
DM Fang Dragon |

Iä! Iä! Pathfinder fhtagn!
“That is not dead which can eternal lie,
And with strange aeons even death may die.”
This is a closed recruitment thread for Strange Aeons.
Hi everyone this AP looks like a corker! I'm really looking forward to it and I'm aiming to start on September Friday 16th. Note: please trust your GM, your characters are going to get savaged but with a bit of luck they'll pull through, and what a story they'll have to tell!
- Any paizo sources
- 15 pt buy
- No ability score below 8 before racial modifiers
- Three traits, one must be from the Player's Guide. One drawback must be taken and RP'd to the hilt :)
- Average staring gold
- Animal companions are fine, but are legitimate targets.
- We will use unchained background skills
- Unchained classes allowed
- Variant multi classing allowed
- Fighters have free stamina, other classes gain access via a feat
- Both Occult and Unchained skill unlocks are allowed in this game. But, unless you’re an Unchained Rogue, or an Occult Character, you must take the required feat to access the unlocks.
- No 9th level casters (i.e. no wizards, clerics, druids, etc...)
- No eidolons
- No evil alignments
- Automatic Bonus Progression, with one tweak: You may choose to get the physical stat boost before the mental one.
- I'd suggest sticking to core races, or something that could pass for one (true-sight is a thing)
- Hero lab encouraged (I'm happy to help here)
Normally I'd ask for a strong background, however your PC starts in a fuge state (amnesia) and doesn't even remember their own name. Instead I'd like you to describe their appearance, mannerisms and personality.
Note the various campaign traits suggest you have a vague sense that you did something bad, but its all forgiven now. Not in this campaign. You screwed up big time, and you're not forgiven! It appears the fates have shown you some mercy (you're alive, and receive spells etc) but you did something very very wrong, even though you don’t remember it. As far as any gods or sponsors go, you start off on your last warning.
Most of you do this already but remember: Always Be Pushing. It really helps me and everyone else if your posts always contain a hook to help move things forwards.
Readied actions are encouraged, the enemy will be using them against you too :P
Just like Niles does, I'll be using google docs for the maps. Please don't move characters yourself, instead draw movement arrows. Feel free to add shapes to represent spell effects or summoned creatures etc...

DM Fang Dragon |

In a nutshell full casters end up with so much flexibility they can solve almost any problem by clicking their fingers. This isn't an issue at low levels where they have (overly) limited resources and are often quite fragile, but overtime it becomes irritating as a GM to challenge them. This is the real nub of it for me, it'll take several years to run a full AP - I want to make sure I'll stay motivated to finish.
Besides I don't feel a wandering demi god is going to be quite as scared of the shub niggurath spawn as the mythos intends, you're supposed to be scared silly :)
I appreciate this restriction might not be everyone's cup of tea :)

DM Fang Dragon |

Hi folks, to be clear about this: I'm going to give first refusal to people I've played with before. That said I'm looking for a party of 5-6 and if I don't get the numbers or someone drops out (life happens) then I'll be opening up recruitment.
As long as you understand that, feel free to make submissions :)

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Haven't created an alis yet for the character, but here's what I'm thinking of running if I do get accepted. And yeah, AC at level 1 is kinda bad since you don't get monk style wisdom to AC till level 2, but can't wear armor starting at level 1 or you lose access to class abilities. :( Still working on a background, should have one hammered out by tonight (Tuesday night).
EDIT: Just double checked char creation rules, and had to tweak things a bit.
Tympest
Female human aerokineticist 1 (Pathfinder RPG Occult Adventures 10, 90)
CG Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +6 (-2 to avoid traps or hazards), Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3 plus 1d6 blast damage) or
. . unarmed strike flurry of blows -1/-1 (1d3 plus 1d6 blast damage)
Special Attacks elemental flurry, kinetic blast
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—kinetic fist
. . Blasts—air blast (1d6+2)
. . Utility—basic aerokinesis
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +0; CMD 15
Feats Dodge, Improved Unarmed Strike
Traits air-touched, pugnacious, reactionary
Skills Acrobatics +8, Craft (leather) +2, Fly +8, Linguistics +1, Perception +7 (+5 to avoid being surprised), Survival +4
Languages Common, Elven
SQ burn (1 point/round, max 4), elemental wisdom, gather power, sentimental
Other Gear backpack, belt pouch, blanket[APG], silk rope (50 ft.), torch (10), trail rations (5), waterskin, 12 gp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 4/day) Burn HP to gain greater effects on your wild talents.
Elemental Flurry -1/-1 (Su) When using kinetic fist, you can make a flurry of blows, as the monk.
Elemental Wisdom (Su) You can use Wisdom instead of Constitution for wild talents.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Fist (1d6 blast damage) Your natural and unarmed attacks do extra damage.
Kinetic Fist Air Blast (Sp) Level 0; Burn 0
Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards
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DM Fang Dragon |

I have a question as to how Backgrounds should be handled, GM.
The premise of the first adventure is that we wake up in an asylum with amnesia, correct? So how should that affect the sort of backstory we write up for our characters?
That's a great question. As a player you should have some idea of your characters background focusing more on childhood. Recovering your memories of the past decade or so is a major focus of the first couple of books so it's going to take some time and I suggest we fill in the gaps later :) It would be great if your characters had a few surprises in store (omg I worship Asmodeus!)
Sorry I'm at work and didn't get round to answering that before now even though I meant to.

Tympest Stormfist |

Okay, did a brief background writeup
In her dreams the sky churns. Standing upon a jagged spire the woman rages. Wasp shaped clouds buzz around her angrily. The air it's self angrily tries to rip her asunder. And through it all she wages war against the elements themselves. Slowly, impossibly, the clouds break apart beneath her fists. The wind dies as she vents her unreasoning rage. Blue turns to crimson as the heavens themselves start to bleed. And then the very air it's self twists in impossible ways.
Suddenly before the woman is a hansom man. With the fury of a tornado she tears into him. With each blow the winds pick up and grow in severity. Still her rage is unabated. A building, maybe a temple stands before the woman. With devastating precision she destroys it one hurricane imbued punch at a time. She is the storm personified, she is the tempest made flesh. Then she wakes. Always the same dream. Always the sense of loss and longing.
Something happened, something she can't remember. But it has changed her. Her name is lost, who ever she was before it's gone like the wind she controls. She is Tympest, she is the tornado that destroys all that stands in her way. She is the fury of nature and the calm eye of the storm. But still she wonders, who is the man she sees in her dreams? What did she do and why can't she remember anything beyond peaceful days of her youth spent in meditation and learning The Art? Why were her fists covered in blood when she woke up?
Personality and mannerisms?
Tympest is a study in contradictions. One minute she is as serene and wise as the monk she studied in her youth to be. The next she is as violent as the storm it's self. Unable to recall her recent past, she finds herself often lost in her memories of youth. Of days spent learning under the wise Masters at a small monastery. Tympest is usually soft spoken, yet rather blunt when she does speak. Her eyes are constantly searching for something, but it isn't always clear what she is looking for.
Physical Description:
Before you stands a willowy young woman. Her dark brown, nearly black, hair constantly whips in the wind even on a calm day. Her lips are naturally blue, a reminder of an event Tympest can't remember. She favors black cloths with a severe cut. (Very much the avatar picked)

GM Niles |

I'm here. Very interested.
My idea is a Cult Hunter Investigator with the Foe of the Strange campaign straight.
I plan to play him like Sherlock Holmes. (The new Benedict Cumberbatch version) Yup. I'm boring.
My basic idea is that he was investigating a Mythos cult for some government (Probably Ustalavian) and he did some things, and then some things happened and he ends up in an insane asylum.
@GM Do we have to take a drawback if we don't want the third trait?

Tympest Stormfist |

Yeah, I took the dual talented alternate racial trait for humans from the Advanced Race Guide. This exchanges the +2 attribute of choice, extra feat, and +1 skill point for having a +2 in two attributes of choice. I picked Dex and Wisdom.
I'd considered getting an 18 in wisdom (16 base), but to do so I'd have had to drop Str, Int, and Con. Which I was unwilling to do.
For some reason Hero Lab doesn't always list racial traits when you output your statblock. My base attributes (and points spent) before Dual Talented is factored in are
Str 10 (0 pts)
Dex 16 (10 pts)
Con 12 (2 pts)
Int 10 (0 pts)
Wis 14 (5 pts)
Cha 8 (-2 pts)
Total of 15 points spent.

Tympest Stormfist |

I know I don't have the full set of options for drawbacks. Some I think are in books I don't own. And ever since I started doing pathfinder, I generally don't enable hero lab data packages that I don't own the pdf or hardcopy of the book for.
By the way, the background skills rules seem interesting. And I don't just say this because it let me have a point in Linguistics.
Speaking of which, I did notice a mistake. I put a point into Fly when I can't fly yet. Oops, moving that to Sense Motives. Forgot you can't put points in Fly till you have a reliable means to actually fly.
EDIT: Dag nabbit, keep forgetting to select Tympest Stormfist. But I can't set her as default alias yet since I'm also playing Kahel in a PFS special scenario.

GM Niles |

Very basic mechanics
Uriah Lewis
Male Human (Ustalavian, Varisian) Investigator (Cult Hunter) 1
CG medium humanoid
Init +2 Senses Normal Vision Perception +
DEFENSE
AC 12, touch 12, flat-footed 10
Hp 8
Fort+0 Reflex+4 Will +3
OFFENSE
Speed 30 ft
Space 5 Reach 5
STATISTICS
STR: 10 DEX: 14 CON: 11 INT: 16 WIS: 12 CHA: 12
BAB 0 CMB 2 CMD 12
Feats 1)Weapon Finesse 1) Amateur Swashbuckler
Skills 6+Int+1/Level=10
Acrobatics (Dex) 1+3+2=+6
Bluff (Cha) 1+3+1=+5
Climb (Str)
Diplomacy (Cha) 1+3+1=+5
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex) 1+3+2=+6
Heal (Wis)
Intimidate (Cha)
Knowledge (all) (Int)
Arcana 1+3+3=+7
Local 1+3+3=+7
Dungeoneering 1+3+3=+7
Planes 1+3+3=+7
Perception (Wis) 1+3+1=+5
Sense Motive (Wis) 1+3+1=+5 (+1 to determine if Insane)
Spellcraft (Int)
Stealth (Dex)
Use Magic Device (Cha)
2/Level=2
Appraise (Int)
Craft (Int)
Artistry (Int)
Sleight of Hand (Dex)
Perform (Cha)
Profession (Wis) (Private Investigator) 1+3+1=+5
Lore (Int)
Linguistics (Int)
Knowledge (History ) (Int) 1+3+3=+7
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (nobility) (Int)
Languages: Common, Varisian, Undercommon, Aklo
Items/Gear:
Class Abilities
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge,Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
A cult hunter adds a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks, or double that bonus to determine whether a creature suffers from natural or magical insanity.
This ability replaces trapfinding.
Feats
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You are more able to draw upon inspiration than most.
Prerequisite: Amateur Investigator or inspiration class feature.
Benefit: You gain three extra use per day of inspiration in your inspiration pool.
Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day.
Ah damnit, background skills....Ok I'll edit

Mortimer 'Mort' Burrwaddle |

Three traits it is. I was wondering about that.
I was thinking that the Blazing Torchbearer archetype of the alchemist also looks as it would fit thematically. Now I'm wondering which traits and drawbacks fit him the most.
I think Meticulous, Methodical Mind and Tireless Logic would be a nice combination, or Too Many Secrets, Formerly Mind-Swapped and Unintentional Linguist. Both of them giving more flavour to the character but in a different direction.
First would make him talk too much about what he knows, quite possibly to great annoyance of the others. The second would raise questions as to how he is able to speak Protean for instance.
Still need to think about the third trait then.

Heinrich Cornelius Agrippa |

Decided on a name change...I like this name better anyways.
Heinrich Cornelius Agrippa
Male Human (Ustalavian, Varisian) Investigator (Cult Hunter) 1
CG medium humanoid
Init +2 Senses Normal Vision Perception +
DEFENSE
AC 12, touch 12, flat-footed 10
Hp 8
Fort+0 Reflex+4 Will +3 (+1 vs. Aberrations)
OFFENSE
Speed 30 ft
Space 5 Reach 5
STATISTICS
STR: 10 DEX: 14 CON: 11 INT: 16 WIS: 12 CHA: 12
BAB 0 CMB 2 CMD 12
Feats 1)Weapon Finesse 1) Amateur Swashbuckler
Skills 6+Int+1/Level=10
Acrobatics (Dex) 1+3+2=+6
Bluff (Cha)
Climb (Str)
Diplomacy (Cha) 1+3+1=+5
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex) 1+3+2=+6
Heal (Wis)
Intimidate (Int) 1+3+3=+7
Knowledge (all) (Int)
Arcana 1+3+3=+7
Local 1+3+3=+7
Dungeoneering 1+3+3=+7
Planes 1+3+3=+7
Perception (Wis) 1+3+1=+5
Sense Motive (Wis) 1+3+1=+5 (+1 to determine if Insane)
Spellcraft (Int)
Stealth (Dex)
Use Magic Device (Cha)
2/Level=2
Appraise (Int)
Craft (Int)
Artistry (Int)
Sleight of Hand (Dex)
Perform (Cha)
Profession (Wis) (Private Investigator) 1+3+1=+5
Lore (Int)
Linguistics (Int)
Knowledge (History ) (Int) 1+3+3=+7
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (nobility) (Int)
Languages: Common, Varisian, Undercommon, Aklo
Items/Gear:
Traits and Drawbacks
You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them. You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result
Source Advanced Class Origins pg. 15
Requirement(s) Ustalav
You have been trained in the analytical thought process preferred by the professors of mortal sciences at Lepidstadt University, allowing you to consider a question more carefully when you have time for calm contemplation. When you take 10 on a Knowledge check, add 1 to your result.
Source Ultimate Campaign pg. 59
Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Source Ultimate Campaign pg. 65
You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.
Class Abilities
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge,Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
A cult hunter adds a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks, or double that bonus to determine whether a creature suffers from natural or magical insanity.
This ability replaces trapfinding.
Feats
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You are more able to draw upon inspiration than most.
Prerequisite: Amateur Investigator or inspiration class feature.
Benefit: You gain three extra use per day of inspiration in your inspiration pool.
Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day.

DM Fang Dragon |

I know I don't have the full set of options for drawbacks. Some I think are in books I don't own. And ever since I started doing pathfinder, I generally don't enable hero lab data packages that I don't own the pdf or hardcopy of the book for.
There's a pretty complete list of drawbacks here.

Guaire |

Hey Fangdragon.
With the automatic boost system, do we still get the +1 at every 4 levels?
That aside, i'm doubting on what to take.
It seems a bard could be useful, maybe an eccentric but cheerful gnome, with a few screws loose after attending a mental mishap.
Could we dip a lvl in classes that are otherwise 9th lvl casters?

DM Fang Dragon |

Hey Fangdragon.
With the automatic boost system, do we still get the +1 at every 4 levels?
That aside, i'm doubting on what to take.
It seems a bard could be useful, maybe an eccentric but cheerful gnome, with a few screws loose after attending a mental mishap.Could we dip a lvl in classes that are otherwise 9th lvl casters?
Yes you still get the +1 every 4 levels. A bard would be awesome, loads of ways to build them.
Are you hoping to qualify for a PrC or something with a dip?

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Also for the automatic bonus system, how does it work if you don't actually use a weapon or armor?
Seems like it kinda hoses monks and monk like archtypes since they can't get bracers of armor to make up for not wearing armor. Nor do they really have a good unarmed option for getting an enhancement bonus to attack and damage without amulets of mighty fist.
Or am I completely misunderstanding the system? Which is possible since I've not really looked through Unchained too closely.

GM Niles |

GM Niles |

I recommend that everyone thoroughly read the Player's Guide before committing to something. There are things in the campaign that might not fit the tone of the campaign. Strange Aeons is supposed to be a gritty, dark themed horror campaign.
re:Investigators I'm not really into power builds or numbers. I just try and fit whatever little niche I see for a character. When I was thinking "Lovecraftian Horror" the first thing that popped into my head was "private investigator" since I'm familiar with the Call of Cthulu RPG a little. OFC "private eye" led me to think about Sherlock Holmes and that's pretty much what I'm trying to make. I see Agrippa as a skill based knowledge monkey who will try to circumvent violence with keen intellect and cold logic.