Jump to content

Akaitora

Members
  • Posts

    7
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 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.
  2. Hello! Also new here, also (re)trying PbP 'cause of baby. It took me over a year to think of this relatively evident way to continue engaging with the hobby (I blame it on baby brain), so kudos for thinking of it faster.
  3. Hi! I believe the discord invite link has expired. Would you mind posting a fresh one?
  4. That tip whispered by the winds..or maybe it was some eagle flowing overhead, was magical. I've put together my first application. Thanks undisclosed informant!
  5. 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!
  6. "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 β—† Fort Save: +5 β—† Ref Save: +5 β—† Will Save: +6 β—†β—† Spell Attack Modifier: β—† Spell DC: β—† 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 (β—†) Saves: Fortitude: Trained (β—†), Reflex: Trained (β—†), Will: Expert (β—†β—†) Skills: Trained in Arcana, Trained in two additional skills plus Intelligence modifier, (Acrobatics, Crafting, Occultism, Religion, Society, Survival) Attacks: Simple Weapons: Trained (β—†), Unarmed Attack:Trained (β—†) Defenses: Unarmed Defense: Trained (β—†) Wizard Class DC: Trained (β—†) | 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 studiesβ€”like any other fieldβ€”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 moatsβ€”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: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +5 β—† Arcana: +7 β—† Athletics: +3 β—† Crafting: +7 β—† Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Labor): +7 β—† Medicine: +1 Nature: +1 Occultism: +7 β—† Performance: +0 Religion: +1 Society: +7 β—† Stealth: +1 (ACP) Survival: +4 β—† Thievery: +1 (ACP) Attacks MELEE RANGE Staff, Monk, Two Hand: D6 β—†, +3 1d4 B Dagger, Agile, Finesse, Thrown 10ft, Versatile S β—† +3 1d4 P Fist, Agile, Finesse, Nonlethal, Unarmed β—†, +5 1d4 B Dagger, Agile, Finesse, Thrown 10 ft, Versatile S β—†, +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
  7. Hi there! As the topic says, have been a member for quite some time, and I'm finally feeling ready to give PbP a serious try now that I have less time to play in person due to life. Been using the site for character sheets for a very long time; I think about 8-9 years, I think? And used it I have for very many systems, DnD 4th and 5th, PF 1E and 2E, various PbtA games, and a long (but perhaps not as long as others here) etcetera. I have some PbP experience, but mostly for systems light on the RP side of things. I've quite admired those beautiful posts people here to illustrate their characters upon applying to a game, and I have to say it is somewhat intimidating. If I may be so bold as to ask during my introduction, is there any guide on how to format your applications nicely for the GMs? In any case, thanks for reading! Looking forward to playing.
Γ—
Γ—
  • Create New...