Eberron Planar Campaign (PF2e)

Game Master CynDuck

Set in Eberron, the players embark on expeditions into the setting's 13 planes as a part of a joint project by Houses Orien and Cannith


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Added Arcana so as to be able to do ship stuff. Dropped Medicine (sigh) and Stealth (because it was truly never there, just a copy-paste error).


Arcana makes some sense, honestly--it's also relevant to dragon-lore. That being said, I wasn't trying to push you down any particular path! I'm not positive you'll need Arcana. That'd be up to the GM.

The idea of the Seren Isle barbarians being, like, mage-sailors is honestly kind of sick, though. I don't know that it's canon, but it should be.

Kobold Catgirl wrote:
By the way, I was wondering how relevant Eberron's "main" setting is going to be to this game, since I know we'll be planehopping. Will stuff be going on related to the Material Plane (the Last War, the politics, the religious groups, etc), or will it largely be about exploring these cool new regions?

No pressure, but did you see this question, GM?


Kobold Catgirl wrote:
That being said, I wasn't trying to push you down any particular path! I'm not positive you'll need Arcana. That'd be up to the GM.

I know, I know, it just made sense when you said it.

So I think I'm done. Khaddrak's Int is not too high yet, but it will improve. With Craft, Engineering Lore and Sailing Lore (and his Navigation tattoo) he should be able to be a good asset for the ship.

I'm not too versed in pf2, so I still don't know which weapons are best, but I chose a maul because knocking down with crits seems good (and smashing with a maul doing lightning damage is super cool, yeah?). I guess if I don't like it I'll look for a different weapon somewhere.


Strictly speaking, no weapons are "best"--Martial are better than Simple, and Advanced are better than both, but the weapons are mostly extremely balanced within their categories. The trick is to look at the hands, the damage and the traits. Maul only has one trait and requires two hands, but that's because it does the highest damage any weapon can get. It's pretty un-versatile, but does fantastic raw damage.

Hammers and flails also have the most powerful crit specialization effect, but since Paizo's announced they're going to add a saving throw to the effect in the upcoming Remaster, I'm guessing that wasn't deliberate.


@GM CynDuck

I am looking at this Automaton Feat Reinforced chassis . It says that ...your chassis is medium armor. Does that also mean that it grants Proficiency with it? Or do you need to be a Class (Magus) that automatically gets Medium armor Proficiency?

I ask because I feel like even the Wizard would gain the benefits and Proficiency?

I haven't found anything on the Boards about it...yet.


That's definitely a deliberate omission. Getting armor proficiency is itself a very powerful feat. Honestly, Reinforced Chassis should really have a prereq for Medium Armor Proficiency--it's a bit of a trap option as-is. Of course, most characters with a 16 Strength are going to be proficient anyways.


Heyo, fairly quickly threw together a ranger. I saw you post this recruitment a week or so ago but wanted to wait and see what other's posted. Wasn't sure I wanted to apply, kept coming back to it though and figured I should just apply. I really enjoy Eberron, definitely one of my more enjoyed campaign settings. I played in a 3.5 game for about a year+ some 11 years ago. In that I had a Cannith Wizard/Artificer I thoroughly enjoyed.

This submission though is an Elven Ranger, Alanis Olaris of House Phiarlan. She is dragonmarked and an agent of the Serpentine Table, the secretive arm of the Phiarlan house that deals in spies, information gathering and occasional thievery. Her dragonmark isn't very strong, only allowing her to manifest this power as the cantrip Mage Hand. (I just flavored the Elven Ancestry feat "Otherworldy Magic" to do this).

She is a ranged Ranger, with the flurry hunter's edge, using a longbow for longer range attacks and Chakrams for melee and throwing at close range. Very much focused and priority is on ranged combat. Though for fun, I'd love to eventually have only Returning Chakrams. I know the Xena warrior princess is cliche, but damn its still awesome!

She has the rogue archetype, and as such is decently okay at a fair amount of skills.


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Pathfinder Rulebook Subscriber

Hi all, I've pulled together a special rare character, Rugmar for your consideration for the game. Rugmar is a Shoony Inventor with the beastkin versitle trait. In short, he is a friendly neighborhood humanoid dog that loves to tinker with equipment (and in a pinch, is willing to work for snacks and belly-rubs), but dont get him mad or he transforms into an agressive wolf.

Here is his backstory and character stats.

Appearance
Rugmar is a small pug-dog-like humanoid. He has black fur with a patch of white fur on his left eye. He wears studded leather armor and is carrying an usual looking gadget with him that zaps and sparks with electricity occassionally.

Origin
Rugmar was born and grew up in the city of Sharn, amongst a pack of shoony that lived deep in the city. He always knew he was different from the other Shoony, but tried to fit in the best he could.

Youth / Background
In the massive city with so many towers, viewing the sky is a luxury few can experience. Rugmar and some friends once ventured far from the downtown into a city park. It was night and at first sight of the full moon, he felt transformed and free! In fact, his friends later explained that he literally transformed from a friendly pug into a viscous wolf. After this first transformation, Rugmar returned to the city park repeatedly and learned to better control these transformations.

When not changing into a wolf, Rugmar was a smart shoony and tinkered with all sorts of gadgets. Many of the local shops needed help repairing equipment, he would tenaciously dive into fixing broken equipment and occassiionally augmenting them for the better.

Now
Rugmar has gained a reputation as a keen crafter. The neighborhood council arranged for him to apprentice as a junior engineer on the Crystalmark, ensuring the equipment is in top shape and ready for any mission.

Rugmar
Inventor 3
LN Small Shoony Beastkin Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Halfling, Shoony, Ysoki
Skills Acrobatics +9, Athletics +6, Crafting +10, Lore: Engineering +8, Medicine +5, Performance +6, Society +8, Stealth +9, Thievery +9
Str +1, Dex +4, Con +0, Int +3, Wis +0, Cha +1
Items Unarmored
AC 19; Fort +7, Ref +9, Will +7
HP 33
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Searing Restoration (Fire, Healing, Inventor, Manipulate, Unstable) They told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. Special If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.
Explode (Fire, Inventor, Manipulate, Unstable) You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion's damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.
Change Shape (Beastkin) (Concentrate, Polymorph, Primal, Transmutation) You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.
Overdrive (Inventor, Manipulate) Frequency once per round Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level. Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute. Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier. Failure You make a miscalculation and nothing happens. Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset. Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.
Additional Feats Alchemical Crafting, Animal Senses, Beastkin, Inventor, Specialty Crafting, Toughness, Variable Core
Additional Specials Animal Senses (Darkvision), Expert Overdrive, Innovation (Weapon Innovation), Peerless Inventor, Reconfigure, Variable Core Damage Type (electricity)


Teoban is a good medic and knows tactics. Being undead, he's resistant to some things mortals have to deal with. I expect that airships are mostly arcane and primal, but surely they will face occult threats.


This will be Dorian Grey's Submission for this game.

I am actually liking the Magus for my concept after all.

I altered his Ancestry feat to better synergistic appeal for Magus.

Ship responsibilities would be Researcher or Engineering. He is extremely studious and am obvious machine.

His body is entirely smooth, although muscled. He wears gold robes and hood. His face is only slits for eyes, mouth, nose and ears. A blue light glows from his eye sockets. When he casts spells his veins appear, glowing the same blue.

Again, thank you for the opportunity.


If this is still open, I am very interested!

I’m happy to fit whatever role we need. I’m partial to ranged and support characters, so I can slot into pretty much any party. Rangers, druids, rogues, and clerics are my jam, and I would be leaning rogue, here - though I have also been keen to try a witch…

I am pretty good about posting daily (or at least most days of the week). I am not overly familiar with Eberron, BUT I have the books and have been itching for a good motivation to dive in. You can be assured I will have finished at least Rising from the Last War before we start.

If you’re still actively considering character submissions, I will put one together ASAP and get it over to you.


I’m thinking a Khorovar character would make sense, especially if the ship flies under the flag of House Lyrandar (as it appears most do).


It sounds like the voyage is being funded by House Orien and House Cannith, though other Houses might also be involved!


Hmm. That’s a good point. Wouldn’t they still need someone from Lyrandar to fly the airship?

I’m picking up the lore in real time (I’m going through Rising from the Last War now), so it is highly likely I’m missing things.

Also, the art in this book is positively Pathfinder-y. Love to see it.


Colorfoot wrote:
Hmm. That’s a good point. Wouldn’t they still need someone from Lyrandar to fly the airship?

So, it's sort of tricky. Traditionally, House Orien is all about land travel (magic trains), and House Lyrandar is all about air travel (elemental airships). It's actually a significant rivalry. That being said, the GM may be doing something different here! I don't think you're missing anything, though.


Hmm. I see what I missed! The Crystalmark is an airship-like vessel, not a traditional airship.


Good catch!


Hmmm... Maybe somebody could play a gnomish elemental wright trying to determine what secrets they stole to build this knockoff vessel?


Enoch could get a Hat of Disguise?


Philo Pharynx wrote:
Hmmm... Maybe somebody could play a gnomish elemental wright trying to determine what secrets they stole to build this knockoff vessel?

I'm thinking this, except an agent for House Lyrandar.

Nothing like a little corporate espionage to spice things up!


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If you give your character Craft and a martial background, you might say your character's a tinkerer, sailor, soldier and spy.


Query for those who are more familiar with the system than I: if I build a rogue with the Eldritch Trickster Racket (to represent a hidden dragonmark, natch), how does that play with the Free Archetype rule? Do I need to pick a different archetype (so my character would have two dedications)? Or would I select a second dedication feat?

(My background is more Savage Worlds and 5e, but I am slowly and surely learning Pathfinder 2e).


So I see most people are choosing Craft and Lore as their skills... I guess there won't be a problem in adjusting a bit once selections are made so as to not end up with 5 pilots and no sailors :p


Still need to finish up equipment and write up his story, but I made a Goblin Thaumaturge with Vehicle Mechanic Dedication. It looked like we could use some ranged, so I went with Wand for the thaumaturge implement, also chose arcana and vehicle mechanic since we originally seemed light in the mechanic area (and figuring together they could flavor to work with Eberron's elemental magitech type vehicles), although it looks like things have shifted some.

I pictured him growing up in Sharn hearing stories from his grandmother who was an adventurer, and decided to set out for a life of adventure with his grandmother's trusty wand. He started off working the lightning rail helping maintain the trains before being hired on for airship repair and maintenance (in Sharn or other major city where I could see having a large enough airship hub that some sort of repair depot would be appropriate).

He knows quite a bit about the world, the planes, monsters, magic, etc. but it's all from his grandmother's old stories as well as mechanic backroom talk during downtime asking other mechanics from around the world about what they've seen and heard about. So he prides himself on "Knowing a little bit about everything, and most of it is actually true!"

For ship's role, he is really geared towards being an arcane mechanic, but also with a big interest (but little experience) in research. However, I can shift him to something else if it works better. He's just super eager to go on this exploration!


Colorfoot wrote:

Query for those who are more familiar with the system than I: if I build a rogue with the Eldritch Trickster Racket (to represent a hidden dragonmark, natch), how does that play with the Free Archetype rule? Do I need to pick a different archetype (so my character would have two dedications)? Or would I select a second dedication feat?

(My background is more Savage Worlds and 5e, but I am slowly and surely learning Pathfinder 2e).

Rackets aren't archetypes, so you're fine! They're actually called "subclasses", though most people just call them, well, rackets, in the rogue's case.

Basically, an archetype is a set of feats that you can only take after taking a special dedication feat. They're usually totally distinct from the class you have--a barbarian could take the Ritualist archetype, while a wizard could take the Fighter multiclass archetype. Once you take a dedication feat, you have to take two feats in that archetype before trying out any other archetypes.

A subclass is a choice from a set of options a given class gives you. Like, eldritch trickster rogue, wild order druid, illusionist wizard. It's similar to how archetypes worked in PF1, where you pick one and you stick with it for the rest of the run.


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Kobold Catgirl wrote:

Rackets aren't archetypes, so you're fine! They're actually called "subclasses", though most people just call them, well, rackets, in the rogue's case.

Basically, an archetype is a set of feats that you can only take after taking a special dedication feat. They're usually totally distinct from the class you have--a barbarian could take the Ritualist archetype, while a wizard could take the Fighter multiclass archetype. Once you take a dedication feat, you have to take two feats in that archetype before trying out any other archetypes.

A subclass is a choice from a set of options a given class gives you. Like, eldritch trickster rogue, wild order druid, illusionist wizard. It's similar to how archetypes worked in PF1, where you pick one and you stick with it for the rest of the run.

For sure; I only ask because the eldritch trickster racket gives a dedication feat.


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Oh, I'm a total dummy. x3 In that case, the free archetype feat you take will have to be from that archetype, unless it explicitly says otherwise.


Kobold Catgirl wrote:
Oh, I'm a total dummy. x3 In that case, the free archetype feat you take will have to be from that archetype, unless it explicitly says otherwise.

Good to know!

Follow up question: what do I do if there is only one level 2 feat for my archetype? The wizard dedication, for example, is the only one I could take in that Feat tree.


Oh, wait. Can you take wizard Feats if you have the Wizard dedication? Because if so, I retract my question. :)


Colorfoot wrote:

Query for those who are more familiar with the system than I: if I build a rogue with the Eldritch Trickster Racket (to represent a hidden dragonmark, natch), how does that play with the Free Archetype rule? Do I need to pick a different archetype (so my character would have two dedications)? Or would I select a second dedication feat?

(My background is more Savage Worlds and 5e, but I am slowly and surely learning Pathfinder 2e).

Rules as written, eldritch trickster doesn't work with free archetype. Most GM's allow this to allow a second archetype. You can't just take wizard feats - You have to take the archetype feat to get wizard feats.

Many GM's house rule this to either allow them to take basic arcana at 2nd level or to have two archetypes. But they need two feats from each before getting a third.

Eldritch Trickster is definitely a bit underpowered, though if we only go to 10, you won't see the worst part of it. Since they get their spell proficiency from archetypes, they will be numerically a bit behind using spells. And since their primary stat is their spellcasting stat, they are a little behind in weapon combat. It can be overcome by smart play, but you'll definitely want to focus on every advantage you can.


Philo Pharynx wrote:


Rules as written, eldritch trickster doesn't work with free archetype. Most GM's allow this to allow a second archetype. You can't just take wizard feats - You have to take the archetype feat to get wizard feats.

Many GM's house rule this to either allow them to take basic arcana at 2nd level or to have two archetypes. But they need two feats from each before getting a third.

Eldritch Trickster is definitely a bit underpowered, though if we only go to 10, you won't see the worst part of it. Since they get their spell proficiency from archetypes, they will be numerically a bit behind using spells. And since their primary stat is their spellcasting stat, they are a little behind in weapon combat. It can be overcome by smart play, but you'll definitely want to focus on every advantage you can.

Hmm. This is good to know. Before I get married to a build for my submission, I shall wait to see how the GM would handle this particular conundrum. Thank you for the helpful feedback!


As soon as we can get some feedback on how dragonmarks and their prestige classes will work, I am totally in, but for the moment, I will develop a Runescarred Sorcerer ...


Ken Marable wrote:

Still need to finish up equipment and write up his story, but I made a Goblin Thaumaturge with Vehicle Mechanic Dedication. It looked like we could use some ranged, so I went with Wand for the thaumaturge implement, also chose arcana and vehicle mechanic since we originally seemed light in the mechanic area (and figuring together they could flavor to work with Eberron's elemental magitech type vehicles), although it looks like things have shifted some.

I pictured him growing up in Sharn hearing stories from his grandmother who was an adventurer, and decided to set out for a life of adventure with his grandmother's trusty wand. He started off working the lightning rail helping maintain the trains before being hired on for airship repair and maintenance (in Sharn or other major city where I could see having a large enough airship hub that some sort of repair depot would be appropriate).

He knows quite a bit about the world, the planes, monsters, magic, etc. but it's all from his grandmother's old stories as well as mechanic backroom talk during downtime asking other mechanics from around the world about what they've seen and heard about. So he prides himself on "Knowing a little bit about everything, and most of it is actually true!"

For ship's role, he is really geared towards being an arcane mechanic, but also with a big interest (but little experience) in research. However, I can shift him to something else if it works better. He's just super eager to go on this exploration!

And here is my submission. I'm writing up the backstory and such now, but the basics are above.

Thank you for the consideration!


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Really sorry for not responding to questions over the past couple days, I was too busy to be able to but I should have the time now.

Kobold Catgirl wrote:
By the way, I was wondering how relevant Eberron's "main" setting is going to be to this game, since I know we'll be planehopping. Will stuff be going on related to the Material Plane (the Last War, the politics, the religious groups, etc), or will it largely be about exploring these cool new regions?
No pressure, but did you see this question, GM?

The focus will be on the planes, but there'll definitely be time spent in the material plane too

Colorfoot wrote:
If you’re still actively considering character submissions, I will put one together ASAP and get it over to you.

It's still open, I think I'll be closing it on Thursday though. I'm also fine with allowing a second archetype with eldritch trickster like what Philo mentioned.

Jacen d'Orien wrote:
As soon as we can get some feedback on how dragonmarks and their prestige classes will work, I am totally in, but for the moment, I will develop a Runescarred Sorcerer ...

I probably should've thought through how dragonmarks will be handled, I'm really not sure. Certain ones could be represented reasonably well through archetypes like using the horizon walker for the Mark of Passage or shadowcaster/shadowdancer for the Mark of Shadow, but I don't know if there's one universal way it could be handled. If you've got any suggestions let me know.


I think that ancestry feats that grant cantrips are a pretty easy place to start out! Like, halflings get access to a feat that grants either stabilize and Trained in Herb Lore for the Mark of Healing or prestidigitation and Trained in Cooking Lore for the Mark of Hospitality. Something like that. Greater investments could come as higher-level ancestry feats, and potentially a couple archetypes. Aberrant Mark could be a feat available to all marked ancestries, like the fey feats, that lets you pick a cantrip from the Occult list, or what-have-you.

The balance point seems to be between "grants one cantrip chosen for you", "grants a cantrip of your choice from a specific tradition", "gain a cantrip you can swap out to a limited extent", and "gain 2-3 cantrips chosen for you". I'm not sure about the variance between #1 and #4, but my guess is it's because those hag feats grant exceptionally potent cantrips like guidance and electric arc?

I don't know, I'm tired.


CynDuck wrote:

Really sorry for not responding to questions over the past couple days, I was too busy to be able to but I should have the time now.

Colorfoot wrote:
If you’re still actively considering character submissions, I will put one together ASAP and get it over to you.
It's still open, I think I'll be closing it on Thursday though. I'm also fine with allowing a second archetype with eldritch trickster like what Philo mentioned.

Okay, cool! I’ll get a character sheet over today. I may go with something a bit simpler, but I’m happy to hear recruitment is still open!


Okay, here is Arthain! He’s a half-elf rogue who can pass for a full-blooded elf. He’s a thief and a skill monkey and a surprising sharpshooter, which might just be my favorite archetype of all time.

He’s here to spy for House Lyrandar but *not* to sabotage he mission or hurt anyone. He wants to help the mission and the crew because he thinks his House can benefit from this field test of a new type of ship.

He’s also a veteran sailor of airships (I gave him the deckhand background for this), which should help him get hired on. And his elfish looks may give him plausible deniability if confronted about his house allegiance (Lyrandar is a half-elven house, after all).

He still needs gear, but everything else is there for your consideration.

Thank you!

Link to sheet: https://wanderersguide.app/profile/characters/347070


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Colorfoot, are you sure Thief is the right pick for your concept? I ask because of the Thief's biggest advantages is Dex to melee damage, which won't come up with a ranged weapon. It's very good for having a backup melee option, though, so I'm definitely not saying it's a bad call!

Submissions:
Submitted
Philo Pharynx - Teoban Kessler (he/him), LN Skeleton Bard (Archetype?) from Karnath
(A combat medic with offensive magic, plus bardic buffs. Possible Ship Roles: Ship's Doctor)

Dorian 'Grey' - Enoch the Wonderer (he/him), LN Warforged Magus (Wrestler)
(Seems to be a frontliner with a lot of knowledge skills--basically everything but Nature. Possible Ship Roles: Researcher, Engineer)

Brainiac - Kamishana (she/her), LG Kalashtar Paladin (Psychic) from Breland(?)
(Seems to be a frontliner tank with face skills and some magic. Possible Ship Roles: Guard, could be Envoy)

KoboldCatgirl - Collie Shepherd (sheet) (she/her), CN Shifter Druid (Fighter) from the Eldeen Reaches
(Buffs/healing, nature skills, and secondary martial alongside her animal companion. Possible Ship Roles: Ship's Doctor, Ecologist, Guard)

Jereru - Khaddrak Stormwalker (he/him), CG Human Fighter (Dragon Barbarian) from the Seren Isles
(Seems to be mainly a frontliner tank with engineering/sailing skills. Possible Ship Roles: Guard, Engineer, Sailor/Pilot)

Simeon - Gnarok (he/him), NG Halfling Fighter (Cavalier) from the Talenta Plains
(Seems to be a mounted frontliner with wilderness lore skills. Possible Ship Roles: Ecologist, Guard)

Codanous - Alanis Olaris (she/her), TN Elf Ranger (Archetype?) from House Phiarlin
(A ranged martial with "roguery" skills and some face skills. Possible Ship Roles: Guard, Envoy)

Mike-2000 - Rugmar (he/him), LN Shifter (Shoony) Inventor (Archetype?) from Sharn
(An engineer with some healing and damaging abilities, I think, plus some roguish skills. I'm not a huge expert on Inventors. Possible Ship Roles: Engineer)

Ken Marable - Sugu (Backstory) (he/him), NG Goblin Thaumaturge (Vehicle Mechanic) from Sharn
(A martial crafter with a lot of versatility but some focus on lore. Possible Ship Roles: Engineer, Researcher, but very flexible.)

Colorfoot - Arthain (he/him), [Nonevil] Half-Elf Human Rogue (Unexpected Sharpshooter) from House Lyrandar
(A skill monkey and sliiightly squishy ranged martial with some sailing skills and, obviously, sneaky thieving skills. Possible Ship Roles: Sailor/Pilot, Deckhand.)

Expressed Interest
Evindyl (Jacen d'Orien, Runescarred Sorcerer)


Collie Shepherd wrote:

Colorfoot, are you sure Thief is the right pick for your concept? I ask because of the Thief's biggest advantages is Dex to melee damage, which won't come up with a ranged weapon. It's very good for having a backup melee option, though, so I'm definitely not saying it's a bad call!

** spoiler omitted **...

Alas, I don't think any of the rackets give much of a bonus with ranged weapons. Unless I am missing something, which is very possible. I am 100% open to suggestions.


Mostly, no. Rogue really needs a Sniper racket. Thief, Ruffian and Scoundrel are pretty melee-focused, while Mastermind and Eldritch Trickster are neutral. Mastermind is pretty handy for a ranged rogue, I guess, since you're going to be struggling more to get sneak attack without flanking or feinting, but that depends on having some good knowledge skills.

Wait, Unexpected Sharpshooter grants a ranged feint, right? So Scoundrel may actually be really good for you if you get that feat, though you might be floundering in the meantime.

EDIT: Wrong, KC, wrong! Pistol Twirl is gunslinger-only!


Yeah. Maybe Mastermind is better, for flavor if for nothing else. He does not want to be stabbing people. Blood is gross and hard to get out of clothes.


Kobold Catgirl wrote:
Mostly, no. Rogue really needs a Sniper racket.

Seconded.

Nothing on Pathdfinder Infinite, either. Maybe I need to write one.


Collie Shepherd wrote:

Colorfoot, are you sure Thief is the right pick for your concept? I ask because of the Thief's biggest advantages is Dex to melee damage, which won't come up with a ranged weapon. It's very good for having a backup melee option, though, so I'm definitely not saying it's a bad call!

** spoiler omitted **...

Oh, and FWIW, I updated this alias' profile with a more detailed backstory.

And thank you for maintaining this list! It's always helpful to see them all at a glance like this.


Arthain is now geared up for adventure! For his level 2 item, he chose a hand crossbow +1 and for his 2 level 1 items he now has a ring of discretion and a navigator's star (made too much sense for an air sailor to pass up).

Arthain's Character Sheet


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I'm glad it's helpful! I love so many of these character concepts--y'all aren't making the GM's job tomorrow any easier.


Pathfinder Rulebook Subscriber

It just occurred to me I hadn't selected Rugmar's Free Archtype. As he is a crafty inventor and has fixed many hydro-electric machines, he will have the "alchemist" dedication, giving him access to helpful elixirs.

Also, as a member of the engineering staff, Rugmar is proud to be assigned a "red shirt" uniform that includes a nifty crystalmark logo on the left chest area. He has signed up for a five-year mission to explore strange new worlds and hope to boldly go where no shoony has gone before. He also hopes to avoid the fate of most red-shirt characters and survive the mission :-)


I can already hear the theremin.


I will be withdrawing my submission. Happy gaming! And thanks for the opportunity!


Hey! This sounds fascinating, but I'm uncertain if you're still recruiting? If you are, I'd love to toss my hat in the ring. I can have a character concept ready in a few hours. If recruitment is closed, though, I totally understand and happy gaming!


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Recruitment is closed. Also sorry for taking so long to get this set up, I've been dealing with some irl events that popped up pretty suddenly and it might take a bit more time before I'm ready. I am still really wanting to run this campaign, it just may be longer than I was expecting until it starts.

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