Pathfinder 2E [RG] JM's "Doomsday Dawn" Rogues' Gallery

This is the rogues gallery thread for all of my Pathfinder 2 playtest games. Do not post anything to this thread until it has been approved by the GM (me). New characters will be hashed out in the OOC thread before reaching this thread.

[thread="652473"]Link to OOC[/thread]
[thread="652617"]Link to Party#1 IC[/thread]
[thread="652776"]Link to IC party #2, chapter 1[/thread]

We might shuffle up the players between the parties if the two groups aren't too far apart. Or not. Depends on timing and player desire, of course.

Character Gen and Rules for the second adventure "In Pale Mountain's Shadow"
  • LEVEL: Each PC should be 4th level.
  • BACKGROUNDS: Each player should choose a background from those listed on pages 38–39 of the Pathfinder Playtest Rulebook.
  • LANGUAGES: Three languages— Auran, Gnoll, and Ancient Osiriani— might open up additional role-playing or investigatory opportunities in this chapter, and that they have access to those languages. However, knowledge of these languages isn’t required to complete the story.
  • CLASSES: There are no restrictions on class (or ancestry) but the adventure does have a wilderness portion so one or two characters at a minimum should be good at outdoors stuff. You can work that out among yourselves.
  • GEAR: Each character begins with one 3rd-level item, two 2nd-level items, one 1st-level item, and 300 sp to spend on additional items. The characters already know each other, so they can pool their money to buy items.
  • All errata will be used in this game. The link is for the latest errata, version 1.6.
[sblock="Doomsday Dawn Chargen"]Character Gen and Rules for the first adventure "Doomsday Dawn"
  • By the book. I expect they will have a standard array for ability scores. That's what we're using. (The array is all 10s. You get boosts for each of your a/b/c and then 4 free boosts. An interesting ability score system.)
  • The adventure says initial characters should use backgrounds listed below.
  • 1st level.
  • No limitations on ancestry/background/class unless those limitations are in the book or Paizo announces something (which I doubt would happen). Except, a diverse set of a/b/c makes the most sense so we can all experience a broad range of the game.
  • No externally sourced game material.
  • The only house rule I anticipate is side initiative.
  • Given the way actions work, and this being a learning game for everyone, I will expect everyone's IC post to include all of their character's 3 actions explicitly named in their post. Perhaps even with 1. 2. 3. in front of each action.

The same characters will be used for chapters 1, 4, and 7, and anything they find along the way (in chapters 1 and 4), they get to keep and carry over to the next chapter. The other 4 chapters will feature newly created characters. So you will be creating 5 characters total if we finish. That's means not taking a class to round out a team here and there should balance you getting to try all the ones you really want later.


CREATING CHARACTERS
The players should build 1st-level characters using the rules found in the Pathfinder Playtest Rulebook. The group should work together to build a balanced and diverse party using any of the character options found in the book (subject to the specific restrictions listed below), while creating characters they are eager to see gain power and fame and glory as eventual saviors of Golarion. Encourage your players to avoid choosing the same ancestry and class as other players, so you’ll be able to playtest as wide a range of character options as possible for the three chapters in which the primary characters star.

BACKGROUNDS
Each player must choose a background from those listed on page 3 of this adventure; these backgrounds are designed not only to tie the primary characters to NPCs and themes found in “The Lost Star,” but to focus their strengths in specific areas of use for “The Lost Star,” “The Mirrored Moon,” and “When the Stars Go Dark.”

PURCHASING GEAR
The PCs begin with 150 sp each. They can purchase any common gear found in Chapter 6 of the Pathfinder Playtest Rulebook, along with any other options they gain access to from their class and feat selections.

CHARACTER BACKGROUNDS (page 3 of the adventure)
During character creation, players each select a background for their characters. The Pathfinder Playtest Rulebook presents a variety of backgrounds that can be used for any type of character, but for Adventure Paths and other significant adventures, we’ll be providing campaign specific backgrounds players can choose from to help their characters more directly fit into the campaign’s plotline. In Doomsday Dawn, players must select from the following unique character backgrounds while creating characters for “The Lost Star.” See pages 38–39 of the Pathfinder Playtest Rulebook for more on backgrounds.

BUDDING OSIRIONOLOGIST BACKGROUND
The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You gain the Terrain Stalker (rubble) feat, and you’re trained in the Ancient Osirion Lore skill.

ESOTERIC SCION BACKGROUND
One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You gain the Quick Identification feat, and you’re trained in the Esoteric Order Lore skill.

FAMILY FRIEND BACKGROUND
Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.
You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.

GOBLIN RENEGADE BACKGROUND
You had been working with a gang of goblin burglars, but that new leader was no good. It took a lot of guts to stand up to him, but you survived! Now you’re stuck with the longshanks, but maybe you can get back at the old boss.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You gain the Quick Repair feat, and you’re trained in the Criminal Lore skill.

MIND QUAKE SURVIVOR BACKGROUND
As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You gain the Dubious Knowledge feat, and you’re trained in the Dominion of the Black Lore skill.

PATHFINDER HOPEFUL BACKGROUND
You’ve long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You gain the Additional Lore feat, and you’re trained in the Pathfinder Society Lore skill.[/sblock]
 
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SAMPLE CHARACTER SHEET {Anything in curly braces is instructional}

Name:
A/B/C: aaaa bbbbb ccccc 1 {throw in gender if you have one}
Align: NN, Deity: someone
Languages: Common
Perception: +nn (T) {include here darkvision/low light vision info after the (T)}
AC: nn TAC: mm {if you have a shield, list it with a slash 15/13 or something like that}
HP: nn/nn, Resonance: mm/mm
Speed: mm ft, Hero Points: 1

STR nn +m, DEX nn +m, CON nn +m
INT nn +m, WIS nn +m, CHA nn +m

FORT +n (T), REF +n (T), WILL +n (T)

{combat section - no need for a heading}
weapon +nn mdN+mm b/p/s (weapon traits)
longsword +6 1d8+4 (versatile p)
crossbow +5 1d8 ({range, traits})

Skills: xxx +n (T)....
Armor:
Weapons:

Feats
name (source-lvl) possible description if ambitious
name (General-1)

Class Features

Spells +nn (DC mm)

Equipment (Bulk n L m)

Money

Description/History/Etc

Advancement {don't really need this for level 1, but by level 10 I'm sure having this section will be useful}
ancestry: boost, boost, flaw, feat name
background: boost, boost, feat, skill
abilities: boost, boost, boost, boost
1: boost, feature choices, feat names, skills increased, etc

Open the spoiler for a copyable, formatted copy without the instructions.[sblock="View Formatting"]
[B]Name:[/B]
[B]A/B/C:[/B]
[B]Align:[/B] NN, [B]Deity:[/B] someone
[B]Languages:[/B] Common
[B]Perception:[/B] +nn (T)
[B]AC:[/B] nn [B]TAC:[/B] mm
[B]HP:[/B] nn/nn, [B]Resonance:[/B] mm/mm
[B]Speed:[/B] mm ft, [B]Hero Points:[/B] 1

[B]STR[/B] nn +m, [B]DEX[/B] nn +m, [B]CON[/B] nn +m
[B]INT[/B] nn +m, [B]WIS[/B] nn +m, [B]CHA[/B] nn +m

[B]FORT[/B] +n (T), [B]REF[/B] +n (T), [B]WILL[/B] +n (T)

{combat section - no need for a heading}

[B]Skills:[/B] xxx +n (T)....
[B]Armor:[/B]
[B]Weapons:[/B]

[B]Feats[/B]

[B]Class Features[/B]

[B]Spells[/B] +nn (DC mm)

[B]Equipment[/B] (Bulk n L m)

[B]Money[/B]

[B]Description/History/Etc[/B]

[B]Advancement[/B]
[/sblock]
 
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Inner Sea Region.png
 
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Kaodi

Hero
Urik Soladere
Male Half-Orc Esoteric Scion Cleric 1
AC: 15 TAC: 12
HP: 19, Resonance: 1, Hero Points: 1
Speed: 20 ft, Perception: +5 (T)
Align: LN, Deity: Irori
Languages: Common, Orc, Varisian

STR 16 +3, DEX 10 +0, CON 12 +1
INT 12 +1, WIS 18 +4, CHA 10 +0

FORT +3 (E), REF +1 (T), WILL +6 (E)

Weapons
Melee Strike Morningstar +4 1d6+3 B, Versatile P
Melee Strike Dagger +4 1d4+3 P, Agile, Finesse, Thrown 10 ft., Versatile S
Ranged Strike Crossbow +1 1d8 P, 120 ft., Reload 1

Skills: Athletics +1 (T), Diplomacy +1 (T), Esoteric Order Lore +2 (T), Medicine +5 (T), Occult +2 (T), Orc Lore +2 (T), Religion +5 (T)
Feats
Half-Orc (Ancestry/Heritage-1), Orc Tongue/Orc Toughness
Quick Identification (Background-1)

Class Features
Trained in Light Armour, Medium Armour, and Shields
Trained in All Simple Weapons
Anathema
Channel Positive Energy 3/day
Knowledge Domain (4 Spell Points, Lorekeeper's Fortune)
Divine Spellcasting (w/ Jump added to Spell List)

Spells (+5, DC 15)
4 Cantrips (typically Disrupt Undead, Forbidding Ward, Shield, Stabilize)
2 1st-Level (typically Bless, Magic Weapon)

Equipment (Bulk 4 L 9)
Chainmail, Morningstar, Dagger, Crossbow, 10 Bolts, Backpack, Bedroll, Belt Pouch, Flint & Steel, 3 Rations, Silver Holy Symbol of Irori, Religious Text, Satchel, Waterskin

Money 13 sp 5 cp

Urik Soladere hails from a family with a long history with the Esoteric Order of the Palantine Eye. Throughout the years they have countered many scholars and explorers amongst their number. But his father was a bit of a black sheep in the family. He took an interest in orcish lore and traditions, something most people would prefer to know as little about as possible, and ingratiated himself with a tribe of orcs who had encroached on the Storval Plateau from the nearby Hold of Belkzen.

His interests extended so far as to strike up an unapproved relationship with the chieftain's daughter and Urik was the result. His father had initially favoured the more noble sounded "Arik" but his orcish mother did not think it gutteral enough and so intervened. The rest of the tribe, however, was... not impressed. And Urik's father had to make a hasty retreat with his new son in tow. But his one time mate state with her tribe.

Urik, despite his appearance and heritage, is a far more conventional member of the Soladere family. Tutored by his aunt and grandfather he took quickly to the sort of esoteric lore their order typified. Eventually he found himself called into the service of the hero-deity Irori, patron of knowledge and self-perfection, whose temples Soladeres had found themselves ensconced in several times before. But after a few years Urik has developed a small but persistent wanderlust in the back of his mind. A final gift from his father.
 

Charwoman Gene

Adventurer
Name: Corwin Aleron
A/B/C: Human "Family Friend" Fighter 1
Align: LG, Deity: Iomedae
Languages: Common, Elvish
Perception: +2 (E)
AC: 15/17 TAC: 13/15
HP: 20/20, Resonance: 3/3
Speed: 20(25) ft, Hero Points: 1

Corwin is a highborn warrior, familiar with the ins and outs of the noble class.

STR 18 +4, DEX 12 +1, CON 14 +2
INT 10 +0, WIS 10 +0, CHA 14 +2

FORT +4 (E), REF +3 (E), WILL +1 (T)

Longsword +6 1d8+4 s (versatile p)
Shield Boss +6 1d6+4 b (Attached to heavy shield)
Javelin +3 1d6+4 p (Thrown)

Skills:
  • Acrobatics -5 (U)
  • Arcana -1 (U)
  • Athletics 0 (T)
  • Crafting 1 (T)
  • Deception 0 (U)
  • Diplomacy 2 (T)
  • Intimidation 0 (U)
  • Medicine 0 (U)
  • Nature 0 (U)
  • Occultism -1 (U)
  • Performance 0 (U)
  • Religion 0 (U)
  • Society -1 (U)
  • Stealth -5 (U)
  • Survival 0 (U)
  • Thievery -5 (U)
  • Nobility Lore 1 (T)
Armor:
  • Light (T)
  • Medium (T)
  • Heavy (T)
  • Shields (T)
Weapons:
  • Simple (E)
  • Martial (E)
  • Exotic (T)

Feats
(Ancestry 1: Natural Ambition)
@> Furious Focus -- Attack, Fighter, Press
Requirements You are wielding a melee weapon without the agile trait.
Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.​
(Background 1)
Hobnobber -- General, Skill
Prerequisites trained in Diplomacy
You can attempt to Gather Information twice as many times as usual during a day of downtime (typically six to eight attempts instead of three to four).​
(Fighter 1)
@> Sudden Charge -- Attack, Fighter, Move, Open
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move 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 corresponding movement type.​

Class Features
<> Attack of Opportunity -- Fighter
Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.​


Equipment (Bulk 6 L 4)
Breastplate, Longsword, Hvy Steel Shield, Hvy Shield Boss, Javelins (2)
Backpack, Bedroll, Belt Pouch, Flint and steel, Rations 10 Day, Sheath, Fine clothing, Ordinary clothing, Torch 10, Waterskin

Money
6sp, 3cp

Description
Corwin is a strapping young man of handsome appearance. He appears friendly when relaxed, but stern in battle.​

Personality
Corwin likes living life comfortably, but believes he has a duty to use his strength and martial skill to help others.​

Backstory
The eldest son of an up and coming family, he hopes one day his deeds will earn him a knighthood or a landed title. He would be one of the first to come to mind if Keleri Deverin neeeded adventury help.​

Corwin.jpg

Advancement
ancestry: Str, Con, --, Furious Focus(NA)
background: Str, Cha, Hobnobber, Nobility Lore
abilities: Str, Dex, Con, Cha
1: Str, Sudden Charge, Athletics, Crafting, Nobility
 
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FitzTheRuke

Legend
Hiromi Kitsune
ABC: Female Human (Tian) Pathfinder Hopeful Rogue Level 1
Alignment: Chaotic Good Diety

Perception (Expert) +3
Languages: Common, Goblin

AC 16 (Leather); TAC: 15 (See Nimble Dodge Reaction)
HP 17/17
Resonance: 3/3
Speed: 25

Str 10(+0) Dex 18 (+4) Con 12(+1)
Int 12(+1) Wis 12(+1) Cha 14(+2)

Saving Throws: Fortitude (Trained) +2; Reflex (Expert) +6; Will (Expert) +3

Actions:
Dagger +5; 1d4+4p (agile; finesse; thrown 10'; versatile S) 4/4
Rapier +5; 1d6+4p (deadly d8; disarm; finesse)
Sap +1; 1d6+4b (agile; nonleathal)
Short Bow +5; (range 60'; deadly d10) 20/20 Arrows

Reactions:
Nimble Dodge Trigger: You are targeted with a melee or ranged attack by an attacker that you see.
Effect: You gain a +2 circumstance bonus to your AC against the triggering attack.

[sblock=Skills]
Skills (11 & 2 Lores) (*Signature)
Acrobatics* (Trained) +5
Arcana (Untrained) -1
Athletics* (Trained) +1 (Assurance 10)
Crafting* (Trained) +2
Deception* (Trained) +3
Diplomacy* (Trained) +3
Intimidation* (Trained) +3
Lore*: Storyteller's (Trained) +2
Lore*: Pathfinder Society (Trained) +2
Medicine (Trained) +2
Nature (Untrained) -1
Occultism (Untrained) -1
Performance* (Trained) +3
Religion (Untrained) -1
Society* (Trained) +3
Stealth* (Trained) +5
Survival (Untrained) -1
Thievery* (Trained) +5

Armour & Weapons Training
Trained in light armour and all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword
[/sblock]

[sblock=Class Features & Feats]
Rogue Features
Finesse Striker When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.
Sneak Attack If you Strike a flat-footed creature with an agile or finesse melee (or thrown) weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. Higher Levels - An additional 1d6 damage at 5th, 11th, and 17th levels.
Surprise Attack On the first round of combat, creatures that haven’t acted are flat-footed to you.

Feats
General Training (Human 1) You gain a general feat
Assurance (Athletics) (Feat 1) You can forgo rolling Athletics to instead receive a final result of 10. Expert 15; Master 20; Legendary 30.
Additional Lore (Background) Choose an additional Lore subcategory. You become trained in it as a signature skill. At 3rd, 5th, and 13th levels, you gain a skill increase you can apply only to Lore.
Nimble Dodge (Rogue 1) Reaction (You are not encumbered and are targeted with a melee or ranged attack by an attacker that you see.) You gain a +2 circumstance bonus to your AC against the triggering attack.
Catfall (Skill (Acrobatics) 1) Treat falls as if you fell 10 fewer feet. Expert 25; Master 50; If you're Legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
[/sblock]

[sblock=Equipment]
Leather Armour (AC+1; 15sp; 1 bulk)
4x Daggers (1d4p; 8sp; 4L bulk; agile; finesse; thrown 10'; versatile S)
Rapier (1d6p; 15sp; 1 bulk; deadly d8; disarm; finesse)
Sap (1d6b; 1sp; L bulk; agile; nonleathal)
Short Bow (1d6p; 30sp; 1 bulk; range 60'; deadly d10)
20x Arrows (2sp; 2L bulk)
Backpack (1sp; no bulk (holds 4 bulk))
Bedroll (1cp; L bulk)
2x Beltpouch (8cp; no bulk)
3x Caltrops (9sp; 3L bulk)
Clothes, Ordinary (1sp; L bulk)
Mirror (10sp; no bulk)
3 days Rations (15cp; 3L bulk)
Thieves Tools (30sp; L bulk)
Waterskin (5cp; L bulk)

Total: 124sp, 9cp; 4.7 bulk

Money: 26sp, 1cp
[/sblock]

Backstory Hiromi is primarily a street performer, a dancer, who has ambitions of becoming a famous adventurer. She is tired of leering men and of ruffians trying to recruit her to their gangs. Sure, she's stolen a coin or two in her time, when she needed to eat, but she's never considered herself much of a thief. That said, she learned how to do it from a master - a goblin named Slippery Moe - who taught her all the tricks of the trade (and the goblin tongue). But she'd rather use those tricks as a Pathfinder and get out of the life and on to glory.

Hiromi.png
 
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Radaceus

Adventurer
Goblin_Narkle.png

Name:Elkran Snarklesnit
A/B/C:Goblin, Renegade, Sorceror 1
Align: CG, Deity: Nethys
Languages: Common, Goblin
Perception: +2 (T), Darkvision
AC: 14 TAC: 13
HP: 13/13, Resonance: 5/5
Speed: 25 ft, Hero Points: 1

STR 10 +0, DEX 16 +3, CON 12 +1
INT 10 +0, WIS 12 +1, CHA 18 +4

FORT +2 (T), REF +4 (T), WILL +3 (E)


Skills:
Acrobatics +2
Arcana (T) +1
Athletics -1
Crafting (T) +1
Deception +3
Diplomacy (T) +5
Intimidation +2
Lore, Criminal (T) +1
Medicine +0
Nature +0
Occultism (T)+1
Performance +3
Religion +0
Society -1
Stealth (T) +4
Survival +0
Thievery +2

Armor: none {untrained in all armor}

Weapons: {trained in basic weapons}
Dagger +4 1d4 P, Agile, Finesse, Thrown 10, Versatile S
Crossbow +4 1d8 P, 120' range, Reload:1, Bulk 1, Hands 2, Bow

Feats
Quick Repair (background)
Burn It (Goblin Ancestral)

Class Features
Imperial Bloodline:
~Spell list: Arcane
~Signature Skills: Crafting, Arcana, Diplomacy, Intimidation, Society
~Granted Spells: Detect Magic (Cantrip), Fear (1st)
~Bloodline power(s): Ancestral Surge,

Spells
Spell Roll (Arcane) +5, DC 15
Spell points: (4)
(5) Cantrips, (3) 1st Spells/Day
Spell Repertoire
Cantrip - Detect Magic*, Chill Touch, Dancing Lights, Produce Flame, Shield
1 - Fear* Burning Hands, Color Spray
*granted spells


Equipment Bulk=3 L 8
Dagger w/sheath (bulk L /-),Crossbow (Bulk 1), 10 bolts/quiver (Bulk L) Backpack (Bulk -),Ordinary Robe (bulk -) Alchemist tools (bulk 2), Basic crafter's book (bulk L), bedroll (bulk L), 3 belt pouches (bulk -), 7 days dry rats (Bulk L), waterskin (bulk L), flint & steel (Bulk -), 2 vials (bulk -), Writing Set (Bulk L), 50' silk rope (Bulk L), Scroll case (Bulk -)


Money (150sp to start, spent 137.8)
12 sp, 2cp

Description/History/Etc

Advancement
 
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GreenKarl

First Post
Jericho.PF2.jpg

Name: Jericho Hexpot
A/B/C: Human “Pathfinder Hopeful” Alchemist 1st
Align: Neutral Good, Deity: Desna (Dreams, luck, stars and travelers)
Languages: Common, Draconic
Perception: +2 (T)
AC: 16, TAC: 14
HP: 17/17, Resonance: 5/5
Speed: 25 ft, Hero Points: 1

STR 10 +0, DEX 16 +3, CON 12 +1,
INT 18 +4, WIS 12 +1, CHA 10 +0

FORT +3 (E), REF +5 (E), WILL +2 (T)

Alchemists bombs – attack +4
Staff – attack +1, damage 1d4b (2handed damage 1d8b)
Dagger – attack +4, damage 1d4p
Unarmed – attack +4, damage 1d4b (nonlethal)

Skills: Arcana +5 (T), Craft +5 (T), Lore (Chemistry) +5 (T), Lore (Pathfinder Society) +5 (T), Medicine +2 (T), Occultism +5 (T), Society +5 (T), Stealth +3 (T, Armor -1)
Armor: Light Armor
Weapons: Alchemist bombs, Simple weapons

Feats: Additional Lore (background), Alchemy Crafting (class), Battle Medic*, General Training (race*), Quick Alchemy (class), Quick Bomber (class feat)

Class Features: Advanced alchemy, alchemist feat, formula book, initial proficiencies, studied resonance.

Alchemical Formulas: Alchemist’s Fire, Darkvision Elixir (standard), Elixir of Life (Minor), Silversheen

Equipment (Bulk carried 5, L 7): Alchemy Formula book (Bulk 1), Studded leather (25sp, Bulk 1, Check -1), Staff (0sp, Bulk 1), Dagger (2sp, Bulk L, Agile, finesse, thrown 10ft, versatile S), Alchemist Tools (60sp, Bulk 2, 2handed), Backpack (1sp), Ordinary Clothing (1sp), Rations (2sp5cp, 5 days, Bulk L), Writing set (15sp, Bulk L), extra paper, 1 sheet (1sp)

Money 42sp and 5cp

Description/History/Etc. Jericho is a young human (Taldan) with dark hair and light brown eyes. He is a curious fellow, always seeking out hidden knowledge and secrets. He looks up to the ideals of the Pathfinder Society and hopes to one day join their ranks.

Advancement TBD
 

PF2Druid.jpg

Bixby Buckhollow
Halfling Mind Quake Survivor Druid
Align: NG, Deity: Green Faith
Languages: Common, Halfling, Druidic
Perception: +5 (T)
AC: 17 TAC: 14
HP: 16/16, Resonance: 0/1
Speed: 25 ft, Hero Points: 1

STR 10 +0, DEX 16 +3, CON 14 +2
INT 10 +0, WIS 18 +4, CHA 10 +0

FORT +4 (E), REF +4 (T), WILL +6 (E)

Melee Strike Staff +1 1d4 B, Two-hand d8
Melee Strike Sickle +4 1d4 S, Agile, finesse, trip
Ranged Strike Sling +4 1d6 B, 50 ft., Propulsive

Skills: (* = Signature)
Acrobatics -1 (U)
Arcana -1 (U)
Athletics* -2 (T)
Crafting* +2 (T)
Deception -1 (U)
Diplomacy -1 (U)
Intimidation -1 (U)
Lore*: Dominion of the Black +1 (T)
Medicine +5 (T)
Nature* +5 (T)
Occultism -1 (U)
Performance -1 (U)
Religion +3 (U)
Society -1 (U)
Stealth +1 (T)
Survival* +5 (T)
Thievery -1 (U)

Armor:
Trained in all light and medium armor not made of metal
Trained in light and heavy shields not made of metal

Weapons:
Trained in all simple weapons and the scimitar

Feats
Lucky Halfling (Ancestry - 1)
Dubious Knowledge (Background - 1)
Animal Companion (Druid - 1)

Class Features
Trained in primal spell rolls and DCs and in attack rolls for primal spells
Primal Spellcasting
Anathema
Druidic Order: Animal
Order Power (Heal Animal)
Spell Points 4/4
Druidic Language
Wild Empathy

Spells +5 (DC 15)
4 Cantrips Prepared
Light
Electric arc
Stabilize
Know direction
2 1st-lvl Prepared
Heal
Shillelagh

Equipment (Bulk 4 L 4)
Hide Armor
Staff
Sickle
Sling
20 Sling Bullets
Holly and Mistletoe
Waterskin
Flint and Steel
Bedroll
Belt Pouch
Backpack
Silk Rope 50'
Ordinary Clothes
Rations (6 days)

Money
112 sp

Description/History/Etc

Animal Companion Honey Badger
Name: Bucky
HP: 16/16
AC: 12 TAC: 12
Size: Small
Speed: 25 ft, burrow 10 feet, climb 10 feet

STR +2, DEX +1, CON +2
INT -4, WIS +3, CHA +0

FORT +3 (T), REF +2 (T), WILL +4 (T)

Skill:
Survival +4 (T)
Perception +4 (T)
Acrobatics +2 (T)
Athletics +3 (T)

Attacks:
Unarmed Strikes
Jaws +3 1d8+2 P
Claws +3 1d6+2 S, Agile

Senses: Scent

Advancement
 
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EarlyBird

Explorer
Noboru.jpg

[sblock=Noboru]
Name: Noboru (NO-bow-rue)
A/B/C: male human(half-orc), Pathfinder Hopeful, Barbarian
Align: Chaotic Good, Deity: Cayden Cailean
Languages: Common, Tien
Perception: +3 (E), low-light vision
AC: 16 TAC: 12
HP: 25/25, Resonance: 1/1
Speed: 20 ft, Hero Points: 1

STR 18 +4, DEX 12 +1, CON 16 +3
INT 10 +0, WIS 12 +1, CHA 10 +0

FORT +5 (E), REF +2 (T), WILL +3 (E)

Combat
unarmed strike: +5 atk, 1d4+4(B), agile, finesse, nonlethal, unarmed
lg greatclub: +5 atk, 1d10+4(B), backswing, shove
dagger +5 atk, 1d4+4(P) agile, finesse, versatile(S), thrown 10'
dagger/thrown +2 atk, 1d4+4(P)
lt hammer +5 atk, 1d6+4(B) agile, thrown 20'
lt hammer/thrown +2 atk, 1d6+4(B)

Armor: Trained in light and medium armor
Weapons: Trained in all simple and martial weapons
Skills:
- Athletics +2 (T)
- Intimidation +1 (T)
- Survival +2 (T)
- Pathfinder Society Lore +1 (T)
- Giant Lore +1 (T)

Feats
[sblock=Half-Orc]
Heritage, Human Feat 1
Either one of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait. Select two of the following benefits: intimidating visage you are trained in Intimidation), low-light vision (you can see in dim light as well as you can in bright light), orc tongue (add Orcish to your list of languages), or orc toughness (gain 2 Hit Points). You can select orc, half-orc, and human feats whenever you gain an ancestry feat.
Special You can select this feat twice. The second time, it loses the heritage trait and you gain the other two benefits.
Note Choices: low-light vision and orc toughness[/sblock]
[sblock=Additional Lore]
General, Skill Feat 1
Giant Lore
Prerequisites: trained in Lore
The breadth of your knowledge has increased to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it and it counts as a signature skill. At 3rd, 5th, and 13th levels, you gain an additional skill increase you can apply only to Lore. When you select this feat, you gain the skill increases immediately for all listed levels at or below your current level.
Special: You can select this feat more than once, choosing a new subcategory of Lore each time and gaining the listed skill increases to that Lore.[/sblock]
[sblock=Sudden Charge]
Barbarian, Action *>> Feat 1
Requirements: You are not wearing heavy armor.
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move 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 corresponding movement type.[/sblock]

Class Features
Key Ability: STR
Signature Skills: Acrobatics, Athletics, Intimidation, Giant Lore

[sblock=Rage]
Requirements: You can’t be fatigued, raging, or wearing heavy armor.
• You begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier and enter a state of pure rage that lasts for 3 rounds. While you are raging, you are affected in these ways:
• Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging. After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.[/sblock]
[sblock=Totem]
Giant Totem
Giants are towering, exceptionally strong humanoids, and some tribes aspire to be like them. Your rage gives you the raw power and size of a giant. This doesn’t mean you revere giants—you might scoff at them, or even aspire to slay them! It could be that you seem to other people like a giant due to your exceptional strength or larger-than-life emotions and ego.

Anathema - Failing to accept a personal challenge of your strength is anathema to your totem.

Titan Mauler (Totem Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You also gain access to your choice of weapon at character creation. When you are wielding such a weapon in combat, double your conditional bonus to damage rolls from raging, but you have the sluggish 1 condition (see page 324) because of the weapon’s unwieldy size. You can’t remove this sluggish condition or ignore its penalties by any means while you’re wielding the weapon.

Raging Resistance
The resistance from your raging resistance class feature applies against bludgeoning damage and your choice of cold, electricity, or fire damage. Choose the damage type when you gain the raging resistance class feature (though you can retrain it later).[/sblock]

Spells n/a

Equipment (Bulk 8 L 2)
large greatclub free, bulk 4
chainmail 60sp bulk 2
dagger 2sp L
light hammer 3sp L
Backpack 1sp
bedroll 1cp L
belt pouch(x2) 8cp
clothing(x2) 2sp
flint and steel 5cp
mug 1cp
piton(5) 5cp
rations 5L (5 days) 25cp
rope hemp(50') bulk 1 1sp
sack(5) L 1cp
tent-pup L 8sp
torch(10) L 1cp
waterskin L 5cp

0-9/unencumbered
10-14/encumbered

Money
starting sp: 150
spent: 77sp, 52cp
leftover cash: 68sp, 8cp

Description/History/Etc
A very tall and muscluar half-orc, Noboru is light skinned and bald. He twists his beard into braids and has overly large pointed orc ears. On his back is a large spiked club he has learned to use through months of practice. (Note: Mother was a half-orc, father was a giant or half-giant)

Advancement

Traits: human, orc, humaniod[/sblock]
[sblock=Background]
Life for a half-orc is normally a tragic story, one of persecution and bigotry, but not so for Noboru of the Tian Xia region. Growing up in near seclusion in a small cottage on the outskirts of Xu-Chang city, may have helped a little. Also the people judged each other on merit and actions, and not on things like race or looks. Indeed the Xu-Chang provinces was home to many people of mixed heritage, but everyone believed that just meant they were all unique individuals making up a whole.

Noboru remembers his one room home as warm and safe, where he lived with his half-orc mother Li Shen, until her passing in his twenty-first summer. His mother was a weaver and rug maker and part of the safety Noboru felt in his adolescences may have come from lying by the fire on a well crafted rug made by his mothers own two hands. Noboru would sit by his mothers feet as a small boy and listen to the stories and myths she would tell of his father's people, of the giant people.

Noboru had never met his father and his mother told him little about the man directly, always weaving stories as she weaved rugs to give Noboru insight into giant society and lore, but never into the man that sired him. If there was ever a sore point to his life growing up it was the fact his mother would evade his questions about what his father was like. And as he grew up, it became clear to Noboru that he had more of his unknown father's blood in him than his mother let on.

In the spring of his eighteenth year Noboru exited his home and hit his head hard on the door jam. He had grown several inches and put on a couple pounds of muscle over a very cold winter. Noboru had spent the winter trudging through snowdrifts to chop and bring firewood to his home and that of a few elderly neighbors who would have froze to death if not for the assistance. A new founded sense of belonging filled Noboru and he continued to work in the forest and spent more time running in the wilds than sitting at home by his mothers feet.

Three years of this "wild running" saw the young half-orc spending more and more time in the forests, learning to live off the land and helping to sedate the wild freedom Noboru was feeling deep inside. He also wanted to go further and further out to see and explore more and more of the world. It wasn't until the passing of his mother during his twenty-first year that the invisible chain keeping him close to home was finally broken. On her death bed the frail old half-orc (now sixty-seven), said one last word to her beloved son... "Go."

And for the last year that is what Noboru has been doing. He has traveled further and farther than he ever felt possible, and still he yearns for more. Even crossing the Inner Sea to explore new and strange places.

His most recent adventures found him in Sandpoint where he helped the locals after a devastating flood season. When the work was complete and Noboru was ready to leave he was told by the mayor about a missive his cousin had sent to him looking for any adventurous types he could vouch for and please send to Magnimar.

With a recommendation letter in his pocket, Noboru has just reached the estates of Keleri Deverin and what looks like to be a party.
[/sblock]
 
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