DM Grey's Strange Aeons

Game Master Lloyd Jackson

Map 1

Initiative order is:

Li
Zadok
Laufey
Laine
X
Jacqueline
Fifteen


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The stars are right.

This is a recruitment thread for the latest adventure path. If you are reading this, I assume you find the prospect of Lovecraftian horror mixed with Pathfinder heroics appealing. If you're not sure, I recommend the Strange Aeons Player's Guide. In fact, even if you are sure, I recommend you read it; because this campaign is a little different. Why you might ask, well if you'd read the guide you'd know, but just to make sure we are all on the same page. Your character doesn't know who they are.

Player's Guide wrote:
The only memories that remain are but vague hints and gut feelings—hardly clear recollections. A PC may recall only bits of an early childhood in a merchant family, while another might remember being born in Oppara, but nothing else.

So, keep this in mind when making your character. Although they had a past that led them here, neither they nor anyone else knows what that past is, yet. There are; however, three things that do remain with you. A feeling of kinship with your fellow amnesiacs, a vague sense of servitude, and a dread feeling of dark deeds committed.

For character creation and playing, I refer you to the excellent DoomHeroes' Guide to Play By Post gaming and Painlord's Advanced Play-by-Post Play. Please review these even if you are familiar with them.

Character Creation:

20 point buy. Scores lower than 8 and higher than 18, after modifiers, are not forbidden, but won't help your chances. Party balance is important and I'm not a fan of characters that overshadow the rest of the party or trivialize challenges.

All Paizo material or anything from Legendary Games Gothic line, subject to review, is fair game. If you'd like to know what LG offers that might fit your concept, shoot me a pm so I can give you relevant highlights.

Remember that the setting is initially in Ustalav and the campaign tone is heroic horror.

Gameplay:

Posting is twice a day during the week. Weekend posting is not guaranteed. It may happen, or not. I make no promises. I am in the Central Time Zone US and will be posting in the morning and evening. If there is a conversation happening that requires a single line response, I may even pop in during lunch. I am looking for players who can do the same. So, this game will move faster than some. Please be sure you can handle a schedule like that, especially if you are the kind who likes interparty banter. Along with this, there may be times where I don't have time for a long post that gives a A+ description of everything, only a rough skeleton. Please bear with me if that is the case and I extend the same courtesy to you.

In regards to absences, they happen. If you are on holiday, give us a heads up and then don't worry about it.

Combat will take place in theater-of-the-mind, no maps, or maps on google drive as resources and time allow.

Due to the somewhat tricky nature of pbp combat, I will provide a summary of what occurred each round and reserve the right to alter character actions in order to keep things running smoothly. Such as when one character's actions negate the actions of another character. When two character's actions are in dispute, the character with higher initiative is given preference. Don't worry about posting in order, but feel free to include an alternative action if you're not sure the first choice will work.

Recruitment is open from now until I have a group of candidates I like. 24 hour notice will be given before closing and all characters will be considered equally. From the one submitted two minutes from posting this because you've been dying to play and have your spiritualist fully stated out, to the rough sketch submitted at the deadline because you only just saw the thread.

Even though your character doesn't know who they are, you do. Give me some idea of who that is, but don't worry about writing a three page essay. If it turns out the character you had in mind and the character who ends up existing in the game don't quite match, that's fine.

If you have a question about your submission, feel free to ask.

I give no preference to alias vs post submissions.

Player count will be between 3-6.

Thanks for taking a look and let's how long our minds last.


Oh man, this is awesome. Gonna read the player's guide, and then get to work.

Would you perhaps consider gestalt?


How about a hunchback Igor type who is also an Alchemist?


Are you going to allow the Background Skills "subsystem"?

-- david


Okay, I've wanted to play Strange Aeons since the AP was announced, so I'm going to express my interest right now. That being said, I have a character concept, but it's sort of... weird.

Short version: Elder Mythos Cultist (Horror Adventures) Cleric of Yog Sothoth with the Void Domain (Stars Subdomain from HA).

Obviously, I don't know much about the AP yet, so if that isn't really going to work with the story, I have other ideas. His general backstory is that, last thing he remembers, he was an acolyte of Sarenrae training in southern Taldor. Then he wakes up halfway across the continent and his divine connection feels... wrong. The sun no longer feels so warm and comforting. But the stars are so bright...

This being said, I based his worship of Yog Sothoth on Lovecraft's original writing more than the Pathfinder version. Because Paizo made Yog Sothoth really malicious and I'm not entirely sure why. Again, if that's a problem, I'll design a different character.


kamenhero25: It mentions in the Player's Guide that worshipping one of the outer gods might not be a good idea. I do like the way you want to go about it though, so I suppose see what the GM says.

I personally want to play a young man who does not remember having any powers before, but wakes up in this fugue state as a Psychic. I know the player's guide mentions this AP can be a bit challenging for someone with occult magic, but I think I'd like the RP possibilites that come with that.

He would be very young, maybe 16-18 and so all that he remembers are flashes of a simple and happy childhood in a peaceful hamlet or village on the outskirts of a larger city.


Yeah, I know it mentioned that. I really like the Mythos Cultist, so I wanted to ask before trying something else.

I have two back-ups loosely in mind already. A human scholar who was commissioned to do research on... something he doesn't remember (Human Elder Mythos Scholar Wizard) or a fetchling summoner who is really sure he wasn't a fetchling last thing he remembers and that he didn't used to have the ability to call unnatural shadow beasts to fight for him (Fetchling Shadow Summoner).


I would like to express my interest. To echo Papa-DRB above, will the background skills optional rule be used? Also, I have a couple character concepts for this AP rattling around in my head. Are we permitted to submit more than one character?


Dotting. Sounds like great fun.


I'm intrigued by the AP, and I'd love to play, especially with kamenhero, as we're good friends. Totally uncertain of what I'd play at this point though, I haven't looked at the Player's Guide yet, and I'm still going through Horror Adventures for thematic stuff as well.


@kamenhero25 I haven't had a chance to look through Horror Adventures yet, so I'll withhold judgement until then.

@bigrig107 no gestalt.

Everyone Yes, background skills.

Also two traits, one must be campaign.


Well, I'd like to get the ball rolling and offer my submission,

Rabano Ferencz.

Stat Block:

This is Rabano with no spirit channeled.

Rabano Ferencz
Male human (Varisian) medium 1 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +2 (1d8+2)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks spirit
Medium Spells Known (CL 1st; concentration +3)
. . 0 (at will)—detect magic, guidance
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 14, Wis 12, Cha 15
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative, Spirit Sense[OA]
Traits enduring stoicism, unintentional linguist
Skills Diplomacy +6, Heal +7, Intimidate +3, Knowledge (nobility) +3 (background skill), Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7 (background skill), Perception +5, Sense Motive +5, Spellcraft +6, Use Magic Device +6
Languages Celestial, Common, Daemonic, Elven, Thassilonian, Varisian
SQ spirit bonus (+1), spirit surge +1d6
Combat Gear healer's kit; Other Gear studded leather, crossbow bolts (30), heavy mace, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Eritrice, 9 gp, 10 sp
--------------------
Special Abilities
--------------------
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance.
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Sense +5 bonus on checks to notice haunts. When targeting incorporeal creatures with a corporeal spell or effect, it has a 75% chance of affecting the target.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
--------------------

Character Background:
A descendant of a family of prominent lawyers of remote Varisian extraction in Karcau, Rabano has spent most of his young life in and out of mental institutions. Always a sensitive child, as a grammar school student, a day trip to see the angel-draped facade of the Cloisoi Theater and the attendant heroic statues of Blaispear Plaza left Rabano a gibbering wreck.

Speaking in tongues as frequently as not, the next ten years of Rabano's life were a series of visits to mad houses, Pharasmin healing wards, and doctors of various stripes. Nothing seemed to work, and Rabano's mother finally resorted to consulting with an old Varisian fortune teller and witch in a desperate attempt to cure her son.

Unfortunately for Rabano, his first meeting with Mother Nemov is the last things that he seems to remember with any clarity, and that happened nearly ten years ago. The rest are little snippets of Mother Nemov teaching him to conrol, and heed without fear, the angelic voices in his head. Then travel, maybe far from Ustalav? A return and an argument with a slightly older man who may be a brother or cousin. Then nothing before waking in a familiar location- Briarstone Asylum, a place where he spent many weeks as young teen in an attempt to cure what was thought of as the time as schizophrenia.

Rabano experiences his spirit patrons as celestial champions of various Empyreal Lords. Unfortunately, his recent memory loss has left him without the ability to recall excatly who they are, though he does remember how to conduct a seance to call on them. In his possession is a plain holy symbol of Eritrice, agathion Empyreal Lord of Truth, which gives some evidence as to whom his Hierophant spirit is.

If Rabano is accepted, I'll create a persona for him with which to post.


* Allowed races?

* Generic Classes?

* I am guessing "No Template"?

* Drawback?


Here we go with Spugnoir. Igor looking for a master.

Spoiler:

Full Name : Spugnoir

Race: 1/2 orc

Classes/Levels Alchemist 1(Vissectionist) (HP favored)

Gender M

Size M

Age : 25

Special Abilities :

Alignment: NG

Deity :

Location :Ustaluv

Languages :Common,Orc,Abyssal,Draconic,Giant

Occupation : ALchemist/Healer

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Alchemist
EXP:
Hit Points: 11
Spd: 30
Init: +2
AC: 14 ( 2 armor shield)/Touch 12/FF 12)
BAB: +0
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +0 (+2 vs. fear)

Weapons:
Morning Star +2 1d8+3
Light Crossbow +2 1d8

Skills:
Craft-Alchemcy (1+3+3+1)8,
Perception (1+3)4,
Heal (1+3)4,
Stealth(1+2)3,
Disable Device(1+2+3)6,
Use Magic Device (1+3)4,
Climb (1+2)3

Background Skills
Know-History (1+3) 4
Profession-Servant (1) 1

Feats: Brew Potion(Class),Throw Anything(+1 to hit with thrown splash weapons, Add intelligence bonus to damage),Improved Initiative
Traits: Pugnacious(+1 attacks rolls when threatoned by 2 or more foes, 1.day Increase reach by 5' 1 round/ or increase weapon damage 1 step for 1 round,Anatomist(+1 confirm critical hits),
Special Abilities: Dark Vision 60 Ft,+2 Intimidation,Orc Ferocity,Proficient with greataxes and falchions,Sneak attack +1d6,Mutagen (+2 Nat AC, +4 one stat, -2 to relevant stat)
Extracts per day: 2/
Extracts Known: Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul
Equipment
Leather armor (10)
Morning Star (8)
Light Crossbow (35)
20 Bolts (2)
Alchemist Kit (40)
Alchemy Crafting Kit
Backpack
Bedroll
Belt pouch
Flint&Steel
Inkwell&Inkpen
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5)
Waterskin
53 gp

Description:Sugnoir is a bent and ugky half-breed, his lank hair is tied in a crude braid and his back bends from an awkward hump. His skin is grey-ish and his eyes don't seem to
really line up correctly. Only his hands don't seem overly strange, the nimble but strong digits making sure everything is clean and tidy

Memory:Spunoir remembers being in a basket, alone, and being found and servitude. Learning and then nothing.

Expanded: Born to a poor camp follower, Spugnoir was abandoned at an orphanage and taken in by a scholar who had need of a manservant. To make him more useful, Spugnoir was taught alchemy and to assist in the lab. Then something happened an accident? An attack?


Dotting for definite interest. Since I haven't ever played a clerical-type character in years, I'm leaning that way. The player's guide recommends disenchanters as a good option for this AP, I'm probably going to whip up something along those lines. Matter of fact, I'll pretty much go ahead and say for sure either a human or half-elf Warpriest (Disenchanter) of Sarenrae to get that nailed down. I'll have time to post build and a backstory soon; if not tomorrow, before the weekend is out, for sure!


I'm sure you'll get a huge number of submissions, but I can't resist wanting to throw my hat in the ring too, haha... (this is an interested dot)


Definitely interested here. This is one of my favorite settings I will have to see what I can pull together.

Dark Archive

Yes! Really excited about this one. I am admittedly super unfamiliar with the Elder Mythos, but I'm really intrigued by the cosmic horror aspect. Also, the character I'm submitting feels perfect for this AP.

With that in mind, I'd like to submit Professor Talekar Morova, half-Orc archivist bard. As the AP goes on, I'm thinking his odd new compulsion to eat paper will turn into him picking up a few levels in the tome eater Occulitst archetype. He'll be a big knowledge base (bardic knowledge ftw!), and he'll probably expand into some other, more roguey skills as well.

Also, not to get too far ahead of things, but any ideas on starting wealth?

Thanks, GM! Can't wait to see who the (un)lucky souls who get picked for this one are! ;)


Posting back in just to say I think I've figured out my submission, and at the moment have plans for a Paladin with the Tortured Crusader archetype and the Pugnacious campaign trait. I'll get to work on a full write-up and sheet as I can.


@ GM: No worries. I'm happy to wait for a ruling before I put too much work in to building something that might not be allowed.

Dark Archive

Still building the character, but this is the handle that I would intend to use for this AP ;-)


Dotting. will see what i can come up with


Thinking Abjuration Wizard


So here is my idea, input welcome
Introducing

Grymm:

Grymm
Female sylph wizard 1 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6)
Fort -1, Ref +3, Will +4
Defensive Abilities resistance; Resist electricity 5, sonic 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks disruption
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), mage armor, shield (2)
. . 0 (at will)—daze (DC 14), detect magic, mage hand
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 8, Int 18, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Spell Focus (abjuration)
Traits magical knack
Skills Appraise +8, Craft (gemcutting) +6, Fly +7, Knowledge (arcana) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Spellcraft +8, Stealth +7; Racial Modifiers +4 Stealth
Languages Abyssal, Aquan, Auran, Common, Draconic, Ignan, Terran
SQ arcane bond (object), breeze-kissed
Other Gear wizard starting spellbook, 150 gp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruption (1 round, 7/day) (Su) After melee touch attack, target must make a concentration check (DC 15 + 2 x spell level) to cast a spell or use a spell-like ability.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Envy (Counterspell) Associated School: Abjuration
Resistance 5 (Electricity) (Ex) When choosing spells, gain Electricity resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.

Idea is to go for the Riftwarden PrC from lvl7 =^^=


Totally into this! Need to ask whether my concept will be ok though.

I'd like to play an Android fighter, moving into cybernetic soldier. Basically a cross between Sonny from I-Robot and Data from Star Trek. I like the contrast between the emotionally stunted android and the fear laden game. The big question is whether cybernetics would be a possibility? The prestige class relies on me getting access to or making a decent number of cybernetic parts. Do you anticipate that being an option or do I need to tweak the concept?


Dotting would like to offer a half elf occultist

Silver Crusade

Dotting.

I started my Adventure Path subscription with this AP, and my copy is on the way to my home now. If selected, I will *not* crack it open until after we play; I don't want to spoil anything.


Mahk the Scythe (human Ranger):

Mahk the Scythe (SA)
Male Human ranger 1 Archetypes Infiltrator, Trapper,
TN Medium humanoid (human)
Init +4, Senses Perception +6

=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 13 ((1d10)+3)
Fort +4, Ref +5, Will +2

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee scythe +4 (2d4+4/x4)
Ranged longbow +3 (1d8/x3)
Melee flail, heavy +4 (1d10+4/19-20)
Special Attacks Humanoid (Human) +2,

=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8,
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Quick Draw
Skills Craft (Traps) +5, Disable Device +2, Handle Animal +3, Heal +6, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +6, Perception (Trapfinding) +7, Stealth +1, Survival +6, Survival (Follow or identify tracks) +7,
Traits Reactionary, Twitchy,
Languages Common, Goblin
SQ bonus feat, humanoid traits, skilled, track +1, trapfinding, wild empathy +0, +1 skill rank (handle animal, knowledge (geography)), ,
Gear rations (trail/per day) (6), sunrod (5), scythe, outfit (traveler's), chainmail, arrows (20) (5), backpack, waterskin (filled), flint and steel, rope (hemp/50 ft.) (2), grappling hook, pouch (belt), longbow, flail, heavy, 16.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.

Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

No Spellcasting

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Twitchy Your first thought upon awaking in the asylum isn?t confusion over why you can?t remember anything clearly?it?s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you?re always ready to react. You have a hard time staying still, and you?re constantly surveying your surroundings. Maybe you are paranoid, or maybe it?s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+0 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

+1 Skill Rank (Handle Animal, Knowledge (Geography)) GM awarded PC with +1 skill rank (won't exceed max ranks). (Background Skills)

PbP stats:

Race Line in Profile:
TN Male Human
ranger
1
Archetypes(
Infiltrator,
Trapper,
)
Class Line in Profile:
(HP 13 AC:18 T:12 F:16 Saves F:+4 R:+5 W:+2 CMB:+4 CMD:16 Init:+4 Perc: +6

Description:

At 6 feet 2 inches and 225 pounds, Mahk is big for his 18 years. He wears a chainmail suit over wool breeches, and shirt. His boots look rather new, but all his other clothing, while clean and servicable, has seen some years of use. Over his shoulder is slung a longbow, and he carries a scythe that is of an older design, however the wicked looking blade still seems razor sharp.

As he walks down the street, he looks and acts like a happy-go-lucky sort of fellow, humming and whistling, very off key, as he looks around at the wonders of the city.

History:

Mahk was raised in a small village about one days travel from Thrushmoor in Ustalav. The big attraction was a watering hole that trader caravans and other travelers were able to use for a simple daily fee. There was room for the visitors to rest, whether setting up a camp for themselves, as caravans usually did, or staying in the Storm Inn House which was located in the center of this small village. The largest problem the town had was wandering bandits.

Mahk father was one of several families that were simple farmers, who raised crops to sell to others in town and the folks passing thru. All the families took turns working the fields, and the older teenage children took turns guarding the fields so the bandits did not burn them down.

Mahk grandfather was an adventurer who returned after many years away and became a member of the local militia. On his return, he took Mahk under his wing and taught him that a scythe would not only cut down the crops in the fields during harvest time, but was also good for cutting down bandits. He also taught him how to shoot a bow, and his special secret, how to set up traps and disable them. That way, he could protect more of the crops by wounding the bandits before having to either shoot them or cut them down with his scythe.

One fateful night while Mahk and some of the other elder teenagers were on watch, the bandits attacked in a larger than normal force. While eventually the ones who were not killed were driven away, the cost to the village and especially to Mahk was quite high. He found his grandfather severely wounded, and his famous flaming scythe missing. ”Mahk” the old man whispered, ”I give to you my armor and my old scythe. Use it to someday recover Bane, my scythe, from the bandits” and with that he died.

Mahk was stricken to the very core of his being with hatred of bandits, and taking his grandfathers chain armor and his old scythe set out to find Bane and return it to the village. On his travels he killed many a bandit, learned their ways so he could taunt them as they died, and finally found his way to <insert city that the campaign starts in> where he heard that he could join the militia.

Rehearsing his speech to the guard captain in his mind, ”Sir, I offer my services to you in freeing Ustalav of the bandit infestation. I am proficient in killing them. My grandpa's scythe is sharp, and his longbow shoots straight. I can track them, and I can find them. I also know the way of traps, both building them and disabling them. What say you?” and then he would wait for the man to tell him yea or nay.

Finally having his speech ready he heads to the city, and then remembers nothing, not even his past life, other than a sense of loss and something that he has to do.

Note: Bane = +1 Keen Scythe, with the Flaming property.

Books Used:

Core Rulebook
Advanced Players Guide (Infiltrator archetype)
Ultimate Magic (Trapper archetype)
Unchained (Background skill system)
Strange Aeons PG (Twitchy trait)

Look Ahead:

Unless something happens in game to change the folowing; Mahk path is:

Class - Ranger only, ie no multiclass
Skills - Max out current skills
Ranger Combat - Archery
Feats - Deadly Aim(3), Weapon Focus (Scythe)(5)

Created using PCGen 6.07.01-dev on Aug 19, 2016


Appreciate the interest everyone.

@Nutcase: All paizo races available, No generic classes, I'm just not familiar enough with them to feel comfortable. No templates. Drawbacks will be allowed on a case by case basis. I'm not the biggest fan of them, but this is a campaign where they make a lot of sense.

@Mannygoblin: Igor types welcome.

@Professor: Starting wealth will be standard, but you will initially start out with nothing. You may find all of your starting gear, but don't count on it. If there is anything in your character's possessions that is deeply important to them, let me know.

@Kamen: After thinking about it, I'm not comfortable with a cultist of Yog Sothoth as I don't know what role it might have in the campaign. I'd be open to a cultist of Azathoth though. That one isn't involved in the campaign and wouldn't notice/care what you did. Even has the sun domain like Sarenrae. If the The Primal Chaos isn't to your taste, either of the other concepts sound good.

@Nikolaus Android could be interesting, go for it. I don't think there will be many/any cybernetics available in the campaign as written, though that could be adjusted. As the archetype doesn't apply until 5th level we'll have a while to play before it becomes an issue.

Scarab Sages

I'm loving what the Player's Guide says about this AP! I think I'll be submitting either an Infiltrator Ranger or an Urban Bloodrager.

Dark Archive

DM Grey wrote:
@Professor: Starting wealth will be standard, but you will initially start out with nothing. You may find all of your starting gear, but don't count on it. If there is anything in your character's possessions that is deeply important to them, let me know.

Okay cool! I thought I remembered the PG saying something to that effect, but I wanted to clarify if we should start with some gear in mind that we would be able to find in the course of the adventure.

As for items with a special connection, it might be interesting if the Professor has a book of field notes that he keeps to catalog his research and discoveries. Maybe he finds the journal early on, but at a certain point in the book the handwriting changes or there are entries in a language he can't understand at the start. It could even serve as his bonded tome when he starts to dip into Tome Eater. Just a couple ideas to entice you with. ;D

Thanks for the feedback!


Grymms spellbook and bonded item. All i can think of that is a "must have" for her =^^=

Dark Archive

Alright, I have finalised the crunch for my admission - let me know what you think :-)


Dotting for interest...

Musing pitching a Changeling Fighter (Mutation Warrior) - one Bellicose "Belle" Hexekind


DM Grey wrote:
@Kamen: After thinking about it, I'm not comfortable with a cultist of Yog Sothoth as I don't know what role it might have in the campaign. I'd be open to a cultist of Azathoth though. That one isn't involved in the campaign and wouldn't notice/care what you did. Even has the sun domain like Sarenrae. If the The Primal Chaos isn't to your taste, either of the other concepts sound good.

That makes perfect sense. I'm alright with Azathoth, so I'll get to work on that. Amusingly, he was originally going to use Azathoth, but I wasn't sure how he'd start worshipping a god who doesn't care and has very few followers left anyway. But since he lost his memories of whenever that happened, that's your problem now[/joke]. Maybe whatever he did was bad enough that he simply game up on everything and became a nihilist. This then attracted Azathoth's attention, at least as much as any cleric can attract his attention. But when he lost his memories of whatever he did, he regained his optimism and faith in life.

Actually, I was thinking about some stuff last night, and would you allow a Chaotic Good Elder Mythos Cultist? It says on CN or CE in the book, but Azathoth's total unconcern with everything seems like he wouldn't mind someone using his power for good. That and as a former acolyte of Sarenrae, he is trying to be a decent person.


Would a Vigilante (Warlock) be something you'd be ok with?


After talking some things out with a friend, I think I'm going to use the Oracle instead of the Mythos Cultist Cleric, but keep a similiar background. So feel free to disregard the last question. Since Oracles aren't really tied to one god, he can still be trying to follow some of Sarenrae's beliefs, even if his powers have been corrupted by whatever the party encountered during their missing period of memories.


I assume gunslinger is fine. Was thinking about a young kid whose a damn good shot with a musket. Roof top, got your back sniper.


Can I take the Trap Finder feat from Mummies Mask? It's a campaign trait technically but lots of GM's rule it as a regional one since it's so darn useful! I'm also planning to take the Warded Against Nature drawback since I think it's quite fitting for an android. Hope this isn't a problem.

Everything else was in the PM I think :)


Pathfinder Adventure Path, Rulebook Subscriber

Dotting for interest.

I'll come up with something on Sunday.


DM Grey wrote:
@Nutcase:, No generic classes, I'm just not familiar enough with them to feel comfortable.

Here is what I had in mind:

Spoiler:

Basic idea:

UA Expert

Hit Die: D8 (to fit with Pathfinder rules; Full Bab = D10 or D12, 3/4 BaB = D8, 1/2 BaB = D6).

Good Saves: Fort and Ref.

"Bonus Feats":
1st - Bonus Feat (Improved Initiative).
2nd - Evasion (Ex).
4th - Uncanny Dodge (Ex).
8th - Improved Uncanny Dodge (Ex).
12th - Improved Evasion (Ex).
16th - ? (probably a Bonus Feat).

Class Skills: Acrobatics, Climb, Escape Artist, Handle Animal, Heal, Perception, Sense Motive, Stealth, Survival, Swim.

Starting Wealth: 4d6 × 10 gp (average 140 gp).


I don't have the player's handbook yet so missing another trait. Only item he really needs is his gun. Also no backstory. Wanna feel that out as we play.

Emilio Deivon:

Male Human Gunslinger (Musketeer Master) 1
CG Medium humanoid (Human)
Init +4; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +2
+1 Ref to avoid falling
--------------------
Offense
--------------------
Speed 30 ft
Melee:
Ranged:
--------------------
Statistics
--------------------
Str 14, Dex 18(+2), Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats: Gunsmithing, Rapid Reload (Musket), Point-Blank Shot, Precise Shot
Traits:
Languages Common
SQ: Deeds, Grit, Gunsmith, Rapid Reloader
--------------------
[Skills]
(4 Class + 1 FC + 1 Human) x 1 = 6
ACP:
(1)Acrobatics (Dex) +9
()Bluff (Cha)
(1)Climb (Str) +7
()Heal (Wis)
()Intimidate (Cha)
(1)Knowledge (local) (Int) +4
(1)Perception (Wis) +6
(1)Ride (Dex) +8
(1)Survival (Wis) +6
()Swim (Str)

Background Skills
(1)Craft (Alchemy) (Int)
()Profession () (Wis)
(1)Handle Animal (Cha)
()Knowledge (engineering) (Int)
()Sleight of Hand (Dex)

Modifiers:
+1 trait bonus on Acrobatics checks
+1 trait bonus on Climb checks
--------------------
[Gear]
--Equipped--
--Backpack--

gp
--------------------
[Racial Abilities]
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
--------------------
[Traits and Feats]

--Traits--

Cliff Jumper: You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

:

--Feats--

Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
--------------------
[Gunslinger Special Abilities]
Weapon Proficiency: Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines. They are proficient with all light armor.

Gunsmith: A musket master must take a musket when she chooses a battered firearm at 1st level. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.


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Hi, Here's Peyton, a Half Elf Psychic Detective (Investigator Archetype). She doesn't remember her first name. There's something in her past that was traumatic and it left her disillusioned but also with a compulsive need to know things. The amnesia is particularly disconcerting because of this. She's Neutral leaning to Neutral Good and is a good sneak, skill monkey, bookworm. Should be alright in combat and support too with psychic spells.

Let me know what you think. I swapped out the Half-Elf Multitalented for Blended Sights. Let me know if that's ok and thanks for the consideration.

I didn't put in much of a backstory at all because of the amnesia thing. I was thinking of maybe making her a half-drow for extra occulty flavour and justify the Blended Sights a bit more.

In any case my idea for her is that before whatever mysterious events happened that caused the amnesia she was a straight ahead investigator, maybe a Sleuth. She worked as an investigator for hire in Absalom and was pretty swashbuckly. She awoke in the asylum with a much more dour and hardbitten outlook in life, mysterious psychic powers, and a compulsive need to find out what happened.

Of course she doesn't know that she didn't used to have these powers but they niggle at her with their unfamiliarity.

Feedback welcome of course :)

Peyton
Female Half-Elf Psychic Detective
N medium humanoid
Init +1 (1 dex)
Perception +1+1+3+2=+7 (1 rank, 1 wis, 3 class, 2 race)

STR: 15 DEX: 12 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 12 CHA: 10

DEFENSE:

AC 13 (10 + 2 armor +1 dex )
T 11 (13 - 2 armor)
FF 12 (13 - 1 dex )
hp 10 ( 8 + 1x1 (con) + 1x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 3 (2 base +1 dex)
Will 6 (2 base + 1 wis +3 feat) Special: +2 racial against enchantment spells and effects, +2 trait against emotion and fear
CMD 12 (10 + 2 Str + 0 BAB)

Special: Racial immunity to magic sleep effects

OFFENSE:

Speed 20 ft
Melee Longspear 2 (2 str + 0 BAB) (1d8/x3) 1d20+2;1d8+2
Range Alchemsit Fire 1 (1 dex + 0 BAB) (1d6/x2) 1d20+1;1d6
Space 5 Reach 5
BAB 0
CMB 2 (2 STR +0 BAB)

TRAITS::

Campaign
Methodical: Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).

Knowledges picked: Arcana, Dungeoneeering, and Planes. Arcana has Research Skill Focus

Combat:
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.

FEATS:

First: Iron Will
Race: Skill Focus (Stealth)

SKILLS:

6 per level + 3 Int bonus + 2 background

Class Skills are

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Note: Acrobatics, Climb, and Perform removed due to Archetype.

Adventuring Skills

Acrobatics +1=+1 (1 dex)
Bluff +0
Climb +2=+2 (2 str)
Diplomacy +0
Disable Device +1+1+3=+5(1 rank, 1 dex, 3 class)
Disguise +0
Escape Artist +1=+1 (1 dex)
Fly +1=+1 (1 dex)
Heal +1=+1 (1 Heal)
Intimidate +0
Knowledge (arcana) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait) special: +3 additional when researching in library
Knowledge (dungeoneering) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait)
Knowledge (local)
Knowledge (nature)
Knowledge (planes) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait)
Knowledge (religion)
Perception +1+1+3+2=+7 (1 rank, 1 wis, 3 class, 2 race)
Ride +1=+1 (1 dex)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+7 (1 rank, 3 int, 3 class)
Stealth +1+1+3+3=+8(1 rank, 1 dex, 3 class, 3 skill focus)
Survival
Swim
Use Magic Device +1+3=+4 (1 rank, 3 class)

Background Skills

Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility) +1+3+3=+7 (1 rank, 3 int, 3 class)
Linguistics
Lore
Perform
Profession
Sleight of Hand

GEAR:

Ranger's Kit 9 gp
Mapmaker's kit 10gp
Compass 10gp
Thieve's tools 30 gp
Caltrops 1 gp

Worn:
Leather Armor 10 gp
Adventurer's outfit (free)

Wielded:
Longspear 5 gp
Alchemist fire 20 gp

10 GP leftover

Special Abilities:

Race:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Blended View: Half-elves can take this trait in place of multitalented. Source PPC:BoS

Class:

Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.

The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spell Casting:

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.

She can cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.

The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

Spells:

Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —

Spell Slots per Day
1st: 1+1= 2 (1 level, 1 int bonus)

Knacks (DC 13)
Telekenetic Projectile
Grave Words
Mage Hand
Detect psychic significance

Level 1 (DC 14)
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.

Color Spray
Mind Thrust


Reading Player Guide now. Will have a sub in a few.


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It's currently dumping and power just flickered, so if you don't hear anything just assume I'm swimming. ;)


My submission. A Varisian take on a tetori monk. If you like him, but have any reservations or questions, please let me know what you would like to know or change for further consideration.

Vasili Batzoyez Crunch:

Vasili Batzoyev
Human (Varisian) monk (tetori) 1 (Pathfinder RPG Ultimate Combat 61)
LN Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 Wis)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +4; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6+4)
Special Attacks stunning fist (1/day, DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 10
Base Atk +0; CMB +4 (+7 grapple); CMD 17 (20 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style[UC], Stunning Fist, Stunning Pin[UC]
Traits courageous, Pugnacious
Skills Acrobatics +5, Perception +6, Sense Motive +6, Stealth +5
Languages Common, Varisian
SQ graceful grappler
Other Gear
--------------------
Special Abilities
--------------------
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Pin Use Stunning Fist against pinned opponents

Short Fluff:

A solid friend and able fighter is how most people would describe Vasili Batzoyev...Dumb as a stump and wise beyond his years is another, though few would do so to his face. As a proud Varisian man, Vasili took to training with a member of the caravan said to have learned esoteric forms of wrestling in his travels around Golarion. Vasili's devotion to his master was nearly that of his devotion to his mother and father and soon was besting men much older than himself within their community. Seeing value in his son's strength and skill, Vasili was soon besting all comers in each village the gypsy travelers stopped. Part time strong man and full time enforcer, Vasili proved his worth to family and master. The world was a wonderful place filled with ample adventure, fights, women, and booze. Till one fateful day when a match turned ugly, a knife was pulled, and a man lost his life to a large forearm and a crushed windpipe. Vasili was forced to flee. Dejected and saddened by the necessary, but unpleasant killing of a man and loss of his cherished family Vasili roamed from town to town seeking peace and a honing of his abilities.

Vasili is a large and powerful man, but lacking in the brains department due to numerous chokeholds and hard throws taken in his youth. Extremely friendly and gregarious, Vasili seeks to replace the family he lost, yet would never say so.

In combat, Vasili will be a controller looking to mitigate casters and other nefarious individuals so his partners may finish them or subdue them for questioning. Out of combat, Vasili is blessed with high marks in perception and observation of body language.

Overall, he is a fun guy to have around and a capable combatant who may not understand intellectual banter, but can read between the lines seeing through to a persons true intentions.


Interested! I love CoC type campaigns...i will read the guide and work on my submission...


DM, my build is coming along nicely, and I think I've got a good concept and mechanic going, but I've got a few questions...

1) You said you'd consider drawbacks on a case by case basis. I'm considering Foul Brand for my paladin; obviously it's less along the lines of "branded for his beliefs" and more that somebody put the mark on him forcibly, likely during the period now lost to amnesia. If this makes sense and works for you, I'd love to do it as an extra level to the character. Please let me know if it works, and let me know what symbol would make sense to branded on him. (I'm thinking face as the location, in case you're wondering.)

2) Would you be okay with me taking the Forbidden Knowledge trait with some reflavoring, seeing as I'm not building a character from Geb? With the trait's emphasis on strange lore, particularly related to undead and the outer planes, it fits Ustalav as well as the themes of this campaign in particular.

3) The Player's Guide makes it clear our characters are waking up with some amnesia, but it's a little vague (intentionally, I suspect) on just how much we may remember. It seems the characters may wake up with almost no memory whatsoever, or they might recall their early life but be missing just the past few years. Do you have any preference or desire for how much backstory we write up for this, and/or how much our characters actually recall?


Dotting for interest.


Ok. I am thinking human Witch (cartomancer)....think the Mad Hatter from Alice.

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