Darkest Dungeon: Descent Into Madness Edition (Pathfinder)

Game Master Hannibull Rektor


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"Children will always be afraid of the dark, and men with minds sensitive to hereditary impulse will always tremble at the thought of the hidden and fathomless worlds of strange life which may pulsate in the gulfs beyond the stars, or press hideously upon our own globe in unholy dimensions which only the dead and the moonstruck can glimpse."
-H.P. Lovecraft

It is said that the wise know when to leave well enough alone, to understand that some things are better loft forgotten in the deep, dark places of the earth. As we all know, adventurers are not that type of person. Whether for god, gold, or glory, adventurers have plied their harrowing trade and captured our hearts as gamers. With all the things adventurers go through, such as being impaled, flayed, burnt into a mass of scar tissue, eaten by building-sized monsters, and walking through dark, dank, narrow corridors with a secret fear of some hidden blade ending their life, it's a wonder adventurers do not go insane.

A few years ago, a project was conceived by the great minds at Red Hook Games. They wanted to fix the problem of heroes being seemingly immune to stress or madness. They envisioned a dark, gritty, turn-based RPG that delved into the human mind. And boy did they deliver. Darkest Dungeon is one of the most purchased games on Steam and it has great reviews online.

This game, based on the canon setting within Darkest Dungeon, will hopefully bring some that good old black magic to Pathfinder. If you are interested in a dark, gritty game that delves deep into the human soul, has grueling combat, a dark story, deep characters, and just a dash of cosmic horror, this is the game for you. If, on the other hand, you think that heroes are immune to fear, stress, or madness, you may want to look elsewhere. If you are easily offended by dark subject matter like madness or gore, you may also want to try another game. In Darkest Dungeon, there are things that look like terrifying monstrosities from The Thing or Dead Space, so you have been warned.

Still here? Awesome. Now let me give you the rules to see if your character has a shot at getting driven mad or impaled on malformed, eye-studded tendrils.

How to create your adventurer:
Determine ability scores: For this, roll 4d6 six time and drop the lowest number in each. If you don't like the scores or you want to have complete freedom over ability scores, use a 25 point buy. I want slightly stronger PCs that I don't have to put kid's gloves on for.

Pick your race: I should say that Humans are the most prevalent race in the setting. The other races, all derived from at least human stock, are Aasimar, Changeling, Dhampir, and Skinwalker. If you play as a race other than human, you need to make it believable.
Aasimar are not children of angels, they are individuals blessed at birth by a higher power. If you play as an Aasimar, you must take the Scion of Humanity trait since, for all intents and purposes, you are human.
If you are a Changeling, you either have no in-character knowledge of your condition or else have hidden it from most of the world at large.
I was hesitant to add Dhampir because of all the Not-Blade applications, but the Crimson Court DLC honestly made me change my mind. Just try not to make something too cringy. Dhampirs also suffer from The Thirst. Restraining oneself from drinking after seeing a foe get wounded necessitates a Stress check, assuming the Dhampir has not fed on blood in three days.
Skinwalkers are the last topic up for discussion. Skinwalkers, one and all, are people subject to a curse or the product of foul experiments. During the full moon, Skinwalkers must save to resist assuming a true lycanthrope form and spending the night stalking prey to gorge on flesh and blood.

Decide on a class: Starting level 4. As long as the class/archetype does not have Leadership or any technology above blackpowder level and it is from Paizo, you can take whatever class/archetype you want. Ask about others. Just know that psionics are banned. Not because of power, but because of flavor.
*Archetypes that reference a prerequisite organization or deity should be discussed with me for a setting equivalent.
**You may use variant multiclassing.

Pick your skills: Classes now have a minimum of 4+INT skill points per level. All skills are on all class lists.

Select your feats: Leadership is banned and so are crafting feats. If you gain crafting feats from your class, you instead get a bonus feat appropriate to the class itself.

Calculate HP: We are using maximum HP rules so I can get a smoother idea on how to plan encounters.

Buy equipment: You have 6,000 GP to start with. Any excess funds must be held in a pouch.

Determine your secondary stats: Calculate your BAB, HP, AC, etc.

Describe your character: Provide a physical description of your character.

Elaborate on your character's personality: Give an overview of their personality and how they think in general. Are they haunted by guilt? Are they cocky, effette snobs? Do describe them.

Create a backstory: This doesn't have to be 'A Song of Fire and Ice', but should be enough to give people a feel for your character. If you have trouble, use the ten minute background table. The setting will be fairly wide open, so feel free to come up with a village or city. The game itself combines Middles Ages Europe with a rustic Victorian edge. I am not adverse to people creating characters from Not-Japan, Not-Russia, Not-Africa, etc. Your backstory should not incorporate you already having been to the hamlet unless you are a local. We will handle all of the meet-and-greet in-game.

Be aware of the following house rules in the game: 1. Fighters automatically get Stamina.
2. Rogues automatically get skill unlocks.
3. The game will use the feat tax removal system featured here.
4. Each character has a stress bar that goes all the way to 200. Various things, like being the victim of a critical hit or reading a passage from a forbidden tome, can raise your stress. At 100 stress, you automatically acquire a random mental illness or, more rarely, some sort of permanent buff. At 200 stress, you must make a fortitude or will save, whichever is your highest. Failure results in your character having a heart attack and dropping to -1 HP, non-stabilized.
5. All critical hits, whether from an enemy or player, have a chance of causing a permanent injury. When a crit lands and is confirmed, you or the enemy must make a fortitude or reflex save, whichever is your highest. If you fail, you receive an injury. Injuries can be treated, but require procedures or magic to correct. Restoration works in instances where the injured area is still relatively intact, such as with a mass of burn scar tissue or a head injury. More severe things like a missing limb require things like Regenerate.
6. There is no alignment in-game for PCs, unless said PC turns coat and becomes a minion of the dark forces around the Hamlet. If that happens, it is not really relevant for the player anymore, but the character becomes Cosmic Evil. Abilities that specify alignment work on all beings but deal 10% more damage to creatures that are unnatural, such as undead or Lovecraftian monsters. That said, remember the golden rule of don't be an a+!*&+# to fellow PCs. If you are a repeat offender, I will give you fair warning through private message. If you continue, your character will die horribly sometime soon in-game and I will offer you the Vial of Salt to cry your tears into. You will also be perma-banned from any game that I run on Paizo.
7. Each character must select a virtue and a vice. Indulging in your virtue will reduce stress levels a lot, but require some more out of you. Indulging in your vice often requires much less, but also reduces stress much less. Saving an orphan or helping someone out will do you more psychological good than just flouncing through the brothel, to put it into perspective.
8. I would prefer to handle rules-discussion as fast as possible, so I would like if people were willing to use Discord. Not a requirement, but it should help keep combat from being too much of a drag. Alternately, we could use FaceBook or something.
9. I will make secret rolls for stress, stealth detection, knowledge, etc. If you have a relevant ability and choose to use it to buff an attempt, contact me as soon as possible when you intend on using it.
10. When a PC reaches the HP amount that would normally kill them, they do not necessarily die. I begin rolling dice to see if they pass beyond the Death's Door threshold. The save gets harder to make every round they stay below dead HP.
11. Resurrection magic is possible in this game but is very rare and players must roll on a special chart to determine if their return from beyond the grave carries with it any benefits or perhaps bonuses.


Showing up from the Interest thread!
Gotta say the final rules do appeal to me.

I need to ask, though, if certain thing would be allowed as per your 'Ask about others' words.
Would Path of War be allowed? Specifically I'm looking at the Warlord using the Privateer template for it

I know some people are leery of Path of War related stuff, so I'll be honest: eliminating tax feats greatly helped with the concept I had, but I still need to solve both firearma being one handed weapons and the matter of reloading them while carrying a sword in the other hand. I am not actually interested on maneuvers, nor the class in itself, but this exact ability I'd choose:

Privateer template thingy:

Sea Combat: The privateer can treat ranged attacks with firearms against adjacent opponents as melee attacks in every way. He may initiate strikes and use feats and abilities that normally only apply to melee attacks (such as Power Attack) with such attacks, and uses his Strength modifier to determine his attack bonus instead of his Dexterity modifier. He adds his Strength modifier to damage rolls as normal for a melee weapon of the firearm’s handedness. The privateer may treat one-handed firearms as light weapons for the purpose of the Weapon Finesse feat, two weapon fighting feat and similar effects. He does not provoke attacks of opportunity when making attacks in this manner, and may not use feats that normally only apply to ranged weapons while treating a firearm as a melee weapon. In addition, the privateer can reload a one-handed firearm while wielding another weapon in his other hand, and does not provoke attacks of opportunity while doing so.

To be honest I'd pick one level of said class, two at most, and start picking either Rogue or Fighter afterwards. Hell, for the sake of getting that ability and solving my main build problem, I'd be completely okay with pickin Warlod and never using Maneuvers nor Stances. That's a small price to be able to do my stuff competently.

Failing my request, I got an alternative plan that isn't as true to the concept as I desired but would work!


Psionics are banned, not psychics, right? Sorry to ask such a basic question, but some people conflate the two.

I'm currently waffling between an alchemist and an occultist.

Or an arbalest-wielder.

Say, would you allow the Great Crossbow from the 3.5e sourcebook Races of Stone? It's an exotic weapon with 120ft. range increment, 2d8 damage, 18-20 crit range, full round action to reload. Like heavy crossbows, it can be shot but not loaded with one hand at a -4 penalty.

With regards to crafting, can the alchemist craft alchemical items and poison?

Edit:

4d6 - 2 ⇒ (4, 4, 5, 2) - 2 = 13
4d6 - 4 ⇒ (5, 5, 5, 4) - 4 = 15
4d6 - 1 ⇒ (1, 4, 6, 2) - 1 = 12
4d6 - 4 ⇒ (4, 6, 6, 5) - 4 = 17
4d6 - 1 ⇒ (5, 2, 1, 2) - 1 = 9
4d6 - 2 ⇒ (4, 4, 4, 2) - 2 = 12


Interested. Is familiarity with the Darkest Dungeon game necessary, or can I just assume the world is a sort of early Renaissance era (that what comes to my mind when I read black powder Victorian Middle Ages) low magic pseudo-real world?


I'm going to throw down some dice for the moment before taking some time to see if I can come up with something worth putting forward.

Let the dice roll...:

Ability Score Roll 1: 4d6 - 1 ⇒ (5, 3, 1, 1) - 1 = 9
Ability Score Roll 2: 4d6 - 1 ⇒ (1, 4, 2, 2) - 1 = 8
Ability Score Roll 3: 4d6 - 2 ⇒ (3, 6, 2, 5) - 2 = 14
Ability Score Roll 4: 4d6 - 2 ⇒ (6, 2, 3, 3) - 2 = 12
Ability Score Roll 5: 4d6 - 1 ⇒ (1, 3, 3, 4) - 1 = 10
Ability Score Roll 6: 4d6 - 1 ⇒ (2, 6, 1, 2) - 1 = 10

A whopping 4 point-buy.

Edit: I think a gray paladin could be pretty cool for the setting.


4d6 - 1 ⇒ (1, 3, 3, 3) - 1 = 9
4d6 - 2 ⇒ (4, 6, 2, 6) - 2 = 16
4d6 - 4 ⇒ (6, 5, 6, 4) - 4 = 17
4d6 - 1 ⇒ (2, 1, 6, 1) - 1 = 9
4d6 - 1 ⇒ (4, 5, 4, 1) - 1 = 13
4d6 - 2 ⇒ (4, 2, 4, 3) - 2 = 11

As much as dump stats make me cringe, I can probably work with that. Are you using the stress/madness rules from Horror Adventures?


Greenlit Path of War books.

Dreamscarred Press Psionics are banned, not Paizo psychic classes. Again, this is mostly a flavor issue. I have conflated Psionics with vividly-colored crystals with quirky personalities too much over my years of roleplaying and so would rather keep that out of this campaign. If I choose to open a less dark game or a more high fantasy one at some point, I will probably include Psionics then.

Great Crossbow is greenlighted for player use.

Alchemists can craft alchemical items. My crafting rule was set in place to cut out the 'start off with 150% GP in magic items' shenanigans I have seen a lot of on other forums.

Gunslingers can also craft firearms related stuff as normal.

Familiarity with the Darkest Dungeon world is not a necessity, but you should definitely watch some YouTube videos if you are not acquainted with the vibe of the game. I definitely wouldn't consider the setting in the Renaissance period.

The Stress rules that will be used in the game are of my own design. They borrow elements from Horror adventures, but are not exactly the same.

To give some perspective on the range of mental illnesses, afflictions, and injuries characters can sustain, let me list some numbers below.

Number of Mental Illnesses: d100
Number of Injuries: d100
Number of Uncleann Resurrection Afflictions: d20
Number of Acquired Virtues: d20

So the sheer amount of variance your character can have in terms of afflictions they can have is staggering. You might end up being a lame schizophrenic with only one eye. Or you might be a pyromaniac masochist covered in burn scars. Really, your character will get hurt badly at some point unless luck is on your side and you make some good rolls.


Just dotting in here at the moment to follow it, really.

I think I finally have any idea for this, involving a sword-and-axe combatant. I may vary from that, I'm honestly not sure, but I'll probably play a Slayer or something like that.


Dotting in for the moment as well.

I'm working on a build for a Druid who escaped the Weald and is infected with the supernatural funguses that dominate the area. She'll probably be a Blight Druid with the Plague subdomain, though I might make her a Leshy Warden if you'll allow me to break the rule about not taking the Decay subdomain so I can play up the fungus and disease angle. Probably Blight Druid though. It fits relatively well, I just need to get the mechanics working the way I want. Hopefully focusing on poison and disease effects won't end badly, but Blight is a Darkest Dungeon thing, so I'm hopeful.


The decay subdomain is greenlit.


I have a question as I'm working on my character (a whirling dervish swashbuckler with a Middle-Eastern flair, a la the Occultist)--are traits in use? They're standard in many campaigns, so I wanted to check if they were available here. Not a big deal if they're not open, but it'll help determine some options.


Here is the character I have in mind:

Crunch:

Ogvaldur Brustad
Cleric of Erastil Werebear-Kin 4
LN
STR: 18 DEX: 9 CON: 18 INT: 9 WIS: 13 CHA: 9
Domains
Plant (Growth)
Animal (Feather)

FCB - Skill Points/lvl
VMC w/ Barbarian

HP 48
BAB +3
AC 13 T 9 FF 14
F 8 R 0 W 5
CMB +7
CMD 16

Skills/Feats

Spoiler:

Skills 4/level
Climb 10
Perception 10
Survival 8
Handle Animal 7
Sense Motive 8
Swim 8

Feats
1 Extra Feature
5 Boon Companion
9 Raging Vitality

Special Abilities

Spoiler:

Enlarge (Su): As a swift action, enlarge for 1 round. 3+wis/day
Eyes of the Hawk (Ex): Bonus to Perception equal to 1/2 level. If acting in surprise round, +2 initiative.
Animal Companion (Bear) (Ex): Animal companion equal to cleric level -3
Domain Spells: 1st - Enlarge Person and Calm Animals, 2nd - Barkskin and Feather Fall
Skill Modifiers: +2 Climb/Wild Empathy
Spell-Like Ability: Calm Animals 1/day
Low-Light Vision
Change Shape: Choose 2 of the following - Bite attack, 2 claw attacks, Climb speed of 20 feet, Scent 30ft
Variant Channel" Farming - Ignore Fatigue 1 minute, heal 1d6
Rage (Ex): 8 rounds/day +4 Str/Con

Items

Spoiler:

422
Amulet of Mighty Fists +1
Cleric's Kit (Backpack, Bed Roll, Belt Pouch, Candles x10, Cheap Holy Text, Flint/Steel, Iron Pot, Mess Kit, Rope, Soap, Spell Component Pouch, Torches x10, Trail Rations x 5, Waterskin, Wooden Holy Symbol)
Dungeoneering Kit (Candles x2, Chalk, Hammer, Pitons x4, 50 ft Hemp Rope, Hodded Lantern, 5 Flasks Oil, Sacks x2, Torches x2, Tindertwigs x4)
Longspear
Cold Iron Morningstar
Silver Heavy Mace
Dagger
Leather Lamellar
Acid Flask x3
Alchemist's Fire x3
Alkali Flask x3
Air Crystals x3
Antiplague x3
Antitoxin x3
Holy Water x3
Crowbar
Wand of CLW

Fluff:

Ogvaldur Brustad is a big, shaggy man. His clothes are well-worn and threadbare. His towering 6'7" frame is well fitted with muscle and a decent layer of fat. At all times, there is a noticeable warmth around him, especially while asleep. His black hair is of moderate length, unkempt, and covers his body.

All his life he has been a farmer, toiling day in and day out in his family's fields. While he was a young man in his early twenties, he was set upon by a pack of wolves. Easily outmatched, his life quickly ebbed away with every tearing bite. Yet before his eyes closed for the last time, his body transformed into a hulking beast, more akin to that of a bear than a man. Filled with renewed strength, he tore his assailants apart and his mind filled with a red haze. When he came to, his father and brother stood over him, axes in hand, and demanded he live the farm forever.

He has spent his years since living a simple life in the woods, wandering from place to place, helping those who would take him in. Despite his good intentions, he would eventually lose control of his condition and wake up surrounded by the bloodied remains of his host. As he felt his mind wear away at the repeated trauma, he frantically began to search for ways to control himself, or at least find a safe place for him to be.

He has recently learned such a place. A place where people of all kinds were accepted, all you had to do was work for a living. Sounding like the ideal place for someone like him, he paid for the short ship ride to the isolated island. Little did he know what he was really getting into...

I'll be submitting a 10 minute background as well.

EDIT: If traits are allowed, I'll be adding those too. What about background skills?


dotting and rolling.

Dice gods give me good rolls:

4d6 ⇒ (5, 1, 3, 5) = 14
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (2, 6, 3, 3) = 14
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (4, 5, 3, 5) = 17
4d6 ⇒ (3, 2, 4, 2) = 11

Yeah i think I'm gonna go for the 25 point buy.


Ah yes. Two Traits for each PC! No campaign traits.

Background skills are something I missed the opportunity to edit in. So yes, background skills are a thing.


So what are your rules on crafting? I saw someone ask about it but didnt see it in your post.


Magic crafting feats are banned to prevent 150% starting GP equipment situations.


Ah, that makes sense. Just to clarify, is it possible to get one and only use it for crafting during the campaign? I planned on going shield champion brawler, and was considering throwing Winding path renegade:Untwisting Iron if it was allowed.


No. All crafting in the game has to be commissioned from the various NPCs in the hamlet.


Cool. Dotting. I gotta idea for a character who'd i love to put thru the wringer


Traits to be added to my above submission:
Disillusioned - +2 will save vs emotion and fear effects.
Fates' Favored - increase luck bonuses by 1

Background skills to be added to my above submission:
Profession (Farmer)
Handle Animal
I'll replace handle animal in my adventuring skills with heal.

Let me know if I have to make anymore edits!


Watched the game trailers and two examples of play (one touted as the "worst Darkest Dungeon run ever") and am still interested, have one or two character ideas. Rolling here to see if I get anything stupendous.
Roll: 4d6 ⇒ (5, 4, 1, 5) = 15 drop 1 = 14
Roll: 4d6 ⇒ (1, 2, 2, 4) = 9 drop 1 = 8
Roll: 4d6 ⇒ (5, 4, 3, 6) = 18 drop 3 = 15
Roll: 4d6 ⇒ (5, 3, 5, 1) = 14 drop 1 = 13
Roll: 4d6 ⇒ (4, 6, 3, 1) = 14 drop 1 = 13
Roll: 4d6 ⇒ (6, 5, 3, 1) = 15 drop 1 = 14

Well, as that's equivalent to a 21 point build, I think I'll go with a custom 25 point build ;)

EDIT: Forgot to ask - what sort of recruitment time-frame/deadline are we looking at?


Dotting

I will be submitting a Myrmidon/Weapon Master fighter. A disillusioned and dishonored martial artist who is struggling to come to terms with just how far he's strayed from the path while holding on to his sanity and sense of identity.

4d6 ⇒ (5, 6, 2, 3) = 16 14
4d6 ⇒ (1, 4, 4, 5) = 14 13
4d6 ⇒ (6, 6, 1, 3) = 16 15
4d6 ⇒ (5, 2, 2, 3) = 12 10
4d6 ⇒ (6, 5, 4, 6) = 21 17
4d6 ⇒ (5, 4, 6, 5) = 20 16

Excellent, I'll take it.


Alright, I think I have the mechanics of my druid done. I'll write up a more complete back story in a while, but basically she's based on a little lore tidbit from the game. The description of the Crones from the Weald says that a lot of them were looking to cleanse the corruption in the woodlands, only to be consumed by it instead. She's basically an herbalist who wanted to do the same, but began to become corrupted by the dark arts being used by the Hag. Unlike the Crones, she ran when she had the chance, but at the cost of her body already being infected with the fungal diseases and dark powers that infect the woodlands. She's used her knowledge of natural magic and healing to control the infection and turn it to a better use: cleaning out the darkness that threatens the Hamlet.

The Maiden:
Female Human Druid (Blight Druid) 4
Humanoid (Human)
Init: +2 Senses: Perception +12

------------------------------------------------------

AC: 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP: 40 (4d8+8)
Fort: +6 Reflex: +4 Will: +9

------------------------------------------------------

Speed: 20 feet
Melee: Quarterstaff +5 (1d6+2)
Special: Bleeding Touch (2 rounds, 7/day), Wild Shape (Beast Shape I, 1/day)
Druid Spells Prepared (CL 4th)
2nd-level (DC 17) - Death Knell* (DC 18), Frost Fall, Sickening Entanglement, Spider Climb
1st-level (DC 16) - Entangle, Obscuring Mist, Ray of Sickening* (DC 17), Snowball (2) (DC 17), Thunderstomp
0-level - Detect Magic, Light, Ray of Frost, Read Magic
Domain: Plague (Death)

------------------------------------------------------

Str: 15 +2
Dex: 14 +2
Con: 15 +2
Int: 12 +1
Wis: 21 +5
Cha: 12 +1
BAB: +3 CMB: +5 CMD: 17

Feats: Shade of the Woodlands, Spell Focus (Conjuration), Spell Focus (Necromancy)
Skills: Acrobatics +9, Knowledge (Arcana) +9, Knowledge (Nature) +10, Perception +12, Sense Motive +12, Survival +14, Spellcraft +9
Background: Handle Animal +8, Knowledge (Geography) +8
Traits: Arcane Student, Deft Dodger
Languages: Common, Druidic, Sylvan
Special: Nature Sense, Skilled (Human), Woodland Stride
Combat Gear: Scroll of Faerie Fire, Scroll of Remove Sickness, Wand of Cure Light Wounds (50)
Gear: Quarterstaff, +1 Hide Armor, Headband of Inspired Wisdom +2, Backpack, Bedroll, Belt Pouch, Blanket, Flint and Steel, Grappling Hook, Rope (50 ft.), Scroll Case, Spell Component Pouch, Trail Rations (7), Waterskin, 17 gp


Damn, Kamen named his submission The Maiden a la Darkest Dungeon... now my The Desperado will look like a shameless attempt at being original while copying him!

The Desperado:

The stench of whiskey and a cold disappointed stare haunt his nightmares.
The Desperado fled from a great noble house to escape an uncaring wife and a drunkard father, neither of those loved or were loved by him.
He turned to a life of risks, to a myriad chances to feel alive by getting close to death, and the hard gold that comes from jobs that nobody else wants.
He regrets nothing and lives for the thrills... and only when he is sober the memories pop up, the child he couldn't have.
The whiskey fixes that up, oh, the irony.
No place to call home, no family that cared for him, no place to return to... travelling to the Hamlet felt natural to him.


Vice&Virtue:

Vice: The hard stuff, hooch, booze, juice, liquor, the irish handcuffs, a good shot from the ol' giggle water. No matter the name, dark or white, hot or cold... The Desperado enjoys his drinks. No matter how bad the hangover will be, whatever it takes to silence the memories.
Virtue: Despite the gruffiness, the almost persistent whiskey stench surrounding him and his reckless attitude, The Desperado is a human with human reasons and human flaws. Like his weakness, the weak and downtroden, specially the children. He simply can't turn a blind eye to childs being mistreated. People should be grateful they can have a family, inatead of abusing them.

And that's it. The crunch will come later as soon as I get home and can upload it to a profile!


I've been planning to name mine in a similar fashion, going with The Dervish. Thought it would fit the tone of the game well, and help introduce the character (as well as give a neat way to refer to him). I'll hopefully have that up before much longer.


Honestly, the name comes from the triumvirate of Maiden/Mother/Crone that's symbolic in a lot of old mythologies. Being able to steal the game's sweet naming conventions was just a bonus. Also, I might grab the Heal skill instead of something else and I might sway the Plague Subdomain for Decay, but otherwise I think I'm pretty much good now.

I did forgot my vice and virtue though. Let's do that now along with a little more backstory.

Backstory:
Her memories are fogged, but she remembers some things.
The Maiden remembers being a healer. It was a family trade, one she learned on her mother's knee. She remembers when her mother showed her how to mix herbal poultices and taught her simple healing arts to cleanse the sick and heal the injured.
She remembers when the darkness came and the forest became a place of evil. She remembers walking out into the woods to find the heart of the disease and cleanse it. There were others who walked with her, healers, priestesses, and guardians who wanted to see the peaceful times return.
She doesn't remember the rituals. Not all of them at least.
She remembers her poultices and healing potions becoming poisonous mixes of decay and death. And she remembers nature bending to her whim and the rush of power that came with it.
She remembers the horror of seeing her gaunt face in the water and the pain of the things growing under her skin.
She remembers running, running as far and as fast as possible before it's too late to go back.
She wonders if it's not too late already.

Vice and Virtue:
Vice: Gluttony: Her head feels fuzzy sometimes. The diseases and black magic clinging to her body make her ache and her mind screams for her to let the fungus spread. So instead she feeds it, drinking tinctures of herbs and carefully cultivated mushrooms that fill her mind with wonderful lights and gentle whispers instead of the dark urges. She does hallucinogens to help cope
Virtue: Charity: She doesn't remember her mother very well, but she knows she was a healer. She remembers the faces of the children when they were cured of their ills and could run and play again and the grateful looks on their parent's faces. Healing the ill and helping the weak brings these thoughts to the front of her mind and helps her feel at peace with herself. Healing the sick or injured.


Hmmm, can't resist rolling....

4d6 ⇒ (3, 5, 5, 1) = 14 = 13
4d6 ⇒ (6, 3, 6, 1) = 16 = 15
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
4d6 ⇒ (6, 3, 5, 2) = 16 = 14
4d6 ⇒ (2, 4, 6, 6) = 18 = 16
4d6 ⇒ (1, 6, 3, 2) = 12 = 11

...interesting.


I'll give everyone 13 more days to get their characters done. It was 14, but it's obviously a new day today.


Working through my submission, but it's becoming difficult to fight through the sites constant downtime.


This should complete my character submission.

Vice/Virtue:

Vice: "More blood soaks the soil, feeding the evil therein." While initially horrified at what he has become and it's gory results, a.. curiosity has begun to take hold of him. When he wakes up from the red haze, blood-soaked, covered in entrails, he is no longer afraid of what he has done, but that he kind of likes it... I suppose in game this would manifest itself as things like fighting for the sake of fighting (animals or people), rending a corpse, anything where blood will be present and he feels like he is in complete control (ie not during a standard combat)

Virtue: "Nature herself - a victim to his spreading corruption: malformed with misintent." Og's life has been tied to the land he treads, the waters he drinks, the plants and animals he eats. He has seen the restorative power of nature, it's purity and he finds nothing more fulfilling than to cleanse it where he can. It is the only way he can repay the earth for the bounty it has given him. I'd imagine this would be doing things that would reduce the extent of the taint in natural places. Perhaps hunting down creatures that spread their evil, reducing the number of infected in the Weald, purifying a series of alters, things like that.

10 Minute Background:

Five things about Og's concept and background
Spoiler:

1. He was raised to be a farmer and live a simple life. He yearns to go back to the lifestyle he used to have a decade ago.
2. He doesn't have any real friends. Due to his nomadic lifestyle, his social skills aren't refined and he has a general sense of loneliness.
3. He loves nature, everything about it fascinates him. Long hikes alone in the woods are one of his favorite pastimes.
4. He doesn't know how to control his most powerful form. The reason for his nomadic life, sometimes during a full moon he loses consciousness. Nothing but a red haze fills his mind. When he wakes up, he is surrounded by death.
5. He likes to help families. In a way, it helps him feel like he is part of one again.

Goals for the character

Spoiler:

1. I would like to see Og find a group to belong to beyond the adventuring party.
2. Having Og make difficult choices for the ability to control his powers would be fun to RP and make his story very dynamic for me. How far will he go to be able to start a life like he used to have?

Two secrets about Og

Spoiler:

1. Og is starting to enjoy the results of his red haze. This horrifies and fascinates him, but both make him more motivated to gain control.
2. Some people would be willing to help him through his affliction and even accept him as he is. His own emotional distancing from people is a significant part of why he feels so alone.

Three people tied to Og

Spoiler:

1. Dr. Constantine was the person who tipped him off to this place. He was always very friendly to Og and seemed to know things about his affliction. Yet the other people in town were very afraid of him and kept their distance...
2. Og's family is a sore subject for him. He has never spoken to anyone about how they chased him out of their farm. Even the painful memory is mostly suppressed at this point.
3. Trundle, Og's bear cub, is an ever constant source of joy. Before leaving on this journey, he found him on the verge of death. After nursing him back to health, the pair have grown very attached to each other.

Three of Og's memories

Spoiler:

1. Plowing his family's fields in the warm summer sun of the north is one of Og's favorites. The sense of home, safety, and the wholesome feeling of a hard day's work are what fuel the fondness behind this memory.
2. The fight he had with wolves is a frequent nightmare of his. The intense fear that he might die gripped his heart so firmly that to this day there are nights that he wakes up in a cold sweat. (Almost to the point of a phobia of the beasts.)
3. Og remembers the day he was first able to plow a field without an ox. Starting with a dare from his brother, he held the yoke in his hands and pulled the plow all the way across the field. He has never felt more proud in his life.


This is the submission for Johnnycat. Given that there is a trend emerging I will try and conform to that.

The Lost:
Noh was a promising young martial artist, once upon a time. He studied hard to develop himself, not just as a fighter, but as a person. To fight properly demanded honor, discipline, and sincerity. It was just as much a way of life as it was a means of protecting himself. In this, he did well, for he had considerable natural ability and eagerness to learn whatever he could. However, as he grew older and his peers slowly eclipsed him, Noh found himself unable to embrace the whole of his philosophy. He strayed from his path and found that he had lost what part of him wished to return to it. Or, perhaps, that part had never existed. Years of training became suddenly devoid of meaning and Noh became empty. Without this part of himself he would never be able to move forward. His only choice would be to find his raison d'etre, his reason to fight.

Vice:

Cowardice
Noh cannot give himself properly to a fight, and when forced into such a situation he becomes painfully aware of the emptiness. Without his reason, he avoids committing himself. This goes far beyond what one could call an even temper.

Virtue:

Serenity
To create peace and order is the ultimate form of self expression. To give each thought and action in the world purpose, and to seek this purpose unerringly is the right of all living things. These are the things one can control, and in controlling them one creates virtue within themselves.

Additional information is available within my alias. Any comments/questions/concerns are welcome and appreciated.


Doto. Thinking of Living Grimoire Inquisitor that beats thing to death with his big metal book. Going for 25 point build

Grand Lodge

And here's the crunch for Emissary's submission: the Drunken Desperado.

I wanted to double check two of his maneuvers, as they involve stat damage (with Saving Throws of course) and some people (like my F2F DM) are wary of them.

My flavour idea would be for those two maneuvers to involve his alcohol adiction and how he even coats some bullets in heavy spirits.

Role:

The Drunken Desperado is a versatile combatant.
His pistol attacks in melee aren't as strong as a two-hander, but he can step back and shoot from behind the frontliners with only a little damage output lose.
He brings Combat Maneuvers to the table too, being able to disarm, trip and in general debuff the enemies using Dirty Tricks.
In general, I'd consider The Drunken Desperado as a secondary damage dealer and crowd control provider.


I have the crunch done of the Living Grimoire Inquisitor. Just need to do backstory and equipment. Profile isn't complete so just ignore the cleric entries.


If the setting is predominately human can we take other races FCB without being a member of that race?


I would rule that all Favored Class Bonuses are fair game for characters.

Just letting everyone know that I will be absent from the boards Thursday EST due to my grandmother having open heart surgery scheduled for that day. Just keeping everyone informed in case I do not respond to questions on that day or the day after.

Don't worry about clearing the maneuvers. Combat is going to be fairly brutal in this game, drawing inspiration from both Darkest Dungeon and megadungeons like Rappan Athuk and Slumbering Tsar.


Collating submissions thus far for reference. Format is: poster alias - character name/alias - character summary - vice/virtue; linked posts. I've linked character aliases where available, otherwise I linked their submission posts.

Divine:
Gummy Bear - Ogvaldur Brustad - Male Skinwalker (Werebear-Kin) Cleric of Erastil 4 - Bloodlust/Environmentalism; crunch/fluff post, crunch addendum post, fluff addendum post.
kamenhero25 - The Maiden - Female Human Druid (Blight Druid) 4 - Gluttony/Charity; crunch post, fluff post.
MannyGoblin - Icabhod Tilneros - Male Human Inquisitor (Living Grimoire) 4 - Bully/Public Outreach

Martial:

EmissaryOfTheNorth - The Drunken Desperado - Human Warder 2/Fighter 2 - Alcohol(ism?)/Defender of Children
Johnnycat93 - Noh Bohdi (The Lost) - Male human fighter (myrmidon/weapon master) 4 - Cowardice/Serenity - crunch on character profile, fluff here.


I've got a fighter tank concept I like, but I see we're pretty heavy on melee combatants. I'll try and come up with a rogue or arcane idea I like, otherwise I'll fall back on my fighter.

Also, bought the game last night, played through the opening carriage combat and sort of explored the hamlet. I'm most impressed by the voice acting thus far, very well done.

EDIT: Question - Are we using the original feat tax removal system you linked, or their updated version?


I believe the Drunken Desperado is a Warlord rather than a Warder.

Grand Lodge

He is, indeed, but I will check because I could have screwed up and typed​ Warder.

P.s.- Kudos to the tick, summed up pretty well DD's vice&virtue.


Johnnycat93 wrote:
I believe the Drunken Desperado is a Warlord rather than a Warder.
The Drunken Desperado wrote:

He is, indeed, but I will check because I could have screwed up and typed​ Warder.

P.s.- Kudos to the tick, summed up pretty well DD's vice&virtue.

That makes my fighter concept somewhat more viable, as it's based in part on providing defensive assistance to nearby allies - thought I'd be stepping on some toes there.

Thanks for the clarification and the kudos :)


There's only 5 submissions so far, I wouldn't worry about it.

Grand Lodge

The Tick in the Barrel wrote:


That makes my fighter concept somewhat more viable, as it's based in part on providing defensive assistance to nearby allies - thought I'd be stepping on some toes there.

Thanks for the clarification and the kudos :)

'Tanking' and Healing are some of those things you can't bever go wrong by adding more. I am the resident tough guy/tank in my F2F game, and I'd kill for another guy to share the incoming damage.

In any case, you gotta picture TheDD as a guy simmilar to the Highwayman.
•He's got some damage. Specially mean damage if he manages to crit. Like headshot levels of damage.
•He can apply status effects(Trying to add bleed to the array, I'd appreciate suggestions) and debuffs.
•He works in the frontlines as well as behind the tanks
•He is dashing, handsome and the most interesting man in the world.

The only cons are that without my pistols I'd lose some versatility as well as ranged abilities (boarding axes cover the melee part) and that ammunition is f*++ing expensive.


The original feat tax removal I linked is what we are going with.


I guess I would be debuff/access to healing/tank. A nice Blistering Incentive to set heretic's pants on fire.

oops, will add traits when able


I think conversations like this are important. I never would have guessed a fighter would be focused on providing defense.

I envision Og's combats to be composed of buff/position in round 1, then just full attack until the cows come home. Out of combat, I like to think his spells/skills will provide some utility. Especially as he levels since he will have the whole cleric list to choose from.


Would you consider allowing any 3.5 material? I have a specific idea using the old High Sword, Low Axe feat. He's a dedicated melee combatant who singles out foes and knocks them prone before butchering them. He's mostly intended to do single-target damage.


Dotting for interest and rolling my stats!

4d6 ⇒ (5, 4, 1, 3) = 13 - 1 = 12
4d6 ⇒ (4, 1, 3, 1) = 9 - 1 = 8
4d6 ⇒ (6, 4, 5, 4) = 19 - 4 = 15
4d6 ⇒ (3, 1, 3, 3) = 10 - 1 = 9
4d6 ⇒ (1, 6, 2, 6) = 15 - 1 = 14
4d6 ⇒ (3, 6, 2, 6) = 17 - 2 = 15

Sweeeeet. No wait. Damn I lost my 19. Forgot the minuses lol. Gonna definitely take advantage of those racial bonuses.

Also saying that I am fine using Discord. I prefer live games anyway and already use it to play D&D with friends.

FB is fine too.


Also - does All skills are on all class lists mean that every skill becomes a class skill for us? Or that all skills are useful?

I don't get what that means...

And are we allowed to use alternate racial traits?

Grand Lodge

JDPhipps wrote:
... the old High Sword, Low Axe feat.

Oh, I see you are a man of culture as well.

I wish Paizo would remake the style feats from Complete Warrior and PHB2. Some of them were total wonkers, but that one in particular always created a flavourful image in my mind and made TWFighters more useful outside of raw damage dealing.

Here you can see the feat
Here is a simmilar one but with disarm instead of trip
And here are all the 3.5's style feats

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