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Pathfinder 2e
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  2. Information Day 0 - Sunday 14th of Desnus Noon On the Hunt Wrin nods a bit as you speak about the people being easy to find, "they will be around, not sure exactly where. Taeme might be working the docks, not sure about the rest though." She gives you a wave as you head off, it is clear on her face she was hoping for more of a catch up, but she makes no indication to stop you as you head out of her stone circle into Otarti's depths. It doesn't take long to find the nearest tavern, "follow the river and looks out for the drunken crows," that was all the guidance you needed. At the moment you find yourself outside a two story building, the sign above the door depicts a group of drunk crows perched on a leaky cask, the name 'Crow's Casks' is written under the sign.  You open the door into a relatively busy tavern, though not lots of rowdy drinking. Instead it appears a number of locals are enjoying a lunch break from work, a few of them look like dock workers while others appears to be guards or local shop owners. There are perhaps twenty patrons in the building, across both floors with a few staff moving back and forth. With a few steps you approach the bar, which is being cared for by a female Tengu, her feathers tinted a faint silver at the tips. "Drink, food or both luv?" Her final word has a hint of an accent, though its hard to tell exactly where from. A few of the kegs behind the woman are branded with a number of drunken crows, it appears this place is a tavern and brewery.  
  3. Victor Victor blew his own cup of tea slowly, the steam tickling his nose before taking a hearty sip. The liquid was soothing on the throat and helped the wanderer feel a little bit more refreshed after such a long journey. "So many leads." The young man answered, jotting down notes idly on a piece of paper, every little lead and or contact would be followed up, no point denying oneself a new point of view or advantage when it comes down to traversing the unknown.  "I'll check out those names, I imagine if I asked around I'll eventually end up meeting them, specially if they're looking for work and coin." Victor reached out for the pouch of coins and weighed it by jostling the bag in his palm, yup fifteen coins alright, more than enough to hopefully hire some folks and maybe bribe if needed. "Always good to have a dedicated buyer, I'll be sure to keep you and your coffers in mind if I find anything I am not particularly interested in keeping." Finishing his cup of tea, Victor rose from the chair, and smiled at his friend. "Feels like I've only just arrived and now I'm running out the door again~" He stated cheekily, craning his neck from side to side. He'd pass his temporary fair wells to the oddities owner and then make his way into town, asking for directions to the closest drinking den to the shop.   
  4. Infomation Day 0 - Sunday 14th of Desnus Noon Call of a friend Wrin raises an eyebrow at the mention of your thesis, "well, it might be worth getting ahold of your old papers and seeing what notes you collected. Obviously, all the Roseguards and Bellcora are long dead and gone, but knowing about the fort might be useful." At the mention of drinking dens Wrin nods a few times, "a few places pop into mind, you have the Crook's nook...We did have the Thirsty Alpca, but bless them, that literally collapsed because of the Kobolds I think." She slowly sips at her tea as she looks up at the top of tent, various ornaments spinning around to reassemble stars. "There is also the rowdy rockfish, pretty quiet if I remember...Oh, the blacksmith Carman, runs the Blade for Glades, always boasts about being from a decsendent of the Roseguards, he might know something?" After a moment she clicks her fingers, "I did some scouting around before you got here, you know, ear to the ground and all that and found the names of a few people that might be worth talking to help you" She begins to dig her hands into her pockets but comes up empty, after a flash of annoyance she begins digging around the shop before letting out a sigh of relief.  "Eugan, Derlad, Koberic and Taeme. She is a local actually, rest are outsiders. They all seemed interested in work, so might be worth asking for them?" When clarification is asked for Wrin scrunches up her nose, "I think the light is just the symptom, I think something more is going on. I want you to go in and find out what, and depending what, stop it. Though obviously first we just need some answers to what is going on there." She moves across to a small chest, pulling a key out she unlocks it and hands across a pouch of 15 gold. "This should be more than enough for a good bit of work, if things change we can talk again. You would obviously get to keep what you find, I would even buy items at a reasonable price to make it even more worth you while if you are wanting?"  
  5. Victor "Belcorra.. Roseguard, fairly certain I recall writing a thesis about something along those lines.." Victor scrunched his face a little while trying to recall any details that might come to mind. During that time however he listened to Wrin.  "Know of any good drinking dens in town? Adventurers tend to either follow the coin or the flow of ale. I'll be sure to find someone interesting in risking their life expectancy for a few coins here and there. Plus it'd be a good chance to pick up on any rumours~" Victor wasn't much of a people person, but he'd certainly learned over the years that money most definitely talks.  "So.. to clarify, you want us to delve into the Lighthouse and find the source of the Light at night?" It was good to get the details all ironed out before running amok.     
  6. Information Day 0 - Sunday 14th of Desnus Noon   The call of a friend Wrin smiles a little at the idea of a business vacation, “I guess a vacation is a vacation right?” When you mention the possibility of a spectral attendant, even as a joke, she seems to nod with serious contemplation. “I believe a number of people did die there in years gone, it was the home of Belcorra. The individual that the Roseguards defeated…I was to say she was a witch…Or perhaps a general of someone.” She looks up to the clear sky for a moment, clearly trying to remember.   “It’s not something I know a lot about, she was not a nice person though. But the ruins use to be her castle, and the light house in the middle.” She takes a slow sniff of her drink, a smile spreading across her lips. “The ruins are an hold castle, I think one floor or so. Mostly picked over now, but I think it has a moat, and is falling apart from what I recall.”   She stretches out her arms, a yawn leaving her lips for a second.   “Honestly, don’t think anyone has been around there in a while. Lighthouse itself hasn’t been lit in anyone’s living memory though, that’s my worry.” She eventually glances behind, north-west, in the general direction of the ruins. Just beyond the forest you can see a light house poking above the tree line.   “There should be a few people in town, think a few locals might join you for the right coin. Or there are a few adventurers passing through, can always try your luck with them.”  
  7. Victor "A Business Vacation at best Wrin." Victor laughed gently, enjoying this warmhearted moment between the two of them. With life on the road being his main stay recently it was better to take these small moments when you can. "The lighthouse is aglow at night? How strange.. Maybe a spectral attendant?" Victor joked softly, he wasn't making light of Wrin's concern but simply trying to, at the very least, make her feel at ease talking about it. "Only a mad man would go into unknown ruins by themselves, I'll take a team with me, sure it means dividing up any finds, but I'd rather my final resting place not be inside some ruins on the outskirts of Otari, who would put flowers down for me in such a place?" A cheeky grin spread across Victors face as he eyed up the boiling kettle.  "Anything you can tell me about the ruins, or the lighthouse?" The more information the better he can prepare for this task..   
  8.   OOC Possible allies, rules and some knowledge is in the roll20 site. Currently no intention of copying things across from the players' guide.  
  9. Victor "Wrin!" Victor called out as they entered the shop in reply to shop owners warm greeting, a friendly smile flicking across his face. Arms wrapped around the tiefling in a friendly embrace, giving it a few moments before releasing the other and taking a step back. "Been long enough, it's good to see you again." Nodding gently at the offer of a drink, he scuttled over towards the table and leant lightly against it, not taking a seat until one was offered.  "Other than a couple of storms, but rough weather was never an issue for one born in the Puddles." He looked a little bit worn out however, and while he claimed the open water didn't bother him, he looked a little grateful to be on dry land again. Taking a seat the moment it was made clear these were available for sitting ones ass upon, he glanced over towards the tea."Wouldn't mind a proper brew, you can surprise me with the blend and trimmings" Victor flashed a cheeky grin as Wrin seemed to be getting down to the formalities.  "Not a problem, you went out of the way to send a courier to me, found me outside some farming village. The least I can do is see what's up and offer my aid~"  
  10. Spells   Cantrips Telekinetic Projectile Cantrip 1 Attack Cantrip Evocation  Source Core Rulebook pg. 377 4.0 Traditions arcane, occult Cast  somatic, verbal Range 30 feet; Targets 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Gouging Claw Cantrip 1 Attack Cantrip Morph Transmutation  Source Secrets of Magic pg. 109 1.1 Traditions arcane, primal Cast  somatic, verbal Range touch; Targets 1 creature You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.   Acid Splash Cantrip 1 Acid Attack Cantrip Evocation  Source Core Rulebook pg. 316 4.0 Traditions arcane, primal Bloodline demonic Cast  somatic, verbal Range 30 feet; Targets 1 creature You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage. Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2. Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2. Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3. Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.   Ray of Frost Cantrip 1 Attack Cantrip Cold Evocation  Source Core Rulebook pg. 362 4.0 Traditions arcane, primal Cast  somatic, verbal Range 120 feet; Targets 1 creature You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier. Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round. Success The target takes normal damage. Heightened (+1) The damage increases by 1d4.   Detect Magic Cantrip 1 Cantrip Detection Divination  Source Core Rulebook pg. 328 4.0 Traditions arcane, divine, occult, primal Spell List elemental Bloodlines imperial, genie, phoenix Cast  somatic, verbal Area 30-foot emanation You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).   Conflux Spells Thunderous Strike Focus 1 Uncommon Evocation Magus Sonic  Source Secrets of Magic pg. 144 1.1 Cast  verbal; Requirements You're wielding a melee weapon in two hands. You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails. Heightened (+1) The damage increases by 1.   Level 1 Spells   Shocking Grasp Spell 1 Attack Electricity Evocation  Source Core Rulebook pg. 369 4.0 Traditions arcane, primal Cast  somatic, verbal Range touch; Targets 1 creature You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage. Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.   Ray of Enfeeblement Spell 1 Attack Necromancy  Source Core Rulebook pg. 362 4.0 Traditions arcane, divine, occult Patron Theme curse Cast  somatic, verbal Range 30 feet; Targets 1 creature Saving Throw Fortitude; Duration 1 minute A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save. Critical Success The target is unaffected. Success The target becomes enfeebled 1. Failure The target becomes enfeebled 2. Critical Failure The target becomes enfeebled 3.   Grim Tendrils Spell 1 Necromancy Negative  Source Core Rulebook pg. 342 4.0 Traditions arcane, occult Bloodline shadow Deities Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer Cast  somatic, verbal Area 30-foot line Saving Throw Fortitude Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half the negative damage and no persistent bleed damage. Failure The creature takes full damage. Critical Failure The creature takes double negative damage and double persistent bleed damage. Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.  
  11. Character Sheet Details   Feats     Background Feat Ruin Delver; Cat Fall - Prerequisites trained in Acrobatics Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Ancestry Level 1 Versatile Heritage; Toughness - You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459). Level 1 Gloomseer - Gloom holds few terrors for you. You gain low-light vision.   General Feats Level 3 Additional Lore (Otari) - You become trained in an additional Lore skill.  Class Abilities and Feats   Spellstrike -  Magus Frequency;  until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.   Spellstrike Specifics   Spellstrike Specifics       Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. . One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. . Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. . Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. . Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. . Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. . Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. . Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.       Arcane Cascade -  Concentrate Magus Stance Requirements; You used your most recent action to Cast a Spell or make a Spellstrike. . You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. . If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school. Abjuration or Evocation force Conjuration or Transmutation same type as your weapon or unarmed attack Divination, Enchantment, or Illusion mental Necromancy negative   Hybrid Study; Inexorable Iron - Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield. When you enter Arcane Cascade stance and at the start of each of your turns while you’re in that stance, if you’re wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP). Conflux Spell thunderous strike   Level 2 Magus Feat; Expansive Spellstrike -Magus You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike). When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways. • If your Strike critically fails, the spell is lost with no effect. Creatures use their normal defenses against the spell, such as saving throws. If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike. If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.        
  12. Information Day 0 - Sunday 14th of Desnus Noon   A call of a friend It has been a few years since you last saw Wrin, she was a travelling soul that found herself assisting the pathfinder society on the odd occasion, this is where Victor and Wrin had met. She is a fun loving and knowledge person, always capable of providing insight in recruits decisions, as long as they asked her when the stars were up. The trip from Absalom wasn’t hard, a number of ships travel up and down the coast, and getting a ride isn’t hard, not expensive. It is about noon when you step off the boat, the smell of salt, fish and sweating men fills the air, a strong breeze blowing at your coat tails. You walk a few steps off of the dock and find your self in the south-eastern part of the town. For the most parts the streets are reasonable quiet, which is not unusual for a Sunday. As you glance around, and get your bearings, you spot what you assume to be a temple on the western shore. There seems to be a fare hustle and bustle there, most likely people attending prayer. You glance down at the note that Wrin had sent to you, the address was 60 Osprey Street, which the note said in the northwestern part of town. With little delay you begin to stride through the town, seeing a few of the locals and other clear adventuring types hanging around the local taverns. After maybe fifteen minutes of walking you find yourself outside of Wrin’s Wonders. At least you hope so, the address appears right but there is no shop sign hanging above the door to clarify. The structure consists of a ring of what appear to be standing stones arranged in a 60-foot-diameter circle surrounding a 15-foot-high dome of wooden beams covered with triangular pieces of canvas. “Victor!” She wastes no time in placing her tea on the table and skipping across to you and jumping in for a hug as she gets close enough. “It is so good to see you, it must be about two years now!” It had been about two years, and last time Wring saw you was in the society…She may very well not know you got kicked out. “Was the travel okay? Have you eaten, or perhaps you want a drink?” She is talking fast, faster than normal that is, but she has a beaming smile on her face as she looks you up and down, checking out your armour, weapons and any fine trinkets you have on display. “You must be tired right, take a seat somewhere and get out of the sun.” She waves around at her shop, there are a number of chairs dotted around, and you think most of them aren’t for sale. “I just want to say up front, thanks for coming, I know it can be a hassle. But I swear I wouldn’t ask for help if I felt it wasn’t important.”  
  13. Alias: Delver Real name: Victor Restrom    Age: Mid twenties   Height: 6”0’ Weight: Around 200lb   Occupation: Relic Hunter (Pathfinder Society Dropout)    Delver's Appearance   Personality: Has a bit of a carefree attitude, but knows when to “Nut up and shut up” to get the job done. Always on the lookout for the next best thing, and hopes to one day be able to re-register with the Pathfinder Society and get some sort of thesis written to become recognised in the annals of history.    Background: Born and raised in Absalom, specifically the Puddles District, Victor is used to living in backlogs of society, where the next days meal isn’t always a guarantee. Victor was used to fighting in order to obtain his next meal, job opportunities and at times even for a single copper to pay for leftovers from stores.    Despite his rough upbringing, the young man developed a keen interest in history, both written and verbal kinds and eventually this interest blossomed into an opportunity to enlist with the Pathfinder Society as a Recruit. While he excelled at taking notes for various professors and assisting with other menial duties, there are times you can’t take the life of the streets out of a man and it wasn’t long until Victor began coming into blows with his other Recruits, after one too many fights the young man was expelled from the institute..   Victor became something of a roaming vagabond after his expulsion. Travelling from Settlement to Settlement in search of work, before receiving a message via courier, sly bastards always able to find you regardless of where you go, informing him that an old contact from his Pathfinder Society days; a Wrin Svinxi, had a job offer waiting for him in the coastal settlement of Otari... Never missing out on a chance for coin or potentially a way to get back into the good graces of the Society, Victor headed out immediately..
  14. This thread will go through the variety of rules we have in addition to core pathfinder 2e, along with when they apply.
  15. Below you will find a list of all characters you have come across within Otari and beyond, this includes characters that can join you on quests and characters who you may just interact with.
  16. Input any character information you want here. What details are required I will make clear in coming week or so.
  17.  
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