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  #1  
Old Jan 13th, 2021, 07:46 PM
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Character Creation

At least for the first characters we make, to help me double check your work, please list the step by step.

Also: What sheets would we like to use? One here using code, which is harder to keep up to date and edited, imo. Or does someone else have a idea? Mythweavers has a 2e sheet, so that's a possibility.



 
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Last edited by Trapper; Jan 14th, 2021 at 07:50 PM.
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Old Jan 16th, 2021, 10:08 PM
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Hello everyone. And thank you Trapper for running a P2e game.

While I think the 2e sheet you linked below is absolutely stunning, I personally find them abysmal to update. I whole-heartedly vote for the Mythweavers sheet.
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Old Jan 16th, 2021, 11:02 PM
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I'm not familiar with either the code sheet or MythWeavers, but I'm willing to learn. The previous PF2e game I was in used Charon's PF2 character sheet (Google Sheet).
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Old Jan 17th, 2021, 02:01 AM
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I think I may be quite comfortable with using the big coded character sheet, as I don't edit my sheets directly too often. I usually just include an additional stat block/conditions fieldset to make updates at the bottem of my character post such as this below:

Edit: and as I inspect, Trapper's code character sheet looks to be rendered better than mine. I may adopt. Thank you.


 
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Last edited by WhiteStag; Jan 17th, 2021 at 02:05 AM.
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Old Jan 17th, 2021, 02:04 PM
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Application - WIP
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Name: Asger Bjarnesen
Description: Asger is an imposing site. Standing just over six feet tall, with a tanned complexion that seems to sparkle gold in firelight, and a physique that would rival the statues carved of the gods, there is little doubt in the minds of those that meet him that divine blood courses through his veins. Yet, despite possessing the physical qualities that most men could only hope to achieve, their is an unrest in his heart that never seems to quite except on the battlefield. For it is only there that he feels truly alive.

Enemies die under his blade and rest do their best to keep their distance, leery of his manner and appearance. Knowing nothing of his true lineage, though he can feel his connection to his divinity, even draw power from it, it offers him no solace. He is ever alone.

History: Many years ago, a raiding party set out from the northern lands of the Linnorm Kings, as their forebears had done for generations. Like the harbingers of death that they were, site of their longboat meant certain death for whatever town or village they set upon. It was during one such raid along the coast of Varisia that a raider found an infant child lying unscathed amidst the burning rubble of what had once been its home. He was about to likely do the only charitable thing he had ever done,and ease the child's passing, but as he raised his axe, he found that he could not. Uncertain if it was the calm stillness the child possessed, despite the chaos and despair surround it, the look of its eyes that seemed to pierce directly into hissoul, or perhaps its skin that seemed to sparkle slightly in the light of the fire, but Bjarn took the child, claiming him as a spoil, as was his right.

Years passed and the child, given the name Asger by his adopted father, Bjarne, quickly adapted to the life he found himself. Nearly as soon as he could wield a shield and spear, he began to dominate every raid he participated in, handily stealing the honor and glory to be found and at the same time alienating himself from the other raiders. In fact, so skilled had the child become at delivering death that the others in the village came together and decided the boy, now a young man, had to go.

Bjarne emerged from his home to confront those that would take his son, axe and flaming torch in hand. As the first sword came toward Bjarne, a shield came from the side to intercept the strike, sounding like the tolling of a great bell the quited all those gathered. As the sheild was lowered, the villagers came face to face with Asger Bjarnesen, full armed and armored, wearing a face that hid nothing of his intentions.

As Bjarne looked upon his son and his skin that still sparkled gold in the firelight, and then back toward the rest of the men from the village, he knew what must be done. He rested his thick calloused hand on his son's arm. Asger turned to his father. No words were exchanged , but they both knew what was said; it was time for Asger to go. Without another word, Asgerturned and walked toward the shore. None of the other villagers raised a hand to Bjarne. Although they would never admit it, they knew to a man that he had just saved their lives.

Asger had taken a boat and began sailing south. He did not have a destination in mind, only knowing that he needed to keep moving. A sudden storm suddenly set upon Asger, catching him unaware, something that was nearly impossible for someone that had spent their entire life on the Steaming Sea. It took every bit of skill he had to ride the storm and navigate the ever growing swells. But, in the end, his boat broke upon the waves and Asger was sent into the water.

When he awoke, he was lying on a beach he did not recognize, still clinging to a piece of his boat he must have been floating on. Some nearby fishermen saw him and ran over to help. When asked here he was, they told him that he was on Starstone Isle. Bewildered, Asger rose and turned back toward the water, wondering what sorcery was at work that had carried him all the way to the Inner Sea.


 


 

Last edited by Silent Rain; Jan 24th, 2021 at 03:09 PM.
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  #6  
Old Jan 18th, 2021, 10:26 AM
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Silent Rain, I could be wrong, but Asger's stats look a little low. Did you start with your ability scores at 10, and did you remember that you get 4 ability boosts after the boosts for ancestry, background, and class?
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Old Jan 18th, 2021, 01:05 PM
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Mehtam Dunecarver
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Name: Mehtam al-Saskia Dunecarver
Faith: Torag, Sarenrae and Angradd
Alignment: Neutral Good
Homeland: Katheer, Qadira

Description: Mehtam wears dark, billowy and kind clothes braced to their brawny body. A mix of cultures with Qadiran traveling attire, most, but varied amongst is the static functionality of dwarven designs with a light flair of the Absalomian people. Their skin has taken the red sands in Qadira and collected it like plates in armor. Scars of days and nights in the desert. It is possible that they will be a great champion of Xerbystes II himself one day. A pride of the Paraheen. Maybe they already are.

They walk without emotion, bearing solid and emboldening those around them, as if Torag forged them too. The ground won't shudder under their feet. They are a dwarf. A spirit of justice and strength. Only those that fear discovery would shake.

Backstory: I am Mehtam al-Saskia Dunecarver Paraheen, craft of Torag, child of Davar, blood of Rodmon Twice-Blind. My life is seen by the gods and by men.

My spark was drawn amongst the dunes of Qadira, child of Saskia and Davar of clan Dunecarver. Our place is to be found in lands long from our home. Where we will forge a citadel in honor of our ancestorsThis will most certainly never happen in their lifetime or their daughter's daughter's.*. Where sand will remember it was once stone.

Every resident of the border land is conscripted at one point in their life. I was at an early age, when my hands grew strong enough to hold a hammer, but before they learned to forge. My training was in the Ayyarad, where I learned not only to fight, but speak, and how a person should be. I learned to be strong and kind, to offer my hand to those in need and be strong enough to ask such of another. I learned to give grace and when to take it away.

My time there was short, barely a few years, but by the time I was a part of the The Imperial Forces—which are considered more prestigious—protect the capital and outside borders of the empire, fight wars, guard embassies in foreign lands, escort dignitaries, and protect the trade routes.Imperial Forces my lessons had been carved. Lessons of war and of the person I could be at war. I still think back to the blood I spilled for the satrap as just, but my body is covered in it.

Only a fellow soldier and faithful of the old ways of Sarenrae could set my mind at ease. After my time in service, I joined him at the Katheer’s largest cathedral is the center of Sarenite worship in Qadira, though its blunt rejection of the militant Cult of the Dawnflower has brought it under fire from the cult’s sympathizers in Katheer’s government. Nevertheless, the graceful, open-air building still welcomes thousands of loyal worshipers each morning as the faithful assemble to greet the sun.Temple of Dawn's Grace to study and ease my mind. For a long time I wanted to — like my katar — be sheathed.

In these times my hospitality was asked commonly, and I offered aid to those that sought it as a small part of the temple. Each I spoke long with if they could. Many taught me things about the lands outside of my home. One such guest came with less than fine reasons and taught me much more. Her aims were burdensome, ideas were ruthless, and by the end of our "— which was finely spiced and we enjoyed good dwarven beer —" (They will always add)dinner I knew her to be both an assassin and guest. Using my hospitality and the temple of pacifists to get away.

On the next day as she left the temple and my home, I crushed her, then took her to see the family she slew. The right of the surviving family to slay the murderer was true, so I brought her over sea and to a land I barely knew to give them that right.

In Absalom the laws worked differently, however. And the guilty were taken by case workers to see justice by court and council. It was strange to me at the time. Justice. A spirit I was still haunted by. But of a foreign culture.

In the time I was considering what I had found in Absalom, my abilities were noticed by the detective agency and I was offered work. While I would have returned to my home amongst the Paraheen, I knew that the temple was a life behind me now. I wouldn't find what I was looking for amongst the same dunes I knew. So I accepted the job and learned the justice of new lands.

Now my search finds me in the nearby town of Otari. A place where my own justice can be proven. It is a place of strange rumor with few resolutions. Where law seems both realized and forgotten.

Dunecarver's Details--
  • They have a dry sense of humor and are quite the joker, but few understand that with Mehtam's neutral voice.
  • Mehtam has been a heavy gambler ever since their time in the Qadiran military.
  • Their beard is decorated with silver and gold rings from criminals they have personally apprehended. It is a show of strength that none have been removed by another after being tied in.
  • Once a week, Mehtam goes to the Dawnflower Library to pray and read. They are well-known in the library.
  • Mehtam goes to Toski whenever someone in town dies of unknown circumstances. Since Mehtam talks for a long time and goes to different topics often, they usually come bearing gifts of spice and alcohol.

 

 


Ex Notes: I made a recreation of the NPC creature stat block for PCs with my coffee. It might work if y'all like it. The [...]s are for the full text if it gets too big, since I hate unwieldy text.

Last edited by Maskain; Jan 22nd, 2021 at 07:39 PM.
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Old Jan 18th, 2021, 04:44 PM
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Character Info
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Name: Toski
Background: Eldritch Anatomist
Class: Investigator

Description: A tan-furred Ratfolk of small stature and lean build. Toski generally wears simple, comfortable clothing and is frequently seen with a book in hand or under his arm. Not prone to drawing attention unless needful, he frequently disappears into a crowd or the silence of a reading nook.

Background: Born and raised in Otari, Toski is a fixture in any local place where books can be found and perused. When he is not reading or discussing theories with local scholars, he practices his trade as a physician, and he often consults with the Otari Guard when a death occurs or a strange body turns up in the river or on the edge of Fogfen. He is fascinated by the aberrant physiology of some of the latter creatures, and has often wondered if he could turn up evidence of their origins in the vicinity of Gauntlight.

Personality: Cheerful, helpful, and self-effacing to a fault, Toski is known around Otari as an easy-going fellow who is not particular about being paid in a timely fashion. Indeed, he has been known to defer payment indefinitely for some of the poorer residents of the village. While he bears jokes and jibes with good grace, he has been known to be absolute in defending his friends, and he knows a thing or two about placing a blow where it will hurt most.
 

 


 

Last edited by Kaigen; Jan 19th, 2021 at 01:10 PM.
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Old Jan 19th, 2021, 06:50 AM
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[FIELDSET="WIP"]Name: Aster Haven
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Ancestry: Halfling
  • HP: 6
  • Size: Small
  • Speed: 25ft
  • Ability Boosts: Dexterity, Wisdom, Free
  • Ability Flaw: Strength
  • Language: Common, Halfling
  • Ancestry feat: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you.Keen eyes
  • Heritage: You hail from deep in a jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.Wildwood Halfling

Background: As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You're adept at collecting the right natural cures in all sorts of environments and preparing them properly.Herbalist
  • Ability boosts: Wisdom and Dexterity
  • You're trained in the Nature skill and the Herbalism Lore skill.
  • You gain the Natural Medicine skill feat.

Class: Druid
  • Primal Spellcasting
  • Anathema
  • Druidic Language
  • Druidic Order
  • Shield block
  • Wild You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.Empathy

Druidic Order: You revere plants and the bounty of nature, acting as both a gardener and warden for the wilderness, teaching sustainable techniques to communities, and helping areas regrow after disasters or negligent humanoid expansion.Leaf
  • You are trained in Diplomacy.
  • You also gain the Leshy Familiar druid feat.
  • You gain the goodberry order spell, and you increase the number of Focus Points in your focus pool by 1.
  • Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order.

Proficiencies:
[LIST][*]Trained in Perception[*]Trained in Fortitude[*]Trained in Reflex[*]Expert in Will[*]Trained in Nature[*]Trained in one skill determined by your druidic order (Diplomacy)[*]Trained in a number of additional skills equal to 2 plus your Intelligence modifier (Survival, Crafting)[*]Trained in simple weapons[*]Trained in unarmed attacks[*]Trained in light armor[*]Trained in medium armor[*]Trained in unarmored defense[*]Trained in primal spell attacks[*]Trained in primal spell DCs


BackstoryAster is the youngest of seven and her family’s business, Haven’s Herbs & Remedies, is a small but well-known shop located on the outskirts of the town of Otari. The business operates out of a large (but non-functioning) vardo wagon and is run by the Rosa, the Haven family matriarch, along with her bustling brood of children. In addition to selling crushed herbs and tinctures, Rosa spends her time passing on the knowledge of her trade to her offspring.

Aster tolerates her training in herbalism, though she tries not to roll her eyes when her mom launches into one of her lectures on the ten uses of Snakeroot. In truth the young halfling is less interested in the healing properties of plants and is mostly focused on the more exotic effects of the species she encounters. There is nothing that she loves more than exploring a remote corner of the forest in hopes of uncovering a new poisonous berry or deadly fungi to add to her collection.

Her tendency to wander has taken her further and further afield, and these days she finds herself beginning to feel restless for a true adventure.

Party RoleAster’s training as a herbalist means she is a capable healer, although her passion for poisonous plants makes her more likely to use her knowledge of rare flora to damage and hinder her enemies in combat (and occasionally provide support to her friends.) She can move with swift assurance through the wilderness, rarely losing her way, and is well versed in reading the signs of nature.


Stats
STR: 10 -2 (ancestry)= 8 (-1)

DEX: 10 +2(ancestry) +2 (additional boost)= 14 (+2)

CON: 10 +2 (background) +2 (additional boost)= 14 (+2)

INT: 10= 10 (+0)

WIS: 10 +2 (ancestry)+2 (background) +2 (class) +2 (additional boost)= 18 (+4)

CHA: 10 +2 (free ancestry) +2 (additional boost)= 14 (+2)



AC= 10 + 2(DEX modifier) + 3(proficiency bonus) +1(padded armor) +2 (wooden shield) =18

Perception: +7

Saving Throws:

Fortitude: 10+ 3(proficiency) +2 (CON)= 15

Reflex: 10+ 3(proficiency) +2(DEX) =15

Will: 10 +5 (expert proficiency) +4(WIS)= 19


Equipment
-Adventurer’s Pack -7sp
-Padded armor -2sp
-Wooden Shield
-Staff- 1d4 B, (two hand 1d8)
-Sling- 1d6 B (propulsive)
-Belt Pouch- 4cp
-Holly and Mistletoe


SpellsCantrips: acid splash, tanglefoot, know direction, stabilize, guidance
1st level Spells: Spider Sting, Summon Plant/ Fungus


 
Stat Block




Last edited by RJonesy; Jan 26th, 2021 at 06:42 AM.
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Old Jan 20th, 2021, 05:49 PM
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Shandra Valkyrie
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The abbey of Whitespire has always sat back and blessed the small town of Otari, with its abundant gardens, serene courtyards, and compassionate matrons of graciousness, and of celebrated services. A fixture in the town, an icon of giving and of tranquility, the renowned abbey has brought nothing but love and comfort to all those that wish to receive, and to all of those that rest under the auspiciousness and broad awnings of relax and repose.

A disturbance in the fisheries, fear and unrest amongst the people, Mother Matron Govinda, the Abbot of Whitespire herself, has heeded the call and assigned one of her Valkyrie nuns, Shandra, to investigate and to lend aid to all those noble hearts that wish to uphold a righteous purpose.

Quaint and Outspoken, yes indeed, quite a juxtaposition, but nevertheless, an accurate and rather curious combination of personality characteristics… no?
Lithe, delicate, compassionate and kind, Shandra glides with a regal and celestial grace, much as those whom one would expect of a well groomed debutante of the high courts. But powerful, yes, and rapturous to all those that would seek to take advantage of her gentleness, and to those that would mistreat her with the disrespect and cold inequality. Her eyes have been known to come aflame with the presence of an Archangel of Light, and her voice as resounding as the great gong of a church bell, rumbling in the halls.

Fairness, love, peace and justice are the righteous tenants of Abbey Whitespire, and Shandra Valkyrie, her surname given to matrons that serve beyond the convent walls, Shandra upholds all of these noble virtues with every fiber of her lighted being.

Admittedly, this is her first real mission… While she continues to fight back trembles that crop up ever so often with the sheer thought of anything strange and slimy down in those fisheries. She hopes to accompany a team of strength and merit that will defend her flanks, allowing her to stay secure to administer her flashing talents of spontaneous, divine renewal, and timely celestial fortification…


-Note: only top half of stats and skill ranks are correct. The rest of the below; gear and spells are incorrect. Will have entire sheet finished soon.

 
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From the ashes a fire shall be woken/a light in the shadows shall spring; Renewed shall be blade that was broken/the crownless again shall be King."

Last edited by WhiteStag; Jan 25th, 2021 at 12:57 AM.
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  #11  
Old Jan 24th, 2021, 01:36 AM
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Vesper
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Name: Vesper
Race: Human Tiefling
Class: Bard
Alignment: CG
Deity/Muse: Nocticula, Besmara, Calistria

Appearance: 5’6 with a willowy, flexible frame, many are typically offput by Vesper’s beguiling, otherworldly appearance. Fair with soft violet eyes and braided dusky blue hair, her youthful, angelic face paired with black devil horns inspire both fear and fascination from those enthralled by her lilting siren voice. Dressed in pirate fashion, shrouded in mystery, her most prized possessions are her shamisen and the Dread Mask of her former Captain.

Background:

Vesper currently lives at the Thirsty Alpaca, with the blessing of Innkeep Rufus. In exchange for free rent, all she need do is lure in costumers--preferably ones with some coin to spend. Nothing is for free. With nowhere to go and nothing to occupy her days but drinking, a little side quest at the fishery sounds like a nice escape. Vesper is pretty candid about most things, but her colorful past is a bit of a secret.

Score
STR 10
DEX 16
CON 10
INT 12
WIS 10
CHA 18

FORT +2
REF+5
WILL+6

AC: 16
Focus Spells 2/2


 


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Last edited by DaniLore; Feb 8th, 2021 at 08:29 PM.
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