Troubles in Otari
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Troubles in Otari
The small seaside town of Otari is known for its fresh fish and skilled sailors. It's also a big logging town, providing valuable wood to the nearby metropolis of Absalom.
Today the owner of the Otari Fishery, Tamily Tanderveil, has called for help, asking for a few brave souls to help her with a problem at the Fishery. Little does she know, you'll find more trouble than anyone bargained for.
(Pathfinder 2e, starting at 1st level)
Today the owner of the Otari Fishery, Tamily Tanderveil, has called for help, asking for a few brave souls to help her with a problem at the Fishery. Little does she know, you'll find more trouble than anyone bargained for.
(Pathfinder 2e, starting at 1st level)
Eagleheart- Posts : 346
Join date : 2018-08-15
Age : 37
Re: Troubles in Otari
Well, I've got a basic fighting man made, just need to fluff add but that shouldn't take too long.
Basic Fighting Man.
Basic Fighting Man.
Last edited by ManOfTroy on Thu Jan 07, 2021 3:44 pm; edited 1 time in total
ManOfTroy- Posts : 27
Join date : 2018-12-29
Re: Troubles in Otari
- Character Art:
- Mienna Chasseur:
- CG Versatile Human Ranger 2
Background: Hunter
Languages: Common, Sylvan, Halfling
Traits: Human, Chaotic, Good
Size: Medium; Gender: Female; Age: 20; Height: High-Average; Weight: Athletic
Skin: Tanned Light; Eyes: Brown, but usually concealed; Hair: Long Reddish-Brown;
Pretty much always wears a fox-mask. No one is quite sure why.
Perception: +6 (Expert)
Defenses
HP: 32; AC: 19
Armor: Studded Leather (Trained)
Fort: +8 (Expert); Ref: +9 (Expert); Will: +4 (Trained)
Offenses
Speeds: 25 Land
Hatchet (Trained): +7 (1d6+3 Slashing) [Agile, Sweep, Thrown 10]
- Hatchet Throw (Trained): +7 (1d6+3 Slashing) [Agile, Sweep, Thrown 10]
Dagger (Trained): +7 (1d4+3 Piercing) [Agile, Finesse, Thrown 10, Versatile Slashing]
- Dagger Throw (Trained): +7 (1d4+3 Piercing) [Agile, Finesse, Thrown 10, Versatile Slashing]
Stats
STR: 16 (+3)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 10 (+0)
CHA: 10 (+0)
Ancestry
Stats: Strength/Dex
Hit Points: 8
-Heritage-
Versatile Human: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
-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.
Background
Name: Hunter
Stats: Dex/Con
Description: You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.
Skill: Survival
Lore: Tanning
Skill Feat: Survey Wildlife: You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.- Trained Skills:
Armor Check Penalty: -1 (Strength 10)
Athletics +7 (Trained)
Crafting +5 (Trained)
Medicine +4 (Trained)
Nature +4 (Trained)
Society +5 (Trained)
Survival +4 (Trained)
Thievery +7 (Trained)
Lore (Tanning) +5 (Trained)
Class
Subclass: Flurry Edge
Key Stat: Str
Class DC: 16 (Trained)
Hit Points: 10
-Class Features-
(1A) Hunt Prey
[Concentrate, Ranger]
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 Edge
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.
-Class Feats-
(1A) Twin Takedown
[Flourish, Ranger]
Frequency: Once Per Round
Requirements: You are wielding two melee weapons, each in a different hand.
You swiftly attack your hunted prey with both weapons. Make two Strikes against your hunted prey, one with each of the required weapons. If both hit the same hunted prey, combine their damage for the purpose of its resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Gravity Weapon [Natural Ambition]
Your expertise with your weapons and commitment to taking out your targets lends you magical power. You gain the gravity weapon warden spell and a focus pool of 1 Focus Point.
(1A) Quick Draw
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.- Spellcasting:
Casting Stat: Wis
Casting Tradition: Primal
Proficiency: Trained
Spell DC: 14
Spell Attack: +4
Focus Points: 1
Cantrip/Focus Spell Level: 1
-Focus Spells-- Gravity Weapon:
- Focus 1
Uncommon, Evocation, Ranger
Cast: (1A) Somatic
Duration: 1 Minute
You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
Other Feats
-Skill Feats-
[Background] Survey Wildlife (Survival): You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
(1A) Battle Medicine - Versatile Heritage
[General, Healing, Skill, Manipulate]
Requirements: You're holding or wearing healer's tools.
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.
Assurance (Medicine) - Auto 14
[Fortune, General, Skill]
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).
-General Feat-
-None Yet-
Equipment
Encumbered: 8; Max Load: 13
-Worn Gear-
Studded Leather Armor, Standard Outfit, Healer's Tools, Thieves' Tools
-Adventuring Gear-
4 Hatchets, 4 Daggers, Adventurer's Pack- Invested:
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
-Money-
26 Gold, 0 Silver, 0 Copper
Last edited by Shinigami02 on Thu Jan 14, 2021 5:31 pm; edited 2 times in total
Shinigami02- Posts : 765
Join date : 2018-08-14
Age : 30
Re: Troubles in Otari
- Character Art:
- Ayanda:
- CG Catfolk Sorcerer 2
Gender: Female (she/her); Age: 28; Size: M
Key Ability: Cha;
Senses: Perception +3 (Trained)
Offenses:
Speed: 25 feet
Spell Attack | +8 |
Spell DC | 18 |
Defenses:
HP: 24/24
AC: 17
Fort +6 (Trained), Reflex +7 (Trained), Will +5 (Expert)
Ability Scores:
Str: 10
Dex: 16
Con: 14
Int: 12
Wis: 8
Cha: 18
Ancestry Abilities/Feats:
Low-Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
Land on Your Feet:
When you fall, you take only half the normal damage and don't land prone.
Nine-Lives Catfolk:
Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become dying 1 instead of dying 2.
Cat's Luck: [Reaction] [Fortune] (1/Day)
Trigger - You fail a reflex saving throw.
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.
Background: Charlatan
Languages: Common, Amurran, Mwangi
Skills:
Lore Underworld +5, Deception +8, Arcana +5, Society +5, Diplomacy +8, Intimidation +8
Skill Feats:
Charming Liar:
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.
Intimidating Glare:
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.
Class Features:
Imperial Bloodline:
Spell List arcane
Bloodline Skills Arcana, Society
Granted Spells cantrip: detect magic, 1st: magic missile, 2nd: dispel magic, 3rd: haste, 4th: dimension door, 5th: prying eye, 6th: disintegrate, 7th: prismatic spray, 8th: maze, 9th: prismatic sphere
Bloodline Spells initial: ancestral memories, advanced: extend spell, greater: arcane countermeasure
Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.
Sorcerer Feats:
Reach Spell: (1 Action) [Concentrate][Metamagic]
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Spells
Cantrips
Detect Magic, Shield, Electric Arc, Ray of Frost, Prestidigitation
Level 1 (4 Slots)
Magic Missile, Burning Hands, Grease, Feather Fall
General Feats:
Proficiencies:
Trained in simple weapons
Trained in Arcane Spell DC and Attacks
Trained in Unarmored Defense
Gear:
Adventurer’s Pack (1), Scroll of Magic Missile x2
Money: 31 Gold, 5 Silver
Bulk: 1
Last edited by lapis-lazily on Fri Jan 29, 2021 11:50 am; edited 3 times in total
lapis-lazily- Posts : 1388
Join date : 2018-09-20
Age : 29
Re: Troubles in Otari
- Parul Rajani:
- NG Versatile Human Bard 1
Gender: Female (she/her); Age: 17; Size: M
Perception +5 (Expert)
Languages Taldane, Vudrani
Skills Acrobatics +6 (T), Athletics +6 (T), Crafting +2 (T), Guild Lore +2 (T), Occultism +2 (T), Performance +4 (T), Religion +3 (T)
Str 16, Dex 16, Con 14, Int 8, Wis 0, Cha 12
Items studded leather armor, longsword, kukri, shortbow, arrows x20, minor elixir of life, adventurer's pack
AC 18; Fort 5, Ref 6, Will 5
HP 18;
Know Oneself <R> Frequency once per day. Trigger You roll a critical failure on a saving throw. Effect You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the emotion effect instead of critically failing.
Speed 25
Melee <A> longsword +6 [+1/-4] (versatile P), Damage 1d8+3 slashing
Melee <A> kukri +6 [+2/-2] (agile, finesse, trip), Damage 1d6+3 slashing
Melee <A> fist +6 [+1/-4] (agile, finesse, nonlethal), Damage 1d4+3 bludgeoning
Occult Spontaneous Spells DC 12, attack +2; 1st soothe, true strike (2 slots); Cantrips (1st) detect magic, light, message, shield, sigil
Bard Composition Spells DC 12, 1 Focus Point; 1st counter performance; Cantrips (1st) inspire courage
Ancestry Feats Know Oneself
Skill Feats Specialty Crafting (blacksmithing)
General Feats Incredible Initiative
Class Feats Martial Performance
Ferret- Posts : 2386
Join date : 2018-08-14
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