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

tglassy

Adventurer
I can do something different, if we want to mitigate sorcerers. I did already make one, but I can save him for later. He was a Half elven Imperial Sorcerer, but I'll do something else so we can get a good variation.

Would a Bard be too similar? Or should I go for something more martial?

Also, is everyone automatically trained in unarmored defense? Or do we start Untrained? Because the Mage Armor spell uses our proficiency in Unarmored Defense, but if we're trained, then our proficiency is 1, as it's equal to our level. If we're untrained, it's -1. So I'm confused as to which one we start at?
 
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Kaodi

Hero
Just go ahead and post the sorcerer. It was more about mitigating the number of potential squishy arcane casters in a single party.
 

I can do something different, if we want to mitigate sorcerers. I did already make one, but I can save him for later. He was a Half elven Imperial Sorcerer, but I'll do something else so we can get a good variation.

Would a Bard be too similar? Or should I go for something more martial?

We have a rogue, fighter, wizard, alchemist and sorcerer. (Not counting you sorceror or Kaodi's second character.) I'd like to see a cleric or druid before a bard. But I'm not telling you to take any course of action. I'm sure Monday we'll have more people banging on our doors to get in. :)


Also, is everyone automatically trained in unarmored defense? Or do we start Untrained? Because the Mage Armor spell uses our proficiency in Unarmored Defense, but if we're trained, then our proficiency is 1, as it's equal to our level. If we're untrained, it's -1. So I'm confused as to which one we start at?
My advice is not to read the Paizo forums. :) I'm playing it as if all characters are trained in Unarmored Defense. That is one hole in the rules that everyone agrees needs a ruling. (and no rulings will happen until the designers return from GenCon.) The playtest Wizard writeup implied trained was the status of UD so that's what I'm going with.
 

tglassy

Adventurer
No name or background yet. Let me know what you think:

Name:
A/B/C: Male Elven/Budding Osirenologist/Bard
AC: 14; with Mage Armor: 15; with Shield Spell raised: 16 TAC: 14; with Shield spell raised: 15
HP: 14/14, Resonance: 5/5, Hero Points: 1
Speed: 30 feet, Perception: +2 (T)
Align: Chaotic Good, Deity: someone
Languages: Common, Elven, Sylvan

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

FORT +1 (T), REF +1 (T), WILL +2 (E)

Skills: Ancient Osirion Lore + 1(T), Bardic Lore +1 (T), *Occultism +1(T), *Performance +1(T), *Society +1(T), *Diplomacy +1(T), Stealth +1 (T), Acrobatics +1(T), Athletics +1(T),
Armor: Light (T) and Shields (T)
Weapons: (T) Alls Simple plus Longsword, Rapier, Sap, Shortsword, Short Bow and Whip

Feats
Ancestral Longevity
Bardic Lore
Terrain Stalker (rubble)


Class Features
Cantrips
Spell Repetoire
Compositions
Muse (Lore Theme)

Spells
Cantrips:
Inspire Courage (Composition)
Detect Magic
Prestidigitation
Telekinetic Projectile: +4/1d10
Shield (+1 AC)

1st (2 slots):
True Strike
Mage Armor

Composition Power (4 Spell points):
Counter Performance

Equipment (Bulk n Lm)

Money

Description/History/Etc
 

Radaceus

Adventurer
everyone wants to be a Sorc, i just want to be a Goblin! (that just happens to be a Sorc!) lol
{Edit: fixed skill mods, chose a deity, fixed Will(E)}



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

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 (Total Bulk=3, Bulk L 8, max Bulk 5)
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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I've poked at the char sheet format again. Added a place for darkvision/lowlight in the heading area. Added a combat section. I should be perfectly happy with the layout by the end of the playtest. :) (Just be glad I'm restraining myself from adding in tables.)
 


FitzTheRuke

Legend
Here's mine. Sorry if it doesn't 100% fit your layout.

Hiromi Kitsune
Chaotic Good Female Human (Tian) Pathfinder Hopeful Rogue Level 1

AC 16 (Leather); TAC 15 (see Nimble Dodge reaction)
HP 17/17
Perception (Expert) +3

Actions
Speed: 25
Dagger +6; 1d4+4p (agile; finesse; thrown 10'; versatile S) 4/4
Rapier +6; 1d6+4p (deadly d8; disarm; finesse)
Sap +2; 1d6+4b (agile; nonleathal)
Short Bow +6; (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=Abilities, Skills, & Saving Throws]
Str 10(+0) Dex 18 (+4) Con 12(+1) Int 12(+1) Wis 12(+1) Cha 14(+2)

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

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

Languages
Common, Goblin
[/sblock]

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

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]
 
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AC and TAC should both be on the sheet.
Adding the nimble dodge listing is a bit dangerous without also noting that the +2 is a circumstance bonus since circumstance bonuses do not stack.
 

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