Psychological Horror Homebrew (Private)


Recruitment

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Hello!Im Whispers and boy do I have a game for you! My husband and I have been working on a psychological horror campaign based on games and tv shows such as Corpse Party, Higurashi, Hunger Games, and more! This is essentailly a beta test, so help me work out the kinks! I am looking for four players.

WARNING! This campaign is one in which you will only have a small chance of survival. While there are encounters you can win, others can kill you. Because of this, I have decided I want my players to make 3 characters to use. Kind of like a three strikes you're out rule. Summoning spells will not work here. Neither will spells like create food and water. The magic in this crazy place ranges from wild primal magic to no magic/dead magic.

Concept:

The game is set on a demi-plane. You have all been forcibly summoned to this plane to take part in a sick and twisted game of life and death. Have fun!

Character Creation Guidelines:

Start at level 3
15 point buy
No Summoners or Paladins
Common and Featured Races Only
Paizo Material Only
Starting gold 1k (Things like potions and scrolls might not work and could be harmful in certain situations. Food and water will also be limited. One waterskin filled with wawa and no more than one trail ration. Besides that, go for it.)
1 trait

Required elements for background:

Tell me a bit about your character. Include something they love, something they hate, the thing the fear the most, any family, and reason for living.

Again, this will be a very HARD dungeon crawl type campaign. I am also doing this to work out the kinks. This campaign is made to screw with the players, not just the characters and could be disturbing to some.

If you feel like you want to journey down this road, please make your characters!

I'll close recruitment on the 5th of March.


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I am sorry, but while labelled private your introduction seems like it is open. I am very confused.


This looks extremely interesting. I'll come up with a few characters as soon as possible.

Edit: Hmmm, I didn't notice the "(Private)." I hope this isn't too good to be true. I'll get started on a character concept I've been thinking of anyway.

Scarab Sages

Choon, checking in. My day is currently free tomorrow, so I'll get creating using old aliases. You know I couldn't turn down a game from you two. :)

I'll be sure to hunt down your IRL address and give it to the therapist I'll probably need to hire if I have BOTH of you messing with my head...

Scarab Sages

I will be using the Aliases Olivius Telraven, Regin Ald, and Pinnochio

I don't know for sure what I'm building, but right now I'm thinking Divine Frontline (Inquisitor?, warpriest?, Evangleist cleric?), Arcane full-caster (probably Archanist, possibly the white kind), and Stealthy (ninja or slayer) respectively.


If there is room, I will open to everyone. I also will put down the names of everyone who does make characters and call on them when I go for round 2. :)


i'm interested in the concept of a psychological game, (even though this is private). wish it wasn't 15 point but I guess having super good stats is counter productive. what would you think about the 3 characters we make being related, brothers, or father/mother/son. it would really mess with someone if their dad, then their mom, then they are taken to this place. even more so if they're -all- taken and then one by one put into the demi-plane, maybe even having to watch. oh god.. i'm sick xD


He...hehehehehe...

Sure, I'm in.

The other guy I share GM duties with does work for TPK games, but my wife generally won't play in Hard mode.

Off teh top of my head concepts

BloodRager

Magus

Barbarian

Now, you had not specified alignment.

What are you looking for or barring?


@Scotty Absolutely no evil. And no neutral apathetic.
@RJ Sure, they can be related. They will all start out in different places because your other two characters come in if you die, but yes, related is fine.


Here is a more specific list of allowed races:
Aasimars
Catfolk
Ifrits
Oreads
Sylphs
Tengus
Tieflings
Undines


Reporting for being gruesomely butchered while falling into the depths of fear and despair duty!

A question: are the Occult playtest classes allowed?

After I had to throw out the Samsaran Oracle idea, I've remembered that I had one character ready that could fit this game, and for the others I'm going over my build and image folder to find inspiration (and trough Chronicles of Righteous. Always go trough Chronicles of the Righteous to find ideas :P).

So far I have:

-Qlippoth-spawn Inquisitor of Shelyn, reach build. If she doesn't have reason to have complexes and dark fears, I don't know what does!

-Channel my inner Mamushka and go for Oracle of Life (Aasimar maybe?)
Barring the mystery choice, I'm still ironing out the rest: maybe I'll go for a follower of the Black Butterly, and pick the Deaf curse just because I feel like it could be cool (read: disastrous) in an horror adventure.

-Really no idea. Maybe a DEX based martial class, like a Daring Champion Cavalier? Or maybe one of the Occult classes, if it's okay to use them.

If Choon picks an Inquisitor for the class of his first character, I'll start with the Life Oracle. Otherwise, I'll go with the Tiefling.


@Adhan I will have to look at the play test. I can't guarantee that that will be allowed. The classes, however, seem fine. :3

Scarab Sages

Today has turned out to be much busier than anticipated, but I'm working on it. :)


lol all cool :D


Okay, first character done: here's Mei!

Mei's Backstory and Personality:

Backstory:
In Tian Xia, rarely a child is born with white hair: it is said that she will be destined for greatness, and bring good fortune and prosperity on herself and her family.
Not only was Mei, the first and only daughter of a relatively old couple, born with white-colored hair, but she also showed faint signs of a celestial heritage. Her parents (who had long been in the service of the local lord, but never got much recognition) were of course overjoyed: they thought Mei's birth must have been a sign from the heavens that luck was starting to smile to them. Thinking that their daughter was their ticket to the high nobility, Mei's parents trained her since a young age to follow all of the rules of etiquette and to act as the perfect Tian noblewoman: they even tried to teach her magic, hoping that if she couldn't find a rich husband she could at least become an advisor for the nobility.

Mei's parents never missed the opportunity to remind the Aasimar that she was the most important thing in the world for them, that she was the only joy for them...and didn't miss the opportunity, either, to chastise her every time she didn't manage to meet their impossible expectations.
While they never laid finger on her, they incessantly asked her if she ”was trying to break their heart, after all they did for her”, or “why she was throwing away the gift the heavens gave her”, or ”if she was being such a failure on purpose just to spite them”.

The girl in vain tried and tried to match the standards that her parents imposed on her: while being a kind-hearted and sweet person by nature, she had no magical talent whatsoever, and etiquette flew right trough her. Nonetheless, she passed her childhood and much of her adolescence trying to reach the unattainable objective of her parents being proud of her. When she was a young woman now in the age for marriage, Mei started to feel crushed under the weight of the expectations of her mother and father: but years of emotional abuse had left her unable to just run away, as the guilt that they forcibly planted into her was by then deeply rooted into Mei's heart. Mei could dreamt again and again of leaving, one day, everything behind: however, every time the Aasimar thought that was soon followed by an overwhelming guilt for thinking of ”trying to break her parent's heart, after all they did for her”. The only real escape she had were her secret nightly swims trough the pond near her home: fortunately, her parents never found out.

It was during one of these swims that a small, black butterfly flew around her, as she swam trough the water with her face up to the starry sky. Mei only had the time to raise and eyebrow as she noticed the white star on the insect's abdomen, that the butterfly briefly landed on her forehead and then flew away silently. The Aasimar didn't think much of it, and placidly floated in the pond for another couple of minutes, silence around her. It was only a few minutes later that she noticed something in the tail of her eye: turning, she saw her parents.
Her mother was covering her face with her hands, sobbing, and her father was pointing at Mei and shouting something. The Aasimar opened her mouth to ask them for forgiveness, tears in her eyes, when she noticed something: her father's lips were moving, but no sound came from them; her locks of white hair, too, were now tinged of faint violet straits. She tentatively splashed the water, and she couldn't hear any sound that it produced: as tears turned into a smile, Mei went back to float in the pond, again with her face to the starry sky, and closed her eyes.
Floating in the water, she couldn't feel her weight.
Closing her eyes, she couldn't see her parents.
As no sound came from them, she couldn't hear her father's and mother's words.
Only pure, blessed silence.

The morning after, her parents had apparently called a doctor to check on her, but Mei was nowhere to be found: when her parents entered her room, the Aasimar was already well away from home, away from her artificial guilt, with only a backpack on her shoulders and her family name thrown away.

Personality:
Mei is a kind and good-hearted person, having spent most of her last years travelling the Inner Sea, helping anyone she met on her journey out of the goodness of her heart. For her, travelling the world is something beautiful in and of itself: it's the broadening of her horizons that helped her shake off the chains that her parents imposed on her. Even if she's still capable of speak, Mei prefers to stay quiet most of the times, as she dislikes making noise as much as she disliked hearing it when she was still able.
Mei's feelings toward her parents are complicated to say the least: she's torn apart between the old guilt creeping back into her heart, the desire to simply leave her old life behind, and a never-expressed but strong grudge against them for everything they put her trough.

Crunch (barely no equip for now):
Mei, of the Blessed Silence
Female azata-blooded aasimar (musetouched) oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84)
CG Medium outsider (native)
Init -3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +3, Ref +2, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged mwk light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 17, 2d6)
Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—glitterdust (DC 16)
Oracle Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—cure light wounds, detect undead, forbid action[UM] (DC 15), murderous command[UM] (DC 15), protection from evil
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 14), stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 13
Feats Reach Spell[APG], Selective Channeling, Silent Spell
Traits sacred conduit
Skills Acrobatics -2 (-6 to jump), Diplomacy +12, Heal +5, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +3, Survival +4; Racial Modifiers +2 Diplomacy
Languages Celestial, Common, Custom Language
SQ oracle's curse (deaf), revelations (life link, channel)
Other Gear chain shirt, mwk light crossbow, 565 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Life Link (3 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle Channel Positive Energy 2d6 (5/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silent Spell Cast a spell with no verbal components. +1 Level.

Her backstory turned out way more dark than I intended at first. :/
I'll do the other two tomorrow, and finish up equipment when I decide who's going to be first.


I'm going to wait on my characters until I see what everyone else is making. This is going to be a VERY rough campaign. Like Rappan Athuk levels of difficult on occasion. So, I'll make people to fill holes. We're going to want ALL major party roles filled.


Nice. Good back story. *evil grin*


Car when to the great junk yard in the sky, so had to get a new one. The wife named our new truck Hank☺!

So, I will be little behind.

Do we want to secure party roles?

That way we can just move in when a member dies?

I intended on some heavy hitting melee brutes.


Adahn_Cielo wrote:

Reporting for being gruesomely butchered while falling into the depths of fear and despair duty!

A question: are the Occult playtest classes allowed?

After I had to throw out the Samsaran Oracle idea, I've remembered that I had one character ready that could fit this game, and for the others I'm going over my build and image folder to find inspiration (and trough Chronicles of Righteous. Always go trough Chronicles of the Righteous to find ideas :P).

So far I have:

-Qlippoth-spawn Inquisitor of Shelyn, reach build. If she doesn't have reason to have complexes and dark fears, I don't know what does!

-[b][bigger]Channel my inner Mamushka and go for Oracle of Life (Aasimar maybe?)[\b][\bigger]
Barring the mystery choice, I'm still ironing out the rest: maybe I'll go for a follower of the Black Butterly, and pick the Deaf curse just because I feel like it could be cool (read: disastrous) in an horror adventure.

-Really no idea. Maybe a DEX based martial class, like a Daring Champion Cavalier? Or maybe one of the Occult classes, if it's okay to use them.

If Choon picks an Inquisitor for the class of his first character, I'll start with the Life Oracle. Otherwise, I'll go with the Tiefling.


Presenting Character #1

Quentin Vance:
Half-Elf Investigator (empiricist) 3
Alignment: N
Languages: Common, Dark Folk, Drow Sign, Dwarven, Elven, Necril, Sylvan, Tien, Undercommon
Investigator Talents: Underworld Inspiration
Extracts Known (4/day): adhesive spittle, cure light wounds, disguise self, endure elements, enlarge person, shield, true strike, vocal alteration
Inspiration 5/day (Bluff, Disable Device, Disguise, Intimidate, Knowledge, Linguistics, Sleight of Hand, Spellcraft)

STR 10
DEX 14
CON 10
INT 18
WIS 10
CHA 10

Speed: 30ft
Initiative: +2
HP: 18

BAB: +2
AC: 12; Touch: 12; Flat-Footed: 10 (+2 DEX) +1 vs. traps
CMB: +2; CMD: 14
Saves: Fortitude +1; Reflex +5 (+1 traps); Will +3

Skills
*Craft(alchemy) +13, *Disable Device +11 (+1 traps), *Knowledge(arcane, dungeoneering, engineering, nature) +12, *Linguistics +10, *Perception +13 (+1 traps), *Sense Motive +10, *Spellcraft +10, *UMD +10

Traits
Criminal

Feats
Skill Focus (Perception)
Breadth of Experience
Combat Advice

I figured we could use a skill/knowledge monkey. He'll be a decent combat buffer, and since he uses extracts instead of spells, he'll hopefully be able to avoid issues if we run into a primal/dead magic zone.


So I'm thinking:

Tiefling Ninja
Half Orc Alchemist(Preservationist)
Human Wizard

I'll probably start with the ninja as my first victim entrant.


This is Hobbe's ninja!

Fluff:

It is not easy to be a tiefling. People either see you as a monster they tell their children about to scare them into being good or you're a target for people who want to cleanse your soul. It was almost a blessing when the Red Mantis Assassins came and took him from his family. It meant they no longer had to suffer with being harassed anymore. And the Red Mantis' saw him as something different, a weapon. While suspicious looking, he could still infiltrate most places as he did not have to carry a weapon. His claws were all that he needed. However, despite all the attempts at brainwashing and indoctrination, Frekhi was not a sociopath or a psychopath. So one day he realized that he didn't want to kill anymore. He did not want to be a weapon, or a monster, or worse a charity case. So he left into the night, using his skills and magic to disappear.

Frekhi, the name given to him by the Red Mantis' means wolf. And like a wolf, he craves a pack. But he can't go back to his own family as that would just put them in danger. So he wanders around, taking the odd job and trying to be something better.

Scarab Sages

Ok, based on presented characters so far, looks like my first entry will be arcane. I'll do my best to roll up Regin Ald the Arcanist tomorrow!


I'll have a busy day today (as in, I'll be able to post barely anything from phone for the next 12 hours), but I'll tweak Mei's crunch a little (probably switching the for now useless Reach Spells for Imp. Initiative), do my Inquisitor, and think about the third character. If we're going to fill roles, maybe I'll roll with something else Divine-flavored, but I'll wait for everyone else do their other character before submitting my third.


@Amazing Red Ninja looks good. I will audit more when I actually get out of bed. Got a nasty headache. :(
@Adahn All good! No rush. :)


From choon:
I also have a full day today, but I'll do my best to build well-meaning-yet-slightly-grumpy old Regin this afternoon. This is the alias I'll be editing.


@ Choon: I remember good ol Regin! :) From my perfect campaign. :D


Number two: introducing Mirais!(Safe-ish for work? Putting the disclaimer anyway. Note: you'll never see her dressed like that, but it's the most Qlippoth-y image I had.)

Backstory and description:
Backstory:
Mirais never knew her mother, nor her father. The latter, a field medic for the Pathfinder Society, died during an expedition near the Abyssal rift in Tianjing.
Her mother, instead, died while giving birth to the tiefling. Or, as the darkest thoughts that dwell in her mind like to say, it was Mirais herself to kill her. As a Qlippoth-spawn, one of the Motherless, Mirais's birth was the cause of her mother's gruesome death.
Fortunately, the local temple of Shelyn (of which clergy her father was part) took her in and raised her: thanks to this, Mirais was raised by the belief that everyone, in the depth of his hearth, was capable of good, that the world was wonderful, and that life was the most beautiful thing of all. Unfortunately, despite all the efforts she constantly put to prevent it, Mirais' mind tended to wander to much darker places: that everyone, in the end, only cared for himself, that the world was only good to breed sin, and that life was the most hideous source of evil.
And there were no voices in the back of her head, no whispers from the dark, no reflections in the mirror that told her this: simply, Mirais' mind produced them by itself without a moment notice, leaving a child screaming and cowering in fear at her own thoughts.
When the tiefling reached her adolescence, things went from bad to worst, as her heritage manifested on her body: while her tail and face stayed mostly normal (indeed, she grew to become quite attractive), shifting eyes and mouths started to appear on the rest of her body, emerging and disappearing as if they had a mind of their own.
As soon as she was able to hold a weapon, Mirais started to study to become a Paladin of the Eternal Rose, hoping that the discipline would have helped her keep at bay the monsters in her mind: while she didn't manage to become part of the order, a spark of divine power ignited in her, giving the tiefling a spark of hope for the future. Immediately, she asked to be part of the missions that were assigned to the members of the clergy, taking every odd job that came up from help prepare a wedding to escort a caravan carrying precious art pieces: if she didn't find peace and happiness by living shut in the temple, then it was into the outside world that she would have found it.
From the bottom of heart, she hoped that experience would have brought her closer to her goddes: closer to Love, for herself, and for the world. A Love strong enough to smother the darkness of aeons of hate that dwelt inside her.

Description and personality:
Beside of her own thoughts, Mirais is terrified by other seeing her appearance: in fact, aside from her tail and face, the Qlippoth-spawn is usually covered from head to toe, as the shifting mouths and eyes on her skin tends to peek from the smallest gap in her clothes. In an attempt to draw away attention from her body, Mirais mostly sports elaborate hairstyles and decorations, that unfortunately have usually the opposite effect.
Mirais does her best to be friendly to everyone and follow the precepts of Shelyn, but this requires enormous amount of concentration on the tiefling's part, as her nature tries to steer her into hate and contempt, even in the most basic of conversations.

Crunch:
Mirais
Female qlippoth-spawn tiefling inquisitor of Shelyn 3 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 168)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +5, Ref +2, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk glaive +6 (1d10+4/×3) or
. . bite +0 (1d6+1)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—bless, command (DC 14), cure light wounds, ear-piercing scream[UM] (DC 14)
. . 0 (at will)—create water, daze (DC 13), detect magic, detect poison, guidance, light
. . Domain Conversion inquisition
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +2; CMB +5; CMD 16
Feats Combat Reflexes, Paired Opportunists[APG], Power Attack
Traits intense artist
Skills Diplomacy +9, Escape Artist +2, Intimidate +11, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +9, Perform (act) -1, Perform (dance) +5, Sense Motive +8, Stealth +4, Survival +5
Languages Abyssal, Common
SQ monster lore +4, prehensile tail, solo tactics, stern gaze +1, track +1
Other Gear mwk chain shirt, mwk glaive, 442 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Intense Artist (Perform [act], Perform [dance]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknesses of creatures.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +1 Add the listed bonus to survival checks made to track.

As with Mei(posting her updated crunch tomorrow), equipment is still in the works.

For the third character, I noticed that we're lacking some ranged firepower...maybe I'll submitting something like that if I can find something cool that inspires me (looking at the kineticist right now, butI'm not sold on its effectiveness).


Kio the Blood Rager reporting for duty.

Still hammering out a back story, but in a nutshell, Kio is a little guy with a massive chip on his shoulder and an unwillingness to allow bullies to have their way.

Pick on someone your own size is a defining sentence for him.


@Adahn Just so you know, create water wont work. YOu can keep it though if you want. :P


@Whisper: Yeah, I tought so. I wanted to ask yesterday, but I forgot. By the same reasoning, I guess that purify food and drinks doesn't work too, right?


@Adahn Correct.


No character today, but I took the opportunity to tune Mirais and Mei (Mostly spell selections).

Mirais:
Mirais
Female qlippoth-spawn tiefling inquisitor of Shelyn 3 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 168)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +5, Ref +2, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk glaive +6 (1d10+4/×3) or
. . bite +0 (1d6+1)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—bless, cure light wounds, ear-piercing scream[UM] (DC 14), expeditious retreat
. . 0 (at will)—daze (DC 13), detect magic, detect poison, guidance, light, read magic
. . Domain Conversion inquisition
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +2; CMB +5; CMD 16
Feats Combat Reflexes, Paired Opportunists[APG], Power Attack
Traits intense artist
Skills Diplomacy +9, Escape Artist +2, Intimidate +11, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +9, Perform (act) -1, Perform (dance) +5, Sense Motive +8, Stealth +4, Survival +5
Languages Abyssal, Common
SQ monster lore +4, prehensile tail, solo tactics, stern gaze +1, track +1
Other Gear mwk chain shirt, mwk glaive, 442 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Intense Artist (Perform [act], Perform [dance]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Track +1 Add the listed bonus to survival checks made to track.

Mei:
Mei of the Blessed Silence
Female azata-blooded aasimar (musetouched) oracle 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84)
CG Medium outsider (native)
Init -1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +3, Ref +2, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged mwk light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 16, 2d6)
Spell-Like Abilities (CL 3rd; concentration +7)
. . 1/day—glitterdust (DC 16)
Oracle Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—command (DC 15), cure light wounds, detect undead, obscuring mist, shield of faith
. . 0 (at will)—detect magic, light, mending, spark[APG] (DC 14), stabilize
. . Mystery Life
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Statistics
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Str 10, Dex 12, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 13
Feats Reach Spell[APG], Selective Channeling, Silent Spell
Traits reactionary
Skills Acrobatics -2 (-6 to jump), Diplomacy +12, Heal +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +3, Sense Motive +4, Survival +4; Racial Modifiers +2 Diplomacy
Languages Celestial, Common, Custom Language
SQ oracle's curse (deaf), revelations (life link, channel)
Other Gear mwk chain shirt, mwk light crossbow, 415 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Life Link (3 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle Channel Positive Energy 2d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silent Spell Cast a spell with no verbal components. +1 Level.


Regin is in process. I decided to go straight Wizard so I could keep his backstory. Work has suddenly picked up, so I don't have the time to really work out an Arcanist, and a dwarf's cha penalty makes a cha caster hard in a 15 pt buy.


I'm totally going Brown-fur transmuter arcanist now. I have an idea of poor old Regin turning into a bear then promptly forgetting he's human until something reminds him to change back. :P


Hey so if summoning spells won't work, does that apply to extracts that summon things? They don't normally count as spells.


@Amazing Red Anything thay summons something does noy work.


Ah, well I will have to rethink my alchemist then.


Regin has become an Asimar, though he is completely unaware of this fact and and still looks and acts like an old dwarf. Stats are done. Now working on class abilities and spells.


OK, I think Regin is done. I'm saving my gold for the good stuff.

Scarab Sages

Honestly, I'm having trouble finding the time to build three characters right now. Is it ok if I go ahead with Regin and build the others as time allows?
If no then I'll just submit as they are finished. I just don't want to hold things up with my slowness.


First real week of sales, so I am a little behind and a bit tired.

I should have the goods ready sometime this weekend, but I also have my meat game tomorrow.

With a little luck they will finish up The Curse of the Lady's Light tomorrow.

Silver Crusade

*wishes everyone good luck and sends moral support*


Like Choon, I'm having problems coming up with the third character: none of the concepts I've came up with satisfies me. :/
Would 2 characters be enough for now, and I can work on a third after I see what gaps need filling in the group? I can't wait to start! :D


Same here. I'm still working on details for the 2nd PC.


Sure 2 characters is fine to start with. :) I want this to be fun for y'all. Take your time. :)

Scarab Sages

Then I will be working on Pinnochio next. :)


Pinnochio is nearly done. A gnome bard who has the downright supernatural ability to see the good in anyone and is conditioned to never lie as the Blue Fairy didn't guarantee that his newly real nose wouldn't grow if he did...


So, so far we have...

Adahn_Cielo:
-Mirais, Qlippoth-Spawn Inquisitor of Shelyn
-Mei of the Blessed Silence,Musetouched Oracle of Life (Deaf Curse)

Whack-a-rogue:
-Quentin Vance, Half-Elf Investigator (Empiricist)

Amazing Red
-Frekhi, Div-Spawn Ninja

Game Master Scotty
-Kio the Wanderer, Human Bloodrager (Spelleater), Fey bloodline

Choon
-Regin Ald, Emberkin Arcanist (Brown Fur Transmuter)
-Pinocchio, now-real-Gnome-once-puppet Bard


Thanks Adahn. :)

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