DM Brainiac's Abomination Vaults Table 1 (Inactive)

Game Master Brainiac

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Greetings! I am opening recruitment for the Abomination Vaults AP. I will be looking for 4 to 5 players who are willing to commit to playing through the whole AP and who are able to post at least once per day. I like to keep up a steady pace with my games.

Character submissions should follow the standard guidelines for PF 2 in the Core Rulebook and those outlined in the Abomination Vaults Player's Guide. All currently published classes are available, as well as all common and uncommon ancestries. If you have any other questions, please let me know.

Recruitment will be open until Tuesday, January 26th at 12:00 AM EDT. I will be making my selections shortly thereafter.

Good luck! I am looking forward to reading your submissions.


I'm a new player for Pathfinder 2e, but I'm interested in learning the ropes. I'll look through the Player's Guide and see what I will submit.

Are you open to using some of the APG's ancestries/options?


Yes, those are uncommon ancestries, which I will allow.


That's me not reading completely. Oops. Thanks for the prompt response.


I'm interested. Unfortunately I'm new to the boards so I don't have any kind of posting history, but posting at least once a day shouldn't be a problem.


New players are welcome! I am happy to help introduce people to the hobby. I will likely pick a mixture of new and seasoned players.


Do you happen to have a good 2e character sheet template for profiles, Brainiac?


Not off-hand, but feel free to use whatever format you would like. So long as all the important info is there, it works for me. :)


That's part of the problem! I don't know everything that's important to know! xD


Okay, here's a basic template I whipped up you can use:

Character Template:
GENDER:
ANCESTRY:
CLASS:
LEVEL:
ALIGNMENT

Senses: Perception +XX

DEFENSE
AC XX
HP XX

Fort +XX
Ref +XX
Will +XX
OFFENSE

Melee +XX
Ranged +XX
Spell +XX; DC XX

Spd XX ft.

SPELLS

FOCUS POWERS

STATISTICS
Str XX (+X)
Dex XX (+X)
Con XX (+X)
Int XX (+X)
Wis XX (+X)
Cha XX (+X)

ANCESTRY FEATURES

HERITAGE

CLASS FEATURES

BACKGROUND

FEATS

SKILLS

LANGUAGES

EQUIPMENT


Thanks much!


Figure I'll throw in a dot! My last PF2 game fell through, and I've been looking to try some new options.

Might not be too relevant now, but how would you feel about using the Free Archetype variant rule? If not, no worries, but I've seen it add a lot of potential depth to a character.


Dotting for interest. No problem with the post-a-day rate.

I don't have much experience with Pathfinder 2E yet, but would like to learn the system better.

Leaning toward a human swashbuckler but will read up on Otari and see if there's a better fit.


Simeon wrote:
Might not be too relevant now, but how would you feel about using the Free Archetype variant rule? If not, no worries, but I've seen it add a lot of potential depth to a character.

I was unaware of that variant rule until just now. I will consider it if all of the chosen players want to make use of it.


Dot, but not sure I'm in.


Hi! I intend to submit a wizard (my favorite class) to get more contact with 2E. The premise seems interesting, lots of dungeon delving and a small town. I'll finish the submission when I can.


Looks interesting. I will look through the options, and make a choice.


waves

Hi all! I'm not going to submit as a dungeon based AP isn't really my thing personally, but I did want to say how great a GM, Brainiac is!

I play in many of his games and he is, hands down, the best GM I've had, so do take the opportunity to play with him if you can!

Happy gaming and good luck!


Agreed that Brainiac rocks as a GM! I'm interested as well - character tbd.


Dotting for interest.

I'll have to see what catches my fancy for a character concept, but will probably have something done within the week. :)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I will add to the acclaim for Brainiac. They're great (which is why I'm going to see if I can come up with a character to pitch).


Definitely interested it's been awhile since I have done a good old-fashioned dungeon delve. Haven't played 2E yet but have watched a couple of campaigns on YouTube and it seems interesting.


Ok, given all the Brainiac testimonials, I will submit...


Alright. I lied. I found something that I had been working on previously that could work well.

I present Grem Boulderpelt; Dwarven Monk of the Mountain Style.

Grem settled in Otari when he was traveling and in need on money, so he found work as a laborer, but wound up staying for the coffee.

Grem has taken the edicts of the Dwarven god, Trudd, to heart in everything he does in life. He spends most of his energy helping others and encouraging them on to their own achievements.

His stay in Otari hasn't been all lumber and coffee, though. He spends much of his free time training in the martial arts that he learned as a lad, building his strength and skill to their peak. This includes honing the rage that so few see into a usable energy, that he can cause to explode out like a volcanic eruption.


Sensen wrote:
Do you happen to have a good 2e character sheet template for profiles, Brainiac?

If you want something in GoogleDoc form, feel free to make a copy of this template for your own use!

@GM, how much detail/backstory/crunch/etc are you looking for in an application? I'm interested in playing either a dwarven fighter (a down-on-her-luck miner) or a goblin investigator (who is incredibly skilled at drawing the wrong conclusions with unshakable confidence), but I want to give each option an appropriate amount of attention so they receive an appropriate amount of attention from you. XD

Silver Crusade

I'd be interested in this as well! I'm not too familiar with the PF2 rules yet but I'll probably be able to get something done before that time. Provides a good excuse to start reading them through, at least :)


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Hawthwile wrote:
@GM, how much detail/backstory/crunch/etc are you looking for in an application? I'm interested in playing either a dwarven fighter (a down-on-her-luck miner) or a goblin investigator (who is incredibly skilled at drawing the wrong conclusions with unshakable confidence), but I want to give each option an appropriate amount of attention so they receive an appropriate amount of attention from you. XD

I would like a complete character sheet and at least a paragraph or two about your background and personality. If you want to put more detail into it, feel free!


Have you made a decision about which (if any) variant rules you will be using? e.g. Free Archetype was mentioned upthread... Also, am I correct in saying this is not a PFS campaign?


This will not be a PFS campaign.

I am still considering the Free Archetype rules. I will let you know!


Yarr,

I love quick moving games. Most days I'm available to post multiple times. I am a freelance tax accountant so my posting tends to slow down a bit the first half of April, but never below once a day, and generally not even that low. (A quick pbp read/post is a good break for my tax brain)

Presenting Kito Omari...

Kito is a recent graduate escapee from the Ruby Prince's secret royal academy for assassins. Being a duskwalker Kito's specialty was to be a hunter of necromancers. Weeks away from graduating Kito drew the academy's aging cyphermaster as his target. A long outspoken opponent of the Ruby Price's involvement in the politics of the elemental clans of the desert, who's words finally pushed the Ruby Prince too far.

Unwilling to go through with the contract Kito fled in disgrace. Wanted in Osiran Kito has made his way to Otari where he hopes to put his talents to work far from the Ruby Prince's influence.

Kito Character Sheet:
Kito Omari
M Human(Duskwalker), Criminal, Alchemist(Toxicologist) 1
N Medium Human/Duskwalker

Senses Perception + 2 (Wis -1 + Prof 3(T)) Low-Light
--------------------
Defense
--------------------
AC 18 Studded Leather 2 + 3(3) + 3(T)
HP 17
Fort +6(E), Ref +8(E, Will +2(T)
--------------------
Offense
--------------------
Melee
. . Staff +5 1d6+2 B (T) – Two-Hand d8
Ranged
. . . Crossbow +6 1d8 P (T) –
. . . Bombs +6 1d?
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 18, Wis 8, Cha 8
Speed 25 ft.
Ancestry Feats & Abilities Ghost Hunter
Skill Feats: Catfall
General Feats:
Class Features & AbilitiesAlchemy, Alchemical Familiar
Skills:: Acrobatics +6(T), Arcana +7(T), Athletics +5(T), Crafting +7(T), Lore(Pharasma) +7(T), Lore(Undead) +7(T), Lore(Warfare) +7(T), Occultism +7(T), Society +7(T), Thievery +6(T)
Languages Common, Necril, Ancient Osiriani, Osirani, Sphynx
Bulk (6/7/12) Adventurer’s Pack, Alchemical Lab(Stashed), Alchemical Tools, Crossbow +50bolts, Formula Book, Repair Kit(Worn), StaffStudded Leather
--------------------
Special Abilities
--------------------
Formula Book: Antidote(Lesser), Antiplague(Lesser), $Arsenic$, Elixir of Life(Minor), $Giant Centipede Venom$, Acid Flask(Lesser), Ghost Charge(Lesser), Quicksilver Mutagen(Lesser),

Infused Reagents 5 +F
OO Elixir of Life(Minor)
OOOOOOGiant Centipede Venom
OO Quicksilver Mutagen(Lesser)
OO Free

Familiar (Scent/Extra Reagents)


I'm afraid I'll have to bow out - other responsibilities and the like. Hope you guys have fun!


Dotting. I don't have a concrete character idea for this AP yet, but I'll see what I can come up with.


Dot.

I haven't played 2e at all yet but I've been curious to try it and (although I've never played with him as a GM before) I've enjoyed Brainiac as a fellow player, so this seems like a great opportunity to give it a shot. It'll take me a little bit to get a pitch together (having never used the new rules before at all) but I'll get something in before the deadline. Maybe a healer since I didn't see anyone else mention one?


I've created an alias for Mazul, a half-orc rogue. I plan to take the Archaeologist dedication at second level and become the ultimate trap person.

I've statted her out, put in a general background, and also did a little snippet of a conversation with Wrin to help give a better sense of her personality and how the two know each other. (Of course Wrin's personality may be totally off.)

Please let me know if you have any questions or need to know anything else!

Silver Crusade

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Ooo, interest.

Thinking maybe a Kobold Tiefling Barbarian.

Silver Crusade

Will work on backstory and equipment in a bit.

Character Sheet:
GENDER: Male
ANCESTRY: Kobold (white scale)
CLASS: Barbarian
LEVEL: 1
ALIGNMENT: CG?
Senses: Darkvision, Perception +4 (Expert)

DEFENSE
AC XX
HP 19

Fort +6 (Expert)
Ref +6 (Trained)
Will +6 (Expert)

OFFENSE

Melee +7 (Trained)
Ranged +6 (Trained)
Class DC 17 (Trained)

Spd 25 ft.

SPELLS

FOCUS POWERS

STATISTICS
Str 10>12>14>16>18>18 (+4)
Dex 10>12>14>14>16>16 (+3)
Con 10>08>08>08>10>12 (+1)
Int 10>10>10>10>10>10 (+0
Wis 10>10>10>10>12>12 (+1)
Cha 10>12>12>12>12>08 (-1)
Starting > Ancestry > Background > Class > Free > Flaw (if that's allowed)

ANCESTRY FEATURES

Small
Darkvision
Whitescaled Kobold

HERITAGE

Tiefling (Grimspawn)

CLASS FEATURES

Rage Single Action
Barbarian Concentrate Emotion Mental
Requirements You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.

Spirit Instinct

Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.

Anathema
Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

Spirit Rage (Instinct Ability)
While raging, you can increase the additional damage from Rage from 2 to 3 and change its damage type to negative or positive, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus negative or positive, as appropriate.

BACKGROUND Ruin Delver

FEATS Cat Fall, Diehard, Adrenaline Surge

SKILLS

Acrobatics +6
Athletics +7
Stealth +6
Survival +4

LANGUAGES

Common
Draconic

EQUIPMENT


Armand Lorage is a native born Otaran. Since he was young, he has gloried in the storms that pummel the village, sweeping up from the Obari Ocean and then driving along the Inner Sea. He grew up as part of the small halfling diaspora in town, and got a the majority of his education from the nature priest Worliwynn at the Stone Ring Pond.
He signed on with the Absalom guard to get out of town when he was younger with itchy feet, and spent a couple of hitches as a medic. He came back to Otari, because he’s decided he likes a smaller town better than the big city; the storms just don’t seem as accessible in Absalom…
He’s not sure whether he will try to get on with the Otaran guards as a medice or if he will just set up as a healer in town, or what he will do for a living. He has some limited savings from his time with the Absalom guard, but he probably needs to start thinking about money… But he's not sure he wants to settle down either, he's still got a younger halfling's willingness to take a chance.

Partial Character Sheet:

Armand Lorage

GENDER: Male
ANCESTRY: Halfling
CLASS: Druid
LEVEL: 1
ALIGNMENT: Chaotic Good
Senses: Perception (Trained) +5
DEFENSE
AC XX
HP 16 (6 racial +8 Class +2 Con)
Fort (Trained)+5 (+2 trained +1 level +2 Con)
Ref (Trained)+6 (+2 trained +1 level +3 dex)
Will (Expert) +9 (+4 expert +1 level +4 wis)
OFFENSE
Melee +XX
Ranged +XX
Spell +7 (primal, trained +2, level +1, wis +4) DC 17 (primal, trained +2, level +1, wis +4)
Spd 25 ft.
SPELLS
Cantrips : Electric Arc, Ray of Frost, Guidance, Detect Magic, Light
1st Level : ????
FOCUS POWERS: Storm Surge
FOCUS POOL : 2
STATISTICS
Str 8 (-1)
Dex 16 (+3)
Con 14 (+2)
Int 12 (+1)
Wis 18 (+4)
Cha 10 (+0)
ANCESTRY FEATURES: Str Penalty, Dex Boost, Wis Boost, Con (Free) Boost, Small, 25 ft move, 6 hp, Feat: Halfling Luck, Keen Eyes
HERITAGE
CLASS FEATURES
primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy
BACKGROUND: Field Medic
FEATS: Halfling Luck (Ancestry), Battlefield Medicine (Skill), Storm Born (Order)
SKILLS: Medicine, Nature, Acrobatics, ??? Stealth, Survival, Occultism, Intimidate, Diplomacy ???
LANGUAGES Common, Halfling, Druidic, Elven
EQUIPMENT

It should be noted that Armand's abilities are a little ill defined. His combat skills are spellcasting. He's also a healer using Medicine (and primal magic where necessary), but his other skills could go several directions. I am thinking of perhaps trying the Scroll Trickster archetype...


Submissions so Far:

Grem Boulderpelt, Dwarf Monk: Blaydsong
Kito Omari, Human (Duskwalker) Alchemist: Pirate Rob
Mazul, Half-orc Rogue: ClearSpring
Unnamed Kobold (Tiefling) Barbarian: Rysky
Armand Lorage, Halfling Druid: pad300


Some interesting concepts so far.

Honestly, sometimes this is my favorite part. :)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

"Oi, Wrin, you said you needed to talk to me? What's that? A strange light at Gauntlight? Well, it is a lighthouse, init? No, no, I ain't saying I won't go check it out. You know me better than that, right? You need me to do something, and I'll go do something. Do that for anyone, won't I?"

Temmer gives his friend his best grin, a cockeyed smile that that caused ol' Captain Longsaddle more than one bout o' heartburn, not that Temmer ever deserved it. Sure, he grew up in the Shackles, but he's been in Otari for ages, ain't he? And it's not like he's got a religious symbol of Besmara on him, right? Sure, maybe he's got one back in his bunk, but that's just smart. You never know when you're gonna be on a big boat and want to make sure the Pirate Queen ain't looking your way. Or anyone else for that matter, right? I'm just tellin' it the way it is.

No, Temmer's there if his friends need him.

"Yeah, I heard there's some big beasties out there in the fens, right? But ain't nothing that ol' Temmer can't handle now, is it. Wrin, did I ever tell you about my trip to Otari? We were chased right out o' the Shackles, we were, but the biggest damn kraken you ever saw. They said the Hurricane Queen sent that right after us, make sure that boat didn't stick around. But, hey, we sailed away clean, and, sure, maybe the ship had a few broken masts when we got here. Now, I know they say it was my fault, but I'm telling you, I wanted to get off here, yeah? Heard there was some interesting stuff out in the hinterlands, so seemed like as good a place to disembark as any. Just right to do that, not stick around where I could see I wasn't wanted."

Here's Adistan Temmer. Ignore the profile for now, since I haven't updated it from the game he was in. He's a fast-talking (as in he never shuts up), but generally convivial man who's happy to lend a friend a hand. He's built below as a cleric (since I haven't played one of those in 2e), but I think the character is pretty malleable and could work as a number of classes (or even ancestries, though I like the avatar I found for him). He probably wouldn't really work as a tank, but could easily be a ranger or swashbuckler, bard, etc. if that works better in the party.

I've been doing PBP for a number of years, including one game with you (playing Katria). I think I'm a reliable poster who tries to check in daily and make life easy for my GM. I'm pretty comfortable with 2e at this point though depending on the final build may have some small points to figure out.

Character build:

PROFILE
Str 10
Dex 14
Con 12
Int 10
Wis 16
Cha 16

Adistan Temmer
Birthplace: The Shackles
Gender & Pronouns: Male, he/him
Physical Appearance: A dark-skinned human male, with a perpetual smile on his face.
Ancestry: human (skilled)
Background: Ruin delver
Class cleric; Level: 1
Medium humanoid human
CG; Deity: Chaldira Zuzaristan
Languages: Common
____________________
SENSES
Perception: +6 [trained] Perception (trained): 1d20 + 6 ⇒ (2) + 6 = 8
Special Senses: --
____________________
DEFENSES

Hit Points: 17/17
AC: xx [T]
Armor proficiencies Trained in unarmored defense

SAVING THROWS
Fortitude: Fortitude (trained): 1d20 + 4 ⇒ (16) + 4 = 20
Reflex: Reflex (trained): 1d20 + 4 ⇒ (18) + 4 = 22
Will: Will (expert): 1d20 + 8 ⇒ (17) + 8 = 25
Notes:
____________________
OFFENSE
Speed: 25 ft
Weapon proficiencies Trained in simple weapons, deity’s favored weapon, unarmed attacks
____________________
SPELLS
Divine Spell Attack Rolls: +6 (trained)
Divine Spell DC: 16 (trained)

Spell slots: Cantrips: 5; 1st: 2 (+4 heals)
Spells prepped (common divine, plus fleet step from deity)
Cantrips (1st level): xxx
1st: xxx, xxx

Edicts seek out and challenge oppressors and tyrants, defend friends and the innocent, engage in mischief that doesn’t harm others
Anathema suffer a bully’s insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill

Domain: Trickery
Focus Pool: 1
Domain spells: sudden shift
____________________
SKILLS

Acrobatics (T, Dex)
Acrobatics (trained): 1d20 + 5 ⇒ (13) + 5 = 18

Arcana (U, Int)
Arcana(untrained): 1d20 + 0 ⇒ (11) + 0 = 11

Athletics (U, Str)
Athletics (untrained): 1d20 + 0 ⇒ (4) + 0 = 4

Crafting (U, Int)
Crafting (untrained): 1d20 + 0 ⇒ (6) + 0 = 6

Deception (T, Cha) (become expert at 5th level)
Deception (trained): 1d20 + 6 ⇒ (20) + 6 = 26

Diplomacy (T, Cha)
Diplomacy (trained): 1d20 + 6 ⇒ (7) + 6 = 13

Intimidation (U, Cha)
Intimidation (untrained): 1d20 + 3 ⇒ (6) + 3 = 9

Lore (Roseguard) (T, Int)
Lore (Roseguard) (trained): 1d20 + 3 ⇒ (20) + 3 = 23

Medicine (U, Wis)
Medicine (untrained): 1d20 + 3 ⇒ (6) + 3 = 9

Nature (U, Wis)
Nature (untrained): 1d20 + 3 ⇒ (3) + 3 = 6

Occultism (U, Int)
Occultism (untrained): 1d20 + 0 ⇒ (18) + 0 = 18

Performance (U, Cha)
Performance (untrained): 1d20 + 3 ⇒ (4) + 3 = 7

Religion (T, Wis)
Religion (trained): 1d20 + 6 ⇒ (11) + 6 = 17

Society (U, Int)
Society (untrained): 1d20 + 0 ⇒ (16) + 0 = 16

Stealth (T, Dex)
Stealth (trained): 1d20 + 5 ⇒ (15) + 5 = 20

Survival (U, Wis)
Survival (untrained): 1d20 + 3 ⇒ (5) + 3 = 8

Thievery (T, Dex)
Thievery (trained): 1d20 + 5 ⇒ (7) + 5 = 12
____________________
FEATS:

Ancestry Feats and Abilities
Special 1st:
Heritage 1st:
1st: xx

Skill Feats
Background: Cat Fall
xx

Class Feats and Abilities
Feature 1st: Spellcasting, divine font (heal)
1st: Domain Initiate
1st: xx
2nd: xx
____________________
EQUIPMENT

Gear: xx

Heh. Ignore the rolls too. Those are my "macros"...


Dotting. Not sure how I missed this one. ;)
Very familiar with PF1, not so much with PF2, but I'm a quick study. Sounds like so much fun!
Should have a submission ready tomorrow or Sunday.

Silver Crusade

Hi Brainiac, I played Wulfram in your Ironfang Invasion game, and also Milo (halfing rogue) in your Playtest game. I'd like to give PF2 another try (I played in a Fall of Plaguestone game that ended at 2nd lvl when the GM had to drop the game.

I'm thinking of submitting a halfling rogue again, this time with the Ruin Delver background. She'll take Battle Medicine and be a combat medic, and probably a Bard multiclass feat at lvl 2.


Alright, first up is Akkaboo, goblin investigator extraordinaire!

Backstory:
One pouch, leather, containing six silver coins, twenty three copper pieces, two sticks, a shiny rock, and a handful of rotting meat.

It wasn’t Akkaboo’s fault she’d been kicked out of her tribe. She’d just been going into the chieftain’s room to ask she had any extra toadstools Akkaboo could use for her latest experiment on growing a second set of ears, but the cave was empty and Akkaboo couldn’t help but poke around because maybe Chief Hardstomper had some extra toadstools stashed away somewhere and surely she wouldn’t mind if Akkaboo used them because Chief Hardstomper certainly wasn’t using them and everyone knows that you don’t leave toadstools out in the light because they shrivel up after picking so of course Akkaboo had to look in the strange leather pouch she found. When she found the money inside, her (single) pair of ears quivered in thought before rising in shock and falling in sadness in rapid succession. There was only one possible explanation - Chief Hardstomper had been contracted by longshanks to kill someone! And if the tribe killed someone, then the other longshanks would retaliate and the tribe would have to relocate and then Akkaboo would have to carry the babies again and the babies bit hard and she’d almost dropped three of them the last time the tribe moved and they really couldn’t afford it again so soon after last time. So she told the tribe shaman who told her apprentice who told her favorite hunter who told Chief Hardstomper who told Akkaboo to get out on her own before she was thrown out.

One knife, abandoned on the side of the road and covered with blood.

It wasn’t Akkaboo’s fault she’d lost her travelling caravan either. She’d been out foraging for food because while bark and grubs were some of her favorite foods, when Akkaboo had offered them to her fellow travellers they got very excited and one of them almost hit her with a pan in their excitement and the grubs got lost in the excitement and the bark fell in the fire and burned up and Akkaboo wanted to thank the nice longshanks for letting her travel with them across the island of Kortos which meant she needed to give them food that they weren’t that excited about. So Akkaboo had gone looking for raspberries and found blackberries instead and then when she was picking the blackberries she’d pricked her thumb on one of the thorns and so she’d gone looking for a leaf to wrap the hole and almost tripped on the dagger lying on the ground and Akkaboo thought it would be a a shame if whoever dropped their dagger while picking blackberries because they’d cut themself never got it back, so she wrapped the blade in a leaf and brought it back to the caravan and when the guardsmen from Otari came that evening asking about it Akkaboo didn’t want the caravan to be in trouble because she had been uncooperative and she told the nice captain that the caravan leader had a knife like she had described and then the guards took the caravan leader away with them and everyone else was crying and Akkaboo couldn’t get anyone to tell her what was wrong and she watched as everyone else in the caravan slipped away into the night one by one until only Akkaboo was left by the campfire with a handful of blackberries.

One small packet, cloth, containing dried nettle, belladonna, and nightshade. Still investigating.

Crunch:
Ancestry: Irongut Goblin
Background: Eldritch Anatomist
Class: Investigator Level: 1
Size/Traits: Small humanoid [goblin]
Alignment: CN
Languages: Common, Draconic, Dwarven, Goblin, Gnoll, Orcish
Gold: 0.08 gp

Perception: +15 [E]
Special Senses: Darkvision
Speed: 25 ft

ABILITY SCORES
STR 10, DEX 14, CON 14, INT 18, WIS 10, CHA 12

DEFENSES

HIT POINTS: 18

ARMOR CLASS
AC: 16 [T]
Unarmored: [T], Light: [T]

SAVING THROWS
Fortitude: +5 [T]
Reflex: +7 [T]
Will: +5 [T]
Notes: +2 vs afflictions and sickened from ingestion

OFFENSE

Class DC: 17 [T]

Melee Strikes
Dagger +5 [T] d4+0 [P or S] Agile, Finesse, Thrown 10 ft

Ranged Strikes
Shortbow +5 [T] d6+0 [P] Deadly d10

Special Strikes
Devise a Stratagem +7 [T] +1d6 [precision]

Weapon Proficiencies
Simple: [T]
Martial: [T]

SKILLS

Acrobatics: +5 [T]
Arcana: +7 [T]
Athletics: +0 [U]
Crafting: +7 [T]
Deception: +1 [U]
Diplomacy: +4 [T]
Intimidation: +1 [U]
Lore (fleshwarping): +7 [T]
Medicine: +3 [T]
Nature: +3 [T]
Occultism: +7 [T]
Performance: +1 [U]
Religion: +3 [T]
Society: +7 [T]
Stealth: +5 [T]
Survival: +3 [U]
Thievery: +5 [T]

FEATS:

Ancestry Feats and Abilities
1st: Junk Tinker

Skill Feats
Background: Assurance (Medicine)
Class: Alchemical Crafting

Class Feats and Abilities
1st: Known Weakness

General Feats

FORMULA

Versatile Vials per Day: 4

Formula Book
Level 1:
Lesser Antidote
Lesser Antiplague
Lesser Cognitive Mutagen
Lesser Eagle-Eye Elixir
Lesser Smokestick
Minor Elixir of Life

EQUIPMENT

Bulk: 5 B 5 L (Encumbered: 6, Maximum: 11)
Combat Gear: Padded Armor, Sling, 20 bullets, Dagger
Magic Items:
Other Gear: Alchemist’s Tools, Backpack, Bedroll, Belt Pouch (2), Chalk (10), Flint and Steel, Formula Book, Healer’s Tools, Rope (50 ft), Rations (2 weeks), Repair Kit, Soap, Thieves’ Tools, Torch (5), Waterskin

----------------------------------------

And next is Erda Ironheart, a dwarven miner who refuses to die.

Backstory:
Only spit o’er yer left shoulder.

Ol’ Nelly hadn’t cared where she spit when she was alive. Erda hadn’t thought much about it until her mother struck gold far below ground, spit over her right shoulder in appreciation, and promptly fell into a sinkhole that opened up beneath her feet. Erda had carefully peered over the edge of the hole and seen Nelly’s head twisted and bent unnaturally. The sight paralyzed her, and all she could do was sit and cry until one of her aunts found her and brought the young dwarf back to the surface.

Ne’er eat anything you haven’t stabbed wid yer knife first.

Foreman Rockrunner had liked her meat rare and kicking. Had. When that fish that was still alive went down the wrong pipe, Erda could only watch as the head miner’s face turned redder and redder before she had collapsed into a heap on the ground, caught her hair on fire in the cooking furnace, and burned to a well-done crisp. With her death, the mine closed - and Erda was out of work. She’d had to leave the isolated town built around the small mineshaft in the Kortos Mounts and wandered downhill until she reached Otari, with only her trusty pick and a piece of repurposed reinforcement beam to keep her company.

Always knock three times before opening a door fer the first time.

It was supposed to be the door to her room at the inn. Erda still didn’t know what those tall folks were doing in there with the masks and the chains, but she didn’t think she’d every get the image out of her head. Better to have forewarned enemies than see that again, she sometimes thinks to herself.

Better safe than sorry.

Bad luck certainly seems to cling to this young dwarf, but as she’s grown older and the ill omens continue to fail to kill her, she’s picked up an ever-growing list of tricks and tips to keep the fates at bay.

Crunch:
Ancestry: Strong-Blooded Dwarf
Background: Miner
Class: Fighter Level: 1
Size/Traits: Medium Humanoid [dwarf]
Alignment: LN
Languages: Common, Dwarven, Goblin, Undercommon
Gold: 1.78 gp

Perception: +7 [E]
Special Senses: Darkvision
Speed: 20 ft

ABILITY SCORES
STR 18, DEX 10, CON 14, INT 14, WIS 14, CHA 8

DEFENSES

HIT POINTS: 22

ARMOR CLASS
AC: 16 [T]
Unarmored: [T], Light: [T], Medium: [T], Heavy: [T]

SAVING THROWS
Fortitude: +7 [E]
Reflex: +5 [E]
Will: +5 [T]

RESISTANCES
Poison: 1
Notes:

OFFENSE

Class DC: 17 [T]

Melee Strikes
Pick +9 [E] 1d6+4 [P] Fatal d10
Clan Dagger +9 [E] 1d4+4 [P or Bl] Agile, Dwarf, Parry, Uncommon

Ranged Strikes
Sling +5 [E] 1d6+2 [Bl] Propulsive, Range 50 ft

Weapon Proficiencies
Simple: [E], Martial: [E], Advanced: [T]

SKILLS

Acrobatics: +0 [U]
Arcana: +2 [U]
Athletics: +7 [T]
Crafting: +5 [T]
Deception: -1 [U]
Diplomacy: -1 [U]
Intimidation: +2 [T]
Lore (mining): +5 [T]
Medicine: +5 [T]
Nature: +2 [U]
Occultism: +2 [U]
Performance: -1 [U]
Religion: +5 [T]
Society: +5 [T]
Stealth: +0 [U]
Survival: +5 [T]
Thievery: +0 [U]

FEATS:

Ancestry Feats and Abilities
1st: Unburdened Iron

Skill Feats
Background: Terrain Expertise (underground)

Class Feats and Abilities
Feature 1st: Attack of Opportunity
1st: Reflexive Shield

General Feats
Bonus 1st: Shield Block

EQUIPMENT

Bulk: 7 B 4 L (Encumbered: 9, Maximum: 14)
Combat Gear: Clan Dagger, Hide Armor, Pick, Steel Shield, Sling, Sling Bullets (20)
Magic Items:
Other Gear: Backpack, Bedroll, Belt Pouch (2), Chalk (10), Flint and Steel, Healer’s Tools, Repair Kit, Rope (50 ft), Rations (2 weeks), Soap, Torch (5), Waterskin


I am submitting Marius, a tiefling diviner with a cat familiar named Finder. I'll buy equipment if I'm chosen for this endeavour. :-)

Short background:

In northern Garund, Marius was born into a loving family of a tiefling, his mother Zunia, and a human, his father Carl. His mother loved astrology and he took to studying it with great focus. He learned all he could the Saoc tradition and took it further, studying magic.

Still, he always enjoyed night time and stargazing. He always said that there are secrets with the stars. This gave him a desire to travel. He traveled for a long time going as far as Varisia, then the river kingdoms and eventually found himself in Otari. There he quickly became close friends with Wrin Sivinxi. They shared not only their ancestry but their love for the stars.

He decided to stay there and help her with anything she needed, and has found a happy place to be.

Character sheet summary:

NG Human (tiefling) Wizard
Str 10; Dex 12; Con 14; Int 18; Wis 14; Cha 10
Background: Starwatcher
HP 16
Perception [t] +5

Defense
AC 14
Saves
Fort [t] +5
Rex [t] +4
Wis [e] +7

Arcane magic
Spell attacks [t] +7
Spell DCs [t] 17

Arcane bond: Familiar

Arcane school: Divination

Focus spells:
Diviner's sight

Level (slots) - Prepared + Divination bonus
Cantrip (5+1) - Dancing Lights, Daze, Mage Hand, Prestidigitation, Produce Flame + Detect Magic
1 (2+1) - Animate Rope, Grease + Share Lore

Spellbook's name: Starguide
Level - Spells
Cantrip - Dancing lights, Daze, Detect Magic, Electric arc, Ghost Sound, Mage Hand, Message, Prestidigitation, Produce Flame, Read aura
1 - Agitate, Animate Rope, Befuddle, Grease, Share Lore, Shattering Gem

Arcane thesis (Improved Familiar)
Thesis name: On the link between master and familiar: a study about empathy and communication
Familiar: A cat named Finder

Feats
Ancestry
Level 1 - Saoc Astrology

Skill
Background - Dubious Knowledge

Skills
Arcana [t] +7
Crafting [t] +7
Nature [t] +7
Occultism [t] +7
Religion [t] +7
Lore:
Astrology [t] +7
Fortune Telling [t] +7
Herbalism [t] +7
Otari [t] +7

Languages: Aklo, Elven, Infernal, Undercommon

Weapons/armor proficiencies
club; crossbow; dagger; heavy crossbow; staff [t]
unarmed attack [t]
unarmored defense [t]

Equipment
Spellbook

Horizon Hunters

I'd like to submit Vengis Mountebank, Sorcerer 1, for your consideration.

I am able to post several times a day on weekdays, and one a day on weekends. Background is on the character sheet. I still have some tweaks to make to the character sheet, including adding his creepy cat familiar with one bulging eye.

Thanks!

Silver Crusade

Here's my character sheet for Bella Bracegirdle: Halfling Ruin Delver Rogue. Background to follow.

Character Sheet:
About Bella Bracegirdle
Halfling Rogue 1 (Thief)
CG small humanoid (Halfling)
Senses perception +7E

---------------------------
Defense
---------------------------

AC 18 (+1 armor, +3 proficiency)
HP 15
Fort +5T, Ref +9E, Will +7E
[R] Nimble Dodge (+2 AC) Unless otherwise specified, the first attack on her each round.
---------------------------
Offense
---------------------------

Speed 25 ft.
[A] Melee Shortsword +7 (1d6+4)
[A] Ranged Dagger +7 (1d4)
[A] Ranged Sling +7 (1d6)
Special Sneak Attack +1d6
---------------------------
Statistics
---------------------------

Str 8, Dex 18, Con 14, Int 10, Wis 14, Cha 14
Languages Common, Halfling
Heritage Gutsy Halfling
Ancestry Feats Halfling Luck
Background Feats Cat Fall (Ruin Delver)
Rogue Feats Nimble Dodge; Bard Dedication
Skill Feats Battle Medicine; Continual Recovery
Skills Acrobatics +7T, Athletics +1T, Deception +5T, Diplomacy +5T, Intimidation +5T, Lore (Roseguard) +3T, Medicine +7T,
Religion +5T, Society +3T, Stealth +7T, Thievery +7T
Equipment
Shortsword (L)
Dagger (L)
Sling (L)
10 Sling Bullets (L)
Leather Armor (1)
Waterskin (L)
Backpack
Bedroll (L)
Healers' Tools (1)
Thieves' Tools (L)
Replacment Picks
Hooded Lantern (L)
5 Oil
Flint and Steel
Silk Rope (L)
Rations (L)
Mug

Bulk 3

Money 11 SP, 7 CP

Deity Sarenrae

Height 2'11"
Weight 28 lbs
Hair red
Eyes blue
Age 34

____________________

Character Generation:

Ancestry: Halfling +2 dex, +2 wis, +2 free(cha)
Background: Ruin Delver +2 dex, +2 free (con)
Class: Rogue +2 Dex
Four ability scores: +2 Dex, +2 con, +2 wis, +2 Char

Ancestry Feat: Gutsy Halfling
Skill Feat: Battle Medic
Background Feat: Cat Fall
Rogue Feat: Nimble Dodge

Skills:
Acrobatics 4+2+1
Athletics -1+2+1
Deception 2+2+1
Diplomacy 2+2+1
Intimidation 2+2+1
Lore (Roseguard) 0+2+1
Medicine 2+2+1
Religion 2+2+1
Society 0+2+1
Stealth 4+2+1
Thievery 4+2+1

Perception 2+4+1

Hit Points: 6+2+8

Grand Lodge

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Hiya GM Brainiac! I'm intrigued and impressed with your GM track record. I think I'd like to throw my hat in the ring to play with you.

But I haz a question....what are your thoughts about the gunslinger and inventor classes currently in playtest? Could they be a part of this campaign (and characters submitted for it)?

Thanks for the opportunity to chew this over.

-Dink


2 people marked this as a favorite.

I will consider a playtest character with those classes if you are interested. When the final version of the class comes out, you will need to convert to that version.


Then, may I introduce Tu Clang Wan? Profile to be updated soon. Character sheet is below.

Wan, as he is known informally, hails from the Dragon Empires nation of Quain. As a hatchling, he was placed in an orphanage in the slums of Nanzhu run by those faithful to Qi Zhong, Master of Medicine. His keen bird-brain absorbed all he could, including a passing knowledge of the pantheon of Tian Xia, but still he thirsted for more. He filled his days with innovation and discovery.

Attracted to Sun Wukong, the Monkey God, this tengu tinkerer burnt his bridges properly when - as an adolescent chirpling - he stole a prototype suit of abjurant armour from the main temple to Qi Zhong attached to the orphanage. Wan had been involved in the design of this experimental suit of mail - originally designed for battlefield triage - and saw in 'Proto' (as he called it) the means for his egress from a life without wonderment and novelty.

Wan made his way to Goka and across the Embaral Ocean, first to Nex, and then, eventually, to Absalom. Months at sea, the tengu absorbed much of what his journeys taught him. In Nex, Wan found the practice of fleshwarping fascinating, and - before he burnt his bridges there - vowed to incorporate those practices into Proto's build.

His time in Absalom was quickly cut short via a "misunderstanding" with a local thieves' guild, and now Wan finds himself in Otari, considering his options as he tries to buy his way back into some form of agreement with a man named Torch.

Character Sheet (working on equipment - to be updated soon)

Silver Crusade

Here's Bella's background. I've also included a copy of her character sheet, to have everything in one place.

Bella Bracegirdle: Halfling Ruin Delver Rogue

Background:
Bella Bracegirdle was born into a halfling family of Otari lumberworkers. Her parents got her a placement at the Dawnflower Library, where she worked as an assistant, in exchange for her education. During her studies there, Vandy Banderdash, the head priestess, related many stories about the Roseguard, a party of heroes who defeated the villainous Belcorra Haruvex and founded the town of Otari.

Bella works in one of the lumbermills, using the healing skills that she picked up from Vandy to serve as a first-aid attendant, in addition to her other duties. While the position earns her enough money to get by, it is monotonous and leaves her longing for adventure. She is facinated with the ruins around Otari, and while she has poked around several smaller sites, she hasn't mustered the courage yet to explore the Gauntlight Keep and its mysterious lighthouse.

When she isn't at work or checking out some of the local ruins, Bella joins her friends at one of the local taverns or the Otari Fishery.


Character Sheet:
About Bella Bracegirdle
Halfling Rogue 1 (Thief)
CG small humanoid (Halfling)
Senses perception +7E

---------------------------
Defense
---------------------------

AC 18 (+1 armor, +3 proficiency)
HP 16
Fort +5T, Ref +9E, Will +7E
[R] Nimble Dodge (+2 AC) Unless otherwise specified, the first attack on her each round.
---------------------------
Offense
---------------------------

Speed 25 ft.
[A] Melee Shortsword +7 (1d6+4)
[A] Ranged Dagger +7 (1d4)
[A] Ranged Sling +7 (1d6)
Special Sneak Attack +1d6
---------------------------
Statistics
---------------------------

Str 8, Dex 18, Con 14, Int 10, Wis 14, Cha 14
Languages Common, Halfling
Heritage Gutsy Halfling
Ancestry Feats Halfling Luck
Background Feats Cat Fall (Ruin Delver)
Rogue Feats Nimble Dodge; Bard Dedication
Skill Feats Battle Medicine; Continual Recovery
Skills Acrobatics +7T, Athletics +1T, Deception +5T, Diplomacy +5T, Intimidation +5T, Lore (Roseguard) +3T, Medicine +7T,
Religion +5T, Society +3T, Stealth +7T, Thievery +7T
Equipment
Shortsword (L)
Dagger (L)
Sling (L)
10 Sling Bullets (L)
Leather Armor (1)
Waterskin (L)
Backpack
Bedroll (L)
Healers' Tools (1)
Thieves' Tools (L)
Replacment Picks
Hooded Lantern (L)
5 Oil
Flint and Steel
Silk Rope (L)
Rations (L)
Mug

Bulk 3

Money 11 SP, 7 CP

Deity Sarenrae

Height 2'11"
Weight 28 lbs
Hair red
Eyes blue
Age 34

__________

Spoiler=Character Generation:

Ancestry: Halfling +2 dex, +2 wis, +2 free(cha)
Background: Ruin Delver +2 dex, +2 free (con)
Class: Rogue +2 Dex
Four ability scores: +2 Dex, +2 con, +2 wis, +2 Char

Ancestry Feat: Gutsy Halfling
Skill Feat: Battle Medic
Background Feat: Cat Fall
Rogue Feat: Nimble Dodge

Skills:
Acrobatics 4+2+1
Athletics -1+2+1
Deception 2+2+1
Diplomacy 2+2+1
Intimidation 2+2+1
Lore (Roseguard) 0+2+1
Medicine 2+2+1
Religion 2+2+1
Society 0+2+1
Stealth 4+2+1
Thievery 4+2+1

Perception 2+4+1

Hit Points: 6+2+8

I'm planning on using the rogue's plentiful skill feats to advance her Treat Wounds capability. Her stats qualify for both Cleric and Bard Dedication at lvl 2.

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