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About This Game

A magic school like no other! The oldest and most prestigious magic academy in the world is the Magaambya, an ancient institution founded by the greatest wizard the world has ever known. This wizard vanished long ago, but his sinister enemies plot against his school and those who attend it. Over their long academic career, the heroes rise from humble students to become teachers, and they ultimately hold the fate of the Magaambya magic academy in their hands. Graduates of the Magaambya are among the greatest wardens of the world, but if the heroes can't marshal the strength of thousands who have come before them, the venerable Magaambya might fall!

Game System

Pathfinder 2e

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11/30/2023

Detailed Description

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Players Guide 

School's in session! The newest students at the venerable Magaambya school of magic must begin their academic careers with tests of their skill and resourcefulness. The heroes can learn much from their teachers and fellow students, but must beware of mysterious secrets and sinister plots. The rigors facing any Magaambya students are steep, but the heroes must also contend with strange infestations and supernatural intruders in the school's ancient halls. Education is far from easy at the oldest and most prestigious magic academy in the world!

This AP used the optional Free Archetype rules to allow player characters to have some magical abilities. Archetypes are limited to Druid and Wizard so if you wanted to play a Wizard you'd have to take the Druid archetype and vice versa. In addition I'm using the Gradual Ability Boosts optional rules

  1. What's new in this game
  2. All good thanks. Found them in foundry. Key from my intial build in PathBuilder was the Patron name (curse -> the resentment), Familiar of Ongoing Misery ability, adding another ability as was missing one (chose darkvision) and the enfeeble spell over magic missle.
  3. Description: Shanrix is rough and hardy. He's clearly an outdoorsman. Personality: Shinrix has a demeanor which is a strange combination of serious and carefree. He seems coarse on the outside, but he has a heart of gold. He wouldn't hurt a fly, and although he's a bit of a recluse, he greatly enjoys listening to others and helping however he can. Shinrix enjoys whittling, carving, swimming, tending to trees, and watching wild animals. Background: Shanrix grew up in a village near wetlands which he would frequent as a child. In fact, as he grew older he rarely went in to town at all. Spending so much time hunting and gathering, he got injured quite a bit, and since he was alone he would fix his own wounds. He gained a reputation as a quirky marsh kid to search out when you're hurting. Shanrix's skills weren't flawless, though. As he healed more people, he also accrued more failures and, in a few cases, enemies. His parents relentlessly pestered him to get professional training in his healing arts, both mundane and magical. He eventually caved in, setting off to Nantambu. (I'm new to PF and to this website, but eager to learn. I've heard very good things about Strength of Thousands, and the Kineticist class sounds exciting to me.)
  4. Sheet Link: Name: Shanrix Marshguard Level: 1 Class: Kineticist Background: Back-Alley Doctor Deity: Balumbdar? Mazludeh? Alignment: NG Prospective Branch: Uzunjati > Emerald Boughs Height: 5'10" Weight: 170 lbs Eyes: Deep Blue-Green Skin: Medium Hair: Black Race: Versatile Human Gender: Male Age: 23 years Abilities Ability | Modifier STR: 14 | +2 DEX: 14 | +2 CON: 18 | +4 INT: 10 | +0 WIS: 12 | +1 CHA: 10 | +0 Hit Points: 20/20 Armor Class: 15 (18 with Hardwood Armor active) Size: Medium Speed: 25 ft Fort Save: +9 Ref Save: +7 Will Save: +4 Impulse DC: 17 Impulse Attack: +7 Gate: Dual (Water, Wood) Impulses: Deflecting Wave, Hail of Splinters, Hardwood Armor, Ocean's Balm Trained Skills: Medicine, Nature, Stealth, Survival, Lore (Underworld) Feats: Incredible Initiative, Risky Surgery
  5. Going to withdraw from updating this for now. Too busy to focus on it currently, sorry.
  6. NG, Medium, Elf (tiefling), Humanoid Perception +4; Low-Light Vision, darkvision Languages common, elven, infernal Skills Arcana +4, Athletics +7, Diplomacy +4, Intimidation +4, Lore: warfare +4, Medicine +4, Religion +4 Str +4, Dex +1, Con +1, Int +1, Wis +1, Cha +1 Items chain mail AC 18 (20 shield); Fort +6, Ref +4, Will +6 HP 17/17 Speed 30 feet Spells and Abilities Innate Spells DC 14, attack +4; Detect Magic (cantrip) Focus Spells (1 points) Lay on Hands, Weapon Surge Additional Feats deity's domain (zeal), battle medicine Additional Specials shield block, redeemer cause Appearance The first thing that people notice is her horns and then her yellow-gold eyes. The rest of her is a tall, lithe, elven beauty. She wears her hair long, although most often in a ponytail to avoid it getting in her eyes. She also had her ears pierced multiple times and she has a tattoo (the symbol of Iomedae) on her lower back. She mostly wears sturdy clothing and armour. She has some gold foil she can put on her horns for formal occasions. Personality She's actually a very nice girl, but it's buried under a tough exterior to deal with all the prejudices she had to endure. Knowing that people will always think the worst of her, she tries to help where-ever she can, although she can be tough on criminals and the like and is not above using all options to get the answers she needs. Backstory Olis was born in a small village in the woods of Molthune. Her parents were the only elf couple in the village and it was immediately clear that she wasn't a normal elf, as she had two small horns on her head. Her parents, fearful of the superstitions in the village, hid her until a wandering priest of Iomedae came in the village. They asked him and he agreed to take her with him and bring her to an orphanage in Absalom, run by the church. There she grew up with the idea to become a cleric in the service of Iomedae. At first she was accepted as the other children didn't know any better, but as soon as they started learning about demons in all their forms, the taunting started. She became violent a few times and the taunting stopped, but now they were afraid of her. Soon she was spending a lot of time in the library, trying to understand who she was. Her tutors, who saw her potential but who also saw her as an experiment in getting a tiefling, a demon spawn, in the service of Iomedae, encouraged her to continue her studies. However, she preferred to spend most of her time on the practice field with weapons. Soon the church relented and she switched studies to become a champion instead. She did keep up her training in medicine though, becoming quite competent in quick bandages to patch up wounds. The church of Iomedae had done some favours to the magic academy of Magaambya and they got some spots to put their own people in. Olis was one of the chosen as she had displayed some magical ability beyond her training, which most thought was due to her heritage. extra notes: She doesn't know why she is what she is and how it came to be. She also doesn't know her parents (she was too small when she was brought to Absalom).
  7. Did you get the details you needed from the remaster? I have it, so let me know if there are any specific questions I can help answer.
  8. SIVI RUUS You're worried about defending against the dark arts? Hah! You're talking to the wrong girl, my friend. I am a dark art. Background Sivi comes from a typical noble dark elven family in a typical dark elven city that does all the typical dark elven political murder games. As the third and youngest daughter, Sivi has been raised to be the family's poisoner and assassin, and they recently sent her off to Magaambya to finish her education. Personality Sivi is a free spirit. While she loves (usually) and accepts (sort of) her family, she's not really sold on poisoning people. Shamelessly manipulating them? Yeah, sure. No problem. Murdering them in cold blood? Eh ... not so much. That said, she really does like alchemy. It's where she gets her recreational drugs from. Mechanics Sivi is rogue with the scoundrel racket. She also has alchemical crafting and will primarily focus on that as she levels, with a minor in face skills. If Magaambya offers alchemical classes and she can take the Alchemist Dedication, she will. Otherwise, she'll take the bare minimum amount of Wizardry and then move on to Alchemist as a second dedication. Sheet link: Special note: I think Sivi would get along great with Toerag -- they'd be great partners in mischief. Also, a steady supply of contraband alchemical ingredients is just *chef's kiss*.
  9. Share The Furious Knight Wrathful Berserker Eidolon Abilities STR: +4 DEX: +2 CON: +3 INT: -1 WIS: +0 CHA: +1 Hit Points: 18 Armor Class: 17 Size: Medium Speed: 25 ft Perception: +3 ◆ Darkvision Fort Save: +8 ◆◆ Ref Save: +5 ◆ Will Save: +5 ◆◆ Languages: Elvish Evolution Feats Advanced Weaponry (Grapple) Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +2 Arcana: -1 Athletics: +7 ◆ Crafting: -1 Deception: +4 ◆ Diplomacy: +4 ◆ Intimidation: +4 ◆ Medicine +0 Nature: +0 Occultism: +2 ◆ Performance: +1 Religion: +0 Society: +2 ◆ Stealth: +5 ◆ Survival: +0 Thievery: +2 Attacks MELEE RANGE Unarmed "Whip" ◆, Disarm, Grapple, +7 1d8+4 B Unarmed "Rapier" ◆, Agile, Finesse,+7 1d6+4 S Special Actions Furious Strike ◆◆ Act Together ◆ >◆◆> ◆◆◆ Your eidolon channels its anger into a furious attack. It makes a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your eidolon deals an extra die of weapon damage and gains a +1 circumstance bonus to the damage roll. If you're at least 10th level, increase this to two extra dice with a +2 circumstance bonus, and if you're at least 18th level, increase it to three extra dice with a +3 circumstance bonus. You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel. Eidolon Rules BasicsYou have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features. Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before. You bring your eidolon into reality with the Manifest Eidolon action. ActionsYour eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon. You coordinate your actions with your eidolon more efficiently when you Act Together. CommunicationYour connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the Share Senses action. Damage and HealingLastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies. GearYour eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you. Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested. Your eidolon increases its item bonus to AC based on your armor's armor potency rune or bracers of armor. It also gains an item bonus to its saves from the resilient rune on your armor or from your bracers of armor. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM. Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in handwraps of mighty blows. Lost and Altered ActionsIf you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became immobilized or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear. You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.
  10. Share Level: 1 Class: Summoner Role: Melee (Eidolon), Support Background: Servant Deity: Cayden Cailean Height: 1.69m Weight: 65kg Ethnicity: Varisian Ancestry: Half-elf Pronouns: He/Him Gender: Male Age: 22 yrs Traits: Human, Elf, Half-Elf, Humanoid Languages: Common, Elvish, Halfling Abilities STR: +0 DEX: +3 CON: +0 INT: +1 WIS: +1 CHA: +4 Hit Points: 18 Armor Class: 16 Size: Medium Speed: 25 ft Perception: +4 ◆ (Low-light Vision) Fort Save: +5 ◆ Ref Save: +6 ◆ Will Save: +6 ◆◆ Spell Attack Modifier: +7◆ Spell DC: 17◆ Marin is a Varisian half-elf. His traveling community was attacked by bandits when he was young, leaving him orphaned as the only survivor. Eventually he was brought to a sympathetic merchant family, becoming a servant — not the worst fate for a young helpless orphan stranded in a strange nation. Marin was too young to make his situation better, but old enough to remember his old life, and chafe against the limitations and restrictions. With only his tattoos to remember where he came form, Marin settled into a life of vague dissatisfaction. That was Marin's life, until he was chosen as the retainer who would be attending Lahara, the scion daughter of the family and an already accomplished Magus. An elf, she had spent over a decade growing her reputation and her skills with magic, before finally leaving to attend the Magaambya. Marin was supposed to just bring her her tea, attend to her needs during her travels. She was haughty, demanding, and over-confident, but once the journey was over Marin was going "home." He was looking forward to going back to the quiet diplomatic life rather than being pulled along on a trip for someone else's glory. Death struck the night they were on the steps of the Magaambya school, targeting Lahara, for unknown reasons. Whether they were from a rival family, or had darker intentions, they succeeded. Marin had been bringing dinner to the young lady and was caught in the crossfire. He watched, bleeding on the floor, as his mistress died to the assassins. His dying blood mixed with her dead blood, and the dense magical energies of the landscape and his slumbering tattoo. Something clicked, and magic was in Marin's grasp, and a swirling mass of magic and rage in the shape of the fallen magus materialized and fended off the remaining assassins. Marin was saved, but he was no longer the same, his soul and the final angry impressions of the once-scion entangled together spiritually and magically. Wounded, Marin finished the last leg of the trek alone, but found himself on the steps of the Magammbya. He plead for a place to stay, and the curiosity of his sudden mystical awakening and passion of his plea were enough to grant him admittance, a tenuous one. He took Lahara's place in the school. Marin is self-conscious of his position in the academy, and still bitter about being forever shackled to his former employer, and mentally still coming to terms with his new magic powers. Marin is suddenly having to come to terms with the fact that he has potential; his chance at freedom and forging his own path did not end with the death of his family all those years ago. It certainly doesn't help that he and his Eidolon, the mess of magical energies and Lahara's lingering emotion/spirit, don't get along very well. While Marin, like all Summoners, is firmly in control of their bond, is still finding his feet pushing back and using the spirit's magic, and it often puts him in a bad mood. Abilities Summoner Class Features Initial ProficienciesPerception: Trained (◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in one or more skills determined by your eidolon: Intimidation (◆), Occultism (◆) Trained in a number of additional skills equal to 3 plus your Intelligence modifier: Athletics(◆), Deception(◆), Diplomacy(◆), Stealth(◆) Attacks: Simple Weapons: Trained (◆), Unarmed Attack:Trained (◆) Defenses: Unarmed Defense: Trained (◆) Trained in spell attack rolls of your spellcasting tradition, determined by your eidolon: Occult, Trained (◆) Trained in spell DCs of your spellcasting tradition, determined by your eidolon: Occult, Trained (◆) | Summoner SpellcastingYour link to your eidolon grants you limited magic connected to your eidolon's nature. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because of the magic you draw from your eidolon, you can usually replace material components with somatic components, so you don't need a material component pouch. Each day, you can cast one 1st-level spell and five cantrips. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a summoner, the magical link with your eidolon grants you additional, more powerful spell slots. Your total number of spell slots and the highest level of spells you can cast are shown in Table 2–4: Summoner Spells per Day. Because of the way you draw magic from your connection to your eidolon, you begin to lose lower-level spell slots once you reach 5th level. The maximum number of spell slots you get from the summoner class is four, starting when you reach 4th level. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear in Spell Attack Roll. | Eidolon (Anger Phantom)You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting below). Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features. Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before. You bring your eidolon into reality with the MANIFEST EIDOLON action. Your eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon. You coordinate your actions with your eidolon more efficiently when you ACT TOGETHER Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the SHARE SENSES action. Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies. Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you. Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested. - Your eidolon increases its item bonus to AC based on your armor's armor potency rune or bracers of armor. It also gains an item bonus to its saves from the resilient rune on your armor or from your bracers of armor. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM. - Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in handwraps of mighty blows. If you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became immobilized or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear. You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting. | Link SpellsYour connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits. Heritage Half-Elf (Human)Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat. Background ServantYou held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Society skill, and the Labor Lore skill. You gain the Read Lips skill feat. Feats Skill Feats Evolution Feats Class Feats Ancestry Feats General Feats Read LipsYou can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. Advanced Weaponry (Grapple)Your eidolon's attack evolves. Choose one of your eidolon's starting melee unarmed attacks. It gains one of the following traits, chosen when you gain the feat: disarm, grapple, nonlethal, shove, trip, or versatile bludgeoning, piercing, or slashing. SoM None Arcane Tattoos (Evocation)Access ethnicity or nationality requirement You have tattoos on your body. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. LO: CG None Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +3 Arcana: +1 Athletics: +3 ◆ Crafting: +1 Deception: +7 ◆ Diplomacy: +7 Intimidation: +7 Lore (Labor): +7 ◆ Medicine: +1 Nature: +1 Occultism: +4 ◆ Performance: +4 Religion: +1 Society: +4 ◆ Stealth: +6 ◆ Survival: +1 Thievery: +3 Attacks MELEE RANGE Staff, Monk, Two Hand: D6 ◆, +3 1d4 B Dagger, Agile, Finesse, Thrown 10ft, Versatile S ◆ +6 1d4 P Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +6 1d4 B Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +6, 1d4 P Summoner Spells Wizard Spell Tradition: Arcane | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 Cantrips: Guidance, Protect companion, Shield, Message, Detect Magic 1st Rank: Magic Weapon, Endure Special Actions Manifest Eidolon ◆◆◆ Act Together ◆ >◆◆> ◆◆◆ Share Senses ◆ Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead. The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again. Special This activity has the trait matching your eidolon's tradition (arcane, divine, occult, or primal) You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action). This lets you each use separate exploration activities like Avoid Notice as you travel. You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect. Special This action has the trait matching your eidolon's tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body. INVENTORY Current Bulk: 2L Encumbered: 5 Maximum Bulk: 10 Currency: 0 Platinum, 2 Gold, 2 Silver, 0 Copper Held: Staff, Worn: Clothing (Fine) Stowed: Writing Set (Extra Ink and Paper), Waterproof Journal, Lantern (Hooded), Hourglass, Rope, Waterskin, Chalk, Flint and Steel, Rations (x7), Torch, Bedroll, Soap
  11. Perhaps Alchemist? I'd really love to make a potions master...
  12. Hi! I believe the discord invite link has expired. Would you mind posting a fresh one?
  13. Hi! I just wanted to acknowledge I'm new to posting in these forums. I do have some PbP experience in the Paizo forums though, and I think I'm getting a hang of the forum posting tools quite quickly (these features are so nice BTW). I have quite a bit of PF 2E experience as both a player and a DM and have been excited about playing this AP for a long, long time, so I think I would be a good fit. Please let me know if you spot anything wrong with the character sheet above, or if you have any questions. Looking forward to hearing from you!
  14. "You are no good at this! No good at all!"- said to him Te'Ehli's father. "Is that so? Then I must simply be on the wrong path. One is bound to be the one for me to carve" Level: 1 Class: Wizard Background: Laborer Deity: Irori Height: 1.69m Weight: 65kg Ethnicity: Mwangi Ancestry: Human Pronouns: He/His Gender: Male Age: 34yrs Traits: Human, Humanoid Languages: Common (Mwangi), Draconic, Fey, Elven, Gnome, Xanmba Abilities STR: +0 DEX: +2 CON: +2 INT: +4 WIS: +1 CHA: +1 Hit Points: 16 Armor Class: 17 Size: Medium Speed: 25 ft Perception: +4 ◆ Fort Save: +5 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Spell Attack Modifier: ◆ Spell DC: ◆ Middle son of a family of humble origins, Te'ehli's life has been one of struggling to stand out. To his father's frustration, Te'ehli failed to inherit his siblings' innate physical strength and knack for hunting. Feeling cast aside, young Te'ehli sought his place in the world by learning about and practicing multiple disciplines - from farming to martial arts to scholastics. It was in his pursuit of a meaning that he came upon Irori's philosophy of seeking to perfect one's body and mind through one's efforts, adapting as needed to individual circumstances. And so Te'ehli set out to find his place in the world with naught but a rough plan and a dream: to learn from the sages at the ancient Magaambya. With no sponsor or resources to his name, Te'ehli was content to find a job performing menial tasks such as cleaning and errand-running in exchange for access to the academy's library where he begun to teach himself magic. That is, of course, until a mysterious benefactor's sponsorship granted Te'ehli formal access to the Magaambya as a prospective initiate. Abilities Wizard Class Features Initial ProficienciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in Arcana, Trained in two additional skills plus Intelligence modifier, (Acrobatics, Crafting, Occultism, Religion, Society, Survival) Attacks: Simple Weapons: Trained (◆), Unarmed Attack:Trained (◆) Defenses: Unarmed Defense: Trained (◆) Wizard Class DC: Trained (◆) | Arcane SpellcastingThrough dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life. At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Details on calculating these statistics appear on page 403. | SpellbookEvery arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory. The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school). Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory). | Arcane Thesis: Staff NexusYour thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power. You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell's rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn't require charges. You can Craft your makeshift staff into any other type of magical staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells. At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells. | Arcane School: Civic WizardryWhether you studied in Manaket's Occularium or the Academy of Applied Magic, you learned that the fruits of arcane studies—like any other field—should ultimately help the common citizen. You've learned the humble art of construction, of finding lost people and things, of moving speedily among buildings and moats—yet these same arts can be turned to demolition, and the constructs you animate to build bridges can just as easily tear them down. Curriculum Cantrips: Prestidigitation, Read Aura 1st: Hydraulic Push, Pummeling Rubble, Summon Construct 2nd: Revealing Light, Water Walk 3rd: Cozy Cabin, Safe Passage 4th: Creation, Unfettered Movement 5th: Control Water, Wall of Stone 6th: Disintegrate, Wall of Force 7th: Planar Palace, Retrocognition 8th: Earthquake, Pinpoint 9th: Foresight School Spells Initial: Earthworks; Advanced: Community Restoration | Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action. DRAIN BONDED ITEM Frequency: once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements. Heritage Versatile HumanHumanity'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). Background LaborerYou've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command. Choose two attribute boosts. One must be to Strength or Constitution, and one is a free attribute boost. You're trained in the Athletics skill and the Labor Lore skill. You gain the Hefty Hauler skill feat. Feats Skill Feats Class Feats Ancestry Feats General Feats Hefty HaulerPrerequisites trained in Athletics You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. FamiliarYou make a pact with a creature that serves you and assists your spellcasting. You gain a familiar Natural AmbitionYou 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. Armor ProficiencyYou 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. If you are at least 13th level, you become an expert in this armor type. Special: You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +3 ◆ Crafting: +7 ◆ Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Labor): +7 ◆ Medicine: +1 Nature: +1 Occultism: +7 ◆ Performance: +0 Religion: +1 Society: +7 ◆ Stealth: +1 (ACP) Survival: +4 ◆ Thievery: +1 (ACP) Attacks MELEE RANGE Staff, Monk, Two Hand: D6 ◆, +3 1d4 B Dagger, Agile, Finesse, Thrown 10ft, Versatile S ◆ +3 1d4 P Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +5 1d4 B Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +7, 1d4 P WIZARD SPELLBOOK Wizard Spell Tradition: Arcane | Arcane Save DC: 17 | Arcane Spell Attack Modifier: +7 Cantrips: Prestidigitation, Electric Arc, Frostbite, Figment, Light, Phase Bolt, Telekinetic Hand, Time Sense, Message, Read Aura, Warp Step 1st Rank: Hydraulic Push, Summon Construct, Interposing Earth, Runic Weapon, Shockwave, Jump, Grease INVENTORY Current Bulk: 4.3L Encumbered: 7 Maximum Bulk: 12 Currency: 0 Platinum, 5 Gold, 2 Silver, 0 Copper Held: Nexus Staff, Steel Shield Worn: Chain Shirt, Dagger, Backpack, Spellbook Stowed: Writing Set, Rope, Waterskin, Chalk, Flint and Steel, Rations (x7), Torch, Bedroll, Soap
  15. Is it fine to have Rare or Uncommon character options? I would like to use the and for my character.
  16. Tusk is ready for review. I can put together a Mythweaver's sheet if you want me to, or I can just keep this application page updated as his sheet, with the link to Pathbuilder to make sure it's all ok.
  17. Tusk - Human Kineticist 1 AC: 18 | HP: 21/21 | Fortitude: +9 | Reflex: +8 | Will: +4 | Perception: +4 | Conditions: posting template Mechanics Main Hand: Empty Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here. ACTIONS 60' 1d8 or 60' 1d8+CON Raise aura, can add stance or elemental blast Stride 40' ignore difficult terrain and do not trigger reactions 30' in winding path, 1d8 fire, basic reflex Overflow. 10' diameter, 30' high in 60', 1d8 fire basic reflex, hazardous terrain (1 damage/ square), 1 round, Sustain
  18. Cool. I haven't decided yet, but if I get in I'd have a level to figure it out.
  19. The AP gives you Wizard or Druid but I've already agreed on Sorcerer and I think Oracle would fit too as a free archetype.
  20. If you are allowing other spellcasting archetypes, I might be interested in Oracle for the Flame Oracle to go with my fire Kineticist. If not, a wild shaping druid archetype will still be a lot of fun.
  21. Tusk Nesis Human (Versatile) • Warrior • Kineticist (Fire) 1 Medium • Neutral • Humanoid “The desert tells a different story every time one ventures on it.” Abilities • Strength 10 (+0) • Dexterity 16 (+3) • Constitution 18 (+4) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: Con, Dex • Background: Con, Dex • Class: Con • Free: Con, Dex, Wis, Cha Adventuring & Combat HP 21/21 Perception +4 • Trained 3 • Wis +1 • Item 0 • Senses Speed 25ft. Class DC 17 • Trained 3 • Base 10 • Con 4 • Item 0 Armor and Shields AC 18 • Trained 3 • Base 10 • Dex 3 • Item 2 Shield none Saving Throws • Fortitude +9 • Expert 5 • Con 4 • Item 0 • Reflex +8 • Expert 5 • Dex 3 • Item 0 • Will +4 • Trained 3 • Wis +1 • Item 0 Weapon Proficiencies • Expert: Simple Skills Acrobatics +5 • Trained 3 • Dex 3 • Item 0 • Armor -1 Arcana +0 • Unrained 0 • Int 0 • Item 0 Athletics -1 • Untrained 3 • Str 0 • Item 0 • Armor -1 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +1 • Untrained 0 • Cha 1 • Item 0 Diplomacy +1 • Untrained 0 • Cha 1 • Item 0 Intimidation +4 • Trained 3 • Cha 1 • Item 0 Lore: Warfare +3 • Trained 3 • Int 0 • Item 0 Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +4 • Trained 3 • Wis +1 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +1 • Untrained 0 • Cha 1 • Item 0 Religion +0 • Untrained 0 • Wis +0 • Item 0 Society +0 • Untrained 0 • Int 0 • Item 0 Stealth +5 • Trained 0 • Dex 3 • Item 0 • Armor -1 Survival +4 • Trained 3 • Wis 1 • Item 0 Thievery +3 • Untrained 0 • Dex 3 • Item 0 Languages: Common, Ignan Actions and Powers 60' 1d8 or 60' 1d8+CON Raise aura, can add stance or elemental blast Stride 40' ignore difficult terrain and do not trigger reactions 30' in winding path, 1d8 fire, basic reflex Overflow. 10' diameter, 30' high in 60', 1d8 fire basic reflex, hazardous terrain (1 damage/ square), 1 round, Sustain Feats Ancestry 0 • | | General 0 • | Class 1 • Skil 0 • (Warrior/Unsponsored) Inventory Money: 10 GP 3SP Bulk 1 • Enc 6 (5 + Str 1) • Max 11 (10 + Str 1) Adventurer's Pack • Bulk 1 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Arms and Armor Studded Leather • Bulk 1 • Notes Dagger • Bulk L • Notes Appearance Height • 5'10" Weight • 175 lbs. Skin • Olive Hair • Black Eyes • Black Tusk is obviously from somewhere else. His clothes don't fit in here - they are old, worn and covered with sand dust. He has an accent, and he doesn't always understand the local customs. But he's trying and he's a quick learner. He has dark hair, skin and eyes, and still wears his clothes from his time wandering the Osirian deserts. He wears a brass talisman of around his neck. Fires flare noticeably (though not dangerously) in his presence, he occasionally smokes slightly, and his body is almost painfully hot to the touch. When he gets angry or excited, his eyes glow with orange fire. History Tusk was raised in a nomadic Yerbira tribe in the deserts of . His father, the clan chieftain, hated magic and any who used it, making his views clear to his son. Tusk thought he hated magic too, but it was almost one year ago when he first manifested fire, a small flame flickering in his palms. He soon became addicted, constantly practicing to improve his fire summoning, while trying his best to keep it hidden from his clan, and especially his father. After practicing in private, he eventually could light a campfire using only his will. But he had not learned how to quench the fire. He summoned an eruption of fire in his tent, trying to make just enough to heat some tea, but the flames continued to spread. The fire got out of his control and burned down his tent. The entire village found out how it happened, and his father discovered that he was using magic against the clan's rules. His father and the other villagers wanted to execute Tusk for his 'curse' as they called it, threatening to throw him into . But the clan elder, who had seen the benefits of magic in the past, and who knew that Tusk had a good heart, convinced everyone instead to banish Tusk and let him go out in the world to learn how to control his magic. Tusk made his way south into the jungle. While he never struggled to traverse the desert, he had a difficult time navigating the subtleties of civilization in Nantambu, so he kept to wild areas and small villages. Eventually, he ran into a friendly dwarven druid, who taught him how to better control his magic, how to survive near civilization, and eventually directed him to Magaambya to further his training. Personality Tusk can be naive, trusting others to explain to nuances of society to him, but he is usually able to read people to determine their motives. He has a temper and can be overconfident, relying on his magic, rather than caution, to protect him and help him win a fight. He is superstitious and religious, and still distrusts most magic, especially arcane magic, although he is coming to accept it. Despite his own abilities, he will be in awe when he sees new spells, and willing to accept magic if he sees it is being used for good. He hates oppression and values freedom, but understands that laws are necessary to protect innocent people. His alignment is neutral not because he doesn't care, but because he is mostly good but sometimes lets his emotions get the best of him and does things that are selfish and not well thought out. In the nine-square alignment grid, he is in the upper left corner of the neutral square, just not quite far enough to be lawful good, but he's trying. (I know alignment is going away but it's a good way for me to describe his morals, and it's a hard habit to break :) ) At school, he is (or will be if we are just arriving) unsure of himself. Others seem to have practiced their magic for years, while he only discovered his magic last year. He will get frustrated at his lack of ability in anything other than fire spells, sometimes lashing out with his magic the only way he knows how. He has made a few friends (hopefully the other PCs) but has not branched out much from there yet. Once he gets more comfortable with the school, he will be more outgoing. He's not shy or overly cautious, just in a strange place. I think he would like Esi Djana (being from neighboring countries), Noxolo, and Anchor Root. He might find Haibrim and Chizire a little too cavalier and carefree, although Haibrim will be interested in Tusk's fire magic. Ra's Edicts Bring order to chaos, kill evil monsters, support just laws, provide warmth if needed. Ra's Anathema Avoid personal change, kill a living thing with cold, seal building from sunlight.
  22. Yes, I'll start looking over the apps next week.
  23.  
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