The Fall of Plaguestone
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The Fall of Plaguestone
Y'all know what it is. Single module, runs levels 1-4, all core ancestries allowed, check with me about weird stuff.
Looking for four players, all of whom are, for whatever reason, traveling from Isger to Andoran on Bort Bargith's merchant caravan. Shoot me a Discord DM with a character concept and your current game commitment (if cuts end up needing to be made, spots will probably be more likely to go to people in fewer other games).
Looking for four players, all of whom are, for whatever reason, traveling from Isger to Andoran on Bort Bargith's merchant caravan. Shoot me a Discord DM with a character concept and your current game commitment (if cuts end up needing to be made, spots will probably be more likely to go to people in fewer other games).
AgreeableChap- Posts : 197
Join date : 2018-08-14
Age : 31
Location : Grand Rapids, MI
Re: The Fall of Plaguestone
- Kunzang:
- Kunzang (he/him)
Level 1
Ancestry
Human (Versatile) +INT | +DEX
Background
Merchant +INT | +DEX
Class
Alchemist (Chirurgeon) +INT
Free Boosts: +INT | +DEX | +WIS | +CHA
Stats
STR 10 (+0)
DEX 16 (+3)
CON 10 (+0)
INT 18 (+4)
WIS 12 (+1)
CHA 12 (+1)
Class Features- Alchemy:
- You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don’t understand your strange science.
You gain the Alchemical Crafting feat, even if you don’t meet that feat’s prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. The catalog of alchemical items begins on page 543. You can use this feat to create alchemical items as long as you have the items’ formulas in your formula book.
- Infused Reagents:
- You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end. While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
- Advanced Alchemy:
- During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
- Quick Alchemy:
- If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
- Research Field (Chirurgeon):
- You concentrate on healing others with alchemy. You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser antidote, lesser antiplague, or minor elixir of life.
As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.
- Formula Book:
Ancestry Feats- Natural Ambition:
- You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Class Feats- Quick Bomber:
- You keep your bombs in easy-to-reach pouches from which you draw without thinking. You Interact to draw a bomb, then Strike with it in the same action.
- Far Lobber:
- You’ve learned how to throw a longer distance. When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.
General Feats
---
Skill Feats- Bargain Hunter:
- You can Earn Income (page 236) using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
- Alchemical Crafting:
- You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
- Battle Medicine:
- You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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.
Skills (unlisted = untrained)
(T) Arcana
(T) Crafting
(T) Deception
(T) Diplomacy
(T) Mercantile Lore
(T) Medicine
(T) Nature
(T) Occultism
(T) Religion
(T) Society
Languages
Tien
Common
Elven
Gnomish
Halfling
Max HP: 16
Defenses
(T) Light Armor, Unarmored Defense
(T) Perception
(X) Fortitude
(X) Reflex
(T) Will
Gear
(T) Studded leather
AC bonus: +2
DEX cap: +3
Check penalty: -1
Speed: 25 -0
(T) Hand crossbow
Range: 60
Damage: 1d6 (Piercing)
Traits: Reload 1
(T) Dagger
Range: Melee or thrown 10
Damage: 1d4 +STR (Piercing or Slashing)
Traits: Agile, finesse
Currency
1 gp
5 sp
Other Items
60 crossbow bolts
Formula book
Alchemist's tools
Healer's tools
Backpack
Bedroll
2 belt pouches
10 pieces of chalk
Flint and steel
50 feet of rope
2 weeks' rations
Soap
5 torches
Waterskin
Last edited by Nimbostratus on Tue Sep 01, 2020 6:41 pm; edited 2 times in total
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: The Fall of Plaguestone
- Tessik:
- CG Ysoki Ranger 1
Gender: Female (she/her); Age: 18; Size: S
Key Ability: Dex; Ranger Class DC: 17; Hero Points: 1
Senses: Perception +7 (Expert)
Offenses:
Speed: 25 feet
Shortbow (60 Ft) | +7 | 1d6 P | Deadly d10
Shortsword | +7 | 1d6 P/S | Agile, Finesse
Defenses:
HP: 18/18
AC: 16 (Leather Armor)
Fort +7 (Expert), Reflex +9 (Expert), Will +5 (Trained)
Ability Scores:
Str: 10
Dex: 18
Con: 14
Int: 12
Wis: 14
Cha: 10
Ancestry Abilities/Feats:
Deep Rat:
Your ancestors lived deeper underground than other ratfolk, granting you the ability to see in the dark. You gain darkvision.
Ratfolk Lore:
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. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Ratfolk Lore.
Background: Teamster
Languages: Common, Ysoki, Draconic
Skills:
Mercantile Lore +4, Acrobatics +7, Survival +5, Stealth +7, Nature +5, Medicine +5, Religion +5, Thievery +7, Athletics +3, Crafting +4, Society +4
Skill Featsl:
Train Animal:
You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
Failure The animal doesn’t learn the trick.
Class Features/Feats:
Hunt Prey: [1 action] (Concentrate)
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.
You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Flurry:
You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
Hunted Shot: [1 action] (Flourish)
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
General Feats:
Proficiencies:
Trained in simple, unarmed, and martial weapons
Trained in light + medium armour, and unarmoured defense
Trained in Ranger class DC
Gear:
Adventurer’s Pack (1), Shortbow (1), Shortsword (1), Leather Armor (1), Thieves' Tools (.1), Arrows x50 (.5)
Money: 56 Silver
Bulk: 4.6/5
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: The Fall of Plaguestone
- Lilia Bonebiter:
CN Human (Skilled Heritage) Wizard (Necromancy School) 1
Background: Refugee Age: 17 Hair: Brown Eyes: Brown
Perception: 5
Offenses:
Speed: 25
Dogslicer +5 (1d6 Slashing, Agile)
Defenses:
HP: 18 AC: 14
Fort: 5 Reflex: 5 Will: 6
Stats:
Str: 10
Dex: 14
Con: 14
Int: 18
Wis: 12
Cha: 10
Skills: Society +7, Lore (Goblins) +7, Arcana +7, Acrobatics +5, Thievery +5, Crafting +7, Stealth +5, Occultism +7, Performance +3, Survival +4
Skill Feats
Streetwise
Class Features
Arcane Bond: Father’s ring
Drain Bonded Item (Free Action 1/day) Recast a spell already cast today
Arcane Thesis: Metamagical Experimentation- Spells:
Spell Attack Mod: +6 Spell DC: 16
Focus Points: 1
Focus Spells (1st level): Call of the Grave
Prepped:
Cantrips:
Ray of Frost
Detect Magic
Shield
Light
Mage Hand
1st Level:
Grim Tendrils
Fear- Spellbook:
Cantrips:
Acid Splash
Ray of Frost
Detect Magic
Shield
Tanglefoot
Chill Touch
Read Aura
Light
Message
Mage Hand
1st level:
Grim Tendrils
Color Spray
Grease
Burning Hands
Magic Missile
Fear
Reach Spell
Gear: Adventurer’s Pack, Material Component Pouch, Writing Set, Dagger, Dogslicer, Repair Kit, Compass, Thieves’ Tools, Artisan’s Tools
2.5 gp
Nobody7713- Posts : 2269
Join date : 2018-08-17
Re: The Fall of Plaguestone
- Alma:
- Name: Alma
Pronouns: She/her
Age: 26
Size: Medium
Speed: 25 ft
Languages: Common, Elven
HP: 21/21
AC: 18 (Chain Mail - Flexible, Noisy)
Saves: Fort (E) +8 | Reflex (T) +4 | Will (E) +5
Perception: +3 (T)
Glaive +7 (1d10 + 4 Slashing, Deadly d8, Forceful, Reach)
Spellcasting: 1 Focus Point
Lay on Hands
Class: Champion of Shelyn (Liberator)
+STR
Ancestry: Human (Half-Elf)
+STR | +CON
Background: Missionary
+STR | +CON
Free boosts
+STR | +CON | +DEX | +CHA
Stats:
STR: 18 (+4)
DEX: 12 (+1)
CON: 16 (+3)
INT: 10 (0)
WIS: 10 (0)
CHA: 12 (+1)- Skills with a bonus:
- Acrobatics +1
Athletics +4
Deception (T) +4
Diplomacy (T) +4
Intimidation +1
Lore (Scribing) (T) +3
Medicine (T) +3
Nature (T) +3
Performance +1
Religion +3
Stealth -1 (Armor)
Survival (T) +3
Thievery +1
- Feats:
- Class Feats: Liberating Step
Unimpeded Step
Ancestry Feat: Round Ears
Deific Weapon
Devotion Spells
Low-Light Vision
Shield Block
Group Impression
Gear: Glaive (2 gp)
Chainmail (1 gp)
Adventurer's Pack (0.7 gp)
Compass (1 gp)
Scroll Case (0.1 gp)
Thieves' Tools (3 gp)
Writing Set (1 gp)
1 gp 2 sp
SnakeWrangler- Posts : 63
Join date : 2018-08-14
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