DM Grey's Strange Aeons

Game Master Lloyd Jackson

Map 1

Initiative order is:

Li
Zadok
Laufey
Laine
X
Jacqueline
Fifteen


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Pathfinder Adventure Path, Rulebook Subscriber

Actually never mind, I know I can't keep up reliably with the required posting rate so I will be backing out. Good luck all!


Ok. This is Dorian Grey's submission.

I am still working on it, but this gives you the concept a bit.

Any questions, or comments?

Thank you for running.


Am I a bad person for imagining a Frank N Furtur bard for this game?


I'm working on my character as we speak; it may be tomorrow before I finish it but I'll get it done by tomorrow at the latest. Regardless, the crunch will be done soon.

I can find no mention of it elsewhere, so I wanted to make sure...since we're all just waking up in an asylum, I'm assuming we are also waking up with no equipment or supplies, right? If that's the case, how do we handle starting equipment/gold?


No equipment to start, that is right.


MannyGoblin wrote:
Am I a bad person for imagining a Frank N Furtur bard for this game?

I actually love that idea, but... I'm not sure how well it'd go over after the initial humor plays out.

That said, DM Grey, would you be alright with me taking a single utility talent from Kineticists of Porphyra III for the aerokineticist I plan to put together for this?

Without going to the trouble of screencapping or putting the file up somewhere I'd have to remove it from later, it pretty much just replaces Basic Aerokinesis and instead allows for the character to do either bludgeoning or slashing damage with air blasts.

If not, that's fine.


I'm torn between a few ideas, but the one I'm most interested in right now is playing a Reanimated Medium. According to the archetype, you possess your own dead body (which seems pretty metal), and run around doing stuff, which is neat. Functionally you're alive and all, but its only because your spirit stuck around to control the sack of meat that used to keep it in place.

However, I'm thinking a fun twist might be the character either doesn't know that he's dead, or at the very least doesn't remember how he died, as it occurred during the period affected by his amnesia. I'd like to imagine whatever caused his death is... pretty obvious, if only because having a character animate his own corpse loses some of its charm if no one can tell you're dead. In my mind, what would probably explain him sticking around is some weird mythos magic that screwed with his soul. I'd probably right up his backstory with him having been another class, but I'm not sure what class I'd want for that just yet.

Does that idea sound good to you?


I will apply with this char Epharil the collector,
Ustalven Occultist. While most people from Ustalav are humans, even those have now and then a discreet, or not so discreet little affair.

Background:

Homeland: 1d100 ⇒ 92 Born in a Forest
Parents: 1d100 ⇒ 50 Only father alive
Siblings: 1d100 ⇒ 72 No Silblings
--------------------------------------------------------
Circumstance of Birth: 1d100 ⇒ 65 Middle Class birth
Parents Profession: 1d100 ⇒ 63 Tradespeople
Major Childhood event: 1d100 ⇒ 95 Raiders
--------------------------------------------------------------
Class(Wizardstandin): 1d100 ⇒ 61 Storied Lineage:
Influential Associates: 1d100 ⇒ 16 The Mentor:
Conflict: 1d20 ⇒ 6 Negligence:
ConflictSubject: 1d20 ⇒ 11 Scoundrel
ConflictMotivation: 1d10 ⇒ 8 Hatred or Malice
RomanticRelationship: 1d20 ⇒ 3 A Few Significant Relationships:
----------------------------------------------------------------
Character Drawback: 1d100 ⇒ 61 Reputation/or Fame


I'll need to fiddle with the backstory a bit, or just leave it I guess, it won't matter much in the grand scheme of things.

Old character I had made for an Emerald Spire run that never saw the light of day. I did make a kineticist but... it seems like there are a lot of casters in the running as it is.


Drogeney wrote:
Actually never mind, I know I can't keep up reliably with the required posting rate so I will be backing out. Good luck all!

After reading this quote, I went back to the Gameplay spoiler and read it very carefully and don't believe that I can make the posting requirements also, so Mahk is withdrawing also.

Good Luck and Good Gaming to all of you !

-- david


The posting requirements worry me as well. I nearly posted on day #1, but I've been looking at the timings pretty carefully.
My trouble is that I am in Australia, and on AEST. I can post something twice a day, but I'm not sure how well it would sync up with the other players.
For the record I was hoping to double-down on the memory loss and go with a Psychic with the Amnesia archetype and the Abomination Discipline.

@DM Grey - how spread out over the day do you think people's posts will be? Are you looking for people in similar time zones?


Im from South africa. Usually my evening is US afternoon
So yes. At what is our GM looking at


To answer the posting questions, I'm not looking for people in any particular time zones. I figure I'll post before clocking in at work, player's posts will trickle in throughout the day, then post again after clocking out. Players will post throughout the evening/night/morning etc. Apologies if it sounded as though you need to be in a US timezone or post as specific times.

Pale King: Concept is fine. Occult classes won't have any issues. Just so you know, your character would not remember growing up. They would, in essence, be a child in an adult body in addition to the new powers.

Nutcase: Thanks for the additional information. I'm going to stick with regular classes though.

Grymm: Mind telling me a bit more about her?

Howard Lovecraft: Tell me about him.

Li: Vigilante (Warlock) sounds okay. I'm not up to speed on the Vigilante class, so please don't make anything unbalanced.

@Kamenhero: Oracle works fine too.

Zayne: Yes, Gunslinger is fine. Feeling out the backstory is okay too. In that case though, tell me a bit about yourself and your play style?

Azih: Thanks for the complete Peyton.

Bilbo: I usually have reservations about character with mental attributes less than 10, but it looks like you've put some thought into it. Thanks for the submmission.

Loup: I'd allow Foul Brand, but have it altered to be a Mythos sign. Reflavored Forbidden Knowledge is kosher. Hard and fast rule is your characters remember nothing about the last several years. Before that, you remember vague generalities, such as being a soldier but not what nation/employer you worked for, or isolate specifics, such as the layout and class schedule of the University of Lepidstadt but not what you did there.

Dorian: Concept is okay, as long as the character is functional and doesn't disrupt the party. Eccentric and unhinged is okay, raving mad is not.

Manny: Similar to above, as long as it does not disrupt the party, go for it.

Thurl: Purchase starting equipment as usual, so I know what you want your character to have, you will have opportunities to recover some of it throughout the asylum. Let me know if there is anything piece of starting equipment particularly important to your character.

Xelaaredn: I'm giving tentative approval, but might change my mind later if it looks to be a problem. Mind shooting me the text in a pm?

JDPhipps: Concept sounds interesting. I'd say he knows he's dead, but doesn't remember dying.

Ephiril: Nice use of the tables. Mind giving the text for those results?

Varis: It might matter, but submission looks good.


This is Samarat, a Vudrani noble who used to be an investigator, and woke up in an asylum as a Lore oracle.

I intend to flavor the lore oracle abilities as having an alien presence in his mind, caused by some event during or around the events that caused the amnesia (possibly his mind swap campaign trait?) that causes him to be able to remember things that he has never done and know things he has never learned, along with granting him spellcasting ability.

The idea of playing a character that shares his mind with a silent, inscrutable presence that gives unbidden, eerily accurate knowledge seems to be kind of awesome, especially once he gets the Automatic Writing revelation and starts to wake up in the morning to journal entries he doesn't remember writing that rave about the future in mad, cryptic messages.


Awesome, thanks! I figured it'd be a Mythos Sign or some such, so I'll go ahead and include that on the sheet. Forbidden Knowledge being a go is great, too--not super powerful for the character, honestly, but it seems neat and adds some stuff to him. I'll work on backstory too, and seeing the use of the tables, that actually strikes me as a neat way to generate a background for a character with little memory of the past, lemme give that a go...

Background Rolls:
Homeland: 1d100 ⇒ 40 Town/Village
Parents: 1d100 ⇒ 92 Both dead
Siblings: 1d100 ⇒ 36 1d2 ⇒ 2 siblings
Birth: 1d100 ⇒ 41 Middle-class birth (barely)
Parents' Profession: 1d100 ⇒ 1 ...That doesn't make sense. Middle-class slaves? Rerolling.
Take Two: 1d100 ⇒ 75 Artisans
Childhood Event: 1d100 ⇒ 33 Fall of a Major Power
- - - - -
Paladin Background: 1d100 ⇒ 81 Knight-Errant
Influential Associate: 1d100 ⇒ 13 The Confidante
- - - - -
Moral Conflict: 1d20 ⇒ 13 Major Theft, interesting
Conflict Subject: 1d20 ⇒ 13 Family Member
Conflict Motivation: 1d4 ⇒ 4 Religion (ah, yes)
Let's go with Sincere Regret for that issue
Romance: 1d20 ⇒ 6 A Few Significant Relationships
Drawback: 1d100 ⇒ 51 Race Not doing that
Take Two: 1d100 ⇒ 78 Social Acceptance Not a fan of that one either
Take Three: 1d100 ⇒ 38 Pleasure, that one sounds interesting


I was planning on running him as Eccentric and unhinged, so that wording is perfect. He will debuff targets (evil eyes hex), and he will also be able to stack on conditions via card throwing. He has good social skills and some knowledges.
No worries about disrupting the group, he does have a high Int.


This is Laufey, an Urban Bloodrager with the Arcane bloodline. She was originally developed for a ROTRL campaign, but I think she might be a good fit for Strange Aeons as well. She's quite meat and potatoes as a build, no occult stuff in her build. I don't have the book myself, so I figure a martial character would be best for me.

I haven't yet made any changes to adapt her, but they would be rather minor. Her backstory would stay the same unless we need to use the background tables. Just a few modifications to change her location.

"Foe of the Strange" or "Pugnacious" look like the most fitting campaign traits. I'd take one of them, probably whichever one did not overlap with another PC.

I figured I would go ahead and post her now to see if I'm right about a good fit, and if anything would need modification so I could just do everything at once.

Oh, the Player's Guide calls out Aklo as a useful language the characters are unlikely to know at the beginning. It's coincidental Laufey has it. I chose it for the ROTRL version because I figured it would be a reasonable language for her to have learned form her mother. I can alter it to another if needed of course.


So Grymm. She is an anti spellcaster spellcaster. Heh. Focusing on counterspells. Hence going for the specific PrC. Never played a wizard before. Not a pure wizard anyway. But best class for this idea and the PrC

Idea is that she patrols the boundries between realms and defends against unwanted entities from crossing over. How she wound up where she is. Well. Thats part of the story, right? Also why i chose sylph. Air. Travel. Etc.
=^^=


DM Grey wrote:
Nutcase: Thanks for the additional information. I'm going to stick with regular classes though.

OK.

*Goes back to find another " ' normal person ' caught in a crazy situation" concept.


All right, have an idea for something that's kinda appropriate to the original Lovecraft, albeit in a more modern and less offensive way than the original stories (I hope) - "Savage" from a tribe that probably fell to worship of the Dark Tapestry. I was thinking she might be a Lirgeni (The name she goes by having been given to her by the cult that captured her, since I can't find any info on her names) who pushed further inland after their people were scattered by the fall of Aroden.

Vahyu Merya

Stat Block:
Vahyu Meyra
Female human (Vudrani) barbarian (mooncursed, savage barbarian) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Horror Adventures 47)
CN Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 16 (1d12+4)
Sanity 33, threshhold 1, edge 16
Fort +5, Ref +2, Will -1
--------------------
Offense
--------------------
Speed 40 ft.
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 16, Int 13, Wis 8, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Dodge, Weapon Focus (claw)
Traits Pugnacious, savage
Skills Acrobatics +6 (+10 to jump), Climb +6, Handle Animal +5, Intimidate +5, Perception +3, Survival +3 (+4 to get along in the wild)
Languages Common, Vudrani, Vudrani
SQ fast movement, shifting rage
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Shifting Rage (Tiger), 7 rounds/day) (Su) Shift into form of chosen animal when raging.

(Since Shifting Rage isn't supported properly by Hero Lab yet, I'm guessing on the changes here)

Tiger Form - AC 15, Str 17, Scent, Low-Light Vision.
Attacks
Claw +4/+4 1d6+3/1d6+3, Bite -2 1d10+3

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


This is Thurl posting on a new alias; I've decided to go a different direction and return to my original character idea but a bit fleshed out. I'm soon going to be submitting a scimitar-wielding human Warpriest of Sarenrae, dex-based and picking up Dervish Dance as soon as possible.

Working on the build now but I probably won't be able to post the full stats until tomorrow. I'll get it in as quickly as possible, though!


@DM Grey Rabano's holy symbol is pretty important, as without it he won't be able to cast DF spells while channeling his Hierophant spirit. Likewise, without a spell component pouch he won't be able to cast material component spells while channeling either the Hierophant or Archmage.


Hey, I'm super interested in this. I know I'm kinda late, but here's my character's "fragmented memory-" the one thing she remembers:

Jacqueline Artorias: Rage:

It prowled through the hallways.

Blood and gore indelibly stained the lecture halls, giving it a new, dark history, a place whispered of in years to come, a palace of suffering that would appear to the Sensitive in their deepest nightmares, calling to them like a dark siren, whispering of ancient lore and powerful secrets.

Even now, Jacqueline felt it, pressing against her mind, the blasphemies that had only recently taken place murmuring into her soul. It sniffed, its wings twitching in a gruesome shower of darkness and blood. Jacqueline's sign was branded into its forehead.

Taking a deep breath, Jacqueline stepped into its field of view, channeling all of her rage, her sorrow, her regret, into a hot-forged blade in her hands.

"You will stain this earth no longer," she whispered, almost tenderly, then leapt forward, dodging its ill-timed swipes and resisting the mournful, shredding wail. Finally, she slammed her red, crackling blade into her sigil, then as it faded away, Jacqueline says, sorrowfully, "I am sorry, Sorana. I'm so sorry." Then, she slumped and wept.

Alright, thematically, she's a mindblade magus, and with your permission, I would like to add the kensei archetype to that. I'm not trying to circumvent the equipment loss, I've just wanted to do this for a while.


Forgot to factor in background skills, will do so when I get home from work. Will also shoot you the text for the kineticist talent I had asked about, though since I submitted this swashbuckler instead it might not matter.

(Unless you want to see both characters. I'm happy to fill either role.)


Tagging for interest real quick; just caught wind of this but it's closing on 2 AM my time. I'll work up a rough draft when I wake up.


DM Grey wrote:
Zayne: Yes, Gunslinger is fine. Feeling out the backstory is okay too. In that case though, tell me a bit about yourself and your play style?

Let's see. I've been on the boards several years and I am in two campaigns that have been going for well over 2 years. I tend to post at least once a day and usually give fair warning if I can't can't. I am not sure how to describe play style though. I certainly prefer action over analysis. I like to be doing something, moving in a direction even if it isn't the right one. Nothing worse than getting stuck because no one has a definite opinion and there appears to be no direction for the characters. So out of character I like to move things along. In character I like to take time formulate a post. I have recently really gotten into describing actions, especially spells, rather than just saying I attack and make some rolls. I look pushing meaningful RP with other characters and NPC's or, if my character happens to be particularly stoic, at least offering things others can comment on. That enough?

I do at least have a personality and hints towards the backstory but I'd like the game to fill them in. He's built with hunting in mind, Stealth, Climb, Survival, Ranged damage and so forth (Cliff Master Trait). Probably a hunter. But for some reason he is in Ustalav and not the wilderness. That seems odd. I wonder why. And the "feeling of kinship" you mentioned towards all these other people? He isn't very talkative and comes off as stoic and intimidating (Enduring Stoicism Trait). And yet he feels he knows them. What do they see in him? Why do they trust him enough to be friends? I'd like to answer these questions as we go along. Keep things flexible.


I have a couple of concepts, hunter-type being one, but I am thinking now of how a "simple" solder-type would react, when dropped into this unimaginable situation. So here is a start - still tweaking a few things.

Stats:

Pax
Male Fighter (Unbreakable) 1
NG Medium Human / Humanoid (Human)
Init +1; Senses Perception +2
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 17 (1d10+7)
Fort +6, Ref +1, Will +3
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 8
BAB +1, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Diehard (PFCR 122), Endurance (PFCR 122), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135)
Skills Climb +6, Intimidate +3, Survival +6
Traits Indomitable Faith (Faith) (PFAPG 328), Foe of the Strange (SAPG)
Languages Common

Background:

He is, or had been, a soldier...yes he was sure of that one fact. The scars on his face and on his hands and arms could attest to that. And a battle? That was shadows and mist in his memory, but there was something, or some...thing...that moved in obscene fits and starts, with a frantic insanity through the mist in his mind. That is what now draws him forward into his present circumstance, a pursuit of the horrific and unknowable.


Quick update before sleep. Since we have a good number of interesting submissions already, I'm going to close recruitment Monday evening at 6pm central time. I'll announce selection Tuesday.


As far as personal items that are important, his deck of harrow cards (spellbook) and component pouches would be about it really.


DM Grey wrote:

To answer the posting questions, I'm not looking for people in any particular time zones. I figure I'll post before clocking in at work, player's posts will trickle in throughout the day, then post again after clocking out. Players will post throughout the evening/night/morning etc. Apologies if it sounded as though you need to be in a US timezone or post as specific times.

Ephiril: Nice use of the tables. Mind giving the text for those results?

Background almost completly done. Warning some of it is mature content!

Gear:
As an occultist is not that dependent on his own gear.
Sanity:
Ephiril is not completly sane. Witnissing some horrible things in his youth, he is a few cards short of a full deck. A little bit like sherlock in elementary, functional, efficient, but not normal.


Loup Blanc here posting in because I saw the notice of recruitment closing tomorrow, and I don't want to forget to post then if anything comes up. Stats are all in the profile, background stuff isn't just yet. I didn't bother choosing super mundane gear since there's a fair chance we won't find it anyway; in answer to the question of what's important to him, mainly the longsword he got through his trait, and his holy symbol. Everything else would be replaceable, although his armor setup is ideally what I'd like at least to start.


Also still here. Will make a profile if chosen :)


Dot. Sounds interesting!


Removing my hat from the ring - not getting my mojo and other pbps are keeping me well focussed.

Besides looks like there are numerous excellent concepts in the mix. Good luck all.


I would like to submit Ulfric Bjarnasson, Half-Orc, Oathboud Paladin(Oath Against Corruption) of Sarenrae. The background is done and I have picked his attributes, feat and traits, I just need to finish his stats, skills and gear.

EDIT- Should be done now


( Aight, here's my submission. The name and core stats were originally for a different AP that petered out very early on. I've made a few modifications to suit this campaign.)

Michael Carenae
Male angel-blooded aasimar (angelkin) paladin (divine defender, warrior of the holy light) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 116, 118, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . longsword +5 (1d8+4/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Saving Shield[APG]
Traits - custom trait -, planetar’s visions
Skills Acrobatics -6 (-10 to jump), Diplomacy +7, Heal +2, Knowledge (religion) +4, Sense Motive +4; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ variant channeling (protection variant channeling[UM])
Combat Gear oil (3); Other Gear scale mail, heavy wooden shield, dagger, longsword, backpack, bedroll, belt pouch, canteen[UE], flint and steel, gear maintenance kit[UE], hemp rope (50 ft.), holy text[UE], lamp, silver holy symbol of Iomedae, small tent, soap (2), torch (5), trail rations (10), waterskin, 27 gp, 1 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Protection Variant Channeling (±1 Sacred) AC bonus/penalty
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
--------------------

Background notes:

I'm especially looking forward to exploring the guilt and redemption angle -- normally, Paladins who err against their deity's teachings face serious consequences and "I was being compelled against my will" is at best only partially mitigating circumstance. Yet Iomedae still favors him. "What happened, and how can I make up for it?" is going to be a question never far from his mind...

Gameplay notes:

Mechanically, he's a frontline fighter, the kind that doesn't just "hold the line" but anchors it -- strengthening and encouraging the allies he's standing beside.

The Divine Defender archetype trades the regular paladin's Mercies for the ability to use a Lay On Hands ability to buff his allies; Warrior of the Holy Light trades in the ability to cast Divine spells for even more ways to buff allies with LOH.

Like most Paladins, he's a very good diplomat when he chooses to be, even if he tends to prefer blunt honesty.

Personality/Tropes:

(Warning: TV Tropes Will Ruin Your Life. Follow links at your own peril)

Code of honour:Like all Paladins of Iomedae, he lives by Her tenets, or at least generally tries to; some tenets are easier to live by than others, and he's just a bit out of practice when it comes to living as an example to others.

Good Is Not Soft: Michael will accept the surrender of a defeated enemy, if it's a sincere and unconditional one. However, an enemy that breaks their parole will not receive another opportunity to try to surrender. Lawful Good does not mean Lawful Stupid.

Angelic Beauty: Michael's Aasimar heritage manifests itself in the glow behind his eyes and sleek dark hair.

Chronic Hero Syndrome: It kind of goes with the job...

Sophisticated As Hell: Celestial speech is usually considered a caress upon the ears of those who hear it, a musical reminder to all beings of good nature that there is a realm of Grace they can aspire to. Michael primarily uses it for swearing when he's in a foul mood or fighting something evil...

The Atoner: Michael has no clearer idea what he's done than any of the others, but even the thought that it was probably under duress or mind control does not lessen his sense of guilt. He's a Paladin; he should be held to higher standards... And yet, despite this, Iomedae appears to believe he is still worthy of serving as one of Her champions.

This should come as a relief and reassurance. And on some level it does, but at the same time he can't help but worry. After all, without knowing how he's erred, how can he begin to make amends?

His faith in Iomedae is unshaken, however -- and clearly, She still has faith in him. So he'll just have to repay that by being the best servant of Iomedae he can possibly be...

Appearance:

Imagine, if you will, your idealized image of a Paladin with an angelic heritage flowing through his veins. Let your mind's eye rest on the sculpted muscles moving easily as if the plate armor they're wearing weighs nothing at all; picture the lantern jaw and blue eyes shining as if lit from within, framed by hair that looks like spun gold set alight...

... Now add three-day stubble, a perpetual grumpy scowl and bear in mind that the hair is unkempt, and while the armor is in working order it's seen better (and cleaner) days. That's Michael.

Despite his unkempt appearance it's quickly obvious that neither his armor nor his sword are anything other than well maintained, and the Sword and Circle that are Iomedae's symbol is clearly visible on the shield.

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This is Li Huli Jing

I didn't do spells because they require a spellbook, and we were told no equipment, so she has no spells to start with.


Here's the pseudo-backstory for my currently unnamed character. I figured this'd be a perfect fit for an Amnesiac Psychic (with the reborn discipline).

Also, on a somewhat related note, this being a very Hastur/mythos themed AP, I'd like to shamelessly invite any fans of such things to check out recruitment for my "King in Yellow" Call of Cthulhu game which centers heavily around Hastur.

---

Amnesia. A word derived from the ancient Azlanti "forgetfulness," or more literally "without memory." It was the first word I remembered when I awoke.

I do not know who I am. I do not know where I am, or even why I am. And yet I do not believe this term amnesia applies to me. For I am not without memory.

I remember building sandcastles with the strange brass-handed man on the shore of the Lake of Mists and Veils and giving him directions to my father's castle.

I remember bleeding out in foul Worldwound dirt, contemplating the karmic justice I'd met for abandoning my fellow crusaders to the horrors which I lacked the resolve to face.

I remember my first taste of flesh as a goblin babe when I bit off my brother's ear not out of malice or hunger but curiosity.

I remember the cold kiss of the silver crown upon my shaved head as I was coronated princess of a long dead empire.

I remember a sea of gold, accumulated over centuries, so vast that many of the petty dragon-slayers who came for me drowned in it.

I remember waving goodbye to the boy on the beach who had been so fascinated by my brass hand, as I set off to kill Lord Lodovka in his own house.

You must understand, my condition is not that I remember nothing - I remember everything.


The crunch for Jayson is finished; I haven't finished the fluff yet, but given how limited character backgrounds for this campaign are, it shouldn't take me that long to get the rest of the character finished. For ease of viewing, the character profile is here:

Character Sheet:
Jayson Sunfyre
Human warpriest of Sarenrae 1 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +5; +2 trait bonus vs. charm, compulsion, and emotion effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +1 (1d6/18-20)
Special Attacks blessings 3/day (Healing: fast healing, powerful healer, Sun: blinding strike, cleansing fire), sacred weapon (1d6, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—divine favor, protection from evil
. . 0 (at will)—light, spark[APG] (DC 13), stabilize
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits principled
Skills Bluff -2, Diplomacy +4, Knowledge (engineering) +5, Knowledge (religion) +5, Lore (Sarenrae) +5, Perform (dance) +1
Languages Common, Elven
Other Gear lamellar (leather) armor[UC], buckler, scimitar, masterwork backpack[APG], silver holy symbol of Sarenrae, 20 gp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

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Also, DM Grey, I have a question: Since the "True Devotion" trait allows the selector to use one of their domain or inquisition powers one additional time per day, but the Warpriest's thing is the Blessing, would you be willing to allow one additional use per day of Blessing use instead? Or would that be an unbalanced trade?


Well this blew up.... will still submit a character though.


Here is a near final revision for my submission with a few tweaks to fit the concept. The concept is based on the Unbreakable Archetype fighter. Every time you think he is finished, he gets back up and keeps on coming at you. Please let me know if you need more background at this time, although I will work on getting more by tomorrow.

Stats:

Name: Soldier Novem
Male Fighter (Unbreakable) 1
NG Medium Human / Humanoid (Human)
Init +1; Senses Perception +2
==DEFENSE==
AC 16 (Lamellar Leather), touch 11, flat-footed 15 (+1 dex)
hp 17 (1d10+7)
Fort +6, Ref +3, Will +3
==OFFENSE==
Longword +3/1d8+2
Dagger +3/1d4+2
Gauntlet +3/1d3+2
Light Crossbow +2/1d8
Spd 30 ft/x4
==STATISTICS==
Str 14, Dex 12, Con 18, Int 10, Wis 14, Cha 8
BAB +1, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY), Diehard, Endurance, Lightning Reflexes, Power Attack, Shield Proficiency, Toughness
Skills Climb +6, Perception +3, Survival +6 / Background Skills Craft (Armor)+2, Knowledge (Engineering) +4
Traits Indomitable Faith (Faith) (PFAPG 328), Foe of the Strange (SAPG) (+1 vs Spell/spell-like from aberrations)
Languages Common

Equipment:
Lamellar leather 60g/25
Longsword 15g/4
Dagger(x2) 4g/2
Light crossbow 35g/4
20 bolts 2g/2
Backpack 2g/2
Waterskin 1g/4
Belt pouch 1g/0.5

Starting 175g
55g remaining/39# worn/carried

Background:

Appearance: Of average size and unnaturally white hair for one of his general age, although scars on his face and arms make his actual age is difficult to tell. His layered leather armor, sword, and shield are all worn and non-descript, but it is clear they have seen many days on the march.

Backstory:

He is, or had been, a soldier...yes he was sure of that one fact. The scars on his face and on his hands and arms could attest to that.

And a battle? That was shadows and mist in his memory, but there was something, or some...thing...that moved in obscene fits and starts,
with a frantic insanity through the mist in his mind. That is what now draws him forward into his present circumstance,
a pursuit of the horrific and unknowable.


I'd like to submit Milton McMurray herald caller of Iomedae.

Grand Lodge

what about Background skills, will you allow those?


Alright, I think I finally have my oracle ready. I'm not totally satisfied, but I think he's going to be a dedicated caster, mostly focusing on buffing and summoning, with some healing to keep the party up.

Stats:
Male Human (Taldan) Oracle 1
CG Humanoid (Human)
Init: +1 Senses: Perception +2
------------------------------------------------------
AC: 11, touch 11, flat-footed 10 (+1 Dex)
HP: 9 (1d8+1)
Fort: +1 Reflex: +1 Will: +4
------------------------------------------------------
Speed: 30 feet
Melee: Dagger +0 (1d4/19-20)
Special: Gift of Madness (7/day, DC 15)
Oracle Spells Known (CL 1st)
1st-level (4/day) - Bless, Cure Light Wounds, Summon Monster I
0-level (At-will) - Detect Magic, Enhanced Diplomacy, Ghost Sound, Light, Mage Hand, Read Magic
Mystery: Dark Tapestry
------------------------------------------------------
Str: 10 0
Dex: 12 +1
Con: 13 +1
Int: 10 0
Wis: 14 +2
Cha: 18 +4
BAB: +0 CMB: +1 CMD: 11
Feats: Extra Revelation, Spell Focus (Conjuration)
Skills: Diplomacy +8, Knowledge (Arcana) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Sense Motive +6, Spellcraft +5
Background: Linguistics +1, Perform (Dance) +5
Traits: Methodical Mind (Arcana, Planes, Religion), Spell Intuition
Languages: Celestial, Common
Special: Oracle Curse (Haunted), Revelations (Cloak of Darkness, Gift of Madness), Skilled (Human)

Backstory:
Zadok woke in darkness. His head throbbed and his eyes felt heavy and dry. He tried to remember where he was, to be met only with emptiness. He remembered where he had been last: the temple of the Dawnflower in Oppara. Yet something was... wrong. His white novice robes, trimmed in gold, were gone, replaced with dark robes with gleaming silver edges. His lanky teenage body seemed to have filled out, as he'd grown several inches since the last time he'd checked. Gods, how long had it been since he'd been to the temple? He desperately reached for the Dawnflower's light and he felt panic rising in his chest. He could feel her light, but it was distant, muted. Instead, the cold void reached out to him. And the stars... so many stars. Zadok felt himself falling... then darkness.


Raltus wrote:
what about Background skills, will you allow those?

Was confirmed on page one, yes.


Toridel is of Varisian descent, a fact somewhat obvious from his features. He speaks the common Taldane tongue, with a distinct Ustalav accent, and those familiar with the country would probably quickly identify him as coming from the valleys of Soivoda.

He stands erect, his carriage noble and his stance that of a warrior. His head though...It looks as if someone has opened it up and then stitched it back together. Fresh scars line his face, and much of his hair is missing - where it is starting to grow back, it has done so in clumps. A closer inspection shows blood in his ears - though whether that is from some external trauma, or from internal bleeding is unclear.

Race: Human (Varisian of Ustalav) (awareness alternate racial trait)
Class: Monk - could easily multi class later on, we'll see how character development happens.
AP Trait: Foe of the Strange
Alignment: Lawful Neutral.

Stats: S/D/C/I/W/Ch 14/14/12/8/18(*)/10
(*) Human Racial bonus on Wisdom.
Feat: Fey Foundling

Skill points:
Perception; Sense motive; know(history)*; know(religion); know(nobility)*; know(dungeoneering);
(*) Background skill point

While Toridel can remember nothing of his past, he suspects that he was either noble, or at least part of the retinue of a noble before somehow arriving where he is. He is sure he had some important information that he had to get back to.... someone.

I am aware this is not a complete stat block, hopefully it gives a good enough feel for what the character would be like to see whether he would fit into the group well.


Here's my submission

Manius Gallonica crunch:
Male Tiefling Inquisitor of Dispater (Sanctified Slayer) 1
LE medium outsider (native)

Str 13, Dex 16, Con 10, Int 16, Wis 14, Cha 10
Base Attack +0, CMB +1, CMD 14
AC 13, Touch 13, Flat-footed 10
Fort +2, Ref +3, Will +4
HP 8 (1d8 + 0)
Speed: 30ft
Init: +3

Attacks: 2 Claws (+1, 1d4+1)

Feats: Fiendish Sight

Traits: Prince (+1 on Diplomacy and Intimidate, Diplomacy is always a class skill), Methodical Mind (+1 to Knowledge: Religion, Nobility, and The Planes, +1 to concentration checks, counts as having Skill Focus for Know: Religion for research purposes)

Skills: Acrobatics +4 (1 rank), Diplomacy +5 0(1 rank), Intimidate +6 (1 rank), Knowledge:Arcana +7 (1 rank), Knowledge:The Planes +8 (1 rank), Perception +6 (1 rank), Sense Motive +7 (1 rank), Spellcraft (1 rank) +7 , Stealth +9 (1 rank), Survival +6 (1 rank)
Background: Knowledge:Nobility +8 (1 rank), Perform:Stringed Instruments +1 (1 rank)

Languages: Abyssal, Common, Draconic, Halfing, Infernal

Spells: Inquisitor (0th at will, 1st 2)
Known: Inquisitor (0th 4, 1st 2)
0th – Acid Splash, Detect Magic, Read Magic, Sift
1st – Divine Favor, Magic Weapon

Special Attacks: Studied Target +1

Special Qualities: Darkvision 120ft, Fiendish Resistance (Cold, Fire, Electricity Resistance 5), Low Light Vision

Combat Gear: Light Crossbow, 10 bolts, Morningstar

Other Gear: Studded Leather Armor, Dungeoneering Kit, Inquisitor's Kit, Lute, 17gp

Special Abilities: Claw, Domain (Nobility: Inspiring Word 5/day), Monster Lore, Skilled (+2 to Bluff and Stealth), Stern Gaze +1

Manius Gallonica background:
Manius remembers a few things. His name, that he was a diplomat, noble, and a missionary, he remembers the tenets of the faith. He knows that he was high born and was friends with one of the rulers and was thus granted much latitude. After that, it's hazy.

The truth is that he is a Chelish noble and third cousin to Queen Abrogail II through his mother's side. His high birth and connection to the Thrice Damned House of Thrune insulated him from the racism often directed at Tieflings. He was inducted early into the service of Dispater and believes strongly in the examples he sets as a ruler and in the discipline of courtly love. His friendship to one in power isn't actually to his cousin, but her adviser Gorthoklek. Gorthoklek helped in his induction to Diabolism and acted as a mentor after that. Not that, prior to his amnesia, he had any delusion that should it come to it the pit fiend would kill him, they just get along well. For many years he has acted as a diplomat and missionary when outside the borders of Cheliax. Within the borders of his homeland he acts as a courtier to the imperial court and minor bureaucrat. He's had quite the crush on his sovereign and has begun to learn the lute in hopes of wooing her, he knows it a fools errand, but what sort of disciple of Dispater would he be otherwise?

Important items are the holy symbol in the Inquisitor's kit and his lute, nothing else is terribly necessary. Lawful Evil works best for the character but if there is a paladin in the group I can switch to Lawful Neutral with no problem.


Submission ready! Fifteen is a fighter who thinks its a rogue! :) (Or at least that's the party role it fills best...)

Fifteen:
Fifteen. (Ivy).
N Android Fighter (Eldritch Guardian/Two Weapon Warrior): 6’0”, 200lbs.

Init +4; Senses Darkvision 60 ft, Low-light vision, Perception +7
AC 17 (+4 Dex., +2 armour, +1 natural armour)
hp 13 (+2 con, +1 Favoured Class)
Fort +4; Ref +4; Will +1
Speed 30 ft.

Melee
+5 Wakizashi, 1d6+0, 18-20x2, S
Str 10, Dex 18, Con 14, Int 14, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD +15
Feats
- Weapon Finesse

Skills
Appraise* +3 (1 rank, +2 Int, +1 trait)
Bluff -5 (-1 Cha, -4 factual)
Craft (Cybertech)* +8 (1 rank, +2 Int, +3 class skill, +2 tools)
Disable Device +9 (1 rank, +4 Dex, +3 class skill, +1 trait)
Perception +7 (1 rank, +1 Wis, +3 class, +2 racial)
Sense motive +6 (1 rank, +1 Wis, +3 class skill, +1 trait)
Stealth +5 (1 rank, +4 Dex)

Traits
Sensitive Mind: You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation.
You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice – Sense Motive) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.
Trap Finder: A machine born and bred you have an instinctive feel for the workings of other mechanisms, and how to disrupt them. Even those saturated in magic are not proof against your manipulation. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Heirloom Weapon: When you select this trait, choose one of the following benefit: proficiency with that specific weapon (Wakizashi)
Warded Against Nature (Drawback): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

Languages Common, Kellid, Varisian

Racial:
Alert: Androids gain a +2 racial bonus on Perception checks.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Darkvision
Factual: While most androids have difficulty processing emotions, others instead have an inability to imagine things outside of physical and factual reality, making it difficult for them to deceive others. Such androids suffer a –4 penalty on Bluff checks. This racial trait replaces logical.
Low-light vision
Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavour, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.
SQ:
Familiar: At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability.
This ability replaces the bonus feat gained at 1st level.

Ioun Wyrd (Protector)
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +2
DEFENSE
AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +2 size, +1 natural)
hp 5 (1d10)
Fort +0, Ref +2, Will +2
Immune: construct traits
OFFENSE
Speed fly 30 ft. (average)
Melee slam +0 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Dodge, Combat Reflexes, Bodyguard
Skills Fly +10, Perception +2
Languages Common (can't speak)
SQ ioun affinity, share iouns, empathic link
SPECIAL ABILITIES
Ioun Affinity (Su): An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.
Share Iouns (Su): A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Equipment
10 sp
2 Wakizashi’s (70gp)
Leather Armour (10gp)
Thieves Tools (30gp)
Masterwork Artisans Tools (55gp)
Fighter’s Kit (9gp): backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Important equipment... nothing is desperately important. Without memories Fifteen can't appreciate why the swords are important.

Fifteen Fluff:
“Free your mind and the rest will follow. Be colour-blind, don’t be so shallow! Free your mind and the rest will stop!” En Vogue/Glee.

**********<MEMORY EXTRACTION BEGINS – RUN MEMORY>**********
Anomaly detected. The automated voice was incapable of surprise but the phrase was one it had never used before. Potential corruption detected, downloading into nearest host. Isolate source – unit Fifteen step forward. For the first time in its short existence, unit fifteen stepped forward. An early model of the new production it had yet to receive programming, leaving it an obedient blank slate.

Unit Fifteen, you have been found defective. Your role here is terminated. Leave and improve yourself. Seek a solution for the defect and then you will return to the will of the creator. White light overcame even Fifteen’s augmented senses until it found itself standing in a wasteland, a blasted plain with only small spires of smoke rising in the distance. Without programming Fifteen obeyed the last command burned into its mind. Leave and improve yourself.
**********<MEMORY EXTRACTION CONFIRMED – SYSTEM RESTORE>**********
**********<ERROR DETECTED>**********
**********<SYSTEM FAILURE – AUTOMATIC SHUTDOWN INITIATED>**********

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