What fun characters have you made for P2E?


Advice


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

What fun characters have you made for P2E? I think it'd be a lot of fun to share character sheets, concepts, and builds to see what P2E is really capable of!

So far, I've made the following:

Let me know what you think!

Silver Crusade

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I haven't actually built a character yet. Still reading the Core Rulebook and learning the rules. But I'm pretty sure I've decided what my first character will be, for Pathfinder Society. I've even written his goblin song already:

Quote:

Mighty Cayden, god of drunks,

Chose his champion - Me! I’m Grunk!
Wine and ale, I try ‘em all,
Drown myself in alcohol,
No need to read my god’s decree,
Everyone, everywhere must be free!
When evil slavers try their tricks,
I run ‘em through with pointy sticks!


I apologize in advance for not knowing how to format a beautiful character like Ravingdork has, so I'll use these forums instead.

My imperial blooded sorc/champion of Cayden:
Ancestry - skilled human. (natural ambition: counterspell)
background - field medic
stats - 16 STR, 10 DEX, 14 CON, 12 INT, 10 WIS, 18 CHA
Ability boosts in STR (x1), CHA, CON, WIS, and INT
Feats:
1 - counterspell
2 - champion dedication (liberator of Cayden)
3 - toughness
4 - lay on hands
6 - liberator reaction
7 - incredible initiative
8 - advanced bloodline
10 - quickened casting
11 - fleet (?)
12 - bloodline focus
14 - diverse armor expert

Notes/play style: I plan on being a frontline sorc, using true strike + shocking grasp for damage but being very buff-focused. I plan on casting a lot of false life, growth, haste, heroism, etc. Teammates will also benefit from lay on hands, DR from liberator reaction, counterspells, and battle medic (which will have assurance for reliability). The character will be armored with full plate and a steel shield for 18+lvl+item AC levels 1-13, 20+lvl+item beyond. I am very excited for the frontline casting play style that 2E allows, as well as the diverse options for spontaneous casting, single action healing, and reactions.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

lol. Very nice!

Cayden seems to be really popular for some reason. XD


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Those are great! Thanks for sharing. Here's one more:
******************************************************
Fredegar the Varisian (Innkeeper of The Hooked Hand)
Big and burly, Fredegar smiles all the time, even when he's smashing the heads of turbulent customers. He makes one of the best beers in town.
Male human fighter 2 Perception +8
Languages: Common, Varisian, Shoanti, Elvish
Skills: Athletics +8, Society +5, Alcohol lore +6 Intimidate +6
Str +4, Dex +1, Con +1, Int +2, Wis +2, Cha +1
Items: Apron, cleaning rag, mug, cleaver
AC 15; Fort +7, Ref +7, Will +6
HP 30 Speed 25’
Melee: Mug +10, 1d4+4b nonlethal
Ranged: Cleaver +7, 1d4+4s, 10’ range incr.
Attack of Opportunity (r)
Intimidating Strike (2) target frightened 1 or 2
Power attack (2) x2 dice


Rest in peace 1E PA. It would go so much better with a mug fighter.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I wasn't sure if I should give him a -2 hit with an improvised weapon (mug) but figured if he used it a lot, it wasn't exactly improvised.

Should I apply a -2 anyway?


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Wheldrake wrote:

I wasn't sure if I should give him a -2 hit with an improvised weapon (mug) but figured if he used it a lot, it wasn't exactly improvised.

Should I apply a -2 anyway?

I'd check with the GM. Personally I'd be fine with one or two weapons flavored as improvised weapons as long as the stats weren't stronger than a weapon you already have access to. Some GMs will be stricter though.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Wheldrake wrote:

I wasn't sure if I should give him a -2 hit with an improvised weapon (mug) but figured if he used it a lot, it wasn't exactly improvised.

Should I apply a -2 anyway?

Just use the stats for a similarly sized/shaped weapon, and say it's a weapon that doubles as a mug, rather than saying it's a mug being used like a weapon. No penalty then since it was made for combat. Expect table variance.

Maybe a club or hammer?


If it's a PFS character I think you've got to. Otherwise, negotiate with your GM! I would wave it, personally. Perhaps a reasonable compromise would be to blow the human ancestry feat that gives you an unusual weapon in order to overcome the penalty in a "fair" way.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Del_Taco_Eater wrote:
If it's a PFS character I think you've got to. Otherwise, negotiate with your GM! I would wave it, personally. Perhaps a reasonable compromise would be to blow the human ancestry feat that gives you an unusual weapon in order to overcome the penalty in a "fair" way.

If it's for PFS, then write "club" or some other legal weapon on your sheet, then imagine it as whatever you want.

I don't care how strict PFS becomes, they cant take away our imagination. If my club is also a stein, than it is.


Will Beeadcrumbs revert to his kobold investigator form in a years time? Or am I mixing something up?


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Lanathar wrote:
Will Beeadcrumbs revert to his kobold investigator form in a years time? Or am I mixing something up?

I suppose that depends on whether or not we get kobold PC ancestry options, and just how excited they make me when we do.


Well won't link up everything as i don't have them off hand.
My favorites have been two variations on alchemist. May or may not dedication Bard for inspire competence to aid at a distance in the future via Human multiclass thingy (one is human the other half)

One gets an Aklys (via human feats) trips at range, uses some poisons too. hands out stuff for friends. and also intimidates. Multiclasses Ranger.
This is basically Sango from Inuyasha.

The other is a DoT hit and runner. Bombs, poisons, darts at early level, later a StarKnife+Wounding returning property. Sticky Bombs and debuffs. Occasoinal bleed damage (though honestly I need to figure out the runes stuf. I don't think I can get wounding returning until like lv 10 I think. Which is making me reconsidier their design them somehow. Bleed isnt that big I just like all the dots))


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Paradozen wrote:
Wheldrake wrote:

I wasn't sure if I should give him a -2 hit with an improvised weapon (mug) but figured if he used it a lot, it wasn't exactly improvised.

Should I apply a -2 anyway?

I'd check with the GM. Personally I'd be fine with one or two weapons flavored as improvised weapons as long as the stats weren't stronger than a weapon you already have access to. Some GMs will be stricter though.

Check with the DM? That would be me, I'm tossing out NPCs I'll use of Friday's first PF2 game.

Here's another.
************************************
Liana, Priestesse of Desna
Small and carefree, Liana always helps the losers of a barfight before treating the winners. She often wagers (and makes book) on barfights.

Female halfling cleric 1 Perception +7
Languages: Common, Halfling, Varisian, Elvish
Skills: Diplomacy, Society +5, Medicine, Nature, Religion, Survival +7, Acrobatics, Stealth +4
Str +0, Dex +1, Con +0, Int +2, Wis +4, Cha +2
Items: Padded Armor, Wooden Shield, Bandolier w/5 daggers, Light Mace, Starknife, Sling & Stones, Bandolier w/Healer’s kit, Writing Set, Symbol of Desna & misc gear.
AC 15/17; Fort +5, Ref +4, Will +9
HP 14 Speed 25’
Melee: Starknife +4, 1d4p/s deadly d6
Ranged: Sling +4, 1d6b
Experienced Tracker (p261)
Shield Block (R) (p266)
Divine Prepared Spells DC 17, attack +7; 1st Magic Weapon, Mending, Heal (x3); Cantrips (1st) Detect Magic, Divine Lance, Light, Shield, Stabilize


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Here's a little fighter that specializes in pushing around foes larger than himself.

Polivar "Caltrop" Mormont, Giant Slayer (7th-level gutsy halfling hunter fighter)

“I am so named for all those who dare tread upon me and find only pain.”

Honor is strength. It is a maxim that Pollivar Mormont has known since birth, and one whose barbs he still feels deep in his flesh. Yet Mormont also knows a deeper truth: that just as a sword must bend to avoid breaking, so too must honor. And the more rigid the steel, the easier it shatters.

Mormont was born a retainer on the estate of Lord Pollivar, on the outskirts of Baslwief, just a few days’ ride from the once great city of Korvosa in southern Varisia. The son of the chief stable master and his wife, Mormont quickly proved just as proficient with the dangerous warhorses as his father, emulating their proud and fierce natures.

It was while accompanying his father on one of Lord Pollivar’s hunting expeditions that he first came to the lord’s attention. At eight years old, Mormont was assigned the honor of being the personal attendant to the lord’s son, Aomas, assisting the privileged child with his steed. All went well until the noble son, still new to riding, mishandled his mount and nearly broke his neck for his trouble. The furious lordling prepared to kill the horse then and there, but Mormont interceded, explaining the boy’s error. Enraged even further, Aomas began beating Mormont, drawing the attention of the rest of the hunting party. Though Mormont bowed low and accepted the savage blows of his master, he neither cried out nor begged for mercy. When Aomas finally tired, Lord Pollivar himself addressed the bloody servant child, asking him why he had been so bold as to correct his superior. Without faltering, Mormont bowed to the lord and said simply, “Because it was the truth.”

From that point on, Lord Pollivar took the young Mormont under his wing, frequently assigning him duties within the manor house, engaging him as a companion for his son, and seeing to his education in matters both martial and intellectual. In time, Mormont grew to become a powerful warrior, rising to the position of head of security over the Pollivar holdings. When Aomas died in a drunken duel at the age of twenty, thus depriving Lord Pollivar of an official heir, the bereaved lord began to look more and more to Mormont as a son, even allowing him to take the family name.

Yet Aomas’ death was only the beginning of the Pollivar family’s misfortune. It was shortly after this episode that the Pollivar estate was visited by Kane Jeggare, a traveling lord and government official with a position high in Cheliax. With considerably more prestige and official sway than Pollivar, Kane was received with full honors—yet it quickly became apparent that the guest was interested in more than just hospitality. Within a few days, Kane’s cunning insults, lewd advances toward Pollivar’s wife, and barely concealed challenges to Pollivar himself left Mormont’s lord with no choice. Honor forbade him from allowing the slights to stand unanswered, yet challenging a governmental superior was as good as a death sentence.
In the end, honor won out, just as Kane knew it would. Pollivar challenged Kane to a duel and was quickly slain by the talented swordsman. In recompense for the “insult” Kane had suffered, the Korvosa courts allotted all the Pollivar holdings to Kane. Pollivar’s widow, faced with the prospect of a dishonored existence among peasants, had no choice but to accept Kane’s proposal of marriage if she wanted to retain her position.

Though the Pollivar guardsmen were bound by direct order of the court to honor their new arrangement—and plied with substantial gifts by their new master—Mormont saw the theft for what it was. Several nights later, having watched Kane’s celebrating guards drink themselves into unconsciousness, Mormont crept into his former master’s bedchamber and confronted the usurper even as he lay sleeping with his new wife. Though Kane screamed for his guards, in the end it became clear that his only option was to fight. Taking up the sword that Mormont tossed onto the bed, Kane did everything he could to kill the halfling quickly, yet Mormont would not be denied his revenge. At last, bleeding from several terrible wounds, Mormont succeeded in getting past the noble’s guard, ending his short-lived dominion over the Pollivar estate in a fine spray of blood.

As Kane fell to the floor, pink froth spilling from his lips, Mormont dropped his axe and knelt beside it. Knowing that to attack any lord in this manner—let alone the man the government considered his rightful master—would bring sure execution, he drew his dagger and prepared to die with his honor intact.

A hand on his shoulder stayed his blade. When Mormont looked up, he beheld Lady Pollivar—now Lady Kane—in her dressing gown, its blue silk stained with the blood of her most recent husband. With tears in her eyes, she thanked Mormont for avenging Lord Pollivar and returning the estate to her control. Yet with her next breath, she condemned him forever. Taking his hand in her own—an undreamed-of show of affection and familiarity—the noblewoman forbade Mormont from taking his own life. Instead, she snuck him out of the manor and into a carriage bound for the west, with only a string of coins, his armor, and a command to live as best he could. When the morning sun rose, it found Mormont on a caravan bound for the quiet shores of the Lost Coast.

Now in his mid-forties, Mormont is a hard man who keeps to himself. Though he has long since learned to hide his Chelish/Korvosian accent along with the secrets of his past, he remains terse by nature, feeling that everyone he meets speaks too much but says too little. He operates as a fearless and talented sellsword, the only profession really left to one with his skills, yet he refuses to bow to anyone regardless of status, saying only that he has had his fill of masters.

Mormont is loyal to those few friends who can get past his stone-faced demeanor yet remains secretly tortured by his conflicting senses of honor. To continue living as a murderer is shameful, yet to deny Lady Pollivar’s command would be equally shameful. With no clear answer, Mormont temporarily shelved the problem.

Nearly a year ago, he received word that Lady Pollivar had been killed, her entire estate overrun and laid to waste by giants from the Fenwall Mountains. Seeking answers against the world’s chaos that threatened to swallow him up in despair—for he also lost his family in the attack—Pollivar devoted himself to Iomedae and has since become even more determined to master his chosen weapon, the axe. He rises early every morning to practice combat maneuvers and constantly strives to master new techniques—particularly those known to be effective against giants and other large monsters. Excellence with his weapon has become almost symbolic to him; it represents excellence of character, the mending of a broken spirit. When he has achieved perfect mastery of the axe, he believes he will then be ready to move on from his disgrace and once again seek out the honor he once knew.

Ultimately, he seeks his destiny in battle; deep in his heart, he harbors a secret hope: that perhaps one day he might raise an army of champions and lead it over the Fenwall Mountains, rooting out the giant tribes that raised his Lady’s estate and restoring the honor of himself, his adopted family, and the warrior’s code he feels he was born to uphold.


Love the depth of detail you have gone into your character concepts. Shisio is awesome.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Brilliant as ever, Ravingdork!

But don't you have any other lower-level NPCs to share? I could use some 2nd, 3rd & 4th-level guys or gals.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Wheldrake wrote:

Brilliant as ever, Ravingdork!

But don't you have any other lower-level NPCs to share? I could use some 2nd, 3rd & 4th-level guys or gals.

Thanks!

For now I'm working on getting fairly even distribution of levels and classes. Also, these are built as PCs, not NPCs. Everything is as by the book as I can manage though, since I don't have a GM for P2E at the moment, I usually ignore the rarity restrictions if it gets in the way of the character concept (once I find a GM he or she can review it then). I also use the lump sum starting funds optional rule for all my characters as it gives me a little more freedom to meet a given concept's needs.

As such, if you want to poach a character for use in your own games (which is totally fine with me), be sure to check with your GM to make sure everything checks out for their table.


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Wheldrake wrote:
Paradozen wrote:
Wheldrake wrote:

I wasn't sure if I should give him a -2 hit with an improvised weapon (mug) but figured if he used it a lot, it wasn't exactly improvised.

Should I apply a -2 anyway?

I'd check with the GM. Personally I'd be fine with one or two weapons flavored as improvised weapons as long as the stats weren't stronger than a weapon you already have access to. Some GMs will be stricter though.

Check with the DM? That would be me, I'm tossing out NPCs I'll use of Friday's first PF2 game.

If you would let a player do it, then go for it. If not, give the -2. As long as you are consistent between achievable abilities for NPCs and PCs in the same circumstances it is fine.


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Some characters I'm excited to play:

Dwarven monk, (10 dex) mountain stance, going for both stunning fist and brawling specialization (They stack!) for maximum Flurry of Stuns.
Built level 1.

Human monk, Dragon Stance, (16 str, 16 dex) steel shield to bring AC up.
Spinkicks + spiked shield is just cool.
Haven't built yet.

Human Paladin of Iomedae with steel shield and flail. Might domain for Athletic Rush, to dash + trip with flail. Will take all the shield feats and probably multiclass either Cleric or Fighter.
Built level 1.


I'm going to have to figure out how to make those action symbols in google docs, or some up with my own notation to suit my preferred style of character sheet, BUT:

Here's a generic Rogue MCD Sorcerer NPC I made for levels 1, 5, 10, 15, and 20
EDIT: * on a save denotes Evasion or an equivalent (success = critical success), ** denotes the greater form (all rolls treated as one category better, maximum of critical success)

At level 1, it's just a common thief or smuggler, but could be re-skinned / realigned as a military scout or a spy for an institution - especially magical - or a cutthroat assassin, or a brigand.
At level 5, their sorcery has started to come in, and they have a combat trick for a fight and can do some magic analysis for others. Can now be re-skinned as an adventurer, possibly a solo one, or help defeat magical defenses.
At level 10, their scouting becomes magical and they have a disabling spell to defend themselves with. A mere brigand is less likely at this level, but they could also be an instructor for many different tasks, or a powerful advisor to an organization.
At level 15, they're probably a don or kingpin. Possibly a spymaster for a kingdom.
At level 20, they're a legendary criminal, stealing whatever they please. Or the world's most-dreaded spy, or a folk legend like Robin Hood.

You might take note of the "v1". I have intentions of continuing this into the other three spell lists with minor changes, as well as one for each of the other casting classes. Seven more of this, though they'll mostly swap Arcana for something else, or swap Cha and Int or Wis, and a few different wands.

EDIT: But there are other builds I want to try, first.


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Dalan, Nexian Battlemage:

Human Warrior Wizard 3
Str+3 Dex+0 Con+2 Int+3 Wis+0 Cha+1
Thesis: On the applied use of thermodynamics to acquire enemy assets
Feats: Armor Proficiency x3, Reach Spell, Widen Spell(bonus), Fighter Dedication, Intimidating Glare, Recognize Spell, Hand of the Apprentice
Relevant Spells:
Shield
Shocking Grasp, Burning Hands, True Strike
Enlarge
Hand of the Apprentice
------------------------
My attempt at recreating the Armored Battlemage from 1e (a magus archetype tied to Nex). I think the concept comes together better now than before even with the weird glitch where AC will be better at level 11 if I'd maxed dex and skipped armor. Now hand of the apprentice is both available and genuinely decent, full plate on a wizard is possible, shield is an every-fight trick, and mixing spells and combat is easier. Hopefully the 2e armored battlemage archetype will (exist and) make this work even better. A variant with Champion MC is pretty easy (swap con and charisma, grab some weapon proficiency or just use staves) but I wanted the option for non-good or non-religious characters (I tend to play both).


Ravingdork wrote:

What fun characters have you made for P2E? I think it'd be a lot of fun to share character sheets, concepts, and builds to see what P2E is really capable of!

So far, I've made the following:

Let me know what you think!

I need to flesh him out and can you please share the layout for those links, cuz that'd be amazing to have for presentation. Gist of it is though, a wizard blacksmith who wields a waraxe and shield and can throw the axe 500ft with no penalties a few times a day. He's expert in all armors, all martial and all simple weapons, and trained in all advanced. He truly shines and is designed for 15th though, but it's fun to brainstorm alternatives, and if not played, he can always be an npc.

After looking into spells, his forte might actually be to Stonewall enemy casters in, throw Antimagic Field at them then pummel them in melee. Alternatively, he could diplomacy his way close to them, then open up with a concealed/silenced Antimagic Field then use the last action to Grab the caster.

I imagine he will get even better once Magus type spells are added, I miss force hookshot.

One alternative I'm looking into is a fullplate Bard with a waraxe that functions like a lute, built around Dirge of Doom. His name could be Murderkaiser.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Corvo Spiritwind wrote:
...can you please share the layout for those links, cuz that'd be amazing to have for presentation.

Unfortunately, there is no "layout" or "template" to share. Each one is manually typed up in Microsoft Word, using existing official stat blocks as a guide. At best, I can share the Word docs themselves, the style settings I've created for them, and the image files I used for the action icons (which I downloaded from this site).


Ravingdork wrote:
Corvo Spiritwind wrote:
...can you please share the layout for those links, cuz that'd be amazing to have for presentation.
Unfortunately, there is no "layout" or "template" to share. Each one is manually typed up in Microsoft Word, using existing official stat blocks as a guide. At best, I can share the Word docs themselves, the style settings I've created for them, and the image files I used for the action icons (which I downloaded from this site).

Hmm, I see. I'll try copying it on google docs I think. Shamelessly!

I hate word formatting though ugh.


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"lordcirth” wrote:
going for both stunning fist and brawling specialization (They stack!)

Hate to tell you this but slow and stun only sort of stack.”Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned” page 622.


rayous brightblade wrote:
"lordcirth” wrote:
going for both stunning fist and brawling specialization (They stack!)
Hate to tell you this but slow and stun only sort of stack.”Stunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned” page 622.

Oh, good catch. Thanks! Still, it's 2 different ways to stunlock an enemy, so I suspect they still combo well.


I got excited when I realized that Monk weapons aren't paying any meaningful cost for that trait and some of them are just generally pretty good - the Bo Staff especially stuck out to me due to a certain spunky video game protagonist I'm quite fond of. So let's make a Fighter with a Bo Staff.

Spoiler:
Versatile Human Martial Disciple Fighter 5
Str+4.5 Dex+2 Con+2 Int-1 Wis+0 Cha+4
Feats: Intimidating Glare, Haughty Obstinacy, Quick Jump, Sudden Charge, Brutish Shove, Titan Wrestler, Intimidating Prowess, Powerful Shove, Hobnobber, Clever Improviser
Skills: Trained in Acrobatics, Diplomacy; Expert in Athletics, Intimidate

So the point of this build is mostly to be a pain in the ass distraction in melee; your "standard" routine is going to be Trip->Brutish Shove->Parry. Applying flat-footed twice seems unfortunate, but the trick here is that you're putting the targeted enemy into a position where they need to spend two actions to stand up and to move to get back into the fight, and one of those will provoke an AOO. On your first full round against a new opponent you should demoralize first instead of parrying last since that can provide a lot of opportunities to your allies as well as making your Main Thing easier to accomplish.

There are a lot of things about this build that you could change to make it a little stronger (for example I boosted dex to 14 and took a flaw in Int/Wis for little reason other than wanting the character to be in Hide armor and a weakness for tough girls who are kind of dumb) but it seems pretty fun and effective to me.

Silver Crusade

Fromper wrote:

I haven't actually built a character yet. Still reading the Core Rulebook and learning the rules. But I'm pretty sure I've decided what my first character will be, for Pathfinder Society. I've even written his goblin song already:

Quote:

Mighty Cayden, god of drunks,

Chose his champion - Me! I’m Grunk!
Wine and ale, I try ‘em all,
Drown myself in alcohol,
No need to read my god’s decree,
Everyone, everywhere must be free!
When evil slavers try their tricks,
I run ‘em through with pointy sticks!

So I'm finally actually building this PC, since I'll be playing him on Sunday, and I've got some mechanical decisions to make.

Spoiler:
Grunk the Drunk, CG Goblin Barkeep, Champion (Liberator) of Cayden Cailean

Str 18
Dex 12
Con 14
Int 12
Wis 8
Cha 14

I want him to be tanky and sociable, as reflected in his Con and Cha scores, and Barkeep background. I'll stick to his deity's favored weapon (rapier) and heavy shield, so I can Shield Block regularly if I'm attacked, or else use my reactions to protect my allies if they're attacked. Unfortunately, this means no free hand for Lay on Hands in battle, though that's nowhere near as important as it was in 1e. I trained Crafting, and I'll probably pick up Specialty Crafting as my first skill feat from leveling, to repair my broken shields.

That was going to be the focus of the build (tanking and defense), so the original plan was the divine shield option at level 3, to buff the shields I'll be breaking regularly. But as a goblin, I can pick up the racial Rough Rider feat at level 1 and get a riding wolf as my mount at level 3 instead. So now I'm debating that. I have to look into the companion animal stuff and see how that works, and if it'll take too many actions to command the animal, when I already want to attack and raise my shield every turn.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Here is a group that I worked out as pre-gens for Age of Ashes (YMMV, etc.):

Belara:
Ancestry/Heritage: Elf/Seer Elf (for detect magic at will)
Background: Dragon Scholar
Class: Bard (Enigma muse)
12 Str (+1), 16 Dex (+3), 10 Con (+0), 14 Int (+2), 10 Wis (+0), 16 Cha (+3)
Perception: E (+4)
Fortitude: T (+2); Reflex: T (+5); Will: E (+4)
Skills: Bardic Lore (T; +4), Crafting (T; +4), Deception (T; +5), Dragon Lore (T; +4), Intimidation (T; +5), Nature (T; +2), Occultism (T; +4), Performance (Dance; T; +5), Performance (Sing; T; +5), Stealth (T; +5), Survival (T; +2)
Feats: Elven Weapon Familiarity, Intimidating Glare, Bardic Lore
Class Features: Occult Spellcasting (1st- 2), Spell Repertoire (dancing lights, mage hand, prestidigitation, shield, telekinetic projectile; magic missile, magic weapon, true strike), Composition Spells (Focus Pool 1; counter performance, inspire courage)
Equipment: Studded Leather, Dagger, Rapier, Longbow, 20 Arrows, Backpack, Basic Crafter's Book, Bedroll, Ordinary Clothing, Flint and Steel, Mug, Rations (1 week), Repair Kit, Sheath (Dagger), Sheath (Rapier), Waterskin, 7 sp, 6 cp
AC: Unarmored (T; 15), Studded Leather (T; 17)
hp: 14
Melee Strikes: Dagger (T; +5/1d4+1 P or S, Agile), Rapier (T; +5/1d6+1 P, Deadly d8)
Ranged Strikes: Longbow (T; +5/1d8 P, Deadly d10, Volley 30 ft)

Advancement:
2nd- Sorcerer Dedication (Imperial bloodline), Recognize Spell
3rd- Expert Crafting, Incredible Initiative
4th- Triple Time, Magical Crafting (to make spellstrike ammunition)
5th- Expert Performance, Elven Weapon Elegance
6th- Basic Blood Potency (Reach Spell), Multilingual
7th- Expert Occultism, Magical Shorthand
8th- Advanced Blood Potency (Bespell Weapon), Streetwise
9th- Expert Arcana, Elf Step
10th- Quickened Casting, Trick Magic Item
11th- Master Arcana, Incredible Investiture
12th- Basic Sorcerer Spellcasting, Quick Recognition
13th- Master Crafting, Elven Weapon Expertise
14th- Expert Sorcerer Spellcasting, Inventor
15th- Legendary Arcana, Unified Theory

Holmaern:
Ancestry/Heritage: Human/Half-Orc
Background: Haunting Vision
Class: Champion (Redeemer)
16 Str (+3), 12 Dex (+1), 12 Con (+1), 10 Int (+0), 14 Wis (+2), 14 Cha (+3)
Perception: T (+4)
Fortitude: E (+5); Reflex: T (+3); Will: E (+6)
Skills: Athletics (T; +5), Dahak Lore (T; +2), Diplomacy (T; +4), Medicine (T; +4), Religion (T; +4), Society (T; +2)
Feats: Orc Sight, Student of the Canon, Deity's Domain (Sarenrae, Fire domain), Shield Block
Class Features: Champion's Code (Tenets of Good), Deific Weapon (Scimitar), Champion's Reaction (Glimpse of Redemption), Devotion Spells (Focus Pool 1; fire ray, lay on hands)
Equipment: Breastplate, Steel Shield, Dagger, Gauntlet, Scimitar, 6 Javelins, Backpack, Bedroll, Climbing Kit, Ordinary Clothing, Flint and Steel, Mug, Rations (1 week), Wooden Religious Symbol, Sack, Sheath (Dagger), Sheath (Scimitar), Waterskin, 1 gp, 6 sp, 5 cp
AC: Unarmored (T; 13), Breastplate (T; 17) + Shield (+2)
hp: 19
Melee Strikes: Dagger (T; +5/1d4+3 P or S, Agile), Gauntlet (T; +5/1d4+3 B, Free-Hand), Scimitar (T; +5/1d6+3 S, Forceful, Sweep), Shield Bash (T; +5/1d4+3 B)
Ranged Strikes: Javelin (T; +3/1d6+3 P)

Advancement:
2nd- Cleric Dedication, Courtly Graces
3rd- Divine Ally (Blade), Expert Society, Ancestral Paragon (Haughty Obstinancy)
4th- Basic Dogma (Emblazon Armament; use on shield), Connections
5th- Expert Diplomacy, Monstrous Peacemaker
6th- Smite Evil, Glad Hand
7th- Expert Intimidation, Incredible Initiative
8th- Basic Cleric Spellcasting, Intimidating Prowess
9th- Master Intimidation, Orc Ferocity
10th- Radiant Blade Spirit, Battle Cry
11th- Expert Religion, Incredible Investiture
12th- Divine Wall, Terrified Retreat
13th- Master Diplomacy, Incredible Ferocity
14th- Aura of Righteousness, Quick Repair
15th- Legendary Diplomacy, Legendary Negotiator

Karibati:
Ancestry/Heritage: Human/Versatile Human (Mwangi/Bonuwat)
Background: Reputation Seeker
Class: Monk
14 Str (+2), 18 Dex (+4), 12 Con (+1), 10 Int (+0), 14 Wis (+2), 10 Cha (+0)
Perception: T (+4)
Fortitude: E (+5); Reflex: E (+8); Will: E (+6)
Skills: Acrobatics (T; +6), Athletics (T; +4), Diplomacy (T; +2), Jungle Lore (T; +2), Medicine (T; +4), Survival (T; +4)
Feats: Fleet, Natural Ambition (Ki Strike), Terrain Expertise (Forest), Monastic Weaponry
Class Features: Flurry of Blows, Ki Spells (Divine; Focus Pool 1; ki strike), Powerful Fist
Equipment: Dagger, Bo Staff, Temple Sword, 8 Shuriken, Backpack, Bandolier, Bedroll, Climbing Kit, Ordinary Clothing, Flint and Steel, Healer's Tools, Mug, Rations (1 week), Sheath (Dagger), Sheath (Temple Sword), Waterskin, Lesser Tanglefoot Bag, Lesser Elixer of Life, 1 sp, 8 cp
AC: Unarmored (E; 18)
hp: 19
Melee Strikes: Dagger (T; +6/1d4+2 P or S, Agile), Bo Staff (T; +4/1d8+2 B, Monk, Parry, Reach, Trip), Temple Sword (T; +4/1d8+2 S, Monk, Trip), Unarmed (T; +6/1d6+2, Agile)
Ranged Strikes: Shuriken (T; +6/1d4+2 P, Agile, Monk)

Advancement:
2nd- Elemental Fist, Quick Jump
3rd- Expert Athletics, Feather Step
4th- Flying Kick, Powerful Leap
5th- Expert Athletics, General Training (Titan Wrestler)
6th- Ki Blast, Cat Fall
7th- Master Acrobatics, Incredible Initiative
8th- Wild Winds Initiate, Kip Up
9th- Master Athletics, Multitalented (Rogue Dedication)
10th- Sneak Attacker, Wall Jump
11th- Expert Diplomacy, Toughness
12th- Meditative Focus, Hobnobber
13th- Expert Stealth, General Training (Fast Recovery)
14th- Wild Winds Gust, ?
15th- Legendary Athletics, Cloud Jump

Rickle:
Ancestry/Heritage: Goblin/Unbreakable Goblin
Background: Returning Descendant
Class: Ranger
12 Str (+1), 18 Dex (+4), 10 Con (+0), 14 Int (+2), 12 Wis (+1), 12 Cha (+1)
Perception: E (+5)
Fortitude: E (+4); Reflex: E (+8); Will: T (+3)
Skills: Acrobatics (T; +6), Arcana (T; +4), Crafting (T; +4), Deception (T; +3), Engineering Lore (T; +4), Medicine (T; +3), Nature (T; +3), Stealth (T; +6), Survival (T; +3), Thievery (T; +6)
Feats: Goblin Weapon Familiarity, Pickpocket, Twin Takedown
Class Features: Hunt Prey, Hunter's Edge (Flurry)
Equipment: Leather, 2 Daggers, 2 Dogslicers, Shortbow, 20 Arrows, Backpack, Bandolier, Basic Crafter's Book, Bedroll, Ordinary Clothing, Cookware (in Satchel, remove/discard to lose encumbered condition), Flint and Steel, Mug, 4 pints Oil (on Bandolier), Rations (1 week), Repair Kit, Satchel, 2 Sheaths (Daggers), 2 Sheaths (Dogslicers), 4 Torches, Thieves' Tools, Waterskin, 2 gp, 6 cp
AC: Unarmored (T; 16), Leather (T; 17)
hp: 20
Melee Strikes: Dagger (T; +6/1d4+1 P or S, Agile), Dogslicer (T; +6/1d6+1 S, Agile, Backstabber)
Ranged Strikes: Shortbow (T; +6/1d6 P, Deadly d10)

Advancement:
2nd- Alchemist Dedication, Snare Crafting
3rd- Expert Crafting, Untrained Improvisation
4th- Snare Specialist, Dubious Knowledge
5th- Expert Thievery, Goblin Weapon Frenzy
6th- Basic Concoction (Quick Bomber), Wary Disarmament
7th- Master Thievery, Expeditious Search
8th- Quick Snares, Quick Unlock
9th- Expert Stealth, Burn It! or Junk Tinker
10th- Expert Alchemy, Quiet Allies
11th- Master Stealth, Fleet
12th- Lightning Snares or Second Sting, Swift Sneak
13th- Master Crafting, Junk Tinker or Burn It!
14th- Second Sting or Lightning Snares, Fool Senses
15th- Legendary Stealth, Legendary Sneak


Build in a Wellspring (arcane) gnome rouge with wizard multiclass to get silent spell.


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Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Here's a deceptively tough old broad who knows a thing or two about brawling.

Mammo “Old Wooly” Higgins, retired hero (10th-level rock dwarf laborer barbarian)

“Aye, one day my life’s fire will be snuffed out. Sure, sure. So it must be with all living things. Until that day though, I shall not wither or weaken. Now come, let Old Wooly show you how it’s done!”

Mammo Higgins is a rare jewel: a life-long adventurer that managed to survive several centuries of trial and tribulation to reach old age. Though she began life as a common laborer, developing unnatural levels of strength over a century of heavy toil, she would eventually come to be one of the renowned wild warriors of Kalsgard in the Lands of the Linnorm Kings.

She adventured across the harsh lands of the north for half-again a hundred years, accomplishing many great deeds. During that time, she earned the name “Old Wooly”—an epithet bestowed upon her by the Mammoth Lords of old, meant to honor her strength by likening it to that of a wooly mammoth.

Old now, even for a dwarf, Old Wooly remembers little of those days. Like her memory, much of the rest of the world has long since moved on from that gloried past. Retired for over a century and nearing her 420th birthday, she desires little more than to live out the rest of her life reliving some of the glory days now forgotten. Though she appears old and frail (having become nearly as thin as a human), she is still quite hale and hardy. Her great strength also remains (deceptively hidden by her small stature), overshadowed only by her spirit for life and her love for adventure.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dragonchess Player wrote:
Here is a group that I worked out as pre-gens for Age of Ashes (YMMV, etc.):

Just glancing at Belara, I see she has several skills marked "T, +2". Since she has no negative stat mods, how can she be only +2 in a skill she's trained in? I would think even with a +0 stat mod, she'd be at least +3.

Just sayin'.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Fromper wrote:

I haven't actually built a character yet. Still reading the Core Rulebook and learning the rules. But I'm pretty sure I've decided what my first character will be, for Pathfinder Society. I've even written his goblin song already:

Quote:

Mighty Cayden, god of drunks,

Chose his champion - Me! I’m Grunk!
Wine and ale, I try ‘em all,
Drown myself in alcohol,
No need to read my god’s decree,
Everyone, everywhere must be free!
When evil slavers try their tricks,
I run ‘em through with pointy sticks!

I must congratulate you, this is the first Caydenite character I've ever seen that I found even remotely appealing.

So.... in the goblin vein, here's a batch of characters I posted in that other thread

Cole Deschain wrote:

Hek, Rek, and Zek, goblin triplet brothers (recent "graduates" of a Sarenite orphanage, with Zek as the runt of the three, despite having the sharpest teeth), and "Mouse," their human adoptive little sister.

Not a balanced party by any means, but I think I'm gonna keep in my pocket as either handy friendly NPCs or pregens for comedic urban adventure one-offs.

Hek
CN Unbreakable Goblin Barbarian, Warrior Background

Spoiler:
Strength: 18
Dexterity: 14
Constitution: 14
Intelligence: 10
Wisdom: 8
Charisma: 14

Totem: Fury
Feats: Goblin Lore, Intimidating Glare, Raging Intimidation, Sudden Charge
Trained Skills: Acrobatics +5, Athletics +7, Intimidation +5, Warfare Lore +3, Goblin Lore +3, Nature +2, Performance +5, Stealth: +5, Survival +2

Basic Schtick: Grab Horsechopper, hit things

Rek
CG Unbreakable Goblin Rogue, Criminal Background

Spoiler:
Strength: 12
Dexterity: 18
Constitution: 10
Intelligence: 12
Wisdom: 12
Charisma: 12

Racket: Thief
Feats: Goblin Weapon Familiarity, Experienced Smuggler, Pickpocket, You're Next
Trained Skills: Acrobatics +7, Athletics +4, Crafting +4, Deception +4, Diplomacy +4, Intimidation +4, Underworld Lore +4, Performance +4, Society +4, Stealth: +7, Survival +4, Thievery +7

Basic Schtick: Sneak around and dex-to-damage backstab with a dogslicer

Zek
NG Razortooth Goblin Ranger, Tinker Background

Spoiler:
Strength: 10
Dexterity: 18
Constitution: 12
Intelligence: 14
Wisdom: 12
Charisma: 12

Hunter's Edge: Outwit
Feats: Junk Tinker, Animal Companion (A badger he calls "Chompy"), Specialty Crafting
Trained Skills: Acrobatics +7, Athletics +3, Crafting +5, Deception +4, Intimidation +4, Engineering Lore +5, Nature +4, Stealth: +7, Survival +4, Thievery +7

Basic Schtick: Wait for level 2 so he can take Snare Crafting, at which point, he and Chompy will take over field control prep work

"Mouse"
CG Versatile Human (Ancestry not known for sure, but she seems part-Garundi, part-Ulfen, maybe a bit of Vudrani or Varisian in there, who can tell? Since she's from Absalom and doesn't remember her parents, literally anyone is possible) Bard, Street Urchin background

Spoiler:
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 12
Wisdom: 12
Charisma: 18

Muse: Polymath:
Feats: Adopted Ancestry: Goblin, Goblin Lore, Versatile Performance, Pickpocket
Trained Skills: Acrobatics +5, Athletics +3, Absalom Lore +4, Goblin Lore +4, Nature +4, Occultism +4, Performance +7, Stealth: +5, Survival +4, Thievery +5

Basic Schtick: Vouch for the three goblins, handle literally all spellcasting duties,


Ravingdork wrote:

ttps://1drv.ms/b/s!AiUoMhvjpUW-jNNNtYfgfIk6aD6xug?e=X38uhW]Revin Bitter, the Raven King[/url][/b] (5th-level near-human noble rogue)

First. Awesome documents.

Secondly.. am I doing math/misunderstanding saves? Revin Bitter's saves.
Expert in will and ref. trained fort right?
So Will You add Prof (lv(5) +4 for expert)+Will(+2) I keep getting 11 not the 10.
For Fort. 5+ trained +2 +1 con. for +8 but it lists +10.
(assumimg I'm right that proficiency is lv + 0/2/3/6/8. Even on saves)

Though I have been trying to figure out saves currently so I was using several of these builds to try and figure out the rule. (nethys is kind of hard I need to get me a book for basic rule reading) The othe builds seem to follow it. So i'm probably missing some detail.


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber
Zwordsman wrote:
Ravingdork wrote:

ttps://1drv.ms/b/s!AiUoMhvjpUW-jNNNtYfgfIk6aD6xug?e=X38uhW]Revin Bitter, the Raven King[/url][/b] (5th-level near-human noble rogue)

First. Awesome documents.

Secondly.. am I doing math/misunderstanding saves? Revin Bitter's saves.
Expert in will and ref. trained fort right?
So Will You add Prof (lv(5) +4 for expert)+Will(+2) I keep getting 11 not the 10.
For Fort. 5+ trained +2 +1 con. for +8 but it lists +10.
(assumimg I'm right that proficiency is lv + 0/2/3/6/8. Even on saves)

Though I have been trying to figure out saves currently so I was using several of these builds to try and figure out the rule. (nethys is kind of hard I need to get me a book for basic rule reading) The othe builds seem to follow it. So i'm probably missing some detail.

Looks like you missed the Canny Acumen (Fortitude) feat, which upgrades his Fortitude save from Trained to Expert. That would get you the +10 Fortitude Save you're looking for.

It would appear you're right about the Will save being a point off. Thanks for catching it!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zwordsman wrote:
assumimg I'm right that proficiency is lv + 0/2/3/6/8. Even on saves

Isn't it 0/2/4/6/8?


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Wheldrake wrote:
Dragonchess Player wrote:
Here is a group that I worked out as pre-gens for Age of Ashes (YMMV, etc.):

Just glancing at Belara, I see she has several skills marked "T, +2". Since she has no negative stat mods, how can she be only +2 in a skill she's trained in? I would think even with a +0 stat mod, she'd be at least +3.

Just sayin'.

I was ignoring the +level for the skills, etc., since pretty much every check is "roll d20 + level + modifiers."


Wheldrake wrote:

Isn't it 0/2/4/6/8?

WHups typo

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