DM Delmoth's Strange Aeons: Table 1

Game Master Delmoth


Treasure Sheet

Hey all!

I have a group of four hapless brave adventurers trying to take on the otherworldly horrors of the Strange Aeons adventure path. We recently lost a rogue and I'd like a fifth player to round out the group. I hope to make the decision on the new player as a group.

Character Creation

  • Core races, but other races acceptable if you have a good enough story for it.
  • All paizo material is acceptable.
  • 20 point buy
  • 2 traits, 3 traits if you take a drawback, one of them doesn’t have to be the campaign trait because that’s assuming an asylum start. But they are ok to take if you want.
  • 7th level
  • Background skills and Automatic Bonus Progression

    House Rules:

    Auto identify magic items if a character has max spellcraft ranks and has detect magic. Cursed items may not be automatically identified.

    Treasures will appraise at full value if a character has max appraise ranks for level. Otherwise they will appraise for some lower amount.

    Drawing and Sheathing weapons and weapon-like objects: can be done as a part of any move action so long as character has +1 BAB

    Abilities like Time Flicker: continuing these abilities once active is a free action so long as the current duration increment has not already expired.

    Paralyzed: If its not clear from context to see which way the target is facing roll a 1d8 to determine the facing like a missed splash weapon. The target can then target squares in a cone for line of sight.

    Grappling and Threatened squares: Grappled does not prevent you from threatening, just from making AoOs.

    If a spell applies the grappled condition but doesn't specify CMB, it is caster level plus casting stat modifier for situations not specifically covered in the spell.

    Purchase Limit: Golarion is a high magic world. Puchase limit in a town is largest gold piece value item a PC can buy or sell. The roll to see if its available is waived.

    Delmoth's FAQ:

    Dervak wrote:
    Can Mara, while blinded, use Status to target us with her other hexes like Fortune and Heaven's Leap?

    Status lets her know your square but she still lacks line of sight, so any ability that requires line of sight will still fail. If there is a touch effect she can still try to touch you with a 50% miss chance, but will automatically know which square to target. However I feel it's in keeping with the item (Phylactery of the Shepherd) to waive line of sight when she chooses to end the status effect. So ending the status effect to use healing hex as a swift action does not require her to see her target.

    Mara bint al-Katheeri wrote:
    Related to situation above. Could Theo spend a move action to touch Mara and eliminate her miss chance if she tries to use her Healing Hex on him?

    Yes. Mara can even roll her miss chance to see if she hits him before Theo commits the move action.

    We just started book 3 soo...
    Spoiler Warning for the Path

    They've escaped the horrors of Briarstone Asylum, faced the crazy creepy cult in Thrushmoor, and are now hot on the trail of Count Lowls as he seeks some nefarious end. They may have faced a personal demon or two.

    An easy way to fit in would be having a reason to hunt Count Haserton Lowls IV. He prides himself on being an academic but has largely been rejected by the academic community and is currently on his way to Katheer via Cassomir searching for the way to a lost city with some strange monuments. He also embezzled taxes meant for Ustalav's crown and is a downright bad person who is willing to do anything to achieve his ends.

    Another option would be to have ties to one of the current PCs. Probably other things I'm not thinking of.

    Some requests from the current PCs, good alignment or neutral with good tendencies and don’t ignore your will save. Though if you do I won’t complain, gotta drive someone insane.

    A good post rate is a must we move faster than any of my other games. We will typically have 4-6 posts a day between everyone and you'll be expected to keep up.

  • Grand Lodge

    I could have something up by the end of the weekend.

    What are the other party Members?

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    I am one of the PCs. In alphabetical order, the party consists of:

    Dervak, a human Destined Bloodrager.
    Mara bint al-Katheeri (me), a half-orc Speaker for the Past Heavens Shaman.
    Rowan Dorn, a human Drunken Master Monk.
    Theophilus Carter, a human Insanity Patron Witch.
    The White Rabbit, Theophilus' familiar.

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    I have an idea for a swashbuckler/investigator. Very skill based and competent enough in combat. He can detect/disarm traps, has a bunch of knowledges, and can either use diplomacy or intimidate as the situation calls for it.

    He was a noble turned researcher at the Sincomakti School of Sciences. In his curiosity he got tangled up with some students doing forbidden research on occult matters. This turned him on to some alternative ways of doing things. He left the school to search out religious and occult artifacts. At one of his stops, he received a letter promising him all the knowledge he would ever want about the great beyond. All he had to do is go to a specific spot along the Glass River (possibly Xer) and wait for a ship captained by a red haired halfling. The letter was signed "S. A." initials which meant nothing to him. The lure of unique knowledge overcame his sense of caution and so he gathered his trusty rapier and various knick-knacks and went to Razmiran and to the Glass river to wait for the mysterious ship and it's captain to arrive.

    I can have the crunch up soon enough but I wanted to put forth a concept to see if it would fit.

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    Maybe an Undead Lord wouldn't be a great fit then, huh?

    How about an archer paladin on some sort of quest? Are there any paladins in that vile country? Maybe he'd need to be from far away?
    Any suggestion for which gods might send a paladin (Soul Sentinel) after Lowl or something else in the area? Maybe a vague prophecy or something? :3

    As natloz "guessed" the most likely point of entry for the new PC would be in Razmiran's trade port of Xer near the mouth of the Glass River. They're not too keen on people who worship deities other than Razmir so just keep that in mind. Not saying a religious sort wouldn't happen just something to account for. You could certainly have a vision guiding you towards the other PCs.

    Soul Sentinal would be an interesting choice since you'd be immune to hexes (at 11th) and we have two hexers in the party already.

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    Being immune to Mara's Healing, Fortune and Heaven's Leap hexes might not be the best idea.

    Or fortune.

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    We could say the choice would be... unfortunate? :D

    amusingly enough, I'd only ever get 9 levels in the paladin class :3

    Specifically: paladin 6 / sorc 1 / arcane archer 10 / paladin 3
    The only thing that changes from a standard paladin from that archetype (by 9th level) is the 6th level mercy is replaced with that confusion remover thing. It's basically just for flavor, though I suppose I might remove confusion at some point? xD

    Silver Crusade

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    I started a game of this once that didn’t even get to 2nd level, so I’m def interested in trying again. Ustalav is my favorite country in Golarion, so I’m super excited for anything set there :D With the current setup, I’m getting a feeling for a new character this attempt. I’m thinking a working-class detective (investigator of course) who believes her lover was killed by the Count and she’s become increasingly desperate and obsessed with catching him, to the point she’s recently quit her agency to follow him and has shifted alignment from LG to NG. She’s currently wrestling with how much of this drive to catch him is selfish revenge and how much is her wanting to see justice done to a powerful man who thinks he can get away with anything.

    We could work out the specifics of exactly what happened with her girlfriend and what evidence implicates the Count—as I have tried to avoid spoilers for this AP as much as possible—but I was thinking she was one of the Count’s servants and was killed because she saw too much. I’m also open to the Count being a red herring and the *real* killer being revealed to be someone or something else down the line.

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    Another of the players here.

    It is also possible that a new PC could already be on the crew of the boat, and Captain Skywin could vouch for them.

    @natloz, Swash-tigator would fit. The story of how you happened to find us might raise some red flags of suspicion (a mysterious ship has been following us, and Lowls probably has means of scrying), but knowing another character in your backstory could alleviate that suspicion. For example, Dervak spent time in Ustalav years ago looking for occult experts to cure his condition, and might have run across a novice scholar who at least treated him kindly even if he proved unable to help. Or you could be a relative or acquaintance of our deceased Swash-tigator Julius Anderson (he was a Lepidstadt grad).

    @ScegfOd, Archer paladin could certainly work, as we have very little ranged capability and immunity to fear would be an asset. And removing Confusion would be awesome. But we do need Trapfinding and Trap Spotter, I think. Which doesn't have to be rogue, but would require a dip in a class that gets both of those capabilities. Even Iomedae could have Paladin/Scouts (whether actually the archetype or just the concept). Also, I imagine the AP ends at around level 17 like most of them do, rather than 20, for planning out your progression.

    @Hrothdane, we have had contact with the Sleepless Detective Agency, so you could be someone that we ran into in the past and have reason to trust. And we know something that made a lot of people go missing in Thrushmoor so that could tie in. If you picked that option, there were no bodies left, just bloodstains, so the not knowing could be even more drama... and worrying if you did find her what she would now be like (given that we are dealing with Great Old Ones and Outer Gods). We are leaving Ustalav now, so I don't think the next book will be set there, but I imagine we will be back eventually.

    Paladin/Scout sounds about right, flavorwise. If the GM allows the campaign trait that grants the ability to disarm magical traps, then I could just grab that.
    It wouldn't fit badly with the character concept either :3

    By the way, how bad would the Unlearned drawback be? 'cause either that or Overprotective would fit pretty well...

    I'm ok with the trap finder trait as your campaign trait. Unlearned is fine most knowledge checks are already covered to some degree, so long a you're willing to opt out of the significant amount of research the PCs have to do. I do like overprotective theme wise.

    Lots of good suggestions Dervak. Thanks.

    Two build questions:

    1. What's the rarity of firearms?

    2. Is VMC allowed?

    I'm not a fan of firearms and the adventure so far hasn't catered to them. Tentatively if you made a gunslinger or similar you shouldn't expect to see firearms drop as loot. It would in theory be possible to purchase items related to them.

    I haven't used VMC before and at first blush I'm going to say no. I think it's an interesting rules concept but if we did it, it would be everyone is using VMC instead of regular multiclassing.

    Theo was thinking of getting a revolver and a really big hat for the White Rabbit; but, I agree with DM, that firearms are bad...umm k....

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    That party makeup makes me think you need someone to sing of your glories and soothe you when yours brains explode, so I'm going to look into a bard or skald of some sort.

    Silver Crusade

    I'm home a lot during the day this summer working on my thesis, so guess who had time to finish building her character's stats :D

    Katarina Brewer, Formerly of the Sleepless Detectives

    I'm still working on writing up her formal backstory and such and will get back to y'all with it.

    Forgot to mention starting purchases should be 11750. Thanks for the tip Mara.

    Silver Crusade

    That’s the amount I used! Looked up the Automatic Bonus Progression stuff.

    I’m working on writing up Kat’s backstory as a rather cynical letter of resignation to her boss at the Sleepless Detectives. Is there an appropriate NPC that’s already been introduced that would be appropriate?

    I’m running with the idea Dervak (Hi Coral!) suggested above and having Kat’s girlfriend (Mariana) be missing as a victim to that string of disappearances. Kat could have been investigating those disappearances on her own before Kat was taken/killed/etc. I also like the idea of her encountering the party before, too, as it helps make building initial rapport easier. I also think she’d have an easier time running off if she was planning on finding a group already going after the Count and joining up with them, though of course that depends on how much the group has been broadcasting that goal.

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    Cesadia Wrentz is the head of the Sleepless Agency; we dealt with her (and camped out in the Sleepless building for a few days). I have no idea how extensive the Sleepless Agency is at this time, but it's based in Thrushmoor (where we just came from).

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    Kat could certainly have met the PCs at the Sleepless building while they were staying there. You would be aware that PCs used to work for Lowls as his personal troubleshooters and fixers and thus were people to be avoided or feared. But over the course of the last few days where they personally took on cultists Lowls effectively left in charge of the town her opinion of them would certainly change for the better.

    Grand Lodge

    Does the Party know much about the Dark Tapestry? Or has little of that come up yet?

    Let's say we have experience with the Dark Tapestry. "Know much about it" would not be accurate (and would probably drive one insane).

    Dervak lived with a Dark Tapestry entity in his soul, before the party finally expelled and (possibly) slew it. Very nearly a TPK. It did occasionally give some helpful advice on those matters. So Dervak had the most experience with the Dark Tapestry, but he is not particularly intelligent.

    And we've encountered other mysteries that may have to do with the Dark Tapestry but we haven't put all the pieces together yet. We've had more experience with the Dimension of Dreams.

    Grand Lodge

    ok, So so far I have drafted up a Cryptid Scholar Tiefling Investigator, all the knowledges you could ever want, someone who studies and buffs the parties AC and attacks+dmg vs creatures he IDs

    The Crunch:

    Male tiefling investigator (cryptid scholar) 7 ( Pathfinder Player Companion: Magic Tactics Toolbox 18,
    Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 264)
    NG Medium outsider (native)
    Init +3; Senses darkvision 60 ft.; Perception +10 (+12 to determine awareness of suprise round)
    AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
    hp 45 (7d8+7)
    Fort +4, Ref +9, Will +7; +1 trait bonus vs. aberrations
    Defensive Abilities trap sense +2; Resist cold 5, electricity 5, fire 5
    Speed 30 ft.
    Melee mwk sword cane +7 (1d6+1)

    Ranged +1 hand crossbow +9 (1d4+1/19-20)

    Spell-Like Abilities (CL 7th; concentration +7)

    Investigator (Cryptid Scholar) Extracts Prepared (CL 7th; concentration +12)
    3rd—bloodhound, gaseous form
    2nd—acute senses (DC 17), barkskin, cure moderate wounds , detect thoughts (DC 17)
    1st—blend, expeditious retreat , heightened awareness ACG, longshot, shadow hands (DC 16), speech reader's sight
    Str 12, Dex 16, Con 13, Int 20, Wis 13, Cha 11
    Base Atk +5; CMB +6; CMD 20
    Feats Ambush Sense, Dilettante, Extra Investigator Talent ACG, Skill Focus (Survival)

    Traits foe of the strange, orphaned, underling

    Skills Acrobatics +7, Appraise +10, Bluff +12, Climb +7, Craft (alchemy) +15 (+22 to create alchemical items), Disable Device +18, Escape Artist +7, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +14, Knowledge (history) +11, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +11, Knowledge (planes) +15, Knowledge (religion) +13, Linguistics +12, Perception +10 (+12 to determine awareness of surprise round), Sense Motive +11, Sleight of Hand +7, Spellcraft +12, Stealth +15, Survival +15, Use Magic Device +4;

    Racial Modifiers +2 Bluff, +2 Stealth

    Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Goblin, Infernal, Orc, Protean, Sylvan

    SQ alchemy (alchemy crafting +7), inspiration (1d8, 8/day), intuitive monster lore, investigator talents (amazing inspiration ACG, expanded inspiration ACG, intelligence inspiration ACG, trap spotter), keen recollection, knowledgeable strike, opportune advice, swift alchemy, trapfinding +3, warded against nature

    Combat Gear boro bead (1st level) UE, sipping jacket UE, acid (5), alchemist's fire (5), troll oil UE; Other

    Gear mwk mithral chain shirt, mwk hand crossbow, blunted bolts (10), crossbow bolts (10), mwk sword cane, formula alembic UE, handy haversack , hybridization funnel, alchemy crafting kit APG, bedroll, belt pouch, flint and steel, for tracking, ink, inkpen, masterwork thieves' tools, mess kit UE, pot, soap, sunrod (5), trail rations (5), waterskin, 1,705 gp, 1 sp, 2 cp
    Special Abilities
    Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

    Ambush Sense Gain bonus on Perception vs. surprise and dodge bonus to AC in surprise round (+2 vs Ambush)

    Darkvision (60 feet) You can see in the dark (black and white only).

    Dilettante You can make untrained Knowledge checks up to DC 15.

    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.

    Energy Resistance, Electricity (5) You have the specified Energy
    Resistance against Electricity attacks.

    Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.

    Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).

    Inspiration (+1d8, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.

    Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.

    Intuitive Monster Lore +1 (Ex) Add Wis mod to knowledge checks to ID foes.

    Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

    Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.

    Opportune Advice +1 (5 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.

    Swift Alchemy (Ex) Construct alchemical items in half the normal time.

    Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

    Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

    Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

    Warded Against Nature Animals will not willingly approach within 30 ft.

    Dervak, I like the idea of having tried to cure you before. I was just learning about occult rituals and tried to perform some but it didn't work. How serendipitous that we would meet again! Its got a good Samwell and Jorah vibe.

    I think I've finally got it mostly sorted and the unique things spelled out. He's an inspired blade swashbuckler and an antiquarian investigator. Essentially a rapier focused adventurer searching for occult powerand channeling what he's learned through esoteries. Instead of alchemy casting (and related bonuses) he uses "relic magic" and casts as an arcane caster from the investigator spell list. He's really good at identifying magical and cursed objects and searching areas quickly. I've maxed out disable device to handle traps and locks. I've been trying to refine the backstory but that's still a work in progress.


    Lucio Caepidus
    Human inspired blade swashbuckler 1 antiquarian investigator 6
    NE Medium humanoid (human)
    Init +6; Senses Perception +11

    HP: 53/ 53
    Inspiration: 7/7
    Panash: 5/5
    AC 21, touch 15, flat-footed 17 (+5 armor, +1 shield, +1 deflection, +4 Dex)
    hp 53 (7d8+14)
    Fort +4, Ref +12, Will +7;
    Defensive Abilities trap sense +2; curse resistance +4;

    Speed 30 ft.
    +1 Rapier +11 (1d8+5 18-20/x2)

    Longbow +9 (1d8 x3) Range: 100 ft

    Special Attacks studied combat (+3, 4 rounds), studied strike +2d6

    Investigator Extracts Prepared (CL 6th; concentration +13)
       2nd—Barkskin x2, Cure Moderate Wounds, Defensive Shock
       1st—Ant Haul, Expeditious Retreat, Keen Senses, Long Arm, Reduce Person
    Str 10, Dex 18, Con 12, Int 18, Wis 12, Cha 12

    Base Atk +5; CMB +5; CMD 20

    Feats: Weapon Finesse, weapon focus (Rapier), Combat Reflexes, Fast Learner, Fencing Grace, Extra Investigator Tallent, Dazzling Display

    Traits: Pragmatic Activator, methodical mind (planes, arcana, nature), Bruising Intellect
    Drawback: Vain

    Acrobatics +14 (+4 dex, +7 ranks, 3 CS)
    Appraise +14 (+4 int, +7 ranks, +3 CS)
    Bluff +1
    Climb 0
    Diplomacy +11 (+1 Cha, +7 ranks, 3 CS)
    *Disable Device +17 (+4 dex, +7 ranks, +3 CS, +3 trapfinding) (+5 competence to disarm traps)
    Escape Artist +14 (+4 dex, +7 ranks, +3 CS)
    Heal +1
    *Intimidate +14 (+4 Int, +7 ranks, +3 CS)
    Knowledge (arcana) +14 (+4 Int, +6 ranks, +3 CS, +1 trait)
    Knowledge (dungeoneering) +11 (+4 Int, +4 Ranks, +3 CS)
    Knowledge (engineering) +4 (+4 Int)
    Knowledge (geography) +4 (+4 Int)
    Knowledge (history) +8 (+4 Int, +1 rank, +3 CS)
    Knowledge (local) +4 (+4 Int)
    Knowledge (nature) +12 (+4 Int, +4 Ranks, +3 CS, +1 trait)
    Knowledge (nobility) +4 (+4 Int)
    Knowledge (planes) +13 (+4 Int, +5 Ranks, +3 CS, +1 trait)
    Knowledge (religion) +11 (+4 Int, +4 Ranks, +3 CS)
    Linguistics +8 (+4 Int, +1 rank, +3 CS)
    Perception +16 (+1 Wis, +7 Ranks, +3 CS, +5 competence <item>)
    Sense Motive +1
    *Sleight of Hand +14 (+4 Dex, +7 ranks, +3 CS)
    Spellcraft +14 (+4 Int, +7 Ranks, +3 CS)
    Stealth +4
    Use Magic Device +14 (+4 Int, +7 Ranks, +3 CS)

    Background skills: appraise & sleight of hand



    You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours.

    Languages Aklo, Common, Elven, Necril, Draconic, Dwarven

    Panash (5/Day)
    inspiration (7/day)
    investigator talents (quick study, sapping offensive, underworld inspiration)
    trapfinding +3
    Deeds (Derring-Do, Dodging Panache, Opportune Parry and Reposte)

    Shield: MW Buckler
    Armor: mithral chain shirt
    Eye: Eyes of the eagle
    Neck: Hand of the Mage
    Wrist: Burgelers Bracers
    Hand: Trapspringer's gloves

    1835 gold

    Special Abilities
    Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
    Inspired Strike When dmg creature using studied combat, expend inspiration to inc dmg by amt rolled.

    Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

    Quick Study (Ex) Use studied combat as a swift action.

    Sapping Offensive (Ex):
    When the investigator damages a target of his studied combat, that creature cannot make attacks of opportunity for 1 round. An investigator must be at least 5th level to select this talent.

    Underworld Inspiration (Ex):
    An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.

    Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
    Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision damage.
    Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
    Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

    Inspired Panache (Ex)
    Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier.
    Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.
    This ability alters the panache class feature.

    Inspired Finesse (Ex)
    At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

    Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

    Derring-Do (Ex):
    At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

    Dodging Panache (Ex):
    At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.

    Opportune Parry and Riposte (Ex):
    At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

    Relic Magic (Su)
    Antiquarians explore and record the remnants of lost civilizations. Rather than using extracts, an antiquarian carries a collection of holy and unholy symbols, charms, and trinkets. Though an antiquarian may never know who or what grants him his power, he can produce magical effects all the same. Relic magic functions as the alchemy class feature, except as noted below.
    An antiquarian begins play with a collection of religious trinkets that functions as his formula book and weighs 2 pounds total, with each trinket functioning as a formula. Adding new trinkets has the same cost and time requirement as adding formulae to a formula book. An antiquarian can study a wizard’s spellbook or alchemist’s formula book to learn formulae, but an antiquarian’s trinket collection is too esoteric for anyone except another antiquarian to learn spells from. An antiquarian prepares spells by meditating and charging relics with supernatural power, which has the same requirements and limitations as preparing extracts. However, instead of creating extracts, an antiquarian casts spells as though he were an arcane spellcaster, which means he can affect other creatures with his spells. An antiquarian does not suffer from arcane spell failure.
    An antiquarian doesn’t gain a competence bonus on Craft (alchemy) checks to create alchemical items, and he cannot identifypotions with that skill. Furthermore, he cannot select alchemist discoveries as investigator talents.
    This alters alchemy.
    Item Lore (Ex)
    An antiquarian can identify even the most esoteric objects at a glance. At 2nd level, he can discern whether an item is magical simply by studying it for 1 round. Once he identifies a magic item in this way, he can use Spellcraft to attempt to identify the properties of the magic item as if he had used detect magic. Furthermore, he can detect whether an item is cursed if his check to identify the magic item exceeds the DC by 5.
    This replaces poison lore.
    Curse Resistance (Ex)
    At 2nd level, an antiquarian gains a +2 bonus on all saving throws against spells and effects with the curse descriptor. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the antiquarian becomes completely immune to such effects.
    This replaces poison resistance and poison immunity.
    Swift Search (Ex)
    At 4th level, an antiquarian can study the secrets of a location with incredible speed. Whenever he takes 20 on a Perceptioncheck, it takes him only 1 minute.
    This replaces swift alchemy.

    I feel like I should do a bit more for the fluffy bits, but here's the first pass:

    Stronk’s fluff:

    "Stronk" is six and a half feet tall, two hundred and twenty pounds, and twenty years old. This imposing gentleman wears a perfectly clean mithral chain shirt over a simple white shirt. He also wears a red cloak, black boots, and white pants, all pristine.

    "Stronk" is a faithful, if intellectually challanged, follower of Iomedae. When he was a young squire, he somehow concluded that longswords were good because they were long, and that a longer ranged weapon would be even better. He settled on making the longbow his primary weapon, a choice which has been reasonably well tolerated by his fellow crusaders ever since.
    He has recently been led by visions to visit the city of Xer...

    "Stronk" is an optimistic and brave fellow, very enthusiastic about vanquishing evil. He also rarely uses more than four syllables at a time unless it involves the name "Iomedae" or "Incredibly-handsome".
    His primarily uses his longbow to fight, but oddly his favorite battle cry is "Stronk smash!"
    Perhaps it's not entirely odd though, since he has a miniscule vocabulary as well as a proclivity for poor grammar.
    In spite of his general intellectual inferiority, or perhaps because he's an idiot savant, "Stronk" has a knack for disassembling small complex devices like locks and traps. He enjoys disabling devices and jumps at every legal opportunity that arises.

    His crunchy bits aren't quite done either, but he'll have at least +12 to will saves :D

    Silver Crusade

    Updated Kat with Personality and Appearance info. I also switched out one of her talents to fit in trap spotter.

    Silver Crusade

    Letter of Resignation done! I might do some little tweaks here-and-there on her story and stats, perhaps add a bit explaining the direction of her build, but she's basically done.

    Stronk is probably done crunch-wise.
    I feel like I should fix his fluff a bit more,
    Basically hes like a Battle Scout, running amok in the name of Iomedae while wielding a bow.
    He comes with trap handling skillz, but even when he fails, he can disarm traps with his face and get some use out of his +11/+11/+12 saves.
    Also, I decided to go with Overprotective instead of Unlearned.
    He already has a -2 intmod and that kind of feels like Unlearned already xD

    We'll give people until Friday to polish their submissions. Thanks everyone so far.

    I'm finally reasonably happy with Stronk
    I fluffed up his fluff, moved a couple skills around, and also swapped out Grasp for Disrupt Undead

    I do have an alias I'm not using which might replace your lost rogue. He is a poison happy alchemist, which basically plays like a rogue.
    He crafts a lot of alchemy and poison stuff.
    This is the current build, I have already in my mind the full build path, just have to update to lvl 7. Will is bad, but I mean, rogues are bad-willed as well :D
    I can keep up with the posting easily during the week, I'm not sure I can during weekends.

    Lucio's backstory is complete. I made a few modifications to my initial idea and included the suggestion from Dervak.

    backstory and appearance:
    Lucio was raised in a minor noble family in Ustalov. He was quite talented at the art of the duel using his favored weapon, the rapier. He was trained, of course, in other weapons but the rapier danced in his hands. He was a charismatic but proud young man and whenever he was bested in a social situation, he became morose and angered the people around him.
    Eventually the time came for him to get schooling on subjects that tutors couldn't be hired to teach. At that time he enrolled at the Sincomakti School of Sciences. In one of his episodes he must have angered the wrong people because word came that his family had been slaughtered in what looked like a ritualistic manner with organs splayed in a pattern and blood drawn runes around their bodies. He spent the rest of his family's fortune trying to get them raised but they either could not or would not return. The school felt sorry for him so they let him stay for free until his schooling was finished.
    While there he became obsessed with occult rituals and searched out any scrap of information he could find. He became entangled with a group of students proclaiming to already have knowledge of various rituals. These students were also quite the troublemakers, always getting through doors they shouldn't and "finding" items thought lost. Eventually he found out their magic was fake or always missing that one component or focus to make the ritual work. This all came to a head one day when a stranger came to the school looking for a cure for some sort of inner demon he wished to be rid of. Lucio and his friends first stole a focus from a teachers office then drew the shapes and spoke the words but motions learned in a book are hard to mimic. The ritual almost succeeded but at the last moment, one the others gave in to the fears of the power they were trying to summon. He broke the circle and ran. The resulting backlash killed all but the man and Lucio.
    When Lucio awoke from his injuries, the stranger was gone, off to find a cure elsewhere. Lucio decided it was time to move on. He had learned all he was going to in Rozenport. Before he left he decided to use the other skills he learned and snuck into the professor's office to "recover" the only item of power he'd seen. Having recovered the focus used in that doomed ritual he left, searching for more sources to learn from. Over the months and years he has acquired quite the collection of trinkets, relics, and curios through barter, trade, and outright theft. One day he received a letter informing him to go to the port in Xer by a specific day. Once there look for a fiery haired halfling woman. Her passengers can inform you of all the occult knowledge you could want. The letter was simply signed "S.A." The lure of knowledge was strong enough to overcome his caution of going to Razmir so he gathered his rapier and other belongings and headed to the Glass River. Every day since he arrived, he goes to the docks to find the halfling mentioned in the letter. It's only been a week but his funds are starting to run low. Hopefully this fiery haired captain shows up soon.

    Appearance & personality:
    Lucio is a male human in his late twenties. 5 feet 6 inches tall. He has a flair for the dramatic and his dress always seems to reflect that. His hat is a dark maroon with a white feather. His coat is black with red silk on the inside. His long flowing cloak shimmers as it flicks in the wind. His black pants show no wear and the boots below them are polished to a shine. All of this is, of course, a product of his magical sleeves. He wears a more practical set of clothing with pouches and pockets enabling him to move quickly and store objects with minimal effort.
    He doesn't necessarily want to be noticed but can't help but speak up. He has an insatiable lust for new scraps of occult lore and will do almost anything to get it if it is tempting enough. He knows better than to put himself or his companions (when he has them) at unnecessary risk as doing so will more than likely hinder him in the future. He always has a soft spot for people that have been wronged unjustly though he doesn't mind being the person doing the wronging to get what he needs. If he can barter or trade for occult secrets, he holds that person or group in high regard.

    Android Ranger - Urban Ranger (traps), maybe with a dip in a strong Will Save class...


    Android Ranger - Infiltrator (a la Terminator), with dips in Rogue. I like skills and mobility.

    Why? The mind is frail and easily exploited, this quarry requires something extraordinary. Something different. His masters created him for this very task.

    Obviously, 1st Favored Enemy is Aberrations. Combat Style is Archery.

    Can flesh it out, if it makes sense.

    1 person marked this as a favorite.

    Changed my mind, I will propose a Fiend Keeper Medium to you. I was thinking about having him be the vessel of some bad spirit guy, could be connected to the story in some way. If you gave me hint I could connect him better, otherwise I will think about something.

    Grand Lodge

    Backstory for Julta.


    Being born in the city of Lepidstadt always had interesting things going on, the Trail of the Beast and all the issues with the Whispering Tyrant and the Whispering way. Werewolves and many other oddities that surrounded the city and the Country side lead to children being born of Demonic descent.

    Being abandoned at a young age for being very different lead Julta to a life of sneaking hiding and surviving by himself. THis didn't leave him scared and hateful like other children who lived in state run homes. Julta grew up on Fairy Tales, most of them being True tales at one point in time. Julta did his best at the classes he was in as a child, going so far as in his teens to have signed up with hunting parties and other exploratory groups.

    After a while spending time with these groups, the University of Lepidstadt reached out to Julta, asking him if he would like to join expeditions that searched out new and less known creatures. Cryptds they had deemed them. Eventually Julta got to go out on his own, tracking down the more obscure sightings and those that a larger group just didn't want to track.

    I completed my character, I will apply with Alastriel.
    She is a half-elven Fiend Keeper Medium, which will play like a melee (and has a high will save :D ).

    I will copy her backstory (10 minutes background) also here. You can find it also in the link.

    Backstory(10 minutes background):

    6 facts about Alastriel
    1 - Alastriel(NG) is an orphan child, raised in Caliphas in an orphanage. His childhood was a rather normal one for an orphan, living in misery.
    2 - At the age of 12 his orphanage closed because of a tragedy. Thirteen children died at once at the very same moment, for unknown reasons, and Alastriel was the only one to survive. She was expelled and forced to work for her living.
    3 - Since then, she started developing connections with the world of spirits. The veil broke in that orphanage, and spirits started to haunt her dreams. She managed to control them with time, and started working as a card reader in the capital. Everyone thought she was a charlatan at first, but then some things she foretold did indeed happen.
    4 - As she reached her maturity, her connection with spirits got more deep. She punged the Veil every now and then to seek the knowledge of the ancient spirits, and many times she was strengthened by their knowledge.
    5 - Recently, she had a client which asked her to predict his future. She did it as all the other times, but this time she couldn't find anything about this man. The spirits were silent, so she thought she had to delve more deeply in the Veil. She found a presence, which attacked her. A monstruosity which was waiting someone to infest, and it attacked her.
    6 - She fought hard, trying to return to the world of the livings, and in the end she managed to do so, but at a price. She cut her connection with all other spirits, she had to give all of her mind and soul to bind this dark being in her consciousness. She now is the cage of this dark being, and as long as she lives, it will be confined.

    3 goals of Alastriel
    1 - She must keep this being confined from being released until she finds a way to destroy it.
    2 - She wants to find out more information about this being, trying to know who it is.
    3 - (Character development) I would like to see Alastriel learning to control her demon with time, up to a moment in which she will be able to dominate it, with some particular event for instance.

    2 secrets about Alastriel
    1 - The entity infesting her is called Dark Whisper, and it is an entity of destruction. That client knew her skills, and was confident it would have haunted and infested Alastriel. He would never think she would have been able to control it.
    2 - The client is part of an organization which worships these demons, and might as well try to kill Alastriel to release it from her control.

    2 special people for Alastriel
    1 - Jeanna was her former teacher at the orphanage. After the closure of the orphanage she was the only one who actually cared about Alastriel. She helped her with food and a place to stay, and Alastriel will forever thank her for it.
    2 - She had a special relationship with the Halgrim, the blacksmith that had a shop on the opposite side of the road where she was reading cards. They were friends and maybe there could have been something more. She hopes to see him again after she destroys the Dark Whisper, but she would never put him at risk before getting rid of it.

    3 special memories
    1 - She remembers of the time when she fought with the Dark Whisper in the Veil. It was the most terrifying moment of her life, as it wanted to consume her soul.
    2 - The time in which she was most happy was when Jeanna told her that she had never seen a more determined and strong person, and that she was proud of her.
    3 - Alastriel sometimes can feel the Dark Whisper memories, but even if she rejects them, she understood that it previously haunted a man named Dervak. She has to find out more about him.

    Appearance and Personality
    Alastriel is a beautiful slender half-elven girl with greenish hair and deep brown eyes. She gives normal people a strange feeling, probably because of her connection with spirits.
    She is sweet and cares a lot for others, and tries to be cheerful, but she does that to hide her dark side which is the wound she bears in her soul. The deaths at the orphanage and the Dark Whisper left her mind wounded with sorrow and suffering.
    She reveres Desna as her goddess, as she thinks life is a journey, and she hopes one day to complete her journey.

    She is binding the Dark Whisper which haunted Dervak in herself, holding it so that it can't cause trouble to the world. But she is also looking for more information about it, because she knows nothing about.

    more and more good choices :3

    I am submitting a Rasheeda, who is also a Sleepless Detective.

    1 person marked this as a favorite.

    Sorry guys, I will retire my submission. Best of luck!

    Sorry to see you go. About 8 more hours before we close recruitment.

    Silver Crusade

    I did one last pass at Kat's profile and wrote up her biography. It's mostly the same info as in the resignation letter, but with a couple more tidbits I came up with and arranged chronologically for easier reference.

    Mechanically, she's going to be all about zoning on the battlefield. She's going to have improved trip and greater trip soon so she can block people from getting around. Her base AC is never going to be great, but she has snake style and a bunch of stuff to make her sense motive shine (she's at +25+1d6 buffed atm), so she'll be able to reliably block one attack a round.

    I'm def planning on grabbing infusion as well. I prefer to hold off until I have more extracts/day before I grab it.

    Recruitment is now closed.

    Thanks for all the submissions!

    Dark; scary; roaming through a pleasant and pleasing pet cemetery....

    1 person marked this as a favorite.


    Are you sure you don't want an Undead Lord on your team? :P

    By popular demand Katarina "Kat" Brewer is our new character. If you can dot in on gameplay and discussion.

    No Aberration-Fighting Android love? :)
    Have fun!

    Have fun guys ^^

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