Pathfinder 2E [OOC] JM's "Doomsday Dawn" Pathfinder 2 Playtest Adventure. (Closed)

GreenKarl

First Post
Second Stab. I think I read it all correctly BUT I am sure I missed or mis-read something :D

====

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): 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. TBD

Advancement TBD
 
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EarlyBird

Explorer
Here's what I got so far, working on background (its in my head just not on paper yet).

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 skills
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

Here's the redo- but without any bonus to the lg greatclub (even giving it reach 10') it isn't any different from a normal greatclub except it has +2 bulk EDIT: and sluggish 1 something I'm sure lots of people are working on (hopefully)

My fix would have a large version do an addition die but lower than original

1d4 to 1d6+1 (i.e. 2d3 LOL)
1d6 to 2d4
1d8 to 2d6
1d10 to 2d8
1d12 to 2d10

easy fix
 
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EB, I suspect the idea is you ONLY use the large weapon when you rage. Because you get bonus damage with it ONLY when you rage. So You would start the combat with your "normal" weapon and free action drop it, draw that big ax , rage and go to town. There are a lot of unfortunate steps in there, I agree.
 

Second Stab. I think I read it all correctly BUT I am sure I missed or mis-read something :D

====

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: 30 ft, Hero Points: 1 Speed is 15. 25 is human base, -10 for being encumbered. This affects stealth too, because -2 to check penalty for encumbered[/B
Alchemical Formulas: Alchemist’s Fire, Darkvision Elixir (standard), Elixir of Life (Minor), Silversheen

[Tools are too heavy. I saw that complaint at Paizo.

Your Bulk is Bulk 9 L 4

Equipment (Bulk carried 9): Alchemy Formula book (Bulk 1), Studded leather (25sp, Bulk 1, Check -1), Longspear (5sp, Bulk 2, 2handed, Reach), Dagger (2sp, Bulk L, Agile, finesse, thrown 10ft, versatile S), Crossbow (30sp, Bulk 1, Reload 1, 2handed) with 10 bolts (1sp, Bulk L), Alchemist Tools (60sp, Bulk 2, 2handed), Backpack (1sp), Ordinary Clothing (1sp), Rations (5sp, 10 days, Bulk L/1), Hemp Rope 50ft (1sp, Bulk 1), Writing set (15sp, Bulk L), extra paper, 1 sheet (1sp)


Comments above
 




FitzTheRuke

Legend
There's a few things I'm confused by:

There's an awful lot about provoking reactions, in spite of only the fighter having Attacks of Opportunity. As far as I can tell, you can provoke 'em all day long if you like, as long as you're not facing a creature who has an ability that triggers off of it.

And it looks like you might not wake up from dying when you're healed. It looks like when you're unconscious, you roll a recovery save. If you make the rather high DC, you gain 1 HP, but you don't wake up. You only wake up if you are at 1 or more HP and THEN succeed at the save. It's hard to tell, though. Making the Dying Save doesn't reduce your Dying rate, either. It only reduces by one at the end of every turn in which you are at 1 or more HP AND you are conscious. (If you are at 1 or more HP and are NOT conscious, you don't get better, and you don't get conscious by being at 1 or more HP.) Confused yet?

So far I really like the game. but there are definitely a few places that are less than clear as to how it works. Makes 5e Hide look clear.
 

Kaodi

Hero
Yeah my first instinct with Vorgrym was that I wanted him to be able to cook a decent meal but 2 Bulk for a Cooking Kit is absolutely bonkers from a game perspective.
 

FitzTheRuke

Legend
Yeah my first instinct with Vorgrym was that I wanted him to be able to cook a decent meal but 2 Bulk for a Cooking Kit is absolutely bonkers from a game perspective.

Gotta be a cast-iron pot, a cast-iron skillet, and a bundle of firewood (with perhaps, a pot-stand). AND utensils.
 

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