Out of Character thread.
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Feb 19, 2020 2:58 am
Name: Mara Marashepsut Numara
Ancestry: Elf, Ethnicity: Vourinoi, Female, 38, Chaotic Good, Faith: Desna.
Heritage: Desert Elf- You live under the desert’s blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (min 1), and environmental heat effects are one step less extreme for you.
Background: Fortune Teller
Class: Sorceress Bloodline: Elemental Level: 5 Xp: 0
Str : 15+2 ____Per: +8 (*Tn+2, Lvl+5, Wis +1)
Dex: 18+4____Fort:+11 (*Ex+4, Lvl+5, Con +2)
Con: 15+2____Ref : +11 (*Tn+2, Lvl+5, Dex +4)
Int : 14+2 ____Will:+10 (*Ex+4, Lvl+5, Wis +1)
Wis: 13+1_____HP: 46 elf: 6+ 5x(Sorc: +6, Con+2)
Cha: 18+4_____Ac: 21 Unarmored (Tn+2, lvl+5, Dex+4)
Skill name: total Prof ___Lvl ___mod
Deception______:13____Ex+4, _+5 __cha+4
Intimidation____:11____tn+2,__+5 __cha+4
Lore-Fortune ___:9_____tn+2,__+5 __int+2
Medicine _____:10_____Ex+4,__+5__wis+1
Nature _____:8 _____tn+2,_+5 _wis+1
Occultism _____:9_____tn+2,__+5__int+2
Performance____:13____Ex+4,__+5__Cha +4
Survival _____:8_____tn+2,__+5__wis+1
ANCESTRY FEATS
1st-Elemental Wrath: You can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.
5th- Elven Instincts: Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with an opponent, you go first, regardless of whether you rolled Perception or not.
BACKGROUND
Oddity Identification: A sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with mental, possession, prediction, or scrying traits.
SKILL FEATS
2nd- Natural medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
4th- Lie to me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
GENERAL FEATS
3rd-ancestral paragon-> Elven Weapons
SORCERER FEAT
1st- Reach Spell
2nd- Cantrip Expansion
4th- Bespell Weapon
GM BONUS:Elements of the storm: you can choose the damage trait of your storm spells before each cast and (*META-MAGIC) if desired You may add an additional trait by spending one additional action to cast the spell.
Spells: "Storm spells" deal either bludgeoning, cold, electrical, force, sonic damage. declare damage type on use.
Bloodline elemental toss (damage trait variable, see above Elements of the storm)
cantrips (7/7):
(Produce flame)Gust of storm; detect magic; disrupt undead; (lightning arc)Storm strike; guidance; prestidigitation; stabilize
1st (4/4):
(Burning hands)Storming hands; create water; heal; pest form
2nd (4/4):
(Resist energy) Storm cloud shield; (acid arrow) Storm Arrow; create food;
3rd (3/3):
(Fireball) Storm-Ball; (stinking cloud) Storm cloud; wall of wind
Storm cloud shield "wraps you in a chilling mist, a static charge, and strong breezes circling about you." The chill, wet and wind can provide a resistance to Acid, cold, fire, force, electric, or inhaled poison damage. The rest should be a tweak on the text of the Resist energy spell.
Ancestry: Elf, Ethnicity: Vourinoi, Female, 38, Chaotic Good, Faith: Desna.
Heritage: Desert Elf- You live under the desert’s blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (min 1), and environmental heat effects are one step less extreme for you.
Background: Fortune Teller
Class: Sorceress Bloodline: Elemental Level: 5 Xp: 0
Str : 15+2 ____Per: +8 (*Tn+2, Lvl+5, Wis +1)
Dex: 18+4____Fort:+11 (*Ex+4, Lvl+5, Con +2)
Con: 15+2____Ref : +11 (*Tn+2, Lvl+5, Dex +4)
Int : 14+2 ____Will:+10 (*Ex+4, Lvl+5, Wis +1)
Wis: 13+1_____HP: 46 elf: 6+ 5x(Sorc: +6, Con+2)
Cha: 18+4_____Ac: 21 Unarmored (Tn+2, lvl+5, Dex+4)
Skill name: total Prof ___Lvl ___mod
Deception______:13____Ex+4, _+5 __cha+4
Intimidation____:11____tn+2,__+5 __cha+4
Lore-Fortune ___:9_____tn+2,__+5 __int+2
Medicine _____:10_____Ex+4,__+5__wis+1
Nature _____:8 _____tn+2,_+5 _wis+1
Occultism _____:9_____tn+2,__+5__int+2
Performance____:13____Ex+4,__+5__Cha +4
Survival _____:8_____tn+2,__+5__wis+1
ANCESTRY FEATS
1st-Elemental Wrath: You can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.
5th- Elven Instincts: Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with an opponent, you go first, regardless of whether you rolled Perception or not.
BACKGROUND
Oddity Identification: A sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with mental, possession, prediction, or scrying traits.
SKILL FEATS
2nd- Natural medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
4th- Lie to me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
GENERAL FEATS
3rd-ancestral paragon-> Elven Weapons
SORCERER FEAT
1st- Reach Spell
2nd- Cantrip Expansion
4th- Bespell Weapon
GM BONUS:Elements of the storm: you can choose the damage trait of your storm spells before each cast and (*META-MAGIC) if desired You may add an additional trait by spending one additional action to cast the spell.
Spells: "Storm spells" deal either bludgeoning, cold, electrical, force, sonic damage. declare damage type on use.
Bloodline elemental toss (damage trait variable, see above Elements of the storm)
cantrips (7/7):
(Produce flame)Gust of storm; detect magic; disrupt undead; (lightning arc)Storm strike; guidance; prestidigitation; stabilize
1st (4/4):
(Burning hands)Storming hands; create water; heal; pest form
2nd (4/4):
(Resist energy) Storm cloud shield; (acid arrow) Storm Arrow; create food;
3rd (3/3):
(Fireball) Storm-Ball; (stinking cloud) Storm cloud; wall of wind
Storm cloud shield "wraps you in a chilling mist, a static charge, and strong breezes circling about you." The chill, wet and wind can provide a resistance to Acid, cold, fire, force, electric, or inhaled poison damage. The rest should be a tweak on the text of the Resist energy spell.
Feb 20, 2020 1:14 pm
Equipment
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
example
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
example
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
Feb 20, 2020 6:01 pm
What do we have for healing? I’ve got a low level heal spell bit nothing major. I was looking at Medic’s Gloves 80g slightly over the 75gp limit but if we don’t have real heals they might be worth a bargaining session with our GM.
Feb 20, 2020 7:07 pm
I have some kind of Lay on Hands ability but only once every 10 minutes if I understood Focus points correctly.
Feb 20, 2020 7:24 pm
I have the Divine Font - heal - from my deity Torag, if I understand that correctly.
[ +- ] Divine Font
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points.
Feb 20, 2020 8:05 pm
I’ve got a 1d8 heal too. Do you think it’s worth it to make a case for a pair of the gloves or don’t worry? I think they’d be a wise investment myself.
Do either of you have rogue like abilities? I’d had to have to end the adventure because of a locked door. 😂😂😂
Do either of you have rogue like abilities? I’d had to have to end the adventure because of a locked door. 😂😂😂
Feb 20, 2020 9:10 pm
Windyridge says:
I have the Divine Font - heal - from my deity Torag, if I understand that correctly.[ +- ] Divine Font
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points.
Feb 20, 2020 9:19 pm
Qralloq says:
I have some kind of Lay on Hands ability but only once every 10 minutes if I understood Focus points correctly.you can choose to gain a devotion spell and expand your focus list by changing your champion feat selection.
1st Deity Domain = devotion spell.
2nd divine grace or vengeful oath: bonus on saves or the ability to inflict harm with Lay on hands.
4th Mercy: lay on hands can counteract fear, or a paralysis effect.
**********for the future***********
6th Loyal warhorse= Your horse is now mature, and will NEVER attack you, even breaking free of spells that would compell it to do so.
8th advanced deities domain= gain your deities advanced Domain spell from the domain you choose with "Deity domain", you can cast that spell as a devotion spell, and increase your pool of focus points by 1.
Feb 21, 2020 12:18 am
I will beseech our wise and benevolent GM @REALIST to allow me to spend some extra cash or divert cash from second purchase such that I might obtain a pair of Healers Gloves. pg612
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Quote:
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Feb 21, 2020 2:39 am
I’ve made a temporary list, looking at the magic weapon I was looking at the "Bleeding Kukri," largely because bracers of protection are outside my budget, could I change it from a Kukri to an elven sword or knife?
Feb 22, 2020 2:52 am
Emberskyes says:
I will beseech our wise and benevolent GM @REALIST to allow me to spend some extra cash or divert cash from second purchase such that I might obtain a pair of Healers Gloves. pg612I’ve made a temporary list, looking at the magic weapon I was looking at the "Bleeding Kukri," largely because bracers of protection are outside my budget, could I change it from a Kukri to an elven sword or knife?
Feb 22, 2020 3:36 am
Items:
Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits
Explorers clothing 1 sp +0 +5 ? ? L Comfort
Fine Clothing 2 gp L -
Weapons Price Damage Bulk Hands Group Weapon Traits
Elven Longsword 1 gp 1d8 S 1 1 Sword Versatile P
Elven Dagger 4 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S (x2)
Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive
20 arrows 2 sp L
Item Price Bulk Hands
Adventurer's pack 7 sp 2 ? - The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks rations, soap, 5 torches, and a waterskin.
Bandolier 1 sp ? ?
Sheath 1 cp ? ? (x2)
Healer’s tools 5 gp 1 2
Riding Horse 8gp
Magic:
Bloodletting Elven Blade - This +1 striking weapon has a crimson blade that shimmers eerily in bright light. On a critical hit, the blade deals 1d8 persistent bleed damage. If the target didn’t already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points. Price 240 gp; Usage held in 1 hand; Bulk L

Healers Gloves - These clean, white linen wraps never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Bag of Holding (Type I) - Level 4; Price 75 gp; Capacity 25 Bulk
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Unarmored Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Armor Traits
Explorers clothing 1 sp +0 +5 ? ? L Comfort
Fine Clothing 2 gp L -
Weapons Price Damage Bulk Hands Group Weapon Traits
Elven Longsword 1 gp 1d8 S 1 1 Sword Versatile P
Elven Dagger 4 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S (x2)
Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive
20 arrows 2 sp L
Item Price Bulk Hands
Adventurer's pack 7 sp 2 ? - The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks rations, soap, 5 torches, and a waterskin.
Bandolier 1 sp ? ?
Sheath 1 cp ? ? (x2)
Healer’s tools 5 gp 1 2
Riding Horse 8gp
Magic:
Bloodletting Elven Blade - This +1 striking weapon has a crimson blade that shimmers eerily in bright light. On a critical hit, the blade deals 1d8 persistent bleed damage. If the target didn’t already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points. Price 240 gp; Usage held in 1 hand; Bulk L

Healers Gloves - These clean, white linen wraps never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Bag of Holding (Type I) - Level 4; Price 75 gp; Capacity 25 Bulk
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Last edited February 23, 2020 4:52 pm
Feb 23, 2020 2:04 am
I’m pondering how useful a sword is for a caster, I mean we all want to be Gandalf but even if I could convince the rest of the party to fly, I’m doubtful I could beat the Balrog, steal all the xps and end up with spiffy new robes. I’m reading about Staffs and am pondering maybe a primal staff. I used the basic template in the book and came up with the following...
STAFF OF THE TEMPEST
ITEM 6+
PRIMAL MAGICAL STAFF
Usage held in 1 hand; Bulk 1
This staff is an unassuming length of silvery wood with a number of bronze reinforcing bands along its length. The base is capped with a sturdy bronze point and the top is adorned with a large crystal that appears to contain swirling clouds and occasional sparks of energy. A blue and white cloth wraps the top and mid-point of the staff. The loose ends of the cloth seem to move in defiance of any local weather conditions. While wielding the staff, you gain a +2 circumstance bonus to checks to identify primal magic.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Type staff of tempest; Level 6; Price 230 gp
• Cantrip Electric Arc
• 1st Gust of Wind, Feather Fall
• 2nd Dispel Magic, Endure Elements, Summon Elemental
Type greater staff of tempest; Level 10; Price 900 gp
• 3rd Haste, Lightning Bolt
• 4th Air Walk, Gaseous Form, Endure Elements
Type major staff of tempest; Level 14; Price 4,000 gp
• 5th Dispel Magic, Endure Elements
• 6th Chain Lightning, Summon Elemental
Craft Requirements Supply one casting of all listed levels of all listed spells.

I’m kind of torn, the staff feels more Sorceress but the sword feels more desert nomad. I suppose the part that kind of makes me think is you can put all that into a staff, which counts as a melee weapon in a pinch but if you put that into a sword it’d be unbalanced.
STAFF OF THE TEMPEST
ITEM 6+
PRIMAL MAGICAL STAFF
Usage held in 1 hand; Bulk 1
This staff is an unassuming length of silvery wood with a number of bronze reinforcing bands along its length. The base is capped with a sturdy bronze point and the top is adorned with a large crystal that appears to contain swirling clouds and occasional sparks of energy. A blue and white cloth wraps the top and mid-point of the staff. The loose ends of the cloth seem to move in defiance of any local weather conditions. While wielding the staff, you gain a +2 circumstance bonus to checks to identify primal magic.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Type staff of tempest; Level 6; Price 230 gp
• Cantrip Electric Arc
• 1st Gust of Wind, Feather Fall
• 2nd Dispel Magic, Endure Elements, Summon Elemental
Type greater staff of tempest; Level 10; Price 900 gp
• 3rd Haste, Lightning Bolt
• 4th Air Walk, Gaseous Form, Endure Elements
Type major staff of tempest; Level 14; Price 4,000 gp
• 5th Dispel Magic, Endure Elements
• 6th Chain Lightning, Summon Elemental
Craft Requirements Supply one casting of all listed levels of all listed spells.

I’m kind of torn, the staff feels more Sorceress but the sword feels more desert nomad. I suppose the part that kind of makes me think is you can put all that into a staff, which counts as a melee weapon in a pinch but if you put that into a sword it’d be unbalanced.
Last edited February 23, 2020 5:28 pm
Feb 23, 2020 8:24 pm
As to Combat effectiveness; you need to think 1.2.3.
1. FAR AWAY: An angry dragon flying above, A distant pirate ship, closing rapidly on an intercept course. If the bad guys have the advantage they will keep rolling dice long before you can even fight back.
What is your longest range attack? can you keep that up for one minute/ten rounds.
Long bow, 30 arrows for example.
2. CLOSER but not close enough: An alchemist throwing vials down at you from a cliff, a wizard on a charging elephant's back, An orc ranger with a short bow hiding behind woven screens. What can you do, and how long can you keep doing it.
3. TOO CLOSE: What is your defense? how long can you stand in an intense fight? what is the strength/accuracy of your attacks and how long can you keep it up?
For example:
A 5th level fighter, with EX weapon skill, 18 str, and +1 magic weapon
(Ex+4, Lvl+5, Str +4, Rune+1= +14) if the fighter rolls 10 on a d20, they will hit AC 24.
but the same fighter with 10 dexterity, EX with shortbow, 5th level, an no magic...
(Ex +4, dex+0, lvl+5, magic+0= +9) if the fighter wants to hit AC 24... the fighter needs a 15 or higher on the dice.
The example fighter can fight in melee for a long time, but at long range? he's a target.
if the maximum bonus to hit at 5th level is +14, and the lowest to hit trained at 5th level is +7. You may see where you are on that spectrum 7 to 14 by rolling a 2. rolling a 7. rolling 12. rolling a 17. against what AC's do you fail? at what Ac's do you regularly hit? if you roll any of the above; 2,7,12,17, is the result a critical hit?
___________our melee fighter: +14_______our ranged guy with only Tn: +7
Roll of 2______+16 AC and lower is hit.________ac 9-lower MISSES ALL &19ac is a crit fail
Roll of 7______+21 AC/lower hit. AC 11 is crit hit.__+14 or lower is hit, (Ac24 is a crit fail)
Roll of 12_____+26 AC/lowr hit, ac 16 is crit hit.____+19 ac or lowr hit, nothing is a crit.
Roll of 17_____+31 AC-Lowr hit, Ac 21 is crit hit.____+24 ac/lowr hit, (max of ac14 is crit hit.)
Where do you fit on the spectrum?
Are you like the fighter, when three of the four rolls could be a ciritical hit?
Or the TN-no-dex Archer, where three rolls do not ever Crit, and two rolls could be crit fails?
How often will you enjoy a success, versus, how often with you groan in despair?
Do you have anything that changes the odds in your favor;
clerical bless?
Magic weapon?
Bardic inspiration?
True strike spell?
or spells that automatically hit?
1. FAR AWAY: An angry dragon flying above, A distant pirate ship, closing rapidly on an intercept course. If the bad guys have the advantage they will keep rolling dice long before you can even fight back.
What is your longest range attack? can you keep that up for one minute/ten rounds.
Long bow, 30 arrows for example.
2. CLOSER but not close enough: An alchemist throwing vials down at you from a cliff, a wizard on a charging elephant's back, An orc ranger with a short bow hiding behind woven screens. What can you do, and how long can you keep doing it.
3. TOO CLOSE: What is your defense? how long can you stand in an intense fight? what is the strength/accuracy of your attacks and how long can you keep it up?
For example:
A 5th level fighter, with EX weapon skill, 18 str, and +1 magic weapon
(Ex+4, Lvl+5, Str +4, Rune+1= +14) if the fighter rolls 10 on a d20, they will hit AC 24.
but the same fighter with 10 dexterity, EX with shortbow, 5th level, an no magic...
(Ex +4, dex+0, lvl+5, magic+0= +9) if the fighter wants to hit AC 24... the fighter needs a 15 or higher on the dice.
The example fighter can fight in melee for a long time, but at long range? he's a target.
if the maximum bonus to hit at 5th level is +14, and the lowest to hit trained at 5th level is +7. You may see where you are on that spectrum 7 to 14 by rolling a 2. rolling a 7. rolling 12. rolling a 17. against what AC's do you fail? at what Ac's do you regularly hit? if you roll any of the above; 2,7,12,17, is the result a critical hit?
___________our melee fighter: +14_______our ranged guy with only Tn: +7
Roll of 2______+16 AC and lower is hit.________ac 9-lower MISSES ALL &19ac is a crit fail
Roll of 7______+21 AC/lower hit. AC 11 is crit hit.__+14 or lower is hit, (Ac24 is a crit fail)
Roll of 12_____+26 AC/lowr hit, ac 16 is crit hit.____+19 ac or lowr hit, nothing is a crit.
Roll of 17_____+31 AC-Lowr hit, Ac 21 is crit hit.____+24 ac/lowr hit, (max of ac14 is crit hit.)
Where do you fit on the spectrum?
Are you like the fighter, when three of the four rolls could be a ciritical hit?
Or the TN-no-dex Archer, where three rolls do not ever Crit, and two rolls could be crit fails?
How often will you enjoy a success, versus, how often with you groan in despair?
Do you have anything that changes the odds in your favor;
clerical bless?
Magic weapon?
Bardic inspiration?
True strike spell?
or spells that automatically hit?
Feb 23, 2020 8:36 pm
Ah, Emberskyes.
How about an "Elven Sword of the Sirocco"..?
WTF IS THAT? you ask...
Well, its an Elven long Sword with the powers of the primal staff of the tempest.
You only have access to the level 6 effects, the weapon will grow with you as you gain levels.
This not the blood-letter. This is only an Elven long-sword with the staff of the tempest powers, PLUS, by expending a non-cantrip spell slot into the weapon, it has cast on it "magic weapon" until the duration runs out.
The Elven Sword of the Sirocco, would count as your MAJOR-MOST-POWERFUL magic item, of which you only get one.
How about an "Elven Sword of the Sirocco"..?
WTF IS THAT? you ask...
Well, its an Elven long Sword with the powers of the primal staff of the tempest.
You only have access to the level 6 effects, the weapon will grow with you as you gain levels.
This not the blood-letter. This is only an Elven long-sword with the staff of the tempest powers, PLUS, by expending a non-cantrip spell slot into the weapon, it has cast on it "magic weapon" until the duration runs out.
The Elven Sword of the Sirocco, would count as your MAJOR-MOST-POWERFUL magic item, of which you only get one.
Feb 23, 2020 9:47 pm
Explorers clothing... non-magical approved.
Fine Clothing... non-magical approved.
Belt, two belt pouches, Baldric & Bandoleer with sheath.... Non-magical approved.
Opposite hip- "fast draw" satchel with healer's-herbalist kit: not magical.
Elven curved Longsword of the Sirocco approved.
Elven Dagger... non-magical approved.
Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive. (Non-magical approved)
Arrows 20, non-magical, Approved.
A written list of all items in your bag of holding.
Adventurer's gear- in your bag of holding is a: backpack, two large sacks, bedroll, 10 chalk sticks, Spark-striker, 50 feet of rope, grapnel, Team tie off rope, 12 carabiners, 10 pitons, 2 sets of Heavy leather work gloves, Camp hammer, Two eight pound sledge hammers, two 6 ft long pry bars, four shovels, 4 vessels of Lantern oil, 2 small oil lamps, 8 candles Scribe sized (long, and thick), 5 torches, a collapsible writing desk, 12 writing quills, 8 vials ink, 8 packets ink-drying powder, 4 blank journals, 10 Large/long rolled MAPPING paper sheets with 3 charcoal rubbing sticks, 7 water-skin, 5 bottles different fruit juices, 3 bottles of good wine, Hygine kit: brush, 2 combs, 4 hair pins, 1 perfume, 2 lip-balm. One steel rod 'cooking spit" and standing rods. two sauce pans, one cooking pot, one large wooden serving bowl, one Tea kettle, one spatula, three different purpose cooking knives, a cutting board, one cheese grater, one set cooking tongs, eight forks, five dull spread knives, five plates, four bowls, Six drinking chalices-plain, 5 steel wool scrubbing pads, 1 large block of caustic Lye-scouring-soap (for washing dishes, *NOT SKIN*), Dish-washing leather gloves, two large picnic blankets. Three books to read, a deck of playing cards (fortune telling), Four dice.
12 small thick hard glass vials of cooking spices.
A large vessel of cooking oil.
A medium vessel of Vinegar.
A bottle of cooking wine (Red).
4 jars of milk.
3 jar of Eggs- no shells
One leather sack of 24 Hard boiled eggs with Salt and cracked black pepper.
A leather sack: cooking flour
4 Waxed leather wraps: 12 honey comb each
4 Waxed leather wraps: 4 different cheese, blocks.
A cloth sack: 12 onions,
A cloth sack: 12 corn on the cob,
A cloth sack: 12 Sticks Butter,
A cloth sack: 8 large peppers,
A cloth sack: 12 tomatoes,
A cloth sack: 24 Carrots,
A cloth sack: 30 potatoes,
A cloth sack: 4 head of leaf-lettuce,
24 String tied, Dried waxed paper wrapped; Beef parts, Salted and smoked.
24 String tied, Dried waxed paper wrapped; chicken parts, Salted and smoked.
8 ten segment sausage Ropes.
One sack Oatmeal
One sack Rice
One sack red beans
one sack brown beans
One sack black beans
4 wraps dried noodle
Eight Loaves of bread.
A stack of 24 Tortilla.
One prepared feast of Black peppered catfish With lemon zest.
A Large sack with Smoked/dried fish jerky.
A Large sack with smoked/dried venison jerky.
A small sack with eight lemons.
A jar of chopped nuts.
A jar of chopped and dried fruits.
A jar of cinnamon and brown sugar spiced dried apple slices
A large 4-person tent with 4x "10ft poles", 6 Tension cords, 8 wooden stakes-two foot long,
2 LARGE SACKS; Horse grain, oat, corn, and alfalfa
Not in your bag of holding!
Riding Horse 8gp
Saddle, saddle blanket, 2 Saddle bags reigns, One Rolled on back of saddle Horse blanket, cinch, halter, lead rope, and other tack.
Healers Gloves - These clean, white linen wraps never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Bag of Holding (Type I) - Level 4; Price 75 gp; Capacity 25 Bulk
*This bag of holding has an ETHEREAL extra dimensional space, inside time does not pass. Side effect nothing alive or magical can be put into the bag* You must state the name of the item you wish to draw from the bag, you may also say "ALL" with the bag turned to pour onto the ground - but at the risk of damaging fragile items.*
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
All the above are approved.
Fine Clothing... non-magical approved.
Belt, two belt pouches, Baldric & Bandoleer with sheath.... Non-magical approved.
Opposite hip- "fast draw" satchel with healer's-herbalist kit: not magical.
Elven curved Longsword of the Sirocco approved.
Elven Dagger... non-magical approved.
Composite shortbow 14 gp 1d6 P 60 ft. 0 1 1+ Bow Deadly d10, propulsive. (Non-magical approved)
Arrows 20, non-magical, Approved.
A written list of all items in your bag of holding.
Adventurer's gear- in your bag of holding is a: backpack, two large sacks, bedroll, 10 chalk sticks, Spark-striker, 50 feet of rope, grapnel, Team tie off rope, 12 carabiners, 10 pitons, 2 sets of Heavy leather work gloves, Camp hammer, Two eight pound sledge hammers, two 6 ft long pry bars, four shovels, 4 vessels of Lantern oil, 2 small oil lamps, 8 candles Scribe sized (long, and thick), 5 torches, a collapsible writing desk, 12 writing quills, 8 vials ink, 8 packets ink-drying powder, 4 blank journals, 10 Large/long rolled MAPPING paper sheets with 3 charcoal rubbing sticks, 7 water-skin, 5 bottles different fruit juices, 3 bottles of good wine, Hygine kit: brush, 2 combs, 4 hair pins, 1 perfume, 2 lip-balm. One steel rod 'cooking spit" and standing rods. two sauce pans, one cooking pot, one large wooden serving bowl, one Tea kettle, one spatula, three different purpose cooking knives, a cutting board, one cheese grater, one set cooking tongs, eight forks, five dull spread knives, five plates, four bowls, Six drinking chalices-plain, 5 steel wool scrubbing pads, 1 large block of caustic Lye-scouring-soap (for washing dishes, *NOT SKIN*), Dish-washing leather gloves, two large picnic blankets. Three books to read, a deck of playing cards (fortune telling), Four dice.
12 small thick hard glass vials of cooking spices.
A large vessel of cooking oil.
A medium vessel of Vinegar.
A bottle of cooking wine (Red).
4 jars of milk.
3 jar of Eggs- no shells
One leather sack of 24 Hard boiled eggs with Salt and cracked black pepper.
A leather sack: cooking flour
4 Waxed leather wraps: 12 honey comb each
4 Waxed leather wraps: 4 different cheese, blocks.
A cloth sack: 12 onions,
A cloth sack: 12 corn on the cob,
A cloth sack: 12 Sticks Butter,
A cloth sack: 8 large peppers,
A cloth sack: 12 tomatoes,
A cloth sack: 24 Carrots,
A cloth sack: 30 potatoes,
A cloth sack: 4 head of leaf-lettuce,
24 String tied, Dried waxed paper wrapped; Beef parts, Salted and smoked.
24 String tied, Dried waxed paper wrapped; chicken parts, Salted and smoked.
8 ten segment sausage Ropes.
One sack Oatmeal
One sack Rice
One sack red beans
one sack brown beans
One sack black beans
4 wraps dried noodle
Eight Loaves of bread.
A stack of 24 Tortilla.
One prepared feast of Black peppered catfish With lemon zest.
A Large sack with Smoked/dried fish jerky.
A Large sack with smoked/dried venison jerky.
A small sack with eight lemons.
A jar of chopped nuts.
A jar of chopped and dried fruits.
A jar of cinnamon and brown sugar spiced dried apple slices
A large 4-person tent with 4x "10ft poles", 6 Tension cords, 8 wooden stakes-two foot long,
2 LARGE SACKS; Horse grain, oat, corn, and alfalfa
Not in your bag of holding!
Riding Horse 8gp
Saddle, saddle blanket, 2 Saddle bags reigns, One Rolled on back of saddle Horse blanket, cinch, halter, lead rope, and other tack.
Healers Gloves - These clean, white linen wraps never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.
Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing.
Type healer’s gloves; Level 4; Price 80 gp
Bag of Holding (Type I) - Level 4; Price 75 gp; Capacity 25 Bulk
*This bag of holding has an ETHEREAL extra dimensional space, inside time does not pass. Side effect nothing alive or magical can be put into the bag* You must state the name of the item you wish to draw from the bag, you may also say "ALL" with the bag turned to pour onto the ground - but at the risk of damaging fragile items.*
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
Healing Potion - Type lesser; Level 3; Price 12 gp
The potion restores 2d8+5 Hit Points.
All the above are approved.
Feb 23, 2020 11:06 pm
How much room is left in the bag of holding? It seems mighty full.
Is the sword is considered magical for the purposes of hitting critters that can only be hit with a magic weapon? I assume so.
Is the sword is considered magical for the purposes of hitting critters that can only be hit with a magic weapon? I assume so.
Last edited February 23, 2020 11:18 pm
Feb 24, 2020 12:13 am
given that a 240 lbs man is only 6 bulk?
you clearly have 3 people worth of space left. opps.
4x6=24, using up one person of space... leaves 18 bulk. or 720 lbs.
you clearly have 3 people worth of space left. opps.
4x6=24, using up one person of space... leaves 18 bulk. or 720 lbs.
Feb 24, 2020 7:18 am
Emberskyes says:
Is the sword is considered magical for the purposes of hitting critters that can only be hit with a magic weapon? I assume so.Feb 27, 2020 4:43 am
I hope that you all can listen to the music and imagine your voyage beginning...
Music gives me visions, I dunno why, it just does.
Music gives me visions, I dunno why, it just does.
Feb 27, 2020 3:44 pm
I may be a bit behind this morning, one of my co-workers got hit by a car yesterday so we have a debriefing this morning to find out what happened and or course what we do to make sure it doesn’t happen again.
Feb 27, 2020 3:50 pm
Emberskyes says:
I may be a bit behind this morning, one of my co-workers got hit by a car yesterday so we have a debriefing this morning to find out what happened and or course what we do to make sure it doesn’t happen again.Feb 27, 2020 3:52 pm
At work. It was a low speed collision, 10-15mph tops, but he’s got a concussion, possibly a partially collapsed lung, small bleed in the brain.
Feb 27, 2020 4:04 pm
Emberskyes says:
At work. It was a low speed collision, 10-15mph tops, but he’s got a concussion, possibly a partially collapsed lung, small bleed in the brain.Feb 27, 2020 7:10 pm
Emberskyes says:
At work. It was a low speed collision, 10-15mph tops, but he’s got a concussion, possibly a partially collapsed lung, small bleed in the brain.I will pray for your comrade hurt by the accident, and for the one who caused the accident...
God have mercy.
Feb 27, 2020 8:00 pm
He’s on his way home today, kept him over night for observation. Spent his night writing emails to the OHS committee and planning his return to work asap. He’s a machine, happened like 3 minutes after I left the site for a Parent Teacher conference. Tons of first responders working the site so he was in pretty good hands right from the get go.
Feb 27, 2020 11:38 pm
Sounds like he’ll be in hospital for a couple more days so I’m stoping in to see how he is. Bringing in a big card from all of us and all the others we’ve been working with. Should I bring flowers? I feel like flowers are appropriate in a situation like this. Sorry you got run over. PS - we saved your pizza.
@Realist, feel free to do the reading, it’s more colour and I’ll likely be here a few hours.
@Realist, feel free to do the reading, it’s more colour and I’ll likely be here a few hours.
Feb 28, 2020 6:34 am
Logrith Stormbrew [PF2 Lvl 5} Character Sheet
Ancestry: dwarf, heritage: Strong-blooded, Male, 38, Lawful Neutral, faith: Torag.
Heritage: strong-blooded. Ancestry feats: 1st- rock runner, 5th- boulder roll
General feat -> Fleet
Background: Scout. bonus skills; Lore-Scouting, survival.
Bonus feat: Forager
Class: Barbarian Level 5 xp 0 (Page 83 start)
Class features: Rage, Animal instinct, Deny advantage, BRUTALITY.
Class feats: sudden charge, no escape, fast movement (p. 88-89)
Strength: 18 (+4) Perception: EX+4, Lvl+5, Wis+3=12
Dexterity: 16 (+3) Fortitude: EX+4, Lvl+5, Con+3=12
Constitution: 17 (+3) Reflex: TN+2, Lvl+5, Dex+3=10
Intelligence: 15 (+2) Will: EX+4, Lvl+5, Wis+3= 12
Wisdom: 16 (+3)
Charisma: 11 (+0) Hit points: 85 AC: 20 [shield+2=22]
Skill name: Prof+Level +ability modifier ....Armor: Unarmored. (base of 10+ *Tn+2, Lvl+5, Dex+3= 20 AC)
Acrobatics ... TN+2, level +1, Dex+2= 5 .....Shield: Steel Shield
Athletics ... Ex+4, +5, +4= +13 Str .....weapon: War Hammer, hatchet, dagger
Crafting ... TN 5+2+2=9 Int
Deception .. TN, 5+2+0=7 Cha
Intimidation ...TN 5+2+0=7 Cha
Lore (Sea shore) ... TN 5+2+2=9 Int
Lore (Mountain)...TN 5+2+2=9 Int
Lore (Scouting)...Tn+2, lvl+5, Int+2= +9
Stealth ... Ex 5+4+3=12, Dex
Nature...TN 5+2+3=10 , Wis
Survival ... Ex+4, +5, +3= +12, Wis
Logrith was unlike other dwarves, always at odds with them because he preferred being above ground, wandering in the woods. He had an affinity with bears - animal instinct
Weakness? Charisma
Dwarf: Strong Blooded
Hit Points: +10
Traits: Dwarf, Humanoid. Size: Medium Speed: 20 *(now 25ft /Raging 35ft)
+Con, Wis, Free… -Cha
Languages: Common, Dwarven, See around page 34, and Select two bonus languages you know
Darkvision- You can see, even in total darkness. However, your vision is still subject to obfuscation; such as smoke, haze, fog, thick brush, etc.
Strong blooded (Heritage) current poison resistance (rounded up: is 3)
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
*GM note: you can drink hard alcohol for hours, not get sick, never pass out, and at any time you can suddenly declare that you are sober. See the Drew Hayes classic, comic series "Poison elves". I will extend the strong blooded heritage to being inured to foul odors and fumes. Putrescence doesn’t have any game mechanical effect on you. You have no compunctions about punching toxic slimes and undead, removing any bonus to Armor class caused by nasty odors and the like. It is going to be very hard to "Sicken you" without poisons or magic, and even then… you might resist it, no problem!
ROCK RUNNER (Ancestry feat 1st Level)
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
BOULDER ROLL (Ancestry feat 5th level)
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.(*Change this; when you body check someone you will at the minimum deal your unarmed damage.)
Str Dex Con Int Wis Cha
Base 16 14 15 13 12 11
Dwarf 18^ 14 17* 13 14* 9*
5th lvl 18 16* 17 15* 16* 11*
18 str 16 dex 17 con 15 int 16 wis 11 Cha
Mod +4 ______+3 _____+3_____ +2 _____+3_____ +0
Bulk:5+4=9
Perception
Expert in Perception Ex+4,Lvl+5, Wis+3= +12
Saving Throws
Expert in Fortitude Ex+4, lvl+5, Con+3= +12
Trained in Reflex _Tn+2, lvl+5, dex +3= +10
Expert in Will______Ex+4, lvl+5, Wis +3= +12
Skills
Trained in Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks: Ex+4,Lvl+5,Str+4= +13 (or Dex+3 for ranged weapons. = +12)
Expert in simple weapons
Expert in martial weapons
Expert in unarmed attacks
Defenses base: 10 (Tn+2,lvl+5, Dex+3 = +10) = +20, *22 with shield.
Trained in light armor and medium armor and unarmored defense
Class: Barbarian, BEAR instinct
Add on HP: 12+con mod= 15, x5 levels= 75, +10 dwarf= 85 hit points.
Rage [one-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 weapons and unarmed attacks. 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.
DENY ADVANTAGE 3RD
Your foes struggle to pass your defenses. You aren’t flatfooted to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
BRUTALITY 5TH
Your fury makes your weapons lethal.
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
Bear Jaws 1d12+9 P Unarmed
Claw 1d6+8 S Agile, unarmed
ANATHEMA: disrespecting a bear is anathema to your instinct, as is using weapons while raging.
BESTIAL RAGE (INSTINCT ABILITY)
When you Rage, you gain the Bear's unarmed attacks. The specific attack gained, the damage it deals, and its traits are listed above. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
SPECIALIZATION ABILITY
Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. *GM:I have figured this in the above chart.
If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.
RAGING RESISTANCE: You resist piercing and slashing damage, equal to the Rage Damage Bonus: +5
BARBARIAN CLASS FEATS
SUDDEN CHARGE [TWO-ACTIONS] FEAT 1
BARBARIAN FLOURISH OPEN
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the movement type.
NO ESCAPE [REACTION] FEAT 2
Barbarian Rage
Trigger A foe within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed.
FAST MOVEMENT FEAT 4
Barbarian
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.
General feat
Fleet: You move more quickly on foot. Your Speed increases by 5 feet Feat 3rd
Background feat
Forager: Prerequisite(s) trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Skill Feats
2nd – Hefty Hauler- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
4th- Titan Wrestler- You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.Logrith I don't see your magic items list.
Ancestry: dwarf, heritage: Strong-blooded, Male, 38, Lawful Neutral, faith: Torag.
Heritage: strong-blooded. Ancestry feats: 1st- rock runner, 5th- boulder roll
General feat -> Fleet
Background: Scout. bonus skills; Lore-Scouting, survival.
Bonus feat: Forager
Class: Barbarian Level 5 xp 0 (Page 83 start)
Class features: Rage, Animal instinct, Deny advantage, BRUTALITY.
Class feats: sudden charge, no escape, fast movement (p. 88-89)
Strength: 18 (+4) Perception: EX+4, Lvl+5, Wis+3=12
Dexterity: 16 (+3) Fortitude: EX+4, Lvl+5, Con+3=12
Constitution: 17 (+3) Reflex: TN+2, Lvl+5, Dex+3=10
Intelligence: 15 (+2) Will: EX+4, Lvl+5, Wis+3= 12
Wisdom: 16 (+3)
Charisma: 11 (+0) Hit points: 85 AC: 20 [shield+2=22]
Skill name: Prof+Level +ability modifier ....Armor: Unarmored. (base of 10+ *Tn+2, Lvl+5, Dex+3= 20 AC)
Acrobatics ... TN+2, level +1, Dex+2= 5 .....Shield: Steel Shield
Athletics ... Ex+4, +5, +4= +13 Str .....weapon: War Hammer, hatchet, dagger
Crafting ... TN 5+2+2=9 Int
Deception .. TN, 5+2+0=7 Cha
Intimidation ...TN 5+2+0=7 Cha
Lore (Sea shore) ... TN 5+2+2=9 Int
Lore (Mountain)...TN 5+2+2=9 Int
Lore (Scouting)...Tn+2, lvl+5, Int+2= +9
Stealth ... Ex 5+4+3=12, Dex
Nature...TN 5+2+3=10 , Wis
Survival ... Ex+4, +5, +3= +12, Wis
Logrith was unlike other dwarves, always at odds with them because he preferred being above ground, wandering in the woods. He had an affinity with bears - animal instinct
Weakness? Charisma
Dwarf: Strong Blooded
Hit Points: +10
Traits: Dwarf, Humanoid. Size: Medium Speed: 20 *(now 25ft /Raging 35ft)
+Con, Wis, Free… -Cha
Languages: Common, Dwarven, See around page 34, and Select two bonus languages you know
Darkvision- You can see, even in total darkness. However, your vision is still subject to obfuscation; such as smoke, haze, fog, thick brush, etc.
Strong blooded (Heritage) current poison resistance (rounded up: is 3)
Your blood runs hearty and strong, and you can shake off toxins. You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
*GM note: you can drink hard alcohol for hours, not get sick, never pass out, and at any time you can suddenly declare that you are sober. See the Drew Hayes classic, comic series "Poison elves". I will extend the strong blooded heritage to being inured to foul odors and fumes. Putrescence doesn’t have any game mechanical effect on you. You have no compunctions about punching toxic slimes and undead, removing any bonus to Armor class caused by nasty odors and the like. It is going to be very hard to "Sicken you" without poisons or magic, and even then… you might resist it, no problem!
ROCK RUNNER (Ancestry feat 1st Level)
Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.
BOULDER ROLL (Ancestry feat 5th level)
Your dwarven build allows you to push foes around, just like a mighty boulder tumbles through a subterranean cavern. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier. If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.(*Change this; when you body check someone you will at the minimum deal your unarmed damage.)
Str Dex Con Int Wis Cha
Base 16 14 15 13 12 11
Dwarf 18^ 14 17* 13 14* 9*
5th lvl 18 16* 17 15* 16* 11*
18 str 16 dex 17 con 15 int 16 wis 11 Cha
Mod +4 ______+3 _____+3_____ +2 _____+3_____ +0
Bulk:5+4=9
Perception
Expert in Perception Ex+4,Lvl+5, Wis+3= +12
Saving Throws
Expert in Fortitude Ex+4, lvl+5, Con+3= +12
Trained in Reflex _Tn+2, lvl+5, dex +3= +10
Expert in Will______Ex+4, lvl+5, Wis +3= +12
Skills
Trained in Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks: Ex+4,Lvl+5,Str+4= +13 (or Dex+3 for ranged weapons. = +12)
Expert in simple weapons
Expert in martial weapons
Expert in unarmed attacks
Defenses base: 10 (Tn+2,lvl+5, Dex+3 = +10) = +20, *22 with shield.
Trained in light armor and medium armor and unarmored defense
Class: Barbarian, BEAR instinct
Add on HP: 12+con mod= 15, x5 levels= 75, +10 dwarf= 85 hit points.
Rage [one-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 weapons and unarmed attacks. 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.
DENY ADVANTAGE 3RD
Your foes struggle to pass your defenses. You aren’t flatfooted to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
BRUTALITY 5TH
Your fury makes your weapons lethal.
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
Bear Jaws 1d12+9 P Unarmed
Claw 1d6+8 S Agile, unarmed
ANATHEMA: disrespecting a bear is anathema to your instinct, as is using weapons while raging.
BESTIAL RAGE (INSTINCT ABILITY)
When you Rage, you gain the Bear's unarmed attacks. The specific attack gained, the damage it deals, and its traits are listed above. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
SPECIALIZATION ABILITY
Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. *GM:I have figured this in the above chart.
If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.
RAGING RESISTANCE: You resist piercing and slashing damage, equal to the Rage Damage Bonus: +5
BARBARIAN CLASS FEATS
SUDDEN CHARGE [TWO-ACTIONS] FEAT 1
BARBARIAN FLOURISH OPEN
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the movement type.
NO ESCAPE [REACTION] FEAT 2
Barbarian Rage
Trigger A foe within reach attempts to move away from you.
You keep pace with a retreating foe. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed.
FAST MOVEMENT FEAT 4
Barbarian
Your rage is a frenzy of rapid movements. While you are raging, you gain a +10-foot status bonus to your Speed.
General feat
Fleet: You move more quickly on foot. Your Speed increases by 5 feet Feat 3rd
Background feat
Forager: Prerequisite(s) trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.
Skill Feats
2nd – Hefty Hauler- You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
4th- Titan Wrestler- You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
[ +- ] LOGRITH ONLY!
GM Benny: Player is the only character in existence to have a BEAR Familiar. As the adventure continues you will discover how to use this gift.
Feb 28, 2020 4:00 pm
Stealth and athletics to expert. I use this sheet as it seems a little easier to keep track of things.
I can transfer the items over but to which sheet?
I can transfer the items over but to which sheet?
Feb 28, 2020 6:45 pm
As an aside, how present is magic in this universe? Is it common / everywhere all the time no one thinks anything of it, is it known but people could go months without seeing obvious magic or is it rare, people could go a lifetime without seeing magics? I thought it was sort of middle of the road but from the ship and her crew it feels more common.
Feb 28, 2020 7:05 pm
Windyridge says:
Stealth and athletics to expert. I use this sheet as it seems a little easier to keep track of things.I can transfer the items over but to which sheet?
Your Skill feats, (all I see is hefty hauler) I need one more skill feat
Just list the items here, (copy paste if you like)
And I will update the data for the draft I give above.
Feb 28, 2020 7:16 pm
Emberskyes says:
As an aside, how present is magic in this universe? Is it common / everywhere all the time no one thinks anything of it, is it known but people could go months without seeing obvious magic or is it rare, people could go a lifetime without seeing magics? I thought it was sort of middle of the road but from the ship and her crew it feels more common.In this region, magic is uncommon; unless you have it. Yes, many people might never see magic. Many, might see a bit of magic from only a distance. The captain of the Nine buttons could have gathered magic items and the wind caster on her globe spanning adventures.
While adventurers can gather magic in their travels; no one has a house full of tech equivalent magic items.
Does your chair massage your back? Does the foot stool rub the soreness from your feet?
Maybe, but you won't have a permanent "Unseen Servant" butler. You won't have a refrigerator, you won't have a microwave, you won't have a 4k HD TV with Roku. You won't have a magical roomba cleaning your floors. You won't have a digital video camera. You won't have a "Speech-to-text" computer with internet, You won't have a Smart phone....
Yet, someone else might have one or so of those items. To have them all? You'd have to be a Grand Ancient Dragon.
Feb 28, 2020 7:44 pm
Emberskyes says:
OOC:
the likelihood of someone speaking Arabic was high. I did like the cheeky monkey bit, and ya having us sign a magical contract without warning us was a pretty shitty thing to do, especially one with such a tight deadline. Emberskyes says:
As a side note, flying sailing ships are something I’ve tried very hard to wrap my head around and going down wind they must be amazing but I can not for the life of me figure out how they go to wind. I have a game with flying ships in at and it makes my brain ache just thinking about this, I love the idea to death but I can’t square the circle of the physics, my best rationalization is the ships keel interacts with the magnetic field of the planet in such a way that it behaves like water.[/ooc]Feb 28, 2020 7:44 pm
REALIST says:
Windyridge says:
Stealth and athletics to expert. I use this sheet as it seems a little easier to keep track of things.I can transfer the items over but to which sheet?
Your Skill feats, (all I see is hefty hauler) I need one more skill feat
Just list the items here, (copy paste if you like)
And I will update the data for the draft I give above.
Can't copy and paste from that character sheet,
Items: war hammer, steel shield, barbarian kit, adventurer's pack, hatchet, dagger
2nd skill feat = Titan Wrestler
Last edited February 28, 2020 7:44 pm
Feb 28, 2020 7:57 pm
OOC:
Flying ships, continued
Look at the Diagram of a Magnetic Levitation train, and realize...
That we can make them so much better. Lighter, cheaper, and not need Cryonics liquids. it'd be almost like flying.
Redesigning Electromagnetic motors to utilize APG* to eliminate what engineers call "Magnetic leakage" or make other improvements can focus *ALL* of your magnetic force EXACTLY where you need it to do work.
Feb 28, 2020 8:24 pm
Qralloq says:
"Well, we've been had. The sentence for attempted murder is death. Should we survive, I'll exact the king's justice. Now, where did the day go? I had hoped we would have time to discuss these matters with the crew, but I must have fallen asleep as we're at our first destination."I will Set a Header ; IRL 24hr (Date). Start now. Game time is: and END IRL Day
This should help me to "Slow my roll" and return to the correct pace of posting. Mind you, I will respond to multiple posts- even in the same day- when I can, but it will not advance the game plot/time line.
Feb 28, 2020 8:41 pm
Thanks for giving us some time, it’s a tough balance in bpb.
You’re looking at lift, that I can suspend my disbelief over. What I don’t get is how, when an object is floating in air it can be made to travel (without an engine) in any direction other than down wind. On a real boat the density of the water plus the forward momentum allows you to go across and even up wind. In the air there’s no difference in density so it should drift like a balloon down wind only.
You’re looking at lift, that I can suspend my disbelief over. What I don’t get is how, when an object is floating in air it can be made to travel (without an engine) in any direction other than down wind. On a real boat the density of the water plus the forward momentum allows you to go across and even up wind. In the air there’s no difference in density so it should drift like a balloon down wind only.
Feb 28, 2020 8:46 pm
Emberskyes says:
Thanks for giving us some time, it’s a tough balance in bpb.You’re looking at lift, that I can suspend my disbelief over. What I don’t get is how, when an object is floating in air it can be made to travel (without an engine) in any direction other than down wind. On a real boat the density of the water plus the forward momentum allows you to go across and even up wind. In the air there’s no difference in density so it should drift like a balloon down wind only.
Feb 28, 2020 9:12 pm
Qralloq says:
Waves hands: magic!OOC:
that's the easy answer though and not satisfying to those with a potential to change the world by daring to ask one question.Such people will not be happy until they invent such things for themselves. Sadly, I can give no more guidance than I already have... well, not quite. 1. Atomic force microscopes can build structures ONE ATOM at a time. The precision required to do this feat Takes a tungsten needle sharpened with acid to an atomic point, and Piezo electric crystals. Not to generate energy, but to inject it with energy causing the crystal to physically change shape, this crystal expansion can move the Needle incredibly small distances with Obscenely precise measurement.
2. Casimir force - uses the size of virtual particle and particle wavelengths to create incredibly POWERFUL force.
OOC:
3. "if-then" after viewing the Quantized inertia thruster example in the video, you might be able to devise a Q.I. thruster using the principles of Casimir force, and using Atomic force microscope technology to make those insanely small adjustments to do it.4. How much force? well, meta-material augmented casimir force is predicted to be 1.5 trillion LBS! that should provide all the thrust one needs, and your infinite fuel is the unbreakable physical laws of the universe
Feb 28, 2020 9:54 pm
I’m not looking for an answer it’s just one of those questions that makes my brain itch. And "magic" is a totally acceptable answer.
Last edited February 28, 2020 9:55 pm
Feb 29, 2020 6:24 am
Hello everyone! My name is Todd. Thanks for having me aboard.
I'm working on my character, Tarquin Terentius Varro. He is a human psion. My goal is to bring some rogue talents to the group. I've played some Pathfinder, a while back. I just picked up the 2e version about a month ago. One of the things I'm liking about PbP is it allows me to play with different systems.
Hopefully, I'll get to make some decent headway on my character today.
Thanks again for having me!
I'm working on my character, Tarquin Terentius Varro. He is a human psion. My goal is to bring some rogue talents to the group. I've played some Pathfinder, a while back. I just picked up the 2e version about a month ago. One of the things I'm liking about PbP is it allows me to play with different systems.
Hopefully, I'll get to make some decent headway on my character today.
Thanks again for having me!
Feb 29, 2020 7:05 am
Looking forward to seeing the ABC's
Tarquin Terentius Varro
Ancestry: human, Heritage: ? Heritage boon: ? Ancestry feat 1st level: ? Ancestry feat 5th level: ?
Known languages? Size: Medium, Speed: 25, Alignment: ?, Faith: ?,
(*Age: ? Gender: ? Build: ? Hair: ? Eyes: ?)
Background: ? Bonus Feat: ? Bonus Skills: Lore - ?, And ?
Class: Psion, Philosophical Method: ? Primary art: ? Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st - ?, 2nd - ?, 4th -?
General feat: 3rd - ?.
Skill Feats: 2nd - ?, 4th - ?,
Skills raised to expert: 1st - ?, 3rd - ?, 5th - ?,
Base +, Anc+, 5th+, = Ability scores
??, +??, +??, = Strength:
??, +??, +??, = Dexterity:
??, +??, +??, = Constitution:
??, +??, +??, = Intelligence:
??, +??, +??, = Wisdom:
??, +??, +??, = Charisma:
Mod+, Lvl+, Prof+, = Martial training
Wis+ ?, Lvl+5, Ex+4, = + ? perception
Str+ ?, Lvl +5, Tn+2, = + ? Melee
Dex+ ?, Lvl+5, Tn+2, = + ? Ranged
Dex+ ?, Lvlv+5, Tn+2 = + ? Defense
Saving throws
Con+ ?, Lvl+ ?, Ex+4 = + ? Fortitude
Dex+ ?, Lvl+5, Tn+2 = + ? Reflex
Wis+ ?, Lvl+5, Ex+4 = + ? Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Armor: ?
Shield: ?
Melee main: ?
Hold out: ?
Ranged: ?
Non-magical equipment
Stuff stuff stuff stuff stuff?
Magical Items
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold. I am open to fudging/negotiation.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
secondary:
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
fourth:
example, and only meant as an example.
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
Tarquin Terentius Varro
Ancestry: human, Heritage: ? Heritage boon: ? Ancestry feat 1st level: ? Ancestry feat 5th level: ?
Known languages? Size: Medium, Speed: 25, Alignment: ?, Faith: ?,
(*Age: ? Gender: ? Build: ? Hair: ? Eyes: ?)
Background: ? Bonus Feat: ? Bonus Skills: Lore - ?, And ?
Class: Psion, Philosophical Method: ? Primary art: ? Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st - ?, 2nd - ?, 4th -?
General feat: 3rd - ?.
Skill Feats: 2nd - ?, 4th - ?,
Skills raised to expert: 1st - ?, 3rd - ?, 5th - ?,
Base +, Anc+, 5th+, = Ability scores
??, +??, +??, = Strength:
??, +??, +??, = Dexterity:
??, +??, +??, = Constitution:
??, +??, +??, = Intelligence:
??, +??, +??, = Wisdom:
??, +??, +??, = Charisma:
Mod+, Lvl+, Prof+, = Martial training
Wis+ ?, Lvl+5, Ex+4, = + ? perception
Str+ ?, Lvl +5, Tn+2, = + ? Melee
Dex+ ?, Lvl+5, Tn+2, = + ? Ranged
Dex+ ?, Lvlv+5, Tn+2 = + ? Defense
Saving throws
Con+ ?, Lvl+ ?, Ex+4 = + ? Fortitude
Dex+ ?, Lvl+5, Tn+2 = + ? Reflex
Wis+ ?, Lvl+5, Ex+4 = + ? Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Armor: ?
Shield: ?
Melee main: ?
Hold out: ?
Ranged: ?
Non-magical equipment
Stuff stuff stuff stuff stuff?
Magical Items
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold. I am open to fudging/negotiation.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
secondary:
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
fourth:
example, and only meant as an example.
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
Feb 29, 2020 7:14 am
Psionic knowledge chart for 5th level
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art:_______ Art access:________ Philosophical method: ? Key ability: ? Secondary ability: ?
Activation roll bonus:
Major powers
Minor powers
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art:_______ Art access:________ Philosophical method: ? Key ability: ? Secondary ability: ?
Activation roll bonus:
Major powers
Minor powers
Mar 1, 2020 6:06 am
I will Set a Header ; IRL 24hr (Date). Start now. Game time is: and END IRL Day
This should return us to the correct pace of posting. Mind you, I will respond to multiple posts- even in the same day- when I can, but it will not advance the game plot/time line.
Progressing the story belongs to you the players....
I.e. one player doesn't post, no progress. if you expect to delayed - I would like to know prior to.
This should return us to the correct pace of posting. Mind you, I will respond to multiple posts- even in the same day- when I can, but it will not advance the game plot/time line.
Progressing the story belongs to you the players....
I.e. one player doesn't post, no progress. if you expect to delayed - I would like to know prior to.
Mar 1, 2020 10:20 pm
How does the group look in regards to healing party members?
Last edited March 1, 2020 10:21 pm
Mar 1, 2020 11:32 pm
REALIST says:
HoorayRat says:
How does the group look in regards to healing party members?hey guys; i got a question. how do I roll the dice here.
I want my GM dice rolls to be "in front of the players".
No foolery on my part.
Rolls
Attack - (1d20+3)
(10) + 3 = 13
Mar 1, 2020 11:47 pm
Thanks, I got it. after I asked the question I went back to: Gamer'sPlane, noob guide
Surely, Bug's bunny would look at me and share with the audience, "What a Maroon!"
Surely, Bug's bunny would look at me and share with the audience, "What a Maroon!"
Mar 2, 2020 8:26 pm
Tarquin Terentius Varro
Ancestry: Human; Heritage: Versatile heritage (Streetwise); Boon: ?; Ancestry feat 1st level: Natural ambition (Subtle theft); Ancestry feat 5th level: Clever improviser
Known languages: Common, Regional; Size: Medium; Speed: 25; Alignment: Neutral Good; Faith: Desna
(*Age: 25 Gender: Male Build: ? Hair: Black Eyes: Brown)
Background: Hunted (Psi); Bonus Feat: ?; Bonus Skills: Lore (Underworld), Stealth, Thievery
Class: Psion, Philosophical Method: Avatar Primary art: Geist Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st – Precise tk, 2nd – It’s handy!, 4th - Mind reach
General feat: 3rd - Fleet
Skill Feats: 2nd - Lie to me, 4th - Wary disarmament,
Skills raised to expert: 1st - Thievery, 3rd - Stealth, 5th - ?,
Base +, Anc+, 5th+, = Ability scores
11 + 0 + 2, = Strength: 13
14 + 0 + 2, = Dexterity: 16
13 + 0 +??, = Constitution: 13
12 + 0 +??, = Intelligence: 12
15 + 2 + 1, = Wisdom: 18
16 + 2 + 1, = Charisma: 19
Mod+, Lvl+, Prof+, = Martial training
Wis+ 4, Lvl+5, Ex+4, = + 13 perception
Str+ 1, Lvl +5, Tn+2, = + 8 Melee
Dex+ 3, Lvl+5, Tn+2, = + 10 Ranged
Dex+ 3, Lvlv+5, Tn+2 = + 10 Defense
Saving throws
Con+ 1, Lvl+ 5, Ex+4 = + 10 Fortitude
Dex+ 3, Lvl+5, Tn+2 = + 10 Reflex
Wis+ 4, Lvl+5, Ex+4 = + 13 Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1. 1 + 5 + 2(tn)= +8 Occultism, Class skill
2. 1 + 5 + 2(tn)= +8 Athletics, Class skill
3. 4 + 5 + 2(tn)= +11 Deception, Class skill
4. 4 + 5 + 2(tn)= +11 Diplomacy, Class skill
5. 1 + 5 + 2(tn)= +8 Society, Class skill
6. 1 + 5 + 2(tn)= +8 Lore (Underworld), Background skill
7. 3 + 5 + 4(ex)= +12 Stealth, Background skill
8. 3 + 5 + 4(ex)= +12 Thievery, Background skill
9.
10.
11.
12.
Psionic knowledge chart for 5th level
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art: Geist Art access: Seer Philosophical method: Avatar
Key ability: Charisma, Secondary ability: Wisdom
Activation roll bonus:
Major powers
Telekinesis (Geist)
Aura Armor (Geist)
Happenstance
Minor powers
Minor: fine telekinesis x2
Minor: PK pummel x2
Minor: tactile feedback
Danger sense x2
Armor: ?
Shield: ?
Melee main: ?
Hold out: ?
Ranged: ?
Non-magical equipment
Stuff stuff stuff stuff stuff?
Magical Items
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold. I am open to fudging/negotiation.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
secondary:
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
fourth:
example, and only meant as an example.
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
The fictional world of Golarion
The setting depends on where you are; for example, the nations of "Garund" and "Mwangi" resemble ancient Africa. There is the nation of "osirion" which is like exaggerated myths about ancient Egypt. There is the continent of casmaron(? not 100% certain) which has nations like Vudra that correspond to mythic India, and Tian Xua(?) which may resemble the different asian nations and their traditions.
in many ways the campaign world is like the early 1600's earth, Just with magic... some nations have sworn to oppose slavery. Sailing ships and trade bring explorers and exploiters to every nation of the world. There have been many ancient empires in the past that grew to span the world, and disastrous events which erased them from history. Today, many of those ruins dot the world. The world is as varied as its peoples; shipping and trade bring distant peoples to other shores. it is an age of exploration, rediscovery, archaeology, and adventure!
As to Combat effectiveness; you need to think 1.2.3.
1. FAR AWAY: An angry dragon flying above, A distant pirate ship, closing rapidly on an intercept course. If the bad guys have the advantage they will keep rolling dice long before you can even fight back.
What is your longest range attack? can you keep that up for one minute/ten rounds.
Long bow, 30 arrows for example.
2. CLOSER but not close enough: An alchemist throwing vials down at you from a cliff, a wizard on a charging elephant's back, An orc ranger with a short bow hiding behind woven screens. What can you do, and how long can you keep doing it.
3. TOO CLOSE: What is your defense? how long can you stand in an intense fight? what is the strength/accuracy of your attacks and how long can you keep it up?
For example:
A 5th level fighter, with EX weapon skill, 18 str, and +1 magic weapon
(Ex+4, Lvl+5, Str +4, Rune+1= +14) if the fighter rolls 10 on a d20, they will hit AC 24.
but the same fighter with 10 dexterity, EX with shortbow, 5th level, an no magic...
(Ex +4, dex+0, lvl+5, magic+0= +9) if the fighter wants to hit AC 24... the fighter needs a 15 or higher on the dice.
The example fighter can fight in melee for a long time, but at long range? he's a target.
if the maximum bonus to hit at 5th level is +14, and the lowest to hit trained at 5th level is +7. You may see where you are on that spectrum 7 to 14 by rolling a 2. rolling a 7. rolling 12. rolling a 17. against what AC's do you fail? at what Ac's do you regularly hit? if you roll any of the above; 2,7,12,17, is the result a critical hit?
______________our melee fighter: +14__________our ranged guy with only Tn: +7
Roll of 2______+16 AC and lower is hit.________ac 9-lower MISSES ALL &19ac is a crit fail
Roll of 7______+21 AC/lower hit. AC 11 is crit hit.__+14 or lower is hit, (Ac24 is a crit fail)
Roll of 12_____+26 AC/lowr hit, ac 16 is crit hit.____+19 ac or lowr hit, nothing is a crit.
Roll of 17_____+31 AC-Lowr hit, Ac 21 is crit hit.____+24 ac/lowr hit, (max of ac14 is crit hit.)
Where do you fit on the spectrum?
Are you like the fighter, when three of the four rolls could be a ciritical hit?
Or the TN-no-dex Archer, where three rolls do not ever Crit, and two rolls could be crit fails?
How often will you enjoy a success, versus, how often with you groan in despair?
Do you have anything that changes the odds in your favor;
clerical bless?
Magic weapon?
Bardic inspiration?
True strike spell?
or spells that automatically hit?
Ancestry: Human; Heritage: Versatile heritage (Streetwise); Boon: ?; Ancestry feat 1st level: Natural ambition (Subtle theft); Ancestry feat 5th level: Clever improviser
Known languages: Common, Regional; Size: Medium; Speed: 25; Alignment: Neutral Good; Faith: Desna
(*Age: 25 Gender: Male Build: ? Hair: Black Eyes: Brown)
Background: Hunted (Psi); Bonus Feat: ?; Bonus Skills: Lore (Underworld), Stealth, Thievery
Class: Psion, Philosophical Method: Avatar Primary art: Geist Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st – Precise tk, 2nd – It’s handy!, 4th - Mind reach
General feat: 3rd - Fleet
Skill Feats: 2nd - Lie to me, 4th - Wary disarmament,
Skills raised to expert: 1st - Thievery, 3rd - Stealth, 5th - ?,
Base +, Anc+, 5th+, = Ability scores
11 + 0 + 2, = Strength: 13
14 + 0 + 2, = Dexterity: 16
13 + 0 +??, = Constitution: 13
12 + 0 +??, = Intelligence: 12
15 + 2 + 1, = Wisdom: 18
16 + 2 + 1, = Charisma: 19
Mod+, Lvl+, Prof+, = Martial training
Wis+ 4, Lvl+5, Ex+4, = + 13 perception
Str+ 1, Lvl +5, Tn+2, = + 8 Melee
Dex+ 3, Lvl+5, Tn+2, = + 10 Ranged
Dex+ 3, Lvlv+5, Tn+2 = + 10 Defense
Saving throws
Con+ 1, Lvl+ 5, Ex+4 = + 10 Fortitude
Dex+ 3, Lvl+5, Tn+2 = + 10 Reflex
Wis+ 4, Lvl+5, Ex+4 = + 13 Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1. 1 + 5 + 2(tn)= +8 Occultism, Class skill
2. 1 + 5 + 2(tn)= +8 Athletics, Class skill
3. 4 + 5 + 2(tn)= +11 Deception, Class skill
4. 4 + 5 + 2(tn)= +11 Diplomacy, Class skill
5. 1 + 5 + 2(tn)= +8 Society, Class skill
6. 1 + 5 + 2(tn)= +8 Lore (Underworld), Background skill
7. 3 + 5 + 4(ex)= +12 Stealth, Background skill
8. 3 + 5 + 4(ex)= +12 Thievery, Background skill
9.
10.
11.
12.
Psionic knowledge chart for 5th level
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art: Geist Art access: Seer Philosophical method: Avatar
Key ability: Charisma, Secondary ability: Wisdom
Activation roll bonus:
Major powers
Telekinesis (Geist)
Aura Armor (Geist)
Happenstance
Minor powers
Minor: fine telekinesis x2
Minor: PK pummel x2
Minor: tactile feedback
Danger sense x2
Armor: ?
Shield: ?
Melee main: ?
Hold out: ?
Ranged: ?
Non-magical equipment
Stuff stuff stuff stuff stuff?
Magical Items
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold. I am open to fudging/negotiation.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
secondary:
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
fourth:
example, and only meant as an example.
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
The fictional world of Golarion
The setting depends on where you are; for example, the nations of "Garund" and "Mwangi" resemble ancient Africa. There is the nation of "osirion" which is like exaggerated myths about ancient Egypt. There is the continent of casmaron(? not 100% certain) which has nations like Vudra that correspond to mythic India, and Tian Xua(?) which may resemble the different asian nations and their traditions.
in many ways the campaign world is like the early 1600's earth, Just with magic... some nations have sworn to oppose slavery. Sailing ships and trade bring explorers and exploiters to every nation of the world. There have been many ancient empires in the past that grew to span the world, and disastrous events which erased them from history. Today, many of those ruins dot the world. The world is as varied as its peoples; shipping and trade bring distant peoples to other shores. it is an age of exploration, rediscovery, archaeology, and adventure!
As to Combat effectiveness; you need to think 1.2.3.
1. FAR AWAY: An angry dragon flying above, A distant pirate ship, closing rapidly on an intercept course. If the bad guys have the advantage they will keep rolling dice long before you can even fight back.
What is your longest range attack? can you keep that up for one minute/ten rounds.
Long bow, 30 arrows for example.
2. CLOSER but not close enough: An alchemist throwing vials down at you from a cliff, a wizard on a charging elephant's back, An orc ranger with a short bow hiding behind woven screens. What can you do, and how long can you keep doing it.
3. TOO CLOSE: What is your defense? how long can you stand in an intense fight? what is the strength/accuracy of your attacks and how long can you keep it up?
For example:
A 5th level fighter, with EX weapon skill, 18 str, and +1 magic weapon
(Ex+4, Lvl+5, Str +4, Rune+1= +14) if the fighter rolls 10 on a d20, they will hit AC 24.
but the same fighter with 10 dexterity, EX with shortbow, 5th level, an no magic...
(Ex +4, dex+0, lvl+5, magic+0= +9) if the fighter wants to hit AC 24... the fighter needs a 15 or higher on the dice.
The example fighter can fight in melee for a long time, but at long range? he's a target.
if the maximum bonus to hit at 5th level is +14, and the lowest to hit trained at 5th level is +7. You may see where you are on that spectrum 7 to 14 by rolling a 2. rolling a 7. rolling 12. rolling a 17. against what AC's do you fail? at what Ac's do you regularly hit? if you roll any of the above; 2,7,12,17, is the result a critical hit?
______________our melee fighter: +14__________our ranged guy with only Tn: +7
Roll of 2______+16 AC and lower is hit.________ac 9-lower MISSES ALL &19ac is a crit fail
Roll of 7______+21 AC/lower hit. AC 11 is crit hit.__+14 or lower is hit, (Ac24 is a crit fail)
Roll of 12_____+26 AC/lowr hit, ac 16 is crit hit.____+19 ac or lowr hit, nothing is a crit.
Roll of 17_____+31 AC-Lowr hit, Ac 21 is crit hit.____+24 ac/lowr hit, (max of ac14 is crit hit.)
Where do you fit on the spectrum?
Are you like the fighter, when three of the four rolls could be a ciritical hit?
Or the TN-no-dex Archer, where three rolls do not ever Crit, and two rolls could be crit fails?
How often will you enjoy a success, versus, how often with you groan in despair?
Do you have anything that changes the odds in your favor;
clerical bless?
Magic weapon?
Bardic inspiration?
True strike spell?
or spells that automatically hit?
Mar 3, 2020 4:10 am
Hooray Rat,
Ancestry
Being a Versatility human gives you an additional "General feat", thus the "Boon" is a "General Feat". The list of general feats is at the very beginning of the Feats chapter. table.5-1 (may be on page 255, only if we have the same print version)
Ancestry feats are described with each ancestry.
Natural ambition, allows you to learn a 1st Level Class Feat. Which could be any one of the first level feats for the Psion listed in the "Tome of Psionics". If that is what you want, cool. If you want another general feat, take the human ancestry feat "General Training"... yes, so many choices and its a good thing.
Also, you can learn a feat of any level you qualify for (i.e. have the prerequisites) in this case 1st to 5th level. for example: you reach level 5... You are not restricted to feats that say "level 5".
Ability scores Done. I did the math and you have an 18 wisdom and a 19 charisma.
Background: done.
skills: occultism and+4 skills of choice , plus intelligence modifier for additional skills: in short, You need one more skill.
May I recommend acrobatics?
Also, the 1st level skill raised to expert is a bonus I give for my players...
I need you to select the skill improvement (Tn to Ex) you earned at 5th level.
I only see four minor powers... you should have 7 known minor powers. How so?
At third level you gained 2 Development points. A Development point can raise your proficiency with a known power (Tn to Ex). At 4th level, you gained two more development points to spend on improving powers from (Tn to Ex).
At 5th level, you gained two more development points to spend on improving powers from (Tn to Ex).
Threshold for raising an EXpert power to Mastery, starts at 7th level. when you learn more powers, those powers start at Tn Trained.
the bit saying "Armor: Shield: (Y/N) Melee: Hold out: Ranged" was intended to be a part of the Equipment.
My bad.
Ancestry
Being a Versatility human gives you an additional "General feat", thus the "Boon" is a "General Feat". The list of general feats is at the very beginning of the Feats chapter. table.5-1 (may be on page 255, only if we have the same print version)
Ancestry feats are described with each ancestry.
Natural ambition, allows you to learn a 1st Level Class Feat. Which could be any one of the first level feats for the Psion listed in the "Tome of Psionics". If that is what you want, cool. If you want another general feat, take the human ancestry feat "General Training"... yes, so many choices and its a good thing.
Also, you can learn a feat of any level you qualify for (i.e. have the prerequisites) in this case 1st to 5th level. for example: you reach level 5... You are not restricted to feats that say "level 5".
Ability scores Done. I did the math and you have an 18 wisdom and a 19 charisma.
Background: done.
skills: occultism and+4 skills of choice , plus intelligence modifier for additional skills: in short, You need one more skill.
May I recommend acrobatics?
Also, the 1st level skill raised to expert is a bonus I give for my players...
I need you to select the skill improvement (Tn to Ex) you earned at 5th level.
I only see four minor powers... you should have 7 known minor powers. How so?
At third level you gained 2 Development points. A Development point can raise your proficiency with a known power (Tn to Ex). At 4th level, you gained two more development points to spend on improving powers from (Tn to Ex).
At 5th level, you gained two more development points to spend on improving powers from (Tn to Ex).
Threshold for raising an EXpert power to Mastery, starts at 7th level. when you learn more powers, those powers start at Tn Trained.
the bit saying "Armor: Shield: (Y/N) Melee: Hold out: Ranged" was intended to be a part of the Equipment.
My bad.
Mar 3, 2020 7:40 am
I'll go with your recommendation and add Acrobatics to the skill list. I'm not sure if I want to improve Acrobatics or Deception to Expert.
For the minor powers, the ones with x2 are improved to Expert. Though, I might want to make some changes, because of better understanding of how feats are chosen. Maybe going with Prodigious Psion and Psionic Adept.
As for equipment, I just hadn't gotten that far yet.
For the minor powers, the ones with x2 are improved to Expert. Though, I might want to make some changes, because of better understanding of how feats are chosen. Maybe going with Prodigious Psion and Psionic Adept.
As for equipment, I just hadn't gotten that far yet.
Last edited March 3, 2020 7:58 pm
Mar 3, 2020 8:05 pm
I think I have the nuts and bolts of my character figured out now. I still need to figure out equipment, and details of the backstory. The basics of Tarquin's backstory is that he accidentally killed the son of an powerful criminal, when his psychic powers first manifested. He has been on the run since.
Tarquin Terentius Varro
Ancestry: Human; Heritage: Versatile heritage (Streetwise); Boon: Quiet allies; Ancestry feat 1st level: Natural ambition (Prodigious psion); Ancestry feat 5th level: Focus technique
Known languages: Common, Regional; Size: Medium; Speed: 25; Alignment: Neutral Good; Faith: Desna
(*Age: 25, Gender: Male, Height: 5' 8", Weight: 160 lbs, Hair: Black, Eyes: Brown)
Background: Hunted (Psi); Bonus Feat: Psionic adept; Bonus Skills: Lore (Underworld), Stealth, Thievery
Class: Psion, Philosophical Method: Avatar Primary art: Geist Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st: Precise tk, 2nd: It?s handy!, 4th: Mind reach
General feat: 3rd - Fleet
Skill Feats: 2nd - Lie to me, 4th - Wary disarmament,
Skills raised to expert: 1st - Thievery, 3rd - Stealth, 5th - Occultism,
Base +, Anc+, 5th+, = Ability scores
11 + 0 + 2, = Strength: 13
14 + 0 + 2, = Dexterity: 16
13 + 0 +??, = Constitution: 13
12 + 0 +??, = Intelligence: 12
15 + 2 + 1, = Wisdom: 18
16 + 2 + 1, = Charisma: 19
Mod+, Lvl+, Prof+, = Martial training
Wis+ 4, Lvl+5, Ex+4, = + 13 perception
Str+ 1, Lvl +5, Tn+2, = + 8 Melee
Dex+ 3, Lvl+5, Tn+2, = + 10 Ranged
Dex+ 3, Lvlv+5, Tn+2 = + 10 Defense
Saving throws
Con+ 1, Lvl+5, Ex+4 = + 10 Fortitude
Dex+ 3, Lvl+5, Tn+2 = + 10 Reflex
Wis+ 4, Lvl+5, Ex+4 = + 13 Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1. 1 + 5 + 4(ex)= +10 Occultism, Class skill
2. 1 + 5 + 2(tn)= +8 Athletics, Class skill
3. 4 + 5 + 2(tn)= +11 Deception, Class skill
4. 4 + 5 + 2(tn)= +11 Diplomacy, Class skill
5. 1 + 5 + 2(tn)= +8 Society, Class skill
6. 1 + 5 + 2(tn)= +8 Lore (Underworld), Background skill
7. 3 + 5 + 4(ex)= +12 Stealth, Background skill
8. 3 + 5 + 4(ex)= +12 Thievery, Background skill
9. 3 + 5 + 2(tn)= +10 Acrobatics, Class skill
10.
11.
12.
Psionic knowledge chart for 5th level
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art: Geist, Seer, Art access: ?, Philosophical method: Avatar
Key ability: Charisma, Secondary ability: Wisdom
Activation roll bonus:
Major powers
Taken @ Lvl 1: Telekinesis (Ex)(Geist)
Taken @ Lvl 1: Happenstance (Ex)(Seer)
Taken @ Lvl 2: Aura Armor (Ex)(Geist)
Taken @ Lvl 4: Hyper-cognition (Tn)(Seer)
Minor powers
Taken @ Lvl 1: Fine telekinesis (Ex)(Geist)
Taken @ Lvl 1: PK pummel (Tn)(Geist)
Taken @ Lvl 1: Danger sense (Tn)(Seer)
Taken @ Lvl 1: Sense the supernatural (Ex)(Seer)
Taken @ Lvl 3: Fetter (Ex)(Geist)
Taken @ Lvl 3: Catalogue (Tn) (Seer)
Taken @ Lvl 5: Dissonance (Tn)(Seer)
Taken @ Lvl 5: Defensive shell (Tn)(Geist)
Tarquin Terentius Varro
Ancestry: Human; Heritage: Versatile heritage (Streetwise); Boon: Quiet allies; Ancestry feat 1st level: Natural ambition (Prodigious psion); Ancestry feat 5th level: Focus technique
Known languages: Common, Regional; Size: Medium; Speed: 25; Alignment: Neutral Good; Faith: Desna
(*Age: 25, Gender: Male, Height: 5' 8", Weight: 160 lbs, Hair: Black, Eyes: Brown)
Background: Hunted (Psi); Bonus Feat: Psionic adept; Bonus Skills: Lore (Underworld), Stealth, Thievery
Class: Psion, Philosophical Method: Avatar Primary art: Geist Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st: Precise tk, 2nd: It?s handy!, 4th: Mind reach
General feat: 3rd - Fleet
Skill Feats: 2nd - Lie to me, 4th - Wary disarmament,
Skills raised to expert: 1st - Thievery, 3rd - Stealth, 5th - Occultism,
Base +, Anc+, 5th+, = Ability scores
11 + 0 + 2, = Strength: 13
14 + 0 + 2, = Dexterity: 16
13 + 0 +??, = Constitution: 13
12 + 0 +??, = Intelligence: 12
15 + 2 + 1, = Wisdom: 18
16 + 2 + 1, = Charisma: 19
Mod+, Lvl+, Prof+, = Martial training
Wis+ 4, Lvl+5, Ex+4, = + 13 perception
Str+ 1, Lvl +5, Tn+2, = + 8 Melee
Dex+ 3, Lvl+5, Tn+2, = + 10 Ranged
Dex+ 3, Lvlv+5, Tn+2 = + 10 Defense
Saving throws
Con+ 1, Lvl+5, Ex+4 = + 10 Fortitude
Dex+ 3, Lvl+5, Tn+2 = + 10 Reflex
Wis+ 4, Lvl+5, Ex+4 = + 13 Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1. 1 + 5 + 4(ex)= +10 Occultism, Class skill
2. 1 + 5 + 2(tn)= +8 Athletics, Class skill
3. 4 + 5 + 2(tn)= +11 Deception, Class skill
4. 4 + 5 + 2(tn)= +11 Diplomacy, Class skill
5. 1 + 5 + 2(tn)= +8 Society, Class skill
6. 1 + 5 + 2(tn)= +8 Lore (Underworld), Background skill
7. 3 + 5 + 4(ex)= +12 Stealth, Background skill
8. 3 + 5 + 4(ex)= +12 Thievery, Background skill
9. 3 + 5 + 2(tn)= +10 Acrobatics, Class skill
10.
11.
12.
Psionic knowledge chart for 5th level
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art: Geist, Seer, Art access: ?, Philosophical method: Avatar
Key ability: Charisma, Secondary ability: Wisdom
Activation roll bonus:
Major powers
Taken @ Lvl 1: Telekinesis (Ex)(Geist)
Taken @ Lvl 1: Happenstance (Ex)(Seer)
Taken @ Lvl 2: Aura Armor (Ex)(Geist)
Taken @ Lvl 4: Hyper-cognition (Tn)(Seer)
Minor powers
Taken @ Lvl 1: Fine telekinesis (Ex)(Geist)
Taken @ Lvl 1: PK pummel (Tn)(Geist)
Taken @ Lvl 1: Danger sense (Tn)(Seer)
Taken @ Lvl 1: Sense the supernatural (Ex)(Seer)
Taken @ Lvl 3: Fetter (Ex)(Geist)
Taken @ Lvl 3: Catalogue (Tn) (Seer)
Taken @ Lvl 5: Dissonance (Tn)(Seer)
Taken @ Lvl 5: Defensive shell (Tn)(Geist)
Mar 4, 2020 12:39 am
1 - Clearly I need to watch both threads.
2 - Welcome to the party Hoorayrat.
3 - Mara has some pocket healing abilities bit as a Sorceress I’m not really well suited but as long as you don’t get hurt we’ll be fine.
4 - What’s a Psion? I mean I understand the term but don’t quite know how it fits into Pathfinder.
2 - Welcome to the party Hoorayrat.
3 - Mara has some pocket healing abilities bit as a Sorceress I’m not really well suited but as long as you don’t get hurt we’ll be fine.
4 - What’s a Psion? I mean I understand the term but don’t quite know how it fits into Pathfinder.
Mar 4, 2020 3:07 am
@Emberskyes I ended up staying away from the healing aspects and focused more on rogue type of powers.
REALIST can best explain how the Psion fits in Pathfinder. He gave it to me as an option, so I figured I'd give it a try.
REALIST can best explain how the Psion fits in Pathfinder. He gave it to me as an option, so I figured I'd give it a try.
Mar 4, 2020 12:41 pm
Emberskyes says:
What’s a Psion? I mean I understand the term but don’t quite know how it fits into Pathfinder.Mar 4, 2020 1:03 pm
Hey all, I'm excited to be joining in with you all! My name is Justin.
Have no fear on the healing side, for the gods provide, well, at least one does. Your cleric has arrived :D I am putting the finishing touches on my character, his name is Larkin and will be a full cleric.
I just need to finish a few things equipment and skill-wise and then he will be ready.
Looking forward to the game!
Have no fear on the healing side, for the gods provide, well, at least one does. Your cleric has arrived :D I am putting the finishing touches on my character, his name is Larkin and will be a full cleric.
I just need to finish a few things equipment and skill-wise and then he will be ready.
Looking forward to the game!
Mar 5, 2020 10:33 pm
Tarquin - That’s enough Vader.
I’ll try to get a post in asap, my work truck was having issues making weird noises... took a rock through the condenser core and lost all my AC fluid. Now instead of driving my 2017 Durango I’m trapped in a 2012 Tahoe. Ugh. i hate the ‘hoe.
I’ll try to get a post in asap, my work truck was having issues making weird noises... took a rock through the condenser core and lost all my AC fluid. Now instead of driving my 2017 Durango I’m trapped in a 2012 Tahoe. Ugh. i hate the ‘hoe.
Mar 6, 2020 12:28 am
That's him in his working clothes.
Normal "let's be normal clothes"
Normal "let's be normal clothes"

Last edited March 6, 2020 12:31 am
Mar 6, 2020 2:23 am
Outstanding artwork for Tarquin.
I think its cool to roll out in a truck suited to your job. That's cool.
though...
Yeah, my main grievance with big trucks is that so few actually know how to drive them. I have rolled out in some of the biggest Army trucks and I know it takes constant mirror and blindspot checking. it is not autopilot, you need to be actively aware of everything around you... Constantly. because other people can be stupid...
It fills me with rage when someone is driving a huge vehicle like a license to hit other cars. You can usually tell who knows how to drive a big truck and who shouldn't even try, by how they park.
its like, if your not a confident operator... Do NOT even try.
Some people are not meant to drive a big truck. Some people just aren't responsible enough.
I think its cool to roll out in a truck suited to your job. That's cool.
though...
Yeah, my main grievance with big trucks is that so few actually know how to drive them. I have rolled out in some of the biggest Army trucks and I know it takes constant mirror and blindspot checking. it is not autopilot, you need to be actively aware of everything around you... Constantly. because other people can be stupid...
It fills me with rage when someone is driving a huge vehicle like a license to hit other cars. You can usually tell who knows how to drive a big truck and who shouldn't even try, by how they park.
its like, if your not a confident operator... Do NOT even try.
Some people are not meant to drive a big truck. Some people just aren't responsible enough.
Mar 6, 2020 1:43 pm
How do I get my character portrait to show up next to my posts?
REALIST, as a standard everyday thing, Tarquin would meditate at the beginning of his day, Resonant: Aura armor, Harmonic: Defensive Shell. This is because of his Hunted background. If I understand correctly, these powers are always on "in the background". Also, Tarquin's Focus points are determined by his Wisdom modifier, +4. If he starts the day with 4 focus points, then he only has 9 points to bond with magical items.
As for activating the resonant and harmonic powers, those would cost 1 point each. That would leave him with 2 focus points, unless he took 10 minutes to refocus. Refocus gives him back 1 focus point. Can he refocus consecutively to regain the 4th point?
REALIST, as a standard everyday thing, Tarquin would meditate at the beginning of his day, Resonant: Aura armor, Harmonic: Defensive Shell. This is because of his Hunted background. If I understand correctly, these powers are always on "in the background". Also, Tarquin's Focus points are determined by his Wisdom modifier, +4. If he starts the day with 4 focus points, then he only has 9 points to bond with magical items.
As for activating the resonant and harmonic powers, those would cost 1 point each. That would leave him with 2 focus points, unless he took 10 minutes to refocus. Refocus gives him back 1 focus point. Can he refocus consecutively to regain the 4th point?
Mar 6, 2020 2:11 pm
Go to the top and select the "character" tab, then create a character and add their portrait then go to the "games" tab, select this game and submit your character.
Mar 6, 2020 3:11 pm
Emberskyes says:
Go to the top and select the "character" tab, then create a character and add their portrait then go to the "games" tab, select this game and submit your character.It tells me "You cannot submit anymore characters to this game."
Under "Players in Game", my name is there but Tarquin isn't listed like everyone else's characters. It gives me the option to "Leave Game".
Mar 6, 2020 5:21 pm
OOC:
I have been issues inviting players to a new game of mine today. Perhaps something buggy is going on today.Mar 6, 2020 5:22 pm
HoorayRat says:
How about I leave the game then rejoin? That might work.Mar 6, 2020 8:33 pm
REALIST says:
HoorayRat says:
How about I leave the game then rejoin? That might work.Mar 6, 2020 10:51 pm
Character first, All Characters

Create, Label = Name / System = Custom

Pencil in the top right.

Change Avatar.

Then select your character name when you post.

Create, Label = Name / System = Custom

Pencil in the top right.

Change Avatar.

Then select your character name when you post.

Last edited March 6, 2020 11:50 pm
Mar 6, 2020 11:31 pm
Here is a map from a game I closed recently. You can move any characters on the grid. Make it bigger etc.
Mar 6, 2020 11:46 pm
Windyridge says:
Did you make it as a custom character?Mar 7, 2020 12:19 am
@Realist has to approve the character IIRC. There’s a toggle on the front page for him to accept.
Mar 7, 2020 3:13 am
How do we want to climb this slope? Maybe have one person take a rope to the top, and then help the rest. How will White Claw get up there?
Mar 7, 2020 3:30 am
Except it’s a hole, that we probably do not want to fall into. A really slippery hole.
Mar 7, 2020 3:30 am
White Claw can climb trees and pretty much anything with those claws. They're like crampons. He could take the rope up.
Mar 7, 2020 9:22 am
Goodness, I missed all kinds of cues that it went down! The 10 skill checks to get down, is that 10 for each character, or 10 total for the group?
Mar 7, 2020 9:28 am
Testing, testing...
Hooray! I can see me! Thanks everyone!
Hooray! I can see me! Thanks everyone!
Last edited March 7, 2020 9:29 am
Mar 7, 2020 11:12 pm
HoorayRat says:
Goodness, I missed all kinds of cues that it went down! The 10 skill checks to get down, is that 10 for each character, or 10 total for the group?That's when it would take likely ten rolls.
A) White-claw can climb without fear; The large strong bear is an expert in athletics, has climbing claws, and has a natural climbing movement rate...
B) Mara, the sorceress could use "feather fall" and yes, she can get all the way down without even breaking a sweat, and look good doing it!
C) Those who do not have expedient ways down, can hammer spikes, thread a rope to the bottom, Link up a character to character safety line, set a belaying line and descend safely.
D) of course there is the U.S. Army "Fast rope" technique, which is *VERY BAD ASS* but I do not want anyone to potentially smash their ankle bones to gravel.Marines and navy fast rope too.
Mar 8, 2020 12:13 am
I apologize for my delays today. My work out, yard work, house cleaning and menu-plan/grocery shopping yook a bit longer than I had anticipated. It is amazing how sunlight makes me feel.
Mar 8, 2020 1:50 am
I have been building the First page of the map. I will have it Up First thing in the Morning, NTL 10 hours from now.
Mar 9, 2020 6:31 pm
The inspiration for this madness came from a brief tour of Caves in the Heel of the boot of Italy, in an area called Brindisi. The caves lead to a natural cavern, with (*I S--- you not!) A natural crystal formation that looks like a colossal cathedral. As if God had made a church underground...
The location was called the crystal cathedral, but I have never seen it advertised. The location guide said that visits were to be restricted and sometimes shut down; as human breath was gradually chemically damaging the structure.
The location was called the crystal cathedral, but I have never seen it advertised. The location guide said that visits were to be restricted and sometimes shut down; as human breath was gradually chemically damaging the structure.
Mar 9, 2020 10:42 pm
Windyridge says:
They could wear scuba gear?Sounds amazing.
Mar 9, 2020 11:56 pm
Questions Google draw, with what I am posting can you all set a "Mini" of yourselves in the page?
Mar 10, 2020 12:59 am
REALIST says:
Questions Google draw, with what I am posting can you all set a "Mini" of yourselves in the page?Mar 10, 2020 1:33 am
The map has to be a shareable link so we can add our PC's and move them.
You just snip your avatar and drag it onto the blank grid. Then move it onto the map. Then resize it to fit. Map will save automatically.
You just snip your avatar and drag it onto the blank grid. Then move it onto the map. Then resize it to fit. Map will save automatically.
Mar 10, 2020 2:47 am
Emberskyes says:
Ah the crystals I’m thinking of aee in Argentina or Peru.HoorayRat says:
REALIST says:
Questions Google draw, with what I am posting can you all set a "Mini" of yourselves in the page?Windyridge says:
The map has to be a shareable link so we can add our PC's and move them. You just snip your avatar and drag it onto the blank grid. Then move it onto the map. Then resize it to fit. Map will save automatically.
Mar 10, 2020 3:34 am
I will attempt to make new "mini's" with the character artwork you have shared with me.
Mar 12, 2020 11:38 pm
I want to give thanks and all credit to the dungeon tile artists who make the art I am using to build our dungeon.
SaintJG
Saving thrower
Neyjour
SaintJG
Saving thrower
Neyjour
Mar 13, 2020 1:36 pm
Sorry for taking so long on getting my equipment list finished.
As for the psion focus item, what does 270gp get me?
Magic gear
Psion focus (Glove with gem set on the back) 270gp
Lifting belt 80 gp
Ventriloquist ring 60gp
Hat of Disguise 30gp
Everburning torch 15gp
Darkvision elixir (moderate) 11gp
Mundane gear
Short sword
Dagger x2
Studded leather armor
Thieves tools
Adventurer's Pack
Bedroll
Belt pouches x4
Sacks x2
Oil x2
Waterskin
Caltrops x2
As for the psion focus item, what does 270gp get me?
Magic gear
Psion focus (Glove with gem set on the back) 270gp
Lifting belt 80 gp
Ventriloquist ring 60gp
Hat of Disguise 30gp
Everburning torch 15gp
Darkvision elixir (moderate) 11gp
Mundane gear
Short sword
Dagger x2
Studded leather armor
Thieves tools
Adventurer's Pack
Bedroll
Belt pouches x4
Sacks x2
Oil x2
Waterskin
Caltrops x2
Mar 14, 2020 3:50 pm
Hey guys, I am going to have to pull out. I can't keep up with the posting rate and the game isn't quite what I expected. But thanks for running it and my apologies.
Mar 14, 2020 6:22 pm
Windyridge says:
Hey guys, I am going to have to pull out. I can't keep up with the posting rate and the game isn't quite what I expected. But thanks for running it and my apologies.I had hope that I was restricting things to One day at a time and allowing players to guide the progress.
REALIST sent a note to Windyridge
Mar 19, 2020 10:52 pm
Hey guys, as of today, I'm basically unemployed. I was managing a small limo/party bus company. With the COVID stuff, everything for March and half of April has cancelled. Business might pick back up in August for the fall college semester.
No idea what my free time will be like when I find a new job. The limo gig have me lots and lots of down time during the week.
I would like to stay in the game. I don't know what my schedule will be like if/when I get new employment.
No idea what my free time will be like when I find a new job. The limo gig have me lots and lots of down time during the week.
I would like to stay in the game. I don't know what my schedule will be like if/when I get new employment.