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.
__________________
Champion Lurker
Last edited by Trapper; Jan 14th, 2021 at 07:50 PM.
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.
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).
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.
Active Spells/Buffs/Conditions::
AC:: 15 normal HP:: 15of15 Spells:: Level1 - still working on
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost (Intelligence). You’re trained in the Intimidation skill and the Regional Lore. You gain the Group Coercion skill feat.Faithful
General -- You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. -- Special You can select this feat more than once. Each time, you become trained in the next type of armor above.
General, Skill -- Prerequisite(s): trained in Intimidation -- When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.Group Coercion
"All that is gold does not glitter/not all those who wander are lost; The old that is strong does not wither/deep roots are not reached by the Frost.
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 17th, 2021 at 02:05 AM.
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.
Ancestry: Human
Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Two free ability boosts
Level 1 Ancestry Feat: Viking Shieldbearer
Heritage: Versatile Heritage: Aasimar
Gain the aasimar trait
Gain low-light vision
Languages:Common, Additionally 1+Int modifier
Background: Warrior
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You're trained in the Intimidation skill, and the Warfare Lore skill
You gain the Intimidating Glare skill feat
Four additional Ability Boosts: Str, Con, Dex, Cha Class: Oracle
Key Ability: Your class gives you an ability bonus to Charisma.
Hit Points: 8 plus your Constitution modifier (You increase your maximum number of HP by this number at 1st level and every level thereafter.)
Initial Proficiencies
Trained in Perception
Trained in Fortitude
Trained in Reflex
Expert in Will
Trained in Religion
Trained in one or more skills determined by your mystery: Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier: Crafting, Survival, Diplomacy
Trained in simple weapons
Trained in unarmed attacks
Trained in light armor
Trained in unarmored defense
Trained in divine spell attack rolls
Trained in divine spell DCs
Class Features
Divine Spellcasting
Spell Repertoire
Mystery: Battle
Mystery Benefit: You are no stranger to the trappings of warfare. You are trained in medium and heavy armor. At 13th level, if you gain the light armor expertise class feature, you also gain expert proficiency in these armors. Choose one weapon group that embodies your mystery. You are trained in all martial weapons of that group. At 11th level, if you gain the weapon expertise class feature, you also gain expert proficiency for martial weapons in your chosen group, and you become trained in advanced weapons in that group.
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).Detect Magic | Cast: Single Action (verbal) Range: 30 feet; Targets: 1 creature Duration: until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.Guidance | Cast: 1 minute (somatic, verbal) Range: 30 feet; Targets: 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.
If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.Read Aura | Cast: Single Action (verbal) Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.Shield | Cast: Two Actions (somatic, verbal) Range: 30 feet; Targets: 1 dying creature
Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.Stabilize | Cast: Two Actions (somatic, verbal)
In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.Know Direction Revelation Spells:Cast: Reaction (verbal) ; Trigger: You are about to roll for initiative. Area: 20-foot emanation Duration: 1 minute
You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration.
Heightened (6th) The bonus increases to +3.
Heightened (9th) The bonus increases to +4.Call to Arms | Cast: Single Action (somatic) Range: touch; Targets: 1 weapon you're wielding
Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).
If the target weapon leaves your possession, weapon surge immediately ends.Weapon Surge 1st Level Spells:Cast: Two Actions (somatic, verbal) Range: touch; Targets: 1 weapon that is unattended or wielded by you or a willing ally Duration: 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.Magic Weapon | Cast: Single Action to Three Actions Range: varies; Targets: 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
Single Action (somatic): The spell has a range of touch.
Two Actions (somatic, verbal): The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
Three Actions (material, somatic, verbal): You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.Heal
Ancestry Feats: Viking Shieldbearer: Trigger: While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.Shield Block Reaction
Class Feats:
General/Skill Feats: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.Intimidating Glare
Class Feature: Battle Mystery | You thrive while adrenaline flows and your life depends on your might alone, but holding the collective battle prowess of the ages within you leaves your body weakened after a fight. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.
Minor Curse: Your body languishes when you aren't bringing harm to your foes. You take a –2 status penalty to AC and saving throws, but each time you make a Strike, you can suspend these penalties until the start of your next turn.
Moderate Curse: The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.
Major Curse: Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse's fast healing is equal to your level, and its damage bonus is +6. You gain a +1 status bonus to weapon and unarmed attack rolls, but you are stupefied 2.Curse of the Hero's Burden
Proficiencies: Low-LightVision | Common, CelestialLanguages | TrainedPerception | Trained in Fortitude, Trained in Reflex, Expert in WillSaving Throws | Trained in simple weapons, Trained in unarmed attacks, Trained in battle axe, Trained in All SwordAttacks | Trained in all armor, Trained in unarmored defenseDefenses
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?
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.
Ancestry: Dwarf
Hit Points: 10
Size: Medium
Speed: 20 feet
Ability Boosts: Constitution, Wisdom; and Strength was selected
Ability Flaw: Charisma
Traits: Dwarf, Humanoid
Languages: Common, Dwarven; Regional LanguageKelish and Ancestry LanguageTerran were selected
Special Abilities: Darkvision, Clan Dagger
Heritage: Strong-Blooded Dwarf
Level 1 Ancestry Feat: Rock Runner
Background: Detective
Ability Boosts: Intelligence, Strength
You're trained in the Society skill, and the Underworld Lore skill
You gain the Streetwise skill feat
Class: Monk
Key Ability: Your class gives you an ability boost to Or Dexterity, but Strength was chosen.Strength.
Hit Points: 10 + your Constitution modifier (2)
Initial Proficiencies
Trained in Perception
Expert in Fortitude
Expert in Reflex
Expert in Will
Trained in a number of additional skills equal to 4 plus your Intelligence modifier (2): Acrobatics, Athletics, Deception, Religion, Stealth, and Thievery
Trained in simple weapons
Trained in unarmed attacks
Expert in unarmored defense
Trained in monk class DC
Class Features
Flurry of Blows
Monk Feat: Mountain Stance
Free Ability Boosts: Strength, Dexterity, Constitution, and Intelligence
Mehtam Dunecarver (Monk 1) NG | Medium | Dwarf | Humanoid Perception +4 Languages Common, Dwarven, Kelish, Terran Skills Acrobatics +4, Athletics +7, Deception +2, Lore: Underworld +5, Religion +4, Society +5, Stealth +4, Thievery +4 Str +4, Dex +1, Con +2, Int +2, Wis +1, Cha -1 Itemsa backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskinadventurer's pack, clan dagger, explorer's clothing, grappling hook, lantern (hooded), manacles (simple), playing cards, religious symbol (silver), signal whistle, sling (10 bullets), thieves' tools; coin pouch (4G, 1C) Rock Runner Mehtam can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. [Your innate connection to stone makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren't flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead....] Streetwise Mehtam can use their Society modifier instead of their Diplomacy modifier to Gather Information. [You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally....]
AC 16; Fort +7, Ref +6, Will +6 HP 22/22
Speed 20 feet Melee ◆ unarmed +7 (agile, finesse, nonlethal), Damage 1d6+4 bludgeoning Melee ◆ falling stone strike +7 (forceful, nonlethal), Damage 1d8+4 bludgeoning Melee ◆ clan dagger +7 (agile, dwarf, parry, versatile b) Damage 1d4+4 piercing Ranged ◆ sling +4 (propulsive), Damage 1d6+2 bludgeoning Flurry of Blows ◆ (flourish, monk) Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. [Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn....] Mountain Stance ◇ (monk, stance) Mehtam enters the mountain stance. The only Strikes they can make are falling stone unarmed attacks. While in Mountain Stance, they gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, they have a Dexterity modifier cap to their AC of +0, and their Speeds are all reduced by 5 feet. [You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor....]
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.
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.
Ancestry: Ratfolk
HP - 6
Size - Small
Speed - 25 ft
Ability Boosts - Dexterity, Intelligence, Wisdom
Ability Flaw - Strength
Low-light vision
Languages - Common, Ysoki, Alko, Dwarven, Halfling, Undercommon
Heritage: Longsnout Rat - Imprecise Scent 30 ft.
Ancestry Feat: Ratfolk Lore - Trained in Acrobatics, Stealth, Ratfolk Lore
Background: Eldritch Anatomist
Ability Boosts - Intelligence, Dexterity
Skills - Trained in Medicine and Fleshwarp Lore
Feat - Assurance (Medicine)
Class: Investigator - Key Ability Intelligence
HP: 8 + Con
Expert in Perception
Trained in Fortitude
Expert in Reflex, Will
Trained in Society
Trained in 4+Int skills - Arcana, Athletics, Crafting, Diplomacy, Nature, Occultism, Religion, Thievery
Trained in Simple and Martial weapons, and unarmed attacks
Trained in Light Armor and Unarmored
Trained in Investigator class DC
Investigator Feat: Known Weakness
Methodology: Forensic Medicine
Trained in Medicine Otari Lore
Feats: Forensic Acumen and Battlefield Medicine
On a successful use of Battlefield Medicine, the subject is only immune for one hour, instead of one day.
a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskinAdventurer's Pack
Y/N
1
Basic Crafter's Book
Y/N
0.1
Thieves' Tools
Y/N
0.1
Y/N
Y/N
Y/N
Y/N
Y/N
Y/N
Total Bulk from Items:
0 (Backpack)
Coins
Platinum
Gold
Silver
Copper
0
0
1
0
Worn Items
Invest (Max 10)
Bulk
Explorer's Clothing
No
0.1
Rapier
No
1
Shortbow
No
1
Healer's Tools
No
1
Arrows (20)
No
0.2
No
No
No
No
No
No
No
Total Bulk from Worn Items:
---
3.3
Bulk
Bulk Carried: 3.3
Encumbrance Threshold: (4)
Maximum Bulk: (9)
Languages: Alko, Common, Dwarven, Halfling, Undercommon, Ysoki Ancestry Feats:Years of experience among ratfolk communities have made you nimble, and you've learned to run and hide when enemies threaten. You gain the trained proficiency rank in Acrobatics and Stealth. You also become trained in Ratfolk Lore.Ratfolk Lore Skill Feats:Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).Assurance (Medicine), You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.Forensice Acumen, You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day hour.Battle Medicine Class Features: On the Case, Devise a Stratagem, You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.Forensic Medicine, Strategic Strike 1d6 Class Feats:Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.Known Weaknesses
Last edited by Kaigen; Jan 19th, 2021 at 01:10 PM.
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
Aster 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.
Aster’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.
Spell Attack: +7 | Spell DC: 17 | Focus Points: 2 | Class DC:17 Spells Per Day:1st: 2 Cantrips: Cast: Two Actions (somatic, verbal) Area: 30-foot emanation
You splash a glob of acid that splatters creatures and objects alike. 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.
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.Tanglefoot| In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location). Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.Know Direction | Range 30 feet; Targets 1 dying creature Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.Stabilize | Range 30 feet; Targets 1 creature Duration until the start of your next turn You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.Guidance
1st Level Spells: Range touch; Targets 1 creature Saving Throw Fortitude You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save. Critical Success The target is unaffected. Success The target takes 1d4 poison damage. Failure The target is afflicted with spider venom at stage 1. Critical Failure The target is afflicted with spider venom at stage 2. Spider Venom (poison); Level 1; Maximum Duration 4 rounds. Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 2 (1 round).Spider Sting | Range 30 feet Duration sustained up to 1 minute You conjure a plant or fungus to fight for you. This works like summon animal, except you summon a common creature that has the plant or fungus trait and whose level is –1, such as those below. Heightened (2nd) Level 1. Heightened (3rd) Level 2. Heightened (4th) Level 3. Heightened (5th) Level 5. Heightened (6th) Level 7. Heightened (7th) Level 9. Heightened (8th) Level 11. Heightened (9th) Level 13. Heightened (10th) Level 15.Summon Plant or Fungus | Range touch; Targets 1 ripe berry Duration 10 minutes You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human. Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.Goodberry
Class Feats: You gain a leshy familiar, a Tiny plant that embodies one of the many spirits of nature. Other than taking the form of a plant instead of an animal, this familiar uses all the same rules as other familiarsLeshy Familiar
General/Skill Feats:You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.Natural Medicine | 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. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.Keen Eyes
Class Feature: Primal Spellcasting | 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.Committing wanton cruelty to plants or killing plants unnecessarily is anathema to your order. (This doesn’t prevent you from defending yourself against plants or harvesting them when necessary for survival.)Druid Anathema | Druidic Language | Druidic Order (leaf) | Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.Shield Block | 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.Wild Empathy
Proficiencies:
Trained in Perception
Trained in Fortitude
Trained in Reflex
Expert in Will
Trained in Nature
Trained in herbalism lore
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)
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.
Active Spells/Buffs/Conditions::
AC:: 15 normal HP:: 15of15 Spells:: Level1 - still working on
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost (Intelligence). You’re trained in the Intimidation skill and the Regional Lore. You gain the Group Coercion skill feat.Faithful
General -- You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. -- Special You can select this feat more than once. Each time, you become trained in the next type of armor above.
General, Skill -- Prerequisite(s): trained in Intimidation -- When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.Group Coercion
"All that is gold does not glitter/not all those who wander are lost; The old that is strong does not wither/deep roots are not reached by the Frost.
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.
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.
STR 10
DEX 16
CON 10
INT 12
WIS 10
CHA 18
FORT +2
REF+5
WILL+6
AC: 16
Focus Spells 2/2
Ancestry: Tiefling Human
HP: 6 (Human)+ 8 HP (Bard)
Boosts: DEX and CHA
Size Medium
Speed 25 ft
Ancestry feat: Hellspawn
Trained in Free_____ and Legal Lore You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speechLie Me to Me
Background: Charlatan
Boosts: Cha + Con
Trained: Deception, Underworld Lore Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.Charming Liar Skill feat
Class: Bard
Boost: CHA
Expert in Perception
Trained in Fortitude
Trained in Reflex
Expert in Willpower
Trained in Occultism
Trained in Performance
Trained in additional skills equal to 4+INT (6 skills)
Trained in simple weapons
Trained in longsword, sap, rapier, shortbow, shortsword, whip
Trained in light armor
Trained in unarmed attacks
Trained in occult spell attacks
Trained in occult spell DCs
Muse: Maestro
Lingering Composition (focus spell+1)
Soothe
Equipment
Studded Leather Armor +2
Rapier 1d6+3
Shamisen
Oni Mask
Human Teifling Bard 1
Hit Points: 14/14 | AC: 16 | Perception: +6 | Speed: 25' Saves: Fort: +2 | Ref: +5 | Will: +6
STR 10(+0) DEX 16(+3) CON 10(+0) INT 14(+2) WIS 10(+0) CHA 18(+5)
Spell Attack: +7 | Spell DC: 16 | Focus Points: 2 | Class DC: 18 Spells Per Day: LvL 1: 2 Cantrips(5):You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.Inspire Courage | The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell.Prestidigitation | 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.Telekinetic Projectile | You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.Daze| You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.Mage Hand | You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).Ghost Sound 1st Level Spells (2): Soothe | To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success: The target is unaffected and aware you tried to charm it. Success: The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).Failure: The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you. Charm | Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat. Critical Success: The creature is unaffected. Success: The creature takes a –1 status penalty to Perception checks for 1 round. Failure: The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically. Critical Failure: The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.Sleep
General/Skill Feats:You are trained in Deception and Legal Lore.Hell Spawn | You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.Lie To Me | Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.Charming Liar Class Feats:By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1. Lingering Composition |You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. Soothe Class Feature: Ancestry + Background | occult spellcasting | spell repertoire | composition spells| muse | Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.Counter Performance | | | | | Languages: Common, Infernal, Daemonic
Weapons: Rapier atk+6/ dmg 1d6+3
Equipment:
Studded Leather Armor +2, Shamisen, Oni Dread Mask
__________________ Posting Status: Normal
Last edited by DaniLore; Feb 8th, 2021 at 08:29 PM.