution and so he gathered his trusty rapier and various knick-knacks and went to Razmiran and to the Glass river to wait for the mysterious ship and it's captain to arrive. I can have the crunch up soon enough but I wanted to put forth a concept to see if it would fit.
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