Spooky's Carrion Crown

Game Master Jonas El 'Adan


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NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

To the new GM:
Dr. Von Herzog is very much based on the character Abraham Van Helsing from Bram Stoker's 1897 novel Dracula, but NOT later interpretations of that character. He is a man of science, trusting his own skill and intellect over faith. At the same time, he understands the power of faith, and does not dismiss the faith of others. I wanted him to be a physician who did not need magic to heal. As such, I'm not that concerned about learning arcane healing spells. (The only one in the books is infernal healing, which the good doctor would not use as a matter of principle.)

As for why he studies necromancy: His hatred of the undead runs so deep he wants to understand them at their magical underpinnings so that he can better un-make them... and put them into their graves to rest eternally. He already channels positive energy (he has the Turn Undead feat, not Command Undead.) I guess this is the "fight fire with fire" approach. I intend for him to learn undead creation spells (e.g. animate dead), but never actually to cast them.

Re: Trained Chirurgeon trait: I'd considered it a Basic (Social) trait, as the character isn't about faith at all. I'd be happy to switch it to Caretaker if you would prefer to keep everything by-the-book. The two are identical mechanically.

More than magical healing, I'd really like Stefan to be able to get his hands on a healer's kit and a set of surgeon's tools. With Spooky's PC creation rules, I didn't have enough money to start with either, which is why my initial post included an off-camera robery. One of my other groups got as far as the cache of Pharasmin anti-undead tools buried in the Restlands, and that GM dropped a healing kit there.

Regarding advancement: At level 2, I'm planning to take ranks in Craft (alchemy) and Use Magic Device-- the former so as to make alchemical healing items, and the latter to be able to activate cleric/druid items.

Regarding background nastyness to use against us... After rolling a natural 20 on a Knowledge check about the Whispering Way, I wrote the following background story to explain how he came about to know so much. That vignette is now solidly in the character's background, at least in my mind.

Oh, finally, if I address you directly, I will probably end up calling you "Narrator." I post frequently from my smartphone, and I don't want it to learn "narrater" as an actual word-- when it autocorrects, I'd prefer to let it stand!


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

Narrater & Dru:

Some ideas that were discussed (behind the scenes):

Their hag mother believed Drusilla had died and only Ileana had lived. So Drusilla never received or heard the hag's call - only Ileana who fought it off with the Other's help as she was believing she was going insane when two voices appeared in her head.

Ileana's voice (re the Other, the Spirit of Earth & Bone - the name I made up since she has the Bones Mystery) is neither good nor bad at the moment -- well, Ileana has no clue, really. I had suspected that Spooky was going to work it one way and I was waiting to see. The Other has only ever "protected" Ileana from her abusive family and the cruelty she had to endure at the hands of an evil grandmother and stepmother.

Dru came up with the idea that when the twins were born, and Dru had "died" for a moment, Ileana ended up with two souls in her body -- Dru's and her own. Dru is left soulless. The voice of The Other could be an extension of that... but I'm sure Dru could explain it better to you.

I have no issue with what wicked direction you want to take it in ... But I thought I'd give you the rundown of what has been discussed off board.

Edit: The Fey who took Drusilla in and raised her had told her of her twin, so she always knew Ileana existed but not where. Ileana never knew of the other baby. At Prof Lorrimor's funeral is the first time they have set eyes on each other. Dru is a little more clued in at this point.

Thanks! :)


Dr Stefan:
I must have misread your character with the turn undead thing. Thank you for the correction. I certainly don't mind which form of narrater you might wish to use.

Ileana & Drusilla:
That is an interesting twist on things. I was thinking of going a little further then a typical Changeling calling. It might be more accurate to say that I wished to build off of it.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

Narrater & Drusilla:

I have no issue with building from it ... Actually am eager to see what it turns into ... :)


F Changeling Bloodrager (Greenrager)(Destined )
Spoiler:
hp 10/10 AC 20 (touch 12; FF 18) | Init +2 | Per +4 | Fort +2; Ref +2; Will +0

Narrater & Ileana:
Ileana had our summary pretty much nailed. Not sure if I have much to add on the subject. I'm cool with building on the hag connection too, and interested to see what comes of it.


Kith:
Good to know you are interested in the idea. I will think on the best way to incorporate the idea. Currently what I am thinking would be too extreme for your current levels but maybe after the first book. Though hints and fluff that touch on the evils of the Whispering Way would still work.

Drusilla & Ileana:
Then I will run with the idea then. I have already expanded on it a good deal. It could potentially touch on a good portion of the AP if I am able to play it out in the measured and delicate manor I am aiming for.


I was wondering how everyone felt about using the Cards of Fate system or possibly Hero points. I did not notice any indication that the Cards of Fate was in use. Also I wished to know if anyone had questions or input for me at this point.

I also wished to mention that I sent off a personal message to Maryska informing her of the continuation of the game and am waiting on a reply.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

I think The Cards of Fate seem interesting and suitable in this themed game. I've not been in a game where they've been used before. I have no issue with either, however.

I sent Maryska a PM on my Monday (your Sunday) as well and have not heard back as yet. I think if we do not hear back from her in a week, then we return to the recruitment thread and see if there is someone suitable there to replace her spot in the group (no offence meant, Maryska). There were ample submissions. :)

@ Narrater, what is your GM style like? Do you like to involve your players in building/adding to the narrative (to a certain point)? What is your posting expectation once the game recommences? And will you auto bot a player if they haven't posted after a certain amount of time and haven't given a reason for their absence? I find waiting around for days for one person to post/rp can quickly kill enthusiasm/motivation/momentum in game.


I like to DM cooperatively with players. If a person sees their character a certain way I try to help them achieve that. Everyone should be able to have their moment in the sun and that should be respected. I appreciate players helping to build the narrative of the story. Especially when it comes to their own background. I may need to change things to fit the game and keep balance but I welcome ideas.

I will try to keep with Spooky's original postings request since everyone joined the game with that expectation in mind. Though I encourage everyone to post more during periods of intense action. Speaking of postings there can be times when things can feel like they have reached a bottleneck in conversation causing things to stall if any of you feel like you need something from me to continue please feel free to give me a nudge on the discussion board. I ask that everyone try to keep the game thread focused on the story and game mechanics as much as possible. I won't freak out about little ooc blurbs though.

I will try to keep boting characters to a minimum unless they are absolutely necessary to the story or group at that point. In most cases they will fade to the background until the player returns. If the group is in a fight the narrative will be directed such that they are ineffective that round a series of misses for attacks, no spells cast due to a moment of indecision etc. Planned absences are another matter. If possible I would prefer if one of the other players stood in for the missing player since I have the game to handle but I will if they feel its necessary.


F Changeling Bloodrager (Greenrager)(Destined )
Spoiler:
hp 10/10 AC 20 (touch 12; FF 18) | Init +2 | Per +4 | Fort +2; Ref +2; Will +0

Cooperatively, is just what I want to hear. I'm sure was we keep a dialogue open, everyone should be pleased.

I can't say I find anything about your style of play/dming disagreeable. I look forward to getting into it. I was just in the midst of finding Drusilla's voice as it fell apart, and am eager to see where this all goes.

As for hero points and Fate cards; I like hero points. I'm unfamiliar with the Fate cards, but I'm willing to try them.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

I, too, like the cooperative approach. :) Your plans (that you have discussed so far) sound positive and intriguing and I am looking forward to getting into the game. :)

I think we can discuss amongst one another and formulate a "backup" (someone to bot) for each of us when we're away from the board for extended periods of time. I think Dru and I could easily back each other up, for example.


I also like the hero point system but that is mostly because I am partial to high adventure style games. The Fate Card rules can be found in the Carrion Crown Players Guide, just after the campaign traits if your interested in learning more about them. To simulate the draw we would role dice. I believe I had worked it out using a d10(rerolling all 10s) and d6 for using the harrow cards for the prestige class at one point and would likely use it again if Fate Cards are well received.

I had a thought of mixing the two systems. Allowing a person to spend a hero point to draw a fate card once per level or something similar but wish to sound people out on the base concept first. It might be to high adventure for others considering the AP has its roots in Horror.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

I have used Hero Points extensively in other campaigns (mostly IRL, but in one PbP), and they do work well.

I do like the idea of Fate Cards for a gothic horror game. I think they accentuate the creepy feel.

Regarding drawing Harrow cards... I'm playing a Harrower in another PbP, and we came up with the following...

Use this code to draw a Harrow card...

{spoiler="Card Name"}
{dice=Suit}1d6{/dice} ...suit name
{dice=Ethic}1d3{/dice} ...law/chaos axis
{dice=Moral}1d3{/dice} ...good /evil axis
{/spoiler}

Roll the dice in Preview, then fill in the details.

Suit:
1 - Hammers (Strength)
2 - Keys (Dexterity)
3 - Shields (Constitution)
4 - Books (Intelligence)
5 - Stars (Wisdom)
6 - Crowns (Charisma)

Ethic:
1 - Lawful
2 - Neutral
3 - Chaotic

Moral:
1 - Good
2 - Neutral
3 - Evil

So, for example:

The Eclipse:
Suit: 1d6 ⇒ 5 ...Stars
Ethic: 1d3 ⇒ 1 ...Lawful
Moral: 1d3 ⇒ 3 ...Evil

We like rolling 2d3 rather than 1d10 for two reasons: You never need to re-roll, and you don't have to consult a table.]


That is a more elegant way of doing it. I was thinking of using the 10 as a special random where fate is aligned for or against you. Such as drawing a second fate card, The DM draws a fate card to use at some point against your character :), Lose an extra hero point for the draw. Lose no hero points. Still that could easily be handled with another die roll.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Harrow cards sound intriguing, never used either those or Hero points so I'll leave it the more experienced players.

Yeah let's give Maryska a little longer and then see. Having games grind down because of waiting for one person is pretty frustrating.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

Sorry for the late response -- Paizo being down for so long didn't help.

I've only ever been in games where the GM uses hero points and I am certainly fine and familiar with them.

Stefan's card system seems pretty cool. And Narrater, the DM drawing a second fate card to use against us at some point -- that sounds interesting and ominous. I like. :)

Still have not heard back from Maryska (and haven taken in account Paizo being down yesterday).


Maryska responded directly to me and expressed interest. She is currently dealing with an emergency situation at her place of business and was relieved that we are waiting to start the game after the holidays.


Male Human (Taldan)
Magus 1:
BAB: +0 CMB: +2 Fort: +4 Ref: +2 Will: +2 AC: 16 (Tch:12 FF:14) CMD: 14 Init: +2 HP: 10/10

I am thinking about trying to contact Spooky to transfer DMing authority of these boards to me. I am not certain of the normal protocols and wished to know if anyone else has done this before or is aware of the requirements? I am not even certain if getting in touch with spooky is required I would like to find out what is needed before I bother him though. It sounded like he was going through a lot and I don't wish to burden him unnecessarily.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

I always see this message on top of the gameplay forum:

If you are the GM for a play-by-post campaign but didn't start the thread, please email community@paizo.com.

We need:
•A link to your profile page (click on your name at the top where it says "Welcome, your name!"
•A link to the gameplay and discussion threads for the campaigns you have inherited.

Just copy and paste these links from the address bar in your browser, please.


Thanks Kith I want everyone to know that I sent out the request. I am not sure when I might see movement on it but I am sure it won't be too long and we don't need those features immediately any way.

Ileana Cercel wrote:


Stefan's card system seems pretty cool. And Narrater, the DM drawing a second fate card to use against us at some point -- that sounds interesting and ominous. I like. :)

Glad you like the idea. I was thinking of playing such things up such as affecting an Augury. Fate itself is against you so yes the Augury will come up woe or maybe Weal and Woe :) I was thinking of doing the role in secret and revealing the results through portents such as readings from a seer or some other worldly beings that you might meet or summon and spells like augury. Maybe animals tend to shy away from the character not enough to affect skills like handle animals but enough to make a person wonder what was wrong. I think that could create an aura of mystery and paranoia especially if I add little nudges here and there to create false positives from time to time.

After reviewing the haunt rules again I am still not really happy with them. They seem too fiddly to me. With no class that can consistently lay these spirits to rest permanently. I can understand the low level blues where everything requires a great deal of effort but haunts at any level seem more annoying to high level characters if they don't have the particular spell, ability item or can't recreate the sequence of events to end the haunt. There also doesn't appear to be a way to find these things out without interacting with the haunt first weather it is a big or small. The only thing that I can think of that is handled in a similar fashion is when a group is trying to destroy an artifact. Which is supposed to be a pretty epic event. Not sure all haunts need to be at that potential level of difficulty and that is my primary concern. It seems that it could easily bog down play.

To that end I am thinking of adding spells or capabilities to existing spells that will help interacting with haunts and possibly neutralizing them at least temporarily and possibly permanently. I was also thinking of adding a feat to enhance the Know(religion) skill to zero in on a Haunts weakness but may simply make the Know(religion) skill capable of dealing with them out of the box.

Many of these things are a matter of preference. So does the group want haunts to be used as written where each one needs to be dealt with permanently using the long Yes and No answer session or would the you prefer to have multiple options available to deal with them and may even be able to specialize in exorcising such spirits.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Hah, I think this might be too much behind the screens information for me as I don't know what Haunts are at all. If you think they're too irritating as written and we're struggling too much with them then I wouldn't mind alternate ways of dealing with them.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

Never used Haunts, but I do like the idea of having multiple options to deal with them -- sounds more interesting, adds thematically and great for character development along the way. :)


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Honestly, haunts are there mainly as a way to reveal backstory in an interesting manner. I'm a big fan and use them frequently in my home games. I've found that they can be very effective when triggered, even if the PCs save against their effects. They're kind of like a hazard, and kind of like a trap, but distinct form each. I've found that they work pretty darned well as-written. They're one of the coolest innovations in game mechanics that made PFRPG distinct from 3.5.

They generally trigger once, then are dormant for 1 day.

Honestly, I wouldn't spend too much time trying to redesign or dedign around them.


I don't wish to ruin your verisimilitude Kith I found that many people where polarized by those particular rules and wasn't especially impressed with them myself and wished to take a reading of how the group felt about them. I should have realized that some people haven't been exposed to them before. Haunts where highlighted in Carrion Crown but you can find the basic rules in the PRD.

So I am seeing something like 1 and 1/2 yea on adding the changes and 1 nah.

I understand what your saying Dr Stefan but I wouldn't need to recreate the wheel there are many groups that made similar alterations like what I am proposing and have posted their solutions on the Paizo website. Still I did wish to get a feel for peoples feelings on it before I did anything drastic to how the game will be played :)


Inquisitor (Infiltrator) of Pharasma 1, HP 9/9, AC 16 (13 touch, 13 flat footed), F+3 R+3 W+4(+6 vs Emotion/Fear), Init +3 Perception +6, Sense Motive +6

Hey all!

Apologize for being a ghost, but I was trying to keep a rainstorm from murdering a bunch of comics in my store.

I've never used Hero Points in Pathfinder, but do not object to them and am familiar with the rules. (Also, I've played other games that use similar mechanics, so I should take to them just fine.)

Never done Cards of Fate, and I'm not familiar, but I can certainly read up on them. I can't imagine I'd have any issue with them being used, so count me in as for it.

Regarding the custom weapon I have for Maryska (a telescoping metal baton), the previous GM just had me treat it as a Sword Cane with a bludgeoning damage descriptor instead of slashing. This mostly works, except for the issue of proficiency, and that's how I factored it in to Maryska's stat block and character creation purchases.

Regarding the proficiency issue, I see two possibilities: We can go with the "Sword Cane, but..." version and just handwave my proficiency with it. Or, in order to avoid giving me free goodies, go with my original proposal: It's effectively a Light Mace and the "telescoping metal baton" bit is just dressing.

My reasoning is this: No dedicated slayer of undead would be caught dead (har har) without a bludgeoning weapon of some sort to deal with skeletal undead. However, a light mace just does *not* fit the very specific aesthetic I have in mind for Maryska. A mace, even a light one, is just too "obvious" a weapon for how she does things.


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

That's why the good doctor has a sturdy walking-stick: It's not for mobility, but as a stylish and non-obvious weapon.


@Maryska: I will write something up for you before we start. I am thinking of treating it like a club with the fragile quality and its extendability will be temporarily lost if it gets broken. I was leaning towards playing it off as an oddity from Alkenstar. Adds a little of the wilder world of Golarin to things. It may have some small advantage in slight of hand checks to hide it when collapsed possibly treating it like a dagger as an example. You will have an opportunity to have it enchanted to get rid of the fragile quality at some point in the future if you wish.

Sorry for not responding earlier I have been building on NPC's for the AP among other things. Pretty happy with the work so far.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Cool, really appreciate your work on this Narrater.


Your welcome.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

Agree with Kith : Thanks for putting in the ground work, Narrater. I'm looking forward to recommencing this game after Xmas. :)


@Maryska The collapsible rod was the brain child of a member of the Technic League who turned traveling merchant after he had a misunderstanding with his fellow guild members. The devise was made from scavenged pieces of one of the many strange golem like creatures that roam that country. They have been repurposed to create a weapon that is easily hidden and stored. In its truncated form it doesn’t immediately appear to be a weapon all of these factors provide for a +2 bonus to sleight of hand checks to hide the Rod in its Collapsed form. When fully extended which only requires a flick of a switch. The Collapsible Rod acts as a light mace with the fragile quality. If the Weapon gains the broken condition it takes the normal penalties associated with a broken weapon and also loses its ability to change in size until the delicate springs and casing has been properly repaired. While fully extending the weapon only requires the flick of a switch and is nearly instantaneous(free action), placing the collapsible rod back into its compact form requires more work and takes a move action to place the weapon in its storage mode.

Is this something like you where thinking of Maryska? I have the stats written up as well but they don't play nice with the messageboard formatting. Simply use the normal light mace ones except it costs 45 gold and has the fragile quality. If anything is confusing with the wording or you have other questions please let me know.

Maryska:
I would appreciate if you could place your background for your character on your character "sheet" when you have the chance. I didn't really see anything at present that screamed the characters life until now. It doesn't have to be more then a paragraph or two. Something I can use to create potential hooks for your characters side quests. Things like a notable enemy, rival, friend or family member etc Maybe expanding on why she does what she does. Since it doesn't need to be something from your past that would hook your character. Your rod might be something maybe she has a weakness for oddities like that. I believe you mentioned your background was somewhere on the boards but I would like something that I can refer to more easily when needed with out having to scan back through the multiple messages. Thanks in advance.

@Ileana Thank you. Haven't done much yet ;)


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

So-- anyone submit an item for RPGSS?


Inquisitor (Infiltrator) of Pharasma 1, HP 9/9, AC 16 (13 touch, 13 flat footed), F+3 R+3 W+4(+6 vs Emotion/Fear), Init +3 Perception +6, Sense Motive +6

@Narrator: I've got Maryska's background up on this profile. It is not 100% fleshed out, but the bones and most of the muscles are there. It's about 75-80% along.


@Dr Stefan sorry never heard of it. What is it?

@Maryska Thank you for getting a good start on it. I took a look and there are some things I can work with nothing specific yet. I have about half a dozen ideas that I am sorting through before picking one to flesh out for a side quest. I can wait until you have a initial background that you feel is complete though.

Grand Lodge

@ Narrater,
"RPG Super Star"

Check it out at the top left of the Paizo website; it's the final of the big, colorful Paizo Links.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

I really feel like I should actually buy something from Paizo and read it before I submit anything like that. I'm a strictly srd player only so far. Will probably change with the strategy guide.


Ahh Ok I have heard of RPG Super Star before but was never certain what it entailed and never submitted anything previously


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Question for you, Narrator...

Have you already submitted your request to take responsibility for this campaign? It's still listed as Spooky's.

The reason I'm asking is that I requested to take over GM duties of my Runelords PbP three days ago, and was wondering how long the changeover takes. (The GM of that game disappeared mid-combat, and I'd like to resolve it...)


I sent it off 12/12/14 according to the date on the email and I haven't heard back yet. I am uncertain what their internal procedures are. Making the change may require them to make an honest effort to contact the old GM first or something similar that they have no control over. I am assuming it will take at least a month to get it done. If I haven't seen any movement by then I will make another request. Honestly I am unworried since stepping in as GM can be done before that you just don't have access to some of the features. My best advise is to have patience. I imagine we will need it for this :)

On a unrelated note I put together some things on haunts and the hero points/ Fate cards might as well call them Fate points :) I will put them up within the next couple of days.


Thought I would have the rule changes written out to my liking by now but was unexpectedly but happily delayed by visiting family. So I will be shooting for some time after Christmas but before new years. I am also aiming for the 3rd of January as the restart for the game that should be sufficiently past the Holiday season for everyone to be ready.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

I'm good with the 3rd Jan being the target restart date. :)

Happy Festive Season to all!


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Happy Holidays everyone. Jan 3rd sounds good to me. I'll be around for sure.


F Changeling Bloodrager (Greenrager)(Destined )
Spoiler:
hp 10/10 AC 20 (touch 12; FF 18) | Init +2 | Per +4 | Fort +2; Ref +2; Will +0

I'm good with the 3rd as well. Hope everyone has a nice holiday too.


Female Changeling Possessed Oracle 1 [HP: 8/8 | AC: 14 T: 12 FF: 13 | F: +0 R: +1 W: +4/+6 | Init: +1, Perc: +2]

Happy Festive Season everyone! :D


Happy holidays to everyone.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Many happy returns of the season to all


Inquisitor (Infiltrator) of Pharasma 1, HP 9/9, AC 16 (13 touch, 13 flat footed), F+3 R+3 W+4(+6 vs Emotion/Fear), Init +3 Perception +6, Sense Motive +6

Happy Holidays all!

And a special thanks, again, to Narrator for taking the campaign over.

(Also, yes, January 3rd as a restart date is fine for me as well!)


NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.

Happy Chrismakwanzika!

Starting after the new year is fine by me!


1 person marked this as a favorite.

I was hoping to have these to you all a couple days before this but life got me a little side tracked. I suggest everyone become familiar with the haunt rules in the PRD and these changes I am not totally sold on all the changes yet. One of my primary concerns is how haunts always act on surprise rounds. This only allows a character one chance to act with a single standard action if they are lucky enough to perceive the haunt manifest in the first place and then only if they are able to generate some kind of positive energy attack. Technically any of the cure spells should work in a pinch but the added issue of being within range to actually make the attempt on a non persistent haunt may actually make that unfeasible with only a single standard action to work with. Any way here is where I am at so far. I think with the wider breath of spells and useable skills this will permit alternatives to overcoming these kind of challenges.

Haunts:

CR is used for HD when necessary any saving throws use the CR as HD and uses the undead progression for saving throws with no ability adjustment. Normally to use a spell on a haunt requires the haunt to manifest or be perceived using other magic such as Detect Undead. A haunt that is attacked before its trigger is acted on will retaliate and may in these circumstances act outside its normal area. Each haunt may be acted on using positive energy to disperse it. To hit Haunts with non area affect positive energy abilities or holy and blessed weapons (such as holy water) requires an attack roll against an AC of 10 + the haunts CR. A haunt may be difficult to target with holy and blessed weapons (such as holy water) due to their incorporeal states. Positive energy attacks as well as any particular item that the haunt is specifically weak to are not subject to this restriction. To permanently put a Haunt to rest usually but not always requires a particular set of circumstances to be enacted while it manifests. That knowledge can be gleaned in several ways. A Haunt may be communicated with and its wishes may provide clues on how it may be laid to rest. Also Knowledge Religion and Knowledge local may provide information on how to permanently lay a particular haunt to rest. While a haunt normally manifests regularly powerful negative emotions or actions in an area may cause a haunt to recover more quickly. This is especially true of an area that is filled with negative energy.

Disrupt Undead: Deals damage to haunts

Protection from Chaos/Evil/Good/Law: Can provide the normal AC bonus and can prevent mental control

Detect Undead: Reveals haunts to include the area they affect. Perceiving the exact location of a haunt still requires a perception check at a -4 but determining the existence of the haunt and the limits of its area can be perceived with the spell.

Chill Touch: can drive a haunt that takes physical form away as a normal undead.

See Invisibility: May allow a person to see a haunt at the -4 perception but not perceive the haunts area.

Detect Thoughts: May permit a caster to determine a haunts presence and even offer a clue to its needs however it opens the user to danger by peering into the thoughts of the tortured minds of the undead.

Command Undead: quiets the haunt for the length of the spell unless the caster wishes other wise and the caster may demand to know how to end the spirits existence with a check. The haunt will use the best means of communication available to answer such a question.

Halt Undead: stops a haunt from fully manifesting until the spell ends

True Seeing: Allows a person to see haunts clearly without perception checks as well as their area of influence

Control Undead: same as command undead

Ethereal Jaunt: allows the PCs to travel to the ethereal plane and deal with a haunt on a more equal footing.

Trap the Soul: Can be used to remove the haunt by trapping the creature. The gems value needed is based on the CR of the haunt

Discern Location: can be used to determine where a haunt is located

Create Greater Undead: Is able to create haunts using the spell

Wish: can permanently destroy all haunts in an area. May also be used to create haunts

Detect Chaos/Evil/Good/Law: can be used to locate haunts of the particular alignment. Most tend to be CE

Hide from Undead: haunts can’t perceive creatures affected

Consecrate: While an area is consecrated a haunt may not manifest even if their normal trigger is activated but it does not destroy the haunt.
Invisibility Purge: makes the haunt perceptible to everyone before manifestation if the range is long enough to see them before being triggered

Hallow: An area affected by the hallow spell may not manifest a haunt until the hallow spell is removed.

Unhallow: the +4 bonus is added to the level of a haunts affect and increases the save

Forbiddance: deals the damage indicated to the haunt when it manifests. If the damage is enough to destroy the haunt, it does not manifest. If it is not enough to destroy the haunt it manifests with the damage indicated. While an area is under forbiddance the haunt cannot be communicated with until the forbiddance is removed

Miracle: can permanently destroy all haunts in an area. May also be used to create haunts

I think this is a simple enough change to the normal hero points rules that will make its adoption easy while making things a little more flavorful. I will en devour to play up any unusual roll such as the twisted fate or Fates disfavor.

Fate Points:

Normal hero point rules with the following exceptions. At each level except the first a player rolls to see what fate cards rules his characters life. The character can hold up to three cards these cards determine what the character can do with their hero points. After the character reaches his maximum number of cards they must choose a card to switch out at each level.
01-10: Fate Disfavor: A fate card of the GM’s choice will be played at an appropriately dramatic time against the player.
11-44: Normal
45-55: Twisted Fate:The character gains an extra hero point. This extra point can allow the player to go over their normal limit. Fate card of the GM’s choice will be played at an appropriately dramatic time against the player.
56-90: Normal:
91-00: Fate Favor: The character gains an extra hero point. This extra point can allow the player to go over their normal limit.

So everyone knows I plan to run the APs Haunted "Dungeon" in a more organic fashion then what is laid out in the book to give it that haunted feel where you are never quite certain where the next scare is coming from. Just wished to pass that on.

I also wished to mention garnering and maintaining trust in the town is important. I will be changing how the AP runs that as well but it really isn't necessary to go into specifics since it is mostly a behind the curtain aspect to the campaign. I believe that is most everything I hope to see everyone on the third of January. I will likely be adding bits and bobs here before then and am open to answering any questions people have on the changes or anything else. I hope to have GM rights soon so I can add such things to the Campaign Info tab.

Hope everyone enjoyed Christmas, Hanukkah Yule day or what ever holiday you may have celebrated and have fun for New Years.


Male Elf Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Seems like Haunts are meant to be more like detective puzzles than anything else. In any case. Happy new year everyone.

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