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Looks good! Oh, also, a tip for your character sheet: For sake of organization and keeping things clear and concise, you may want to take your weapon and shield and put them under the "Weapons" and "Defense" categories so that it shows you all of the numbers associated with those items, like the Shield's HP, Hardness and Broken value, as well as a weapon's attack rolls.

But besides that, I suppose that just leaves a couple more character sheets that need to be confirmed before we've got everyone?
[link to character sheet]


Just as a heads up, all this link does is open up the builder, which will open up each individual person's own sheet. To share your own, you go to the Menu in the upper left corner of the Pathbuilder page, and then under "Export" you click on "Share Copy of Character." That'll give you the correct link~

Also very interesting that everybody seems to be running with Humans of some kind. Got ourselves a group of normal-looking people, and then a couple of mascots?~ xP
Saur
Scratch. Scratch. Tap tap tap. Scratch.

Seated on his own in a smaller corner of the vessel below deck, the crimson-scaled Kobold sat with a handful of tools laid out on the ground before him. In his claws was a thin, wooden stick; a stem of what would soon be his final creation before he arrived at this so-called village of healing. The stick was raised up to his long snout, turning it over in his claws to give it a thorough examination. Content with what he was looking at, he opened his mouth, a small breath escaping his maw to wash over the wooden tool to ensure that there was no leftover debris. He then raised the tool he held in his left claw, ready to begin carving in the notches that would soon become the fletching and the nock.

This is how the small lizard man had spent the entire trip thus far. The moment he had stepped foot on the boat to his destination, he had gone to work immediately. His first course of action had been to maintain a low profile as he stepped around the ship, eyeing up the other passengers. He even snuck into some of the crew-only sections of the ship to make certain that he wasn't going to find what he was looking for. He had doubted it the whole time, of course, but one could never be too careful with this kind of thing. He had long-since figured out that anybody could be anything.

Once he'd found himself a nice, out of the way corner of the ship below the deck where he was confident he would be left largely to his own devices, he had sprawled out his various woodworking tools and gone to work. There was a small porthole window nearby, so he could keep an eye on the time while he whittled his time away crafting more ammunition for himself. He didn't trust reputations alone, so he wanted to make sure he was prepared if something happened in this strange town he called his destination.

And with what he was hoping to find, he wouldn't be surprised if something did.

Upon finishing his final arrow, he looked up, noting that the light was already beginning to fade from the window, the bright blue of the sky beginning to shift into a more orange hue, while the brighter blues began to darken. According to the crew, they would be arriving at the town by sundown, so in all likelihood, they were going to be pulling into a dock soon. Tucking his new creation into the quiver he'd laid to rest beside him, he began to gather all of his tools and put them back into the bag where they belonged.

Taking a deep breath, the Kobold stood himself up and made his way back to the surface, just in time to witness the town ahead, nestled up against the shores. Ranshelm, the town of healing.

A refuge of healing, where diseases fade.

He couldn't imagine this description referring to anywhere but here. Which meant that this was the best place to start looking. Saur took a deep breath as he readied himself. He had no idea what was to come, but he felt himself adequately prepared for his hunt.

Saur's verdant gaze eyed the shore as it drew ever closer, waiting until, finally, the vessel came to a halt and a plank was laid out, allowing the passengers to disembark. He was among the first to step across the wood, eager to get to work before the sun disappeared completely. However, as his clawed feet tapped against the wooden dock, he realized that he was not the first one to have left the confines.

The sight of this other figure gave Saur pause. What else could he do? In all of his time, he had never once seen somebody quite like this one. Cloudlike, pure white hair dancing around their head in the wind. But, wait...was it just him? For a brief moment, he could have sworn that it billowed in a different direction from the gentle breeze he himself was feeling...? He watched her for a brief moment out of curiosity, but it seemed that this figure seemed content to simply stand there along the dock and drift her own gaze toward the distant wood.

The red lizard soon caught himself staring and shook his head. Gah, what the hell was he doing...? He had something he needed to do, he shouldn't just stand there, gawking at other strange passengers. He had information to gather.

And so, he began to step forward again. If the strange, airy figure stayed where she was, he would continue past her, doing what he could to fight his curiosity and avoid looking back up at this figure, headed straight for the town proper. He knew what his first destination was going to be: a village tavern or inn, or a mix of the two. That tended to be where information gathered, after all. He just had to find the place first....
<Snipped quote by Digizel>

Alright, here's the deal: At the end of each turn, players just need to let me know what they want to do, and I'll give them the lowdown on what test they need to roll. Simple stuff! Sure, some rolls are straightforward, like survival for finding food or diplomacy for making friends, but usually, I'll be the one calling the shots on rolls. Now, if two players want to roll for the same thing, they should try to hash it out and come to an agreement. Can't decide? No worries, I'll step in and make the call, usually going with whoever had the idea first. But hey, there might be times when it makes sense for more than one player to roll the same test, and if that's the case, I'll give you the heads-up.


Ah okay, gotcha. This all makes sense to me~

Also, now that that first post is made, do you want those of us whose characters are finished and posted to go ahead and make our opening posts, or is there more to come first?
<Snipped quote by Euphoria>

I can't find anything about subclasses on the wiki or the Pathbuilder character sheet. Assistance is requested.


Fighter.


Subclasses are not really referred to as "subclasses" officially in PF2e from what I can tell. You can usually tell what a subclass is by looking at whatever unique choice you make for that class. In other words, something that's not a General, Class, Ancestry or Skill Feat, but something else entirely.

In the case of Ranger, at Level 1, there was an option to pick something called a "Hunter's Edge." I had three options: Flurry, Outwit and Precision. This was my "Subclass" so to speak.

In the case of Fighter, though, it doesn't look like they actually have any. Monks either.
Okay, I've posted my character profile~

I will say that in terms of triggering subjects, I have nothing in mind for myself. However, I will respect the wishes of others and will follow everyone else's limits.

My one question on the Session 0 section: When it comes to announcing dice rolls, how do we want to do that? Like, what is the specific process? Do we just make a request for the roll in the OOC section, wait for permission from the GM, and then roll it here on RPG, then also post the result here?

And what about situations where one person asks to make a check, and somebody else chimes in, wanting to make the same check (assuming it's within reason, of course)? Does everybody roll and post their results before anything gets announced or is there another way this will be handled?


Name: Saur
Ancestry: Kobold
Heritage: Spellscale Kobold
Class: Ranger
Subclass: Flurry Edge

Personality: Saur maintains a stoic, formal demeanor as much as he can, sticking to a more pragmatic and realistic view of any given situation. However, despite his best efforts to keep himself in check and maintain this demeanor, this is all naught but a facade. Beneath the surface, his patience sometimes runs thin remarkably quickly, especially when it comes to a flaring anger. He stands a very proud individual; proud of where he comes from, who he is, and what he is capable of. Insulting any of these things is the quickest way to get him to snap and lose his temper; he has even been known to respond violently if he deems the slight against him bad enough. This leads to him being largely manipulatable in social situations.

Despite his temper, he is a very altruistic individual at heart. He strongly believes in his own code of ethics, the primary facet of which is to defend innocent civilians above all else. He believes that only those willing to cause harm should be the ones that come to harm. Even when he lashes out in anger, he usually does not do anything to actually harm the source of his rage unless he believes they truly deserve it...or at least that they can take it. Despite this altruism, however, he is very pragmatic, preferring to make sure everybody keeps their expectations realistic. While he strives to protect as many civilians as he can, he knows that in reality, it is not possible to save them all, and he is not going to be easily convinced to engage in any "suicide missions."

Appearance: Standing at 2'5", this small Kobold has bright, crimson scales, save for the softer scales from the bottom of his jaw and down his stomach to the tip of his tail, which are a paler, more yellow coloration. He bears three horns upon his head: two on the top of his head pointed backward, with another, smaller horn at the tip of his snout. He wears simple, but expertly crafted leather armor, partially stained with minute amounts of dried blood along the bottom of his chest piece and on his leggings. Due to his preference for having greater precision with his movements, he doesn't have any footwear since he believes they prevent his claws from doing their job at aiding in traversal.

Besides his clothes, he always carries a fancy-looking, hand-carved bow across his shoulders, the string hanging from his chest with the limbs and grip across his back with a wooden shield hooked protectively over it, still within easy grabbing range, and along the right side of his waist is a short, sheathed blade.

Saur's Character Sheet
Ah, so I have another character creation question: What about inventory? How do we determine what we're starting with, if you don't mind my asking? I assume this is probably more something to be answered in the near future when the campaign is closer to getting off the ground, but getting my character sheet finished ASAP is what I like to do when it comes to games, so I figured I'd ask. xD

I apologize if this is a default thing in Pathfinder or not, like I said, I'm new to this and coming from D&D, where there are options.
Ah so here's a question for you! While I'm making my character, I realized I should ask how important environmental survival is going to be in this campaign? I know that a lot of DM's will make their games kind of disregard survival elements like needing to forage on the road or manage food and water and such for the sake of simplicity.

I'm considering those kinds of things for my character idea, and I just want to make sure I don't pick something that'd become largely pointless in the campaign. xD
Ooh, check it out, people I'm familiar with~ xD

This would make four players exactly so far, if everybody can be accepted and works out~
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