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Renaissance Strange Aeons (Inactive)

Game Master Keith S.

Renaissance Strange Aeons
current map
Player's stuff
Info from Dr. Losandro's journal
The Clue Bat
handout 2



We have two players for a Renaissance Strange Aeons adventure path, and ideally need two more. If we only get one more, we will go with three players and a 'common character' to share between the three.

Character Generation Instructions:

20 point buy.
No stat lower than 9 before racial mods.
Use the background skill rules
Core races only.
Core and Occult adventures classes. If you have another one in mind, ask.
Open to archetypes, but I am certainly not familiar with them all; if you want to use one, let me know about it.
Standard money per each class.
Two traits
Max HP first level; avg hp thereafter.

Adventure path specific rules.

The game is set in the Golarion Renaissance. A time of burgeoning technological development, but the world is still a magic heavy place.

No heavy armor (firearms have killed the knights)
All weapons are allowed.
Firearms are a simple weapon. Yes, all can use them, including the mage.
Muzzle loader firearms are the only available guns
Cannons exist but are rare and are NOT known to be field pieces. They are used in fortifications, or cast on location to assist with sieges.
Rule of Law is increasing; most cities do not allow heavy weapons to be carried by the general population. A heavy weapon is any two handed weapon (including rifles). This doesn’t mean you can’t own them or move them into your hovel; it means you generally don’t go shopping with a pike or a double barrel muzzle loader. One handed weapons are fine to be worn in such locations (if there is an exception it will be part of the RP and you will know about it ahead of time).
We will need to pay attention to some encumbrance rules, so the spindly armed magician doesn’t have 42 pistols on his belt.


What are everyone else playing?


Somewhat undecided at this point, but they are leaning to a warpriest and a swashbuckler of the mysterious avenger or mouser archetypes.

I have asked them to post their PCs to give you an idea.

Silver Crusade RPG Superstar 2014 Top 16

Very interesting idea. I'm thinking possibly a gun-toting Mutation Mind Psychic. Would be interested in possibly dipping a level or two into Alchemist to get Mutagen, if you'd be up for that, but would be fine with sticking with Psychic.

I'll start writing up the build and background. :)

Silver Crusade RPG Superstar 2014 Top 16

Oh and how do we do pricing on firearms, given how common they are? Is this "Guns Everywhere", where all firearms are 10% of listed cost?


Here is the crunch and fluff of Trevor, Mutation Warrior and low-rank
soldier.

Trevor:

Full Name : Trevor Culexis

Race: Half-Orc

Classes/Levels: Fighter (Mutation Warrior) 1

Gender : M

Size : M

Age : 18

Special Abilities :

Alignment: NG

Deity : Gorum

Location : In Trouble

Languages :Common,Orc

Occupation : Foot Soldier

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height:6'4" Weight: Hair: Black Eyes: Black
Favored Class: Fighter (HP)
EXP: 0
Hit Points: 13
Spd: 30
Init: +6
AC: 17 (+5armor shield +2 Dex)/Touch 12/FF 15)
BAB: +1
CMB: +4
CMD: 16
Saves: Fort +4 (+6 vs. poison) Ref +2 Will +2

Weapons:
Earthbreaker +5 2d6+4 x3
Dagger +4 1d4+3 19-20/x2

Skills: 2/level
Perception (1+2) 3
Climb (1+3+3) 5

Background skills 2/level
Handle Animal (1) 1
Appraise (1) 1

Equipment
Earthbreaker (40)
Dagger (2)
Scale Mail (50) +5 AC +3 Dex -4 ACP
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin.

Feats:Improved Initiative(+4 Init),Weapon Focus-Earthbreaker,
Traits:,Hard to Kill (hen you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)
Pugnacious: +1 to attack when threatoned by two or more enemies, 1/day increase weapon reach or increase size catagory for 1 round
Special Abilities: +2 Intimidate,Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weaponDarkvision Half-orcs can see in the dark up to 60 feet.

Description: Trevor is a very large half-orc that seems somewhat twisted and has a chemical smell to him. His lank hair is tied in a rough braid and his greyish skin is stretched over his muscles
that seem to bulge in odd places. Perhaps his features don't seem to line up right or his hands are too large and legs to knobby at the knees but he certainly doesn't look
appealing.

Background: Life is rough for a orc half-breed in an industrial town and Trevor had perhaps the narrowest of luck managing toa void getting plucked from an orphanage to slave away at a factory and instead
managed to find work as a stableboy at the army stables. Counting himself very lucky, Trevor kept working around the horses and signed up for the army as soon as he could. Trevor would no
doubt have remained a low-ranking solider for a long time if he hasn't been volunteered to test some new gunpowder in the rifles and the noxious powder blew up, putting Trevor into the infirmary and making his already ugly features even more twisted. Currently, Trevor is wondering if he should try to muster out or keep risking another incident with guns.

Lantern Lodge

This sounds fun.

How would you feel about an Alchemist or an Investigator? Both would fit nicely with the setting.


Dotting for interest.

Grand Lodge

Keith, this is the warpriest

Grand Lodge

Optimization has been stepped back several levels as we discussed


Dotting for interest. I'll be working up an Occultist with some duelist flavor.

Since Strange Aeons begins with the PCs having amnesia, how much background do you want from each submission?

EDIT: Also, when you say "Standard Money" do you mean average or roll for it?


Since firearms are so common, do we use the rules where Gunslingers get Gun Training at level 1 instead of the Gunsmithing feat?

And are guns and ammunition reduced in price?


Here are the bones of my Psychic build. I am waiting for the GM to tell us how much background to give our characters before I flesh that part out. Basically, she is obsessed with mutating her body to perfection and has tons of body modifications, including to her head, which is strangely shaped (usually kept hidden by a large headdress).


Meant to post with this alias earlier not my Alandrian Verium one, would the Cad Fighter, be acceptable?

The build would rely on firearms and weapon finesse. His skills and abilities would make him play like a pickpocket / petty thug. His original personality would be different than his pre memory loss personality and as (If? I am not sure of the progress so don't know if we ever get our memories back) we returned to our normal selves, he would come in to conflict with not being as truly thuggish and evil as he used to be. He would have a change of heart during his amnesiac state.


Use average money for starting cash.

I am leaning toward cheap guns to take an economic engine out of the AP and simplify things. That being said, I need to verify by looking up a gun price tonight.

I have been having issues connecting today with my phone. I usually only post in the evenings due to work. I am in central daylight time zone.

Everyone will start with no memory, so don't sweat a backstory at all. We will fill that in as we go.


My last Strange Aeons game kind of died on us shortly after the start, so I'd be interested in submitting this character if you're willing to consider them. Their class, the Ethermancer, is a very Kineticist-like setup with a focus on throwing energy blasts around (and has a recharging energy pool that sharply limits what they can do). It's also got a bit of a cosmic theme, which seemed appropriate. XD The math behind the class is solid, but I'll understand if you'd prefer to pass on it.


Faradin Rogarvia:
FARADIN ROGARVIA
_____________________________________________
Race Human
Gender Male
Age 29
Class Fighter (Cad) / Level 1
Init +4; Senses Perception +0, Survival +0
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC 17(19), touch 14, flat-footed 15
(+3 Armor, +4 Dex, +2 Shield)
Hp 11 Temp hp []
Fort +3, Ref +4, Will +0
_____________________________________________
OFFENSE
_____________________________________________
Speed
30ft
Melee
Brass Knuckles +5 (1d3+2;x2)
Cestus +5 (1d4+2;19-20x2)
Dueling Sword +5 (1d8+2(+3);19-20x2)
Kukri +5 (1d4+2;18-20x2)
Ranged

Special Attacks
_____________________________________________
STATISTICS
____________________________________________
Str 14, Dex 18, Con 12, Int 11, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Exotic Weapon Proficiency (Aldori Dueling Sword), Weapon Finesse, Point Blank Shot
Traits Armor Expert, Pugnacious
____________________________________________
SKILLS
____________________________________________
Skills
Acrobatics +8 (+4 Ability, +1 Rank, +3 Class)
Bluff +5 (+1 Ability, +1 Rank, +3 Class)
Escape Artist +8 (+4 Ability, +1 Rank, +3 Class)
Stealth +8 (+4 Ability, +1 Rank, +3 Class)
Background Skills
Knowledge (Engineering) +4 (+1 Rank, +3 Class)
Sleight of Hand +8 (+4 Ability, +1 Rank, +3 Class)
Languages Common (Taldan)
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Bonus Feat Level 1 (Weapon Finesse),
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Load
Combat Gear Studded Leather Armor, Heavy Wooden Shield, Aldori Dueling Sword, Brass Knuckles, Cestus, Kukri
Gear Gunslingers Kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.), Outfit worth 10Gp
Gold 84 Gp
____________________________________________
APPEARANCE
_________________________________________
Height 6ft 2
Weight 210 lbs
Eye Color Blue
Hair Color Black
Region of Origin Brevoy
Deity Cayden Cailean

Just waiting to spend the rest of my gold on a firearm and ammo if I am able, but this is the character so far.


Let's go with firearms are 10% cost. Ammo and powder is also 10%. If I missed something by this ruling (like all of you start carrying petards or similar), we may have to rework things!

As I have said (and the players guide discusses), you will all start with amnesia so don't worry about a backstory.

I will let folks post ideas through Thursday afternoon, and then will notify those who are invited forward to post in the discussion board.

Hope to start gameplay on Thursday evening.


@ Cuan - an alchemist or investigator are perfect fits for this type of campaign.

Counting players can be tricky on these forums with everyone using various avatars.

I count one of my committed players posting (Mssr. St. Onge).

I have one more committed player to post something (a swashbuckler was a thought a few days ago but no commitment).

I count 6 other characters (at least concepts) submitted.

Cartemanbeck - gun toting mutation mind psychic (Nalena Brakear)
Trevor Culexis - half orc mutation warrior
Alandrium Verium Cad Fighter (Darkest Heart)
Regina the Ethermancer
Phntm888 Occultist with duelist flavor
Cuan - alchemist or investigator

Let me know if I am double counting or missing someone.


Elizabeth Graham
N Female Human Sorcerer 1
Init +1; Perception +0
AC 11, FF 10, T 11, CMD 11, FFCMD 10
Hp 8
Fort +1, Ref +1, Will +2
Speed 30ft.
Melee
...Dagger +0, 1d4(19-20)
Ranged
...Dagger +1, 1d4(19-20)
Spells (CL 1)
0th (∞/d)
...Daze
...Detect Magic
...Jolt
...Mage Hand
1st (4/d)
...Magic Missile (CL 3)
...Charm Person (DC 14)
Str 10, Dex 12, Con 12, Int 13, Wis 10, Cha 19
Feats Eschew Materials, Spell Focus(Evocation), Spell Specialization(Magic Missile)
Traits Enduring Stoicism, Magical Lineage(Fireball)
Skills Bluff +8, Knowledge(Arcana) +5, Sense Motive +4 Spellcraft +5
Special Occult Bloodline, Bloodline Arcana, Blood Havoc
Gear Dagger, Dress, Belt Pouch, 66gp

Edit: So, that's my bid, a young occult sorceress.


Faradin:
FARADIN ROGARVIA
_____________________________________________
Race Human
Gender Male
Age 29
Class Fighter (Cad) / Level 1
Init +4; Senses Perception +0, Survival +0
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC 17(19), touch 14, flat-footed 15
(+3 Armor, +4 Dex, +2 Shield)
Hp 11 Temp hp []
Fort +3, Ref +4, Will +0
_____________________________________________
OFFENSE
_____________________________________________
Speed
30ft
Melee
Brass Knuckles +5 (1d3+2;x2)
Cestus +5 (1d4+2;19-20x2)
Sword Cane +5 (1d6+2;x2)
Ranged
Sword Cane Pistol +5 (1d4/x3;10ft;Misfire 1)
Special Attacks
_____________________________________________
STATISTICS
____________________________________________
Str 14, Dex 18, Con 12, Int 11, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Exotic Weapon Proficiency (Aldori Dueling Sword), Weapon Finesse, Point Blank Shot
Traits Armor Expert, Pugnacious
____________________________________________
SKILLS
____________________________________________
Skills
Acrobatics +8 (+4 Ability, +1 Rank, +3 Class)
Bluff +5 (+1 Ability, +1 Rank, +3 Class)
Escape Artist +8 (+4 Ability, +1 Rank, +3 Class)
Stealth +8 (+4 Ability, +1 Rank, +3 Class)
Background Skills
Knowledge (Engineering) +4 (+1 Rank, +3 Class)
Sleight of Hand +8 (+4 Ability, +1 Rank, +3 Class)
Languages Common (Taldan)
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Bonus Feat Level 1 (Weapon Finesse),
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Load
Combat Gear Studded Leather Armor, Heavy Wooden Shield, Aldori Dueling Sword, Brass Knuckles, Cestus, Sword Cane Pistol,
Ammo Powder (14 Doses), Bullets (14Shots)
Gear Gunslingers Kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.), Outfit worth 10Gp
Coineage 10Sp
____________________________________________
APPEARANCE
_________________________________________
Height 6ft 2
Weight 210 lbs
Eye Color Blue
Hair Color Black
Region of Origin Brevoy
Deity Cayden Cailean

Physical Description

Faradin wears his hair shaved short on the sides and back and long on top, swept to the right of his head in a slight cascade. Faradin has a scar on his face, starting over his left eye and moving down to above the corner of his right lip, over the bridge of his nose.

He wears a clean white shirt, laced at wrists and neck, under a black leather coat with red scrollwork running the sleeves and the lapels. Faradin wears a pair of black canvas pants, tight and form fitting, under a pair of turned down black leather boots. Around his waist hangs a thick leather sword belt with a bright silver belt buckle.

Physical description and gear updated with a Swordcane Pistol added with ammo, and the Kukri removed.


I would like to submit Reagus.
He considers himself a bit of an intellectual. A man of the times. The world is growing in understanding and he loves to understand. This of course only makes the amnesia even more frustrating.

Description:
A middle aged man, who's hair had grown white before its time. His eyes are lined from countless hours squinting to read by candlelight. He carries himself as a man burdened, not physically but with the weight of uncertain knowledge.
That which is remembered:
It had not always seemed a dangerous hobby, but the hobby had become something of an obsession. This obsession festered from a dangerous curiosity. To truly understand... But had he been successful? It all is so fuzzy and ethereal.
That which is forgot:
Curious from birth, his first word was "why". A question which would lead him down a life of ceaseless research and inquest. A driving impulse which would have driven most mad. Reagus instead chose to become numb both to fear and his own bodily needs. Perhaps this numbness is what brought on his premature balding white head or perhaps it is the weight of the knowledge that lies locked within, below a sea of haze.
Concept:
Reagus is a wizard with the Elder Mythos Scholar archetype. He has a strong mind and a body which is somewhat hardy, two important qualities in his line of work. In a group he would represent a calming thoughtful influence on the party. His research notes may give some clues about what has transpired around them. Combat is not Reagus's forte, he will have to rely on those around him to best any significant threat, at least for now. Perhaps in time he will grow more competent at the vulgar arts of combat. For now he wishes simply to learn.

Crunch:

Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +1, Ref +0, Will +6; +3 vs. fear; +1 vs. non fear emotion
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
quarterstaff +0 (1d6) or
switchblade knife +0 (1d4/19-20)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—comprehend languages, kreighton's perusal, mindlink[OA]
0 (at will)—detect magic, jolt[UM], prestidigitation
Opposition Schools Enchantment, Evocation
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 18, Wis 14, Cha 13
Base Atk +0; CMB +0; CMD 10
Feats Iron Will, Stoic[ISWG]
Traits Student of Philosophy, Enduring Stoicism
Skills Acrobatics -3 (-7 to jump), Bluff +1 (+4 to lie), Craft (bookbinding) +8, Diplomacy +1 (+4 to persuade), Intimidate +2, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Spellcraft +8
Languages Abyssal, Aklo, Common, Daemonic, Infernal, Jistka
SQ arcane bond (object), forewarned, prescience
Other Gear dagger, quarterstaff, switchblade knife, artisan's tools, backpack, bedroll, belt pouch, book lariat[ACG], cheat sheath[ACG], flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 16 gp, 7 sp
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Ring inscribed with Erdrich Symbols.
Eldrich Knowlegde When attempting a save against confusion, fear, insanity or madnes, can use INT instead of WIS but are affected by Nightmare next time he sleeps. This uses two uses of his first level ability (prescience). An Elder Mythos scholar has two fewer uses of his first level wizard ability.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Prescience (5/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Stoic +1 save vs. fear, limited fear immunity
Talisman of Revealing While wearing or wielding his bonded item, an Elder Mythos scholar can spontaneously cast a special detect aberration spell by sacrificing a prepared 1st-level spell. Instead of detecting aberrations, this spell detects creatures associated with the Elder Mythos He gains a +2 circumstance bonus on Knowledge checks to identify such creatures and Spellcraft checks to identify effects they create. This replaces Scribe Scroll and the 5th- and 10th-level bonus feats.

Lantern Lodge

I'll be submitting Helena Kaddren. She is an Elven Investigator with the Bonded Investigator archetype.

She's a Varisian Elf who has become an adopted member of Magnimar's Kaddren noble family whom she served as a teacher for many years. The main reason for the adoption was to give her a home and open doors for her. As such her attachment has become to the family as a whole and not so much to individual members. She has been raised by her father but they parted ways when she was still young, at least by Elven standards (think comparable to 15-16 year old human), and she hasn't seen him since.

That would be the extent of her memory and as such she wouldn't have a clue why she is where she is now or why she left her adoptive family.


Oh, that reminds me.

@GM: I briefly touched on this while mentioning that the Ethermancer is fairly similar to the Kineticist, but as far as roles in a party go, they're primarily a ranged damage dealer with a side of buffs, debuffs, and utility. Pretty much all of that triggers off of their resource pool, whose rapidly-depleting and slowly-refilling nature means that they can never have too much going at any one time. The class has a lot of staying power over the course of an adventuring day, but is limited rather strictly from moment-to-moment.


Here is my Occultist, Sephira Valus.

Crunch:

Sephira Valus
Female Occultist 1
LN Varisian humanoid (human)
Init +3; Perception +4
Favored Class: Occultist
FCB: +1 Skill Point
--------------------------------------------------------------
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP 9 (1d8+1)
Fort +4, Ref +5, Will +3
Special Defenses Aegis, Mind Barrier, Warding Talisman (+1)
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee rapier +3 (1d6+1, x2)
Melee light mace +3 (1d6+1, x2)
Melee dagger +3 (1d4+1, 19-20/x2)
Ranged light crossbow +3 (1d8, x3, 80 ft)
Ranged dagger +3 (1d4+1, 19-20/x2, 10 ft)
Spells Known(CL 1, Concentration +3)
0-level (2) - resistance, mage hand
1st-level (2/day) - lead blades, shield
Spell-Like Abilities (CL 1)
Detect magic - 1/day
Special Attacks Legacy Weapon
-------------------------------------------------------------
STATISTICS
Str 13, Dex 16, Con 14, Int 15, Wis 10, Cha 10
Base Atk +0, CMD +1, CMB 14
Traits Pragmatic Activator, Ritualistic (detect magic)
Feats Armor Proficiency (light, medium), Point Blank Shot, Shield Proficiency, Weapon Finesse, Weapon Proficiencies (simple, martial)
Skills (ACP -1) Appraise* +6, Diplomacy +4, Disable Device +7, Knowledge (arcana) +6, Knowledge (planes) +6, Linguistics +6, Perception +4, Profession (Merchant) +4, Sense Motive +4, Spellcraft +6, Use Magic Device +6; +2 on skill checks to perform occult rituals
*background skill points
Languages Common, Draconic, Dwarven, Elven, Varisian
SQ Focus Powers, Implements (Abjuration, Transmutation), knacks, mental focus (3)
Other Gear light crossbow with 20 bolts, rapier, light mace, dagger, studded leather armor, buckler, ranger's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, 10 torches, trail rations (5 days), waterskin), thieves' tools, 10 pieces of chalk, ink, inkpen, 5 sheets of parchment, scroll case, explorer’s outfit

Spell List
0 - mage hand, mending, message, open/close, purify food and drink, resistance

1st - abjuring step, alarm, hex ward, hold portal, peacebond, shield, shock shield, warding weapon, alter winds, ant haul, break, charge object, crafter's curse, crafter's fortune, enlarge person, erase, expeitious retreat, feather fall, gravity bow, jury-rig, keen senses, lead blades, liberating command, longshot, magic weapon, mirror polish, negate aroma, pass without trace, reduce person, refine improvised weapon, reinforce armaments, sundering shards, vocal alteration, youthful appearance

She was a shopkeeper who specialized in the buying and selling of rare and unique items - especially those with some amount of history to them. Other backstory details to be filled in as she remembers.


You said that this is the Renaissance.
Well, is it possible for me to play a Swashbuckler?
This class was introduced the "Advanced Class Guide".
Here is the reference document link for it:
http://paizo.com/pathfinderRPG/prd/advancedClassGuide/classes/swashbuckler. html

Even if you do not allow the class, the setting seems to be pretty cool. I am a history major so this kind of setting always interested me.


Swashbucklers are allowed, but we already have one. He is one of the committed players but has not posted his PC yet.

I am calling a stop to submissions (except for the committed fellow who owes me a PC); we have plenty of good choices for a game. I will let you know who is the "winner", such as it is, in a bit.


The rest of the players and I have selected:

Trevor, half orc mutation warrior.
Helenna Kaddren, elven investigator. (Cuan)
Faradin, human cad fighter (Darkest Heart)

We have Mssr. St. Onge, warpriest, and are owed a swashbuckler who promises to post this evening.

I have kicked off the opening scene under gameplay, so feel free to mosey over there and have a post.

Thanks to the rest of you for posting your character concepts. It was not easy making choices, and dice rolls may have been involved!


OOh shiny! I'll make my alias now. Thanks for selecting me!


Will get my Alias made and then head over.

Silver Crusade RPG Superstar 2014 Top 16

Aww, poo! Have fun guys!

The Exchange

Pathfinder Adventure Path, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I am making a Dwarf Mouser (Swashbuckler archetype). Don't judge his speed based on the length of his legs!
(I am the before spoken PC...) :)


Have fun everyone! Hopefully I'll get in next time.


We are looking for another player to make a fourth for this game (one player has vanished).

The party prefers a healer or a rogue.

The game is set in a slightly more technologically advanced Golarion.

the setting:
A Strange Aeons AP. It is a time of burgeoning technological growth in Golarion. Firearms (muzzle loaders) are common. They are a significant part of armed forces - and they have killed the heavily armed knight. Almost anyone can use a firearm.

Magic is still commonplace, but the peasant sees hope in technology. After all, anyone can use a gun, but only after years of study can the most special people cast a spell.

Adventure path specific rules.

The game is set in the Golarion Renaissance. A time of burgeoning technological development, but the world is still a magic heavy place

character gen rules:
20 point buy.
No stat lower than 9 before racial mods.
Use the background skill rules
Core races only.
Core and Occult adventures classes. If you have another one in mind, ask.
Open to archetypes, but I am certainly not familiar with them all; if you want to use one, let me know about it.
Standard money per each class.
Two traits
Max HP first level; avg hp thereafter.

Adventure path specific rules.

The game is set in the Golarion Renaissance. A time of burgeoning technological development, but the world is still a magic heavy place.

No heavy armor (firearms have killed the knights)
All weapons are allowed.
Firearms are a simple weapon. Yes, all can use them, including the mage.
Muzzle loader firearms are the only available guns
Cannons exist but are rare and are NOT known to be field pieces. They are used in fortifications, or cast on location to assist with sieges.
Rule of Law is increasing; most cities do not allow heavy weapons to be carried by the general population. A heavy weapon is any two handed weapon (including rifles). This doesn’t mean you can’t own them or move them into your hovel; it means you generally don’t go shopping with a pike or a double barrel muzzle loader. One handed weapons are fine to be worn in such locations (if there is an exception it will be part of the RP and you will know about it ahead of time).
We will need to pay attention to some encumbrance rules, so the spindly armed magician doesn’t have 42 pistols on his belt.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I assume given the setting you're including Gunslinger in "Core". I've been meaning to try one out but they don't always fit into peoples games.-Edit: Somehow my brain blanked on the healer or rogue.


Hey Keith,

I was playing a Strange Aeons game when the GM had to fold. The character I was playing was a human investigator with some minor healing capabilities.

I know he's neither a rogue nor a healer but a little of both. See the crunch and fluff in the alias and let me know if this is something that would be acceptable.

If so, I'll update his stats to your requirements.

Thanks,

BTW: I used to play Amaru in your now defunct S&S game a couple of years ago.


Pathfinder Adventure Path, Companion, Starfinder Maps, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber

I'd like to put a healer together. Edit: I'll prepare a cleric for consideration.


This is the 2nd Strange Aeons replacement character recruitment to open up in the space of a few hours! This is my submission for the other game, and is based on my character for a face-to-face Iron Gods game.

Mara bint al-Katheeri is a Half-Orc Heavens Shaman (Speaker for the Past archetype). She is a support and utility divine caster, with a full range of healing spells. She will specialize in party buffing. No rogue skills, I'm afraid.

The stats in the profile are for 1st lvl. If selected, I will level up to 2nd (that's where the existing characters seem to be at), and add background skills. I will also need to tweak her stats to raise her charisma above 8.

*Waves at CariMac. Hi Eustoma, Wulfram here.*


Pathfinder Adventure Path, Companion, Starfinder Maps, Starfinder Society Roleplaying Guild Subscriber; Pathfinder Comics Subscriber

Here's my cleric submission. I didn't create a background due to the way the AP is. Thanks for the consideration.

Lia Cantoni:

Female human cleric of Pharasma 1
NG Medium humanoid (human)
Init +0; Senses Perception +2
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
dagger +2 (1d4+2/19-20) or
khakkhara +2 (1d8+3/×3)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 6/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
At will—lore keeper (18)
5/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—bane (DC 13), bless, comprehend languages[D]
0 (at will)—detect magic, light, stabilize
D Domain spell; Domains Healing, Knowledge (Thought[APG] subdomain)
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Statistics
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Str 14, Dex 10, Con 16, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel, Scribe Scroll
Traits dangerously curious, true devotion
Skills Acrobatics -3 (-7 to jump), Knowledge (history) +4, Knowledge (religion) +4, Linguistics +4, Spellcraft +4, Use Magic Device +6
Languages Abyssal, Common
Other Gear chain shirt, buckler, dagger, dagger, khakkhara, sling, sling bullets (50), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Pharasma)[UE], mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of Pharasma[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 7 gp, 5 sp
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Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (6/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Thought)
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.

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Thanks for the interest. I am going with Professor Mermont (partly because I know him from a previous game).

Professor Mermont - I will set up a means to have you join with the team.

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