Akarna Awakens

Game Master Prosperum

An expedition to a hyperborean land in search of vast wealth and adventure


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I just realized I get to add an additional 4 boosts to ability scores in addition to the boosts from ancestry, background, and class. That will change things a bit. I'll adjust the character's posted so far to include that.


EDIT: should have gone to page 2 before posting; glad you're on top of it


Oh yeah, I should probably ask if my submission looked good? I *think* I got everything, but it is my first 2e character so I'd be kind of surprised if I didn't miss anything.


I've decided to work on a water & air kineticist as a second submission. What is your opinion on the Deckhand background from the Beginner Box? (Str/Dex + free boost, Acrobatics & Sailing Lore, Cat Fall feat). If that's not allowed I'll just take Sailor from PC1 (Str/Dex + free boost, Athletics & Sailing Lore, Underwater Marauder feat) as it's nearly identical both mechanically and thematically, but I like the Cat Fall feat a bit better than Underwater Marauder.


That seems like a fine background. Sure.


I submit Jade Morrow, kineticist of water and air, to the campaign. I really dig this character too, and she's quite a bit different than Jon, so whichever character would fit best with the party composition you're looking at is fine with me.

Player Questionnaire (only including bits relevant to this character only):
C
  • 1) She’s already been an adventurer, growing up on a pirate ship, but now she wants to go north to discover her father’s ship’s fate.
  • 2)
  • 3) The Spellweaver boasts a crew of about 50 men, but it was mostly her father (the captain) and brothers who she spent a lot of time with. She got to know some of the ship’s officers as well because the captain would often dine with his officers in his quarters.
  • 4) She always looked forward to her visits to Eredorn (the port she visited most often). It did not affect her choice of class (it chose her) but it definitely shaped the training of her class.
  • 5) Her being endowed with elemental energy in the storm.
  • 6) Her father growing up, but nowadays it is Maheem, the sha’ir whom her father paid to train her. (Even if the sha’irs using elemental magic isn’t quite the same as kineticism, there’s probably enough overlap to prove somewhat helpful.) He is a demanding teacher because he strives to bring out the best in his pupils. He does not tolerate sloppy thinking or laziness, and in that way he is like her father, who also runs a tight ship, at least as far as pirates go.
  • 7) Her father, brothers, and Maheem.
  • 8) She faced her share of negative treatment from the crew, most often just being utterly ignored as a child even when she wanted or was ordered to help out, but as she grew, she also had to learn to defend herself from the advances of drunk pirates.
  • 9) Greed. Being the daughter of a pirate captain, that was bound to rub off on her a little, and she was always eager for every bit of pirate loot she could get her hands on. She often pilfered things aboard the ship when she thought she could get away with it.
  • 10) The Free Isles, basically here and there all over anywhere with a port in the “inner” sea (but most often Yshoka, Rivermeet, Conrnyria, Omrinth).
  • 11) Dry land. She was born a salty sailor but with the elemental energies of water and air coursing through her, she longs even more fiercely for the sea.
  • 12) Surprisingly, storms. They are always a sailor’s constant worry, and even though she controls the power of the storm within her, she can’t help but be a bit afraid of that power even as she uses it.
  • 13) As a tween, she baited a crewman who was well-respected among the crew but who she found annoying for some petty reason into taking some of the captain’s jewels (which she had pilfered herself) and then tattled on him. It ruined the man’s career, got him a fierce beating, and he was dishonorably thrown off-board at the nearest port.
  • 14) What happened to the Stormweaver.
  • 15) As I said before, I’d love to bring in a new character and rejoin the campaign.
  • 16) She had a few secret trysts on board her father’s ship with men her age aboard the ship, but given how anyone who got caught would likely be keelhauled, there weren’t many takers. She’s had several boyfriends in Eredorn since she moved there, but is currently single. Not open to NPC relationships at this time.
  • 17) She loves to make little trinkets out of bits and bobs she finds around ships to give as good luck charms. By the time she left her father’s ship, probably at least a third of the crew had at least one of her “luckies” as she called them.

D

  • 1) She has been studying with the sha’ir Maheem to control her powers, but she’s learned about as much as she can and is eager to join the sea once more to track down her father.
  • 2) She rents a room in the attic of a boarding house near the Majlis al-Sha’ir.
  • 3) Her father gives her an allowance, but since his ship went missing she’s down to her last 15 gold coins.

E

  • 1) Battlefield control and some healing with Ocean’s Balm. I plan to stay out well out of melee range, give other party members (and/or me) free movement with Four Winds, and blast anything I can.
  • 2) Talisman dabbler, I think. It goes well with a superstitious pirate background, just giving her luckies actual magic power.
  • 3) Talisman dabbler, as I said. She doesn’t use weapons (so no martial archetypes) and doesn't qualify for spellcaster archetypes with her mental attribute modifiers. Depending on how extensively this campaign uses Drive mechanics, Trick Driver could make me an excellent pilot, giving me free progression for Driving Lore, which can substitute for Piloting or Sailing Lore, and use Dex (+3) instead of Int (+0) when making piloting checks.
  • 4) Gate attenuators are a kineticist’s best friend. They give an item bonus to impulse attack rolls and allow you to attune it to one element when you invest them and then once a day you can cast a specific spell based on which element it is currently attuned to. If I decide to take Kinetic Activation, I could activate scrolls, wands, and staves which have one of my elements as a trait. Other than that, just standard armor runes
  • 5) Just pretty much any battle, especially at sea, is going to be pretty cinematic and awesome with a mini storm swirling around as her aura and shooting off lightning blasts and water waves.
  • 6) See previous answer.

Character Crunch & Backstory:
  • Name: Jade Morrow
  • Pronouns: she/her
  • Ancestry: Human (Versatile), Level 1 Feat: Natural Ambition [Class Feat: Ocean’s Balm]
  • Versatile Heritage Free General Feat: Incredible Initiative
  • Background: Deckhand, trained in Acrobatics & Sailing Lore, Skill Feat: Cat Fall
  • Class Build: Kineticist (Dual Gate: Water & Air),
  • Attributes: Str +1, Con +4, Dex +3, Int +0, Wis +1, Cha +0
  • Water Impulse Feat: Deflecting Wave
  • Air Impulse Feat: Four Winds
  • Class Feat: Winter's Clutch
  • Trained Skills: Acrobatics (background), Athletics, Nature (Kineticist), Sailing Lore, Survival, Thievery
  • Weapons: Dagger, Armor: Studded Leather
  • Gear:
  • Backstory: Jade grew up on the decks of the Stormweaver, the brigantine her father captains, working alongside the pirate crew and her two brothers to ply the seas from the Free Isles. It wasn’t a safe life, but their mother died with the birth of Jade and, having no other family in the Free Isles, Captain Jep Morrow reluctantly brought his children aboard to learn the trade, though he would make them hide in the captain’s quarters during raids while they were young. As she grew up, she learned to fight alongside her brothers, although she didn’t progress beyond hand-to-hand fighting and simple weapons. Her father taught her navigation and how to pilot the ship.
    Everything was going swimmingly (pun intended) until in her early teens, the ship encountered a heavy storm and a conflux of elemental energies poured into her in a flash of lightning and rain. Her strange new powers gave her control over both air and water, and while initially the crew thought that her abilities might be a boon from Kassasi (especially given her ability to heal with water), the swirling aura of raindrops and lightning sparks which came to life spontaneously around her frequently and preceded her use of her abilities began unnerving the crew. Her father reluctantly dropped her off in Eredorn until she could develop better control under the tutelage of a sha’ir in the Majlis al-Sha’ir. She’s lived in Eredorn for 5 years now, honing her abilities.
    Her father’s ship is now a month overdue for its promised arrival in Eredorn. She heard of sightings of storms near its likely course up north of the Themis Reaches. She can’t give up hope that her father and brothers are still alive somehow, and she’s eager to find a ship north to discover their fate. Problem is, the allowance her father had given her to provide for her living is running out. Good news is she hears about an expedition north which requires sailing experience…
  • Image & Appearance She is a redhead with jade green eyes, wearing studded leather armor.


I think the only other character I'll propose is a female human inventor. I've worked out the main crunch but still debating the options around the inventor innovations. I'll post something once I've decided. It is a character inspired by Agatha Heterodyne of the Girl Genius graphic narratives.

I thought I'd develop a thaumaturgist, but it turned out to be different than I thought it would be.


That kineticist is also fine, I don't see any issues with it.

Come to think of it, it's the only character with healing abilities we've had submitted so far.


As a side note, Kork will be able to provide nonmagical healing from the get go. Level 3 is when it kicks into gear.

Assuming I get in and we get to level 3, that is.


Ah. I should have read up more on the thaumaturgist's crunch


I am working on an elf ranger, still have to do the equipment for them, then will post.


Hmm, maybe I will just post what I have so far. Incomplete, ie no equipment yet.

Character sheet

https://www.myth-weavers.com/sheets/?id=2879592

A
1. He/him
2.3
3. Mondays, Thursdays,
4. Player vs player, insults from one player to another, approaching but not actually non consentual situations, approaching adult themes.
5. 2
6. 2

B
1. 3
2. 5
3. 1
4. 1
5. 3
6. 1
7. 3
8. 4
9. 1
10. 3
11. 3

C.
1.Encountered some wanderers who told exciting stories of their travels, prompting him to go out and see thimgs for himself.
2.
3. his parents and himself
4.
5. When he was a child, he found a magic item that gave you an extraordinary ability.
6. Person who trained him in druidic ways after he discovered he could use druidic magic through the item he was given
7 Parents, mentor, friends, even rival inspired him to do better
8 bullied when younger, friend who was more in with the dangeros crowd kept trying to get him into dangerous or troublesome situations, until he cut contact with him.
9. anger
10.
11 bugs
12 drowning, swarms, fire, mind control
13 not that he knows of
14 the whereabouts of a friend he lost contact with
15 make a new character
16 no. Potentially, but he is quite picky.
17

D
1. Looking for adventure, trying to find out what happened to Gallandriel.
2. Bouncing from tavern to tavern.
3. Earning money by helping treat peoples injuries,

E
1 Ranged or melee, hunt prey, hitting with precision damage. If need be, can use electrice arc or scatter scree from druid dedication, due to the multiclass dedication from being an ancient elf.
2. Already have druid
3. due to having the druid dedication feat at level 1, and unable to select another dedication feat until have gained two other feats from the druid archetype, the level 2 one might be wasted, but will continue down the druid line in future.
4 uncertain, not particularly familiar with pathfinder 2e magic items. Possibly magic bow, maybe with striking rune.
5 batlling alongside his companions, healing another character who he has a good connection with. Or else giving a performance.
6 undead.

F

1. Undead, evil outsiders
2. none
3. friendship, battle evil, opponents turn helpful, crafting things, building resources, healing, magic, cool stuff, cool abilities, fantastic descriptions, people say go do the quest thing, we do the quest, multiple options but clearly labelled.
4. none


Reminder that submissions close at midnight on March 5th.

I'll be sending PMs to the people who get accepted and we can set up the discussion and gameplay threads.


Almonihah wrote:
Oh yeah, I should probably ask if my submission looked good? I *think* I got everything, but it is my first 2e character so I'd be kind of surprised if I didn't miss anything.

Apologies, I should have gotten back to you sooner.

I didn't notice any mechanical issues with it.


Thanks for checking! I appreciate it.


As recruitment wraps up soon, good luck everybody!


Good luck, indeed.


Yes, good luck everyone! Though we'll see how much luck we need, depending on how many slots there are to be filled we might almost all get picked. :D


Recruitment is closed.

Tomorrow or the next day I'll send PMs to the players I've invited, once I've gotten some sleep.

Everybody in the thread gave submissions ranging from decent to great, so even if you're not picked you'll be on the shortlist if somebody leaves.

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