Fevered Dreams

Game Master JonGarrett

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Avoron wrote:
Along the way, his experimental self-alterations would provide him with the mutant template from Bestiary 5. The template grants a couple of ability bonuses and penalties, as well as a selection of flavorful mutations and deformities. (I've got my eye on telepathy and sealed mind, nothing too overt or noticeable.) Would that be an acceptable template to use?

It's doable, but picking the wrong ones might draw a bit of attention.

TarkXT wrote:
What part of the US is Fever in? Or is it even in the US?

I've left it deliberately vague, because I don't know the US terribly well, being English and all.


I know it decently. o wo What kinda geography are you looking for?


Honestly, it's sounding like it's located somewhere in Colorado, maybe, or somewhere around the New England forests.


Potential Locations in US :

Cold Winters, rivers, no mountains : New York/New Jersey area, east cost. Cool temperate summers with high humidity, potentially extremely hard winters.

Cold winters, coastal, mountains : Portland Oregon or Seattle Washington. Seattle if you want London Fog levels of fog.

Cold Winters, non-coastal, some rivers : Colorado Springs or Denver Colorado. Colorado Springs if you want it near flat land next to mountains, or Denver if you want it high in the mountains.

Warm Winters, coastal, swampy : New Orleans (Especially if you want VooDoo).

Warm Winters, Coastal, non-swampy : Atlanta (especially if you want it blistering hot in the summer).

Warm Winters, Coastal, with mountains : Los Angeles (also includes some rivers and lots of fruit trees and flowers)

Warm Winters, some Hills, scrub brush, non-coastal : Austin TX, no rivers, low humidity.

Warm Winters, flat, Rivers, non-coastal : Baton Rouge LA, high humidity

Warm Winters, mountains, non-coastal : Provo or Salt Lake City Utah, desert nearby, mountains.


DekoTheBarbarian:
That sounds like a great character concept. I look forward to seeing it completed, and good luck!


Just about anywhere in south eastern US would function. The Appalachians in particular are full of small towns, dark forests and ol mysterious stuff.


Yeah I wasn't sure if he's going for a Dresden Files like thing (with it being a big city, or a smaller town in or near a big city), or more for the Sleepy Hollow like thing with a small town in the middle of nowhere.

Liberty's Edge

According to the site, it's "a town of some 150.000 souls [...] former mining town [...] in the middle of a large forest". I don't know much about US geography either, but from what I know it could easily be Oregon or Colorado.
Aaaand now I'm getting a Gravity Falls vibe.


Ah, I missed that. In that case :

Oregon : Salem or Eugene (both are 150,000 people), both are in old mining territory.

South Dakota : Sioux Falls

Colarado : Fort Collins or Lakewood

Those are probably the best 5 for the setting then, and the advantage of using an actual city (and renaming it Fever in the Alternate Universe) is that you have ready made maps of the city on Google Maps. :)

Honestly, Salem or Eugene Oregon would probably best. They're close to each other anyway, and both are close to Portland as a major city that's close enough to drive to for adventures in the big urban jungle. Both are surrounded by old forests, mountains, and close enough to the coast for coastal adventures.

Salem and Eugene


Ehhhhhh depends on carry laws to me.


Oregon is an Open Carry state, although some cities (like Portland) have local ordinances. They also have concealed licenses.


Oregon sounds promising, then.


Yep, the 1849 gold rush was a major contributor to Oregon Territory being opened up and settled. Eugene started off as a trade post town, which means it would have been a major gold trading post around that time.

Salem is the state capital of Oregon, and has a large Native American population still if you wanted to use some NA lore...


@Everyone: Incidentally, if you want more template choices, there's another good handful right here. Most of them are definitely enemies-only - templates usually are - but there are a couple that might work out. ^^


And yes, I am allowing them.


Well, my muse has grabbed me and given me a slightly crazy British lad.

History:
In modern terms, Larkin's files diagnose him as having Asperger's Syndrome and Obsessive-Compulsive Disorder . Previous generations would have called him "a bit touched". Only a few would expand that to "Touched by the Other Side". Note: I am planning to use this to make for interesting RP, not to avoid RP. The "Holmes" connection is not accidental.

He was born into an old English family. With his issues, schooling was hard. The social interaction part, not the schooling. By the first week, he would finish his work and demand something more. He was brought home and tutored to deal with his voracious demand for knowledge. Even this was unsuccessful, so they simply allowed him to teach himself and sit for the required testing.

His life changed at fourteen when his grandfather died. They moved into the ancestral manor. This was no large issue, save for the library of his great-great-grandfather's studies. Many of these were worldwide explorations, but there were also explorations into the deeper recesses of the mind. Fortunately, there were many warnings of those that would kill to keep this a secret.

While the first parts were in books, these led him to a secret cache with two heirlooms. The first were crystal lenses of spirit sight. The other was a mnemonic repository that detailed the more esoteric teachings. The difficulty was finding the mental keys to unlock the lessons, but he dove into this with the focus that neurotypicals simply couldn't conjure.*

He found he had little head for the telepathic arts, but a powerful talent for telekinesis. Within a few years he had unlocked the knowledge that had taken his ancestor a lifetime. He also used it to record his own mental notes, organizing things in his own special way.

Having learned what he could, he began seeking out other practitioners. Through the safety of the internet, he found a couple of people that he could trust. Valda being one of his early contacts. Some of his other attempts were less successful, but fortunately his abilities allowed him to survive the worst of them. It also taught him to turn his telekinesis on himself, repairing the damage done.

Despite this, he has not shied away from learning more about the shadowy worlds. Though he prefers to do it through known contacts.

*Note: When I saw the mnemonic repository, I immediately thought "Perfect hook". It could have all sorts of information to push the story forward. You just have to provide the mental keys. Valda is aware that he has this.

Appearance:
Larkin is quite obviously British, and raised upper-crust. He speaks in crisp received pronunciation. Clothes well tailored, though not necessarily of a fashionable brand. He either avoids eye contact or stares directly into somebody's eyes, perhaps a little disturbingly. Sandy brown hair, fair skin, brown eyes. He's a little short, which combined with his youth makes him stand out a bit.

Personality:
Larkin generally has difficulty with people, until he chooses to focus on them. When that happens, he becomes quite attuned to that one person. He doesn't like conflict and will tend to avoid it. But when it becomes inevitable, he does not hesitate. He often does things in a very specific way and becomes stressed when he cannot have things done that way. Life has gotten better in one way. One of his compulsions was touching things nearby. His kinetic senses have now alleviated this, as his mind verifies their existence constantly.

Stats:

Larkin Everett Blashford-Holmes
Male savant human incanter 2/symbiat (hekatonkheires) 3
N Medium humanoid (human)
Hero Points 1
Init +2 (+6 in very familiar area); Senses darkvision 60 ft., deathwatch (constant), tremorsense 15'; Perception +11 (+15 in very familiar area, +13 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 22, touch 21, flat-footed 20 (+1 armor, +1 deflection, +2 Dex, +8 untyped bonus)
hp 47 (5 HD; 2d6+3d8+21)
Fort +4 (+10 deductive), Ref +6 (+12 deductive), Will +10 (+15 deductive)
Defensive Abilities deductive leap, evasion, trap sense +1, uncanny dodge
Weaknesses regenerate, somatic casting, somatic casting
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Offense
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Speed 40 ft., pushed movement 10 ft.
Melee 2 tentacles +11 (1d4+8)
Ranged weaponized tk (rapier) +12 (1d6+9/18-20) 170'
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
Special Attacks combat insight
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Statistics
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Str 8, Dex 14, Con 14, Int 26, Wis 16, Cha 8
Base Atk +3; CMB +2; CMD 23
Feats Blind-fight, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Mind Limb, Telekinetic Exoskeleton, Touchsense
[b]Traits
analytical, pragmatic activator, Touched by the Twilight
Skills Acrobatics +6 (+10 to jump), Bluff -1 (+5 insight vs. observed), Climb -1 (+8 TK exoskeleton), Craft (Electronics) +12, Craft (mechanical) +12, Diplomacy -3 (+3 insight vs. observed), Disable Device +10, Fly +8, Intimidate -1 (+5 insight vs. observed, +1 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +16 (+17 when taking 10.), Knowledge (dungeoneering) +16 (+17 when taking 10.), Knowledge (engineering) +12 (+13 when taking 10.), Knowledge (geography) +12 (+13 when taking 10.), Knowledge (history) +12 (+13 when taking 10.), Knowledge (nature) +16 (+17 when taking 10.), Knowledge (nobility) +12 (+13 when taking 10.), Knowledge (planes) +16 (+17 when taking 10.), Knowledge (psionics) +16 (+17 when taking 10.), Knowledge (religion) +16 (+17 when taking 10.), Linguistics +15, Perception +11 (+15 in very familiar area, +13 while benefit from concealment or full concealment due to darkness or dim light), Ride +3, Sense Motive +8 (+14 insight vs. observed), Spellcraft +16, Stealth +6 (+10 in very familiar area, +8 while benefit from concealment or full concealment due to darkness or dim light), Swim -1 (+8 TK exoskeleton), Use Magic Device +16; Racial Modifiers esp
Languages Aklo, Arabic, Celestial, Draconic, English (Native), Greek, Hindi, Infernal, Latin, Mandarin, Portuguese, Russian, Swahili
SQ casting, cure, dancing weapon, dimdweller, divided mind, easy focus, finesse, greater speed, hero points, home advantage, increased range, invigorate, magic skill bonus, magic skill defense, powerful telekinesis, quick catch, restore, return, revitalize, skill mastery (, , , , , , Linguistics, Perception, Sleight of Hand, Spellcraft, ), telekinesis, telekinetic tools, thousand unseen hands, weaponize
Other Gear weaponized tk (rapier), deathwatch eyes[UE], mnemonic repository, dilettante's outfit[ARG], smartphone (worth 200 gp), umbrella[UE], 248 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Casting (CL 4, Intelligence, DC 18) You can cast sphere effects.
Combat Insight (Ex) Against any creature it has watched in combat for at least 3 rounds a savant gains a +2 insight bonus to AC and on attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white only).
Deductive Leap (Ex) Subsitute in Intelligence modifier for any save once a round.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
ESP +1 (Ex) Gain 1/2 class level as a bonus to Sense Motive and Perception
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Home Advantage (Ex) Gain +4 insight bonus to Initiative, Perception and Stealth in familiar area.
Life: Cure 1d8+4 Heal a target for 1d8+4 hit points
Life: Invigorate (Up to 4 temp HP) Grant up to 4 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize Cure can grant the target Fast Healing instead of healing normally
Mind Limb Gain an additional arm made of telekinetic force
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Pushed movement (10 feet) (Su) Gain a bonus to your speed
Regenerate You may only target yourself with your Life sphere abilities.
Skill Mastery Can always take 10 on chosen skills.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Telekinesis: Dancing Weapon Improve your use of lifted objects as weapons
Telekinesis: Divided Mind (6 targets) Lift multiple objects at once
Telekinesis: Finesse You may use telekinesis to perform fine manipulations
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Increased Range Use telekinesis at longer range
Telekinesis: Powerful Telekinesis Move larger items with your telekinesis
Telekinesis: Quick Catch You can catch thrown objects as an immediate action
Telekinesis: Return Ranged attacks stopped by Catch can be turned back on the attacker
Telekinesis: Telekinesis (Medium, Speed 45 ft) You can move objects and creatures with your mind, with several applications
Telekinesis: Telekinetic Tools Use your telekinesis as a substitute for various tools
Telekinesis: Weaponize Make bludgeon attacks without an object, or use Dancing Weapon without a weapon
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
  • Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
  • Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
  • Propelling Force: You gain a +10 ft enhancement bonus to your movement speeds.

Thousand Unseen Hands (Su) Gain Mind Limb as a bonus feat, and it becomes more powerful over time
Touched by the Twilight Three times per day you can see through up to one foot of stone or other material, or into the Twilight.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


All right, this should be all up to date... I saw a few more ideas mentioned, but I believe these are the mostly-complete ones.

Character Submission List

Aurora Goodberry (Sapiens) - Chooser of the Slain Warpriest - Buffing/Healing/Melee(?)
Larkin Everett Blashford-Holmes (Philo) - Savant Incanter/Symbiat - Battlefield Control/Ranged Attacks(?)
Miyu (Rednal) - Psychic Incanter - Flexible Role
Risbeth Von'Hogmede (mdt) - Thunder Child Brawler - Melee/Ranged Damage


Presenting Father Genevieve Blackfeather, umbral sorcerer, child of shadow, and envoy of the Twilight!

Stats:

Father Genevieve Blackfeather
Fetchling sorcerer (wildblooded) 5 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Magic 70)
N Medium outsider (native)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 30 (5d6+10)
Fort +3, Ref +4, Will +6
Defensive Abilities shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 30 ft., fly 40 ft. (perfect)
Melee dagger +3 (1d4+1/19-20)
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—disguise self
Sorcerer (Wildblooded) Spells Known (CL 5th; concentration +9)
. . 2nd (5/day)—darkvision, minor image (DC 17), mirror image
. . 1st (7/day)—dancing darkness, mage armor, magic missile, ray of enfeeblement (DC 15), silent image (DC 16)
. . 0 (at will)—daze (DC 14), detect magic, jolt[UM], mage hand, message, read magic
. . Bloodline Umbral
--------------------
Statistics
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Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 19
Base Atk +2; CMB +3; CMD 16
Feats Combat Casting, Eschew Materials, Improved Initiative, Spell Focus (illusion)
Traits magical lineage
Skills Appraise +6, Bluff +8, Craft (painting) +5, Craft (sculpture) +5, Diplomacy +7, Fly +10, Intimidate +8, Linguistics +4, Perception +6, Sleight of Hand +5, Spellcraft +8, Stealth +8; Racial Modifiers +2 Stealth
Languages Aklo, Celestial, Common, French, Infernal
SQ cloak of shadows
Other Gear dagger, ring of protection +1, spell lattice (1st)[ACG], spell lattice (1st)[ACG], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], waterskin, 1,492 gp, 14 sp, 1 cp
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Special Abilities
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Cloak of Shadows +2 (7/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (120 feet) You can see in the dark (black and white only).
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (40 feet, Perfect) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Umbral Your nature is to gather the darkness into yourself.

Background:

Father Genevieve Blackfeather is an enigma, even to himself. Born in the Twilight, he has been a part of the gloomy and decadent upper crust of Twilight society for his entire life. However, he is rather unique. As opposed to the conventional method of attaining a soul, where blanks soulstuff floating around the realms of death flows into the body, three souls collided together around the time of his birth, and ended up inhabiting his body. First was a Catholic priest, who he only remembers as Father. Second was Genevieve, a French woman who instilled a fascination with the world outside of the Twilight. Finally, there was Blackfeather, a Paiute shaman with a connection to shadow, who imbued his blood with a deep connection to the balance between light and shadow. He grew quickly, as most fetchings do, and discovered a talent for illusions and shadow magic. His skills and unique nature attracted the attention of powerful people in the Twilight, and he was offered the position of envoy, currying favour among the residents of the town of Fever. He was invited to the Sanctuary Bar due to his mystique and exoticicity, and that is where our story begins.

Appearance and Personality:

Genevieve is a tall, gaunt man, with ashen white skin and eyes like shifting pools of darkness. He wears the finest clothes the Twilight could provide, suits made from silk and shadow, dress shoes crafted of leather from some beast with skin like velvet, and a fine wristwatch made from a dark metal, always cold to the touch. His presence seems to dim the area around him, and in darkness he nearly fades away, only recognizable by his stark white skin.

Genevieve is a strange man, with three conflicting beings deep within him. This makes him somewhat morose, and occasionally disconnected from the world around him. Despite that, he is quite personable, able to use his mystery to his advantage. He has a great love of painting and art, able to create stunning sculpture and drawing out of nothing but shadow. He often finds the three soul fragments within him to influence him in one direction or another, whether it is the priest suggesting he to take Confession whenever he “sins”, Genevieve urging him to leave the life of an envoy and explore the world, or Blackfeather whispering of the power that lies in the deepest of darkness, and that he should embrace the cruelty within him. As of yet, he has taken none of their advice, because he is alive, and they are dead, so he knows better than them.

Grand Lodge

Did anyone ever watch Grimm on NBC? Similar hidden world theme and it was actually set around Portland, Oregon!
I think Oregon would make a good setting anyway, that just reminded me!

Looking into stats a vampire witch makes trying to get a decent ability score array nearly impossible, since vampires use charisma to determine HP, and Cha is generally one of a witch's dump stat. But I just withdrew a vigilante submission from another recruitment thread and I'm thinking my idea for her could be repurposed here with a little rewriting. I think this would be a much better campaign for the character I had in mind as well.

Just want to give a heads up that the character will be Lawful Evil. Both the vampire template and serial archetype I plan on using require an evil alignment so if that's going to be a problem let me know. But my character will have a strict code of conduct to follow and is going to be very focused on honour and the idea that she can make society a better place, even while unrepentantly enjoying her dark powers.


First Draft, Risbeth

Detailed Background:

Risbeth von'Hogmeade was born Chikawa Raika (Beautiful Daughter of the Lightning and Blood River). Her mother, Chikawa Asaka, Queen of the Jade Bone Court. The Jade Bone Court holds sway over all vampires and other Hengeyokai within the Island of Japan. Raika was the result of a diplomatic dalliance between Queen Chikawa and The Raikou, the Storm Lord. Risbeth was born a short time afterward, somewhat to the surprise of her mother, who had not expected to have a child over the diplomatic venture. However, the child did tie the two houses together more strongly, so Risbeth grew up within the court.

Over the years, Raika grew to dislike the court intrigue, and despite her mother's desires, she never grew to be very diplomatic. She constantly called spades spades. When an affronted personage decided to take matters into their own hands, the resulting damage to the Queen's palace when Raika exhibited the inheritance she received from her father was... expensive. In many ways, for while the queen might have been able to accept a fait acompli with regards to her daughter's death, a botched assassination was not something that could be let stand, and several dozen people lost various portions of their anatomy.

Done with court life, Raika respectfully took her leave of the court, leaving her mother with mixed feelings, and went into the modern world to find her fortune. Over the last 20 years, she's had to move from place to place to hide her lack of aging. Fortunately, people don't really question a lack of aging in the movie industry, and so she's fallen into that field, doing stunts and bit parts as muscle. Of course, Raika has had a lot of jobs over the last 20 years, everything from a getaway driver for a diamond thief to a private pilot for a lecherous magazine publisher to a working as a prostitute on occasion.

Along the way, she's disposed of some things that thought they were more powerful than they were, and avoided some things that were as powerful as they thought they were.

Recently, she's been working out of Fever, OR, which has had quite a bit of 'scenic on location shoots' by various film companies, which want a town big enough to handle the auxiliary needs of the film industry, but also which has access to a lot of more rural and unique locations. Being a 2 hour flight from Los ANgeles (including security!), Fever is a very attractive location.

Personality:

Risbeth, as she's going by now, is a fairly easy going person. She has a very strict code she lives by, but also has a wicked sense of humor, and has relatively non-judgemental outlook on life. She's not opposed to creatures of Twilight or other supernatural denizens doing what they need to survive, as long as they don't cross from 'what needs to be done' into 'ooh, lets run rampant'.


For what it's worth, my character Miyu is mostly a "live and let live" sort of person unless you start causing trouble and attacking innocents. XD Then the whole exorcist thing starts happening.


Risbeth isn't exactly anti-vampire... although if you want to go kill 200 beach goers and bathe in their blood (ala Queen of the Damned) she'd probably blow up your coffin with some C4 with you in it.

Liberty's Edge

Two minor rules questions:

1) The Divine Heretic Archetype for the Warpriest has the following ability:

Fervent Casting:
At 2nd level, as a swift action, a divine heretic can expend one use of this ability to use any sphere ability with a casting time of 1 round or shorter. When used this way, the ability can target only the divine heretic or equipment he is carrying, even if it could normally affect others or multiple targets. Abilities that create an area that moves with the divine heretic (such as a totemic aura or a Fate consecration) may be cast with this ability. The spell point cost of the ability must still be paid. If the sphere ability creates an ongoing effect, it lasts an additional number of rounds equal to the divine heretic’s Charisma modifier. The divine heretic may use his fervor a number of times per day equal to 1/2 his class level + his Charisma modifier.
This modifies fervor.

Does this only change the fervor ability to "expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter", still allowing me to use Fervor to heal wounds, or does it replace it all? I'd be cool either way, but I'd choose different magic talents.

2) The Familiar Bond feat states that "You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities." Would a raven familiar still talk (Supernatural quality)? Again, cool either way, I wouldn't turn it into a UMD beast, but an explorer, Hugin and Munin-style.

As for vampires, they are lots of fun if you can get around that pesky sunlight weakness. Aurora can make it rain or snow, but it wouldn't be... subtle.


I think I've finally been struck by inspiration - the owner of a shop specializing in antiques and esoterica. Nina Mulligan has a reputation of being the best around at spotting fakes and discovering significant history of the pieces she looks over, and thus she's enjoyed some success. Her unusual wardrobe (featuring corsets worn as outerwear and a 1920s hat complete with birdcage veil), prismatic-dyed hair, and lustrous purple contacts ensure she's noticed, but it all somehow fits given her profession. The shop has even been successful enough to garner several break-ins, as the scattered displays of bones and broken windows would suggest - or at least, that's what she lets everyone believe.

In reality, Nina is a child of the Fey Courts. At the tender age of two hundred, she ran from home and joined in human society, flitting from place to place to avoid people noticing that she never aged. And this vexed her - what was it about humans that made them wither so? Fascinated, she began to experiment with necromancy to try and uncover the concepts of life and death, relying on her inborn knack for illusion to help cover her indiscretions. Having spent so much time around humans, she has also developed an intuition for the subtle psychic record their contact leaves behind, and that helps her research, too.

Mechanically, she'll be an elf occultist with the fey creature template and the Change Shape ability from that template to appear as a human, as well as the Long Step ability. (I went elf because they remind me most of descriptions of the seelie and unseelie fey; if you think it more appropriate that the base creature be human, that's fine.) For implement schools, I'm thinking illusion, necromancy, and transmutation. Because necromancy is generally considered evil, she'll be chaotic neutral at best, and more likely chaotic evil. She'll still be a team player though - she won't be going around murdering to gather test subjects. She's less "everything must burn" evil and more "I don't care about your silly human moralizing, I have to know!" As the fey should be. ;)


*Rubs chin* Actually, this reminds me...

@Jon: Do you think Sphere Staffs should interact with ABP rules? I'm trying to look for a way to get a +2 Sutra Staff (since, like the Destruction sphere, it only meaningfully advances with even CL boosts) - one point bought with cash and one point from ABP for enhancement would be quite helpful. Maybe stylized as her ofuda holder, and has to be 'held' to get its bonuses (of course). XD As it stands, I don't really get any benefit from Weapon or Armor Attunement - ABP doesn't usually let you have stuff with inherent enhancement bonuses, so I'd be happy to 'pay' both of those if you'd prefer. ^^


Setting this aside for now u til i get back on my desktop.

Briefest background:

No one would deny that fever is an odd place, from the prevalance of crazed ufo conspirisists to the odd disapearance fever is a town thats home to the strange. Yet its not unique nor even the oldest such place nor by far the most malevolent. There exists such places in the older parts of the world. Places where even the fair folk dare not tread as these places are where old primal gods sleep dreaming of blood sacrfice and bloody tribal war. Such a place exists in the mountains of what is now Afghanistan. A short, almost unremarkable pass where blood has been spilled since humanity firs walked the region long ago. A place of elemental spirits and demons the pass has attracted and caused the slaughter of countless thousands from primitive tribes to roman lefionnaire from british cavalry officer to russian helicopter pilot the entities that slumber in twilight across the pass have drunk dèep in terror and blood.

Thomas Cooper was unremarkable compared to those who came and died before. Unrenarkable save he was born and raised in Fever. And fever watches its own.

Still being the sole survivor of having your entire green beret squad massacred does not come without cost. As for as many dark things that live at such a place there are many more clawing to get free. And who knows how many such souls might cling on to such a survivor.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Can the 'Musket Master' archetype of gunslinger be slightly altered to work for a sniper rifle?

I cannot seem to find any thematically appropriate template. Can I make a character without a +1 template?

Can I use disguise skill to appear as human, or does that fall under the category of 'without equipment or duration limits'?


What would you like your character to be able to do? I may be able to help you with that. ^^


Norville "Shaggy" Rogers

Each part of the name is a different link. First is my crunch, second is just a little thing I found with some stuff, including a pic that was really cool, and third is background and appearance and stuff. Haven't totally finished up the crunch, still need to do my equipment and traits and the like. How are we doing health?

Oh, and here's the rough crunch for Scooby-Doo.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I think have figured it out. Originally I wanted to be a half-elf sniper. Then I found the feat 'Pass for Human' which seemed to work within the criterion. Then I found 'Childlike'. And the idea for a halfling sniper emerged. Mechanically pretty synergistic, thematically dizzyingly curious. A halfling with a sniper rifle. Hmm...


JonGarret, it is my honor to introduce Joseph Zaidel, recent MSU graduate, and mighty godling, son of Odin.

This character was inspired by Neil Gaiman's American Gods, a great book if you haven't read it.

Regardless if I do or don't get selected for Fevered Dreams, I have thoroughly enjoyed creating Joe. It was an amazing exercise in creativity! He is as flushed out a character as I have ever posted on the forums.

Feel free to look him over. I would love to hear some feedback and change anything that needs changing.


Sapiens wrote:

Two minor rules questions:

1) The Divine Heretic Archetype for the Warpriest has the following ability:
** spoiler omitted **
Does this only change the fervor ability to "expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter", still allowing me to use Fervor to heal wounds, or does it replace it all? I'd be cool either way, but I'd choose different magic talents.

2) The Familiar Bond feat states that "You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities." Would a raven familiar still talk (Supernatural quality)? Again, cool either way, I wouldn't turn it into a UMD beast, but an explorer, Hugin and Munin-style.

As for vampires, they are lots of fun if you can get around that pesky sunlight weakness. Aurora can make it rain or snow, but it wouldn't be... subtle.

I would assume that the ability has been changed to allow you quickly cast a Sphere power rather than a normal spell, so healing and such still works.

I presume the special ability they're talking about is the skill boost or whatever, so talking should be fine.

Rednal wrote:

*Rubs chin* Actually, this reminds me...

@Jon: Do you think Sphere Staffs should interact with ABP rules? I'm trying to look for a way to get a +2 Sutra Staff (since, like the Destruction sphere, it only meaningfully advances with even CL boosts) - one point bought with cash and one point from ABP for enhancement would be quite helpful. Maybe stylized as her ofuda holder, and has to be 'held' to get its bonuses (of course). XD As it stands, I don't really get any benefit from Weapon or Armor Attunement - ABP doesn't usually let you have stuff with inherent enhancement bonuses, so I'd be happy to 'pay' both of those if you'd prefer. ^^

I believe so.

Saashaa wrote:

Can the 'Musket Master' archetype of gunslinger be slightly altered to work for a sniper rifle?

I cannot seem to find any thematically appropriate template. Can I make a character without a +1 template?

Can I use disguise skill to appear as human, or does that fall under the category of 'without equipment or duration limits'?

Yeah, you can use Musket Master.

You can make a character without a Template, since you aren't getting any benefit.

It'll depend on how far off human you start. Hafling could probably pass for a small human most of the time anyway, whereas a Ratling is going to have difficulty regardless.

DekoTheBarbarian wrote:
How are we doing health?

Max for first level, Half+1 or Roll for it thereafter.


Here we go, Everest Palmer is pretty much complete: the clever idealistic student with his sister's spirit bound in his aether elemental familiar. For his mutant template, I settled on the telepathy, sealed mind, and fast healing mutations and the misshapen and vulnerability (electricity) deformities. So he shouldn't be particularly noticeable, just a crippled young man.

And as for his familiar, well, natural invisibility should certainly help with her ability to blend in.

Appearance:
Everest is young - only seventeen years of age - but he dresses formally in a suit and tie. He has green eyes and dark brown hair, though his otherwise handsome face is marred by blistering scars running down one side. He has a slight and awkward build, his spine twisted and bent at an unnatural angle. He walks with a slight hunch, leaning much of his weight on a smooth wooden cane, yet he still moves with a calculated swiftness and grace.

The spirit of his sister Meg now resides in an invisible aether elemental, but its body remains in the miniature form of a young woman with short hair and a wiry strength, dressed in pale leather - although she is typically visible only as a flash of gunpowder or an object moving with no apparent cause.


Personality:
Everest is alarmingly clever, quickly analyzing any problem he is faced with and calculating an optimal response. He aspires to a standard of precise rational thought, yet he is an idealist at heart. When he looks at the world and sees what to him appear as obvious flaws, when he sets his mind on a particular goal, he is determined to carry it through to completion - whatever the cost. This sort of single-minded obsession can at times make him seem unstable, at times standoffish or rude, but he does care deeply about others and each relationship he forms has a lasting impact. His trust and respect for his sister in particular, misplaced though it might be, has served as a major motivator in his life.

Meg herself, on the other hand, is completely different - no cold calculation for her. Though four years older than Everest, she he is often needlessly reckless, spinning through life with a carefree nonchalance. She sees life as a game, and Everest is just another player on her team, someone to protect and nurture and show new and interesting things about the world. Beneath it all, however, lies an enduring passion, a drive to fight for what she wants and needs against anyone who might take it from her. Life is a game for her, yes, but she’s playing to win.


Backstory:
Everest and Meg didn’t really get a childhood. When their parents fell ill, working in those terrible mines, that was that. Before Everest was even old enough to remember them, they were gone. He and his sister spent the next several years of their life among all the other stranded or forgotten youths of Fever, bouncing around between places that didn’t want them and places that couldn’t support them at all. By the time they were teenagers, Meg and Everest were living on their own, tucked away in little corners of the city where they could scratch out a life. They stole and hid and learned what they had to learn to survive. Being four years his elder, Meg served as a protector of sorts. She taught Everest how to get in and out of tight places, how to avoid being seen. She taught him how to handle a gun - how to clean it, how to fix it when it broke. Everest knew better than to ask about that gun, that gun she’d had tucked away for who knew how long. Everest knew better than to ask about their past.

Instead, Everest began to learn about everything else under the sun. Public libraries became the closest thing he had to a home, offering glimpses of the world in half an hour of internet access at a time. He studied physics, neurology, engineering, computer science - anything that could be useful for making sense of something else. But what struck him the most were the events that broke all the rules, incidents in his town that hinted at something more. Slowly, without fully realizing he was doing it, Everest began trying to understand magic. He analyzed the patterns these events made, adding each new discrepancy like a piece to a puzzle.

Meg was much less studious. As she grew older, she spent more and more time on illegal or violent activities, anything that would help them survive. Everest suspected she was working with some very dangerous people, and he knew that gun of hers was seeing use. Some days she would show up covered with blood, but they never spoke about what she was doing. She still had that carefree recklessness about her, that sense that to her this was all just an exhilarating game. She didn’t need to worry; she was invincible.

Until she wasn’t. Everest was fifteen when he found her body lying on the side of the road, a bullet through her torso. He pried the gun out of her stiffening fingers, then spun on his heels and walked away before someone saw him with the body. He didn’t cry. Tears would have arrived eventually, but the determination got there first. Meg’s death wasn’t a tragedy to be wept over, it was one more problem to be solved. And he would solve it: learned what must be learned, break what must be broken, fix whatever flaw in this world allowed something like this to happen to a nineteen-year-old girl. To his sister.

But first, he needed better hardware. After several more months of studying every scrap of information on magic he could find, he was ready to put it to use improving the one thing he had left of any use to him: his mind. With a combination of self-taught engineering skills and hesitant arcane experimentation, Everest implanted a chip into his skull, halfway between a computer hard drive and an intelligent magic item. Through it, he could reach out and brush up against the minds of other creatures while remaining shielded from interference himself. He could send jolts of electricity through his body, electricity that could destabilize his system if he was exposed to too much. But more importantly, he could think. He could process and store information with more speed and precision than ever before, and problems that once seemed all but insurmountable were beginning to unravel.

So he continued his work. Sixteen years old now, Everest was rapidly increasing in arcane skill. He learned to improve his perceptions of the world around him, to alter or distort the perceptions of others. He met the mysterious Valda Simmons. But the most crucial experiments were his studies of life and death. He tested new techniques on the only willing subject available: himself. He wasn’t a mad scientist, he insisted when the concern crossed his mind - only an efficient one. And at times, he was successful. He altered the makeup of his own flesh, teaching it to repair itself in response to any injury or wound. But there were mistakes as well. The time his muscle cells decayed to a fraction of what they once were. The time his spine bent into an unnatural curve. But after trial and error and error and error, he had learned enough.

Everest was seventeen when he cheated death, when he reached out and bound Meg’s spirit back to the material plane. He forged her a new body, a body made from the aether of the Twilight Realm herself. An invisible girl, clad in leather, gun in hand once more. Maybe the world didn’t have to be broken, not if Everest was clever enough to fix it. Meg did not return unchanged, but she returned as herself. Carefree. Reckless. Standing at his side like always.

Together they would change the world.


Everest's Stats:
Male human mutant unchained rogue (carnivalist) 2, diviner wizard (spirit binder) 3
NG medium aberration (augmented)
Init +9; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 armor, +1 deflection)
hp 55 (2d8+3d6+28); fast healing 5
Fort +7, Ref +7, Will +5
Defensive Abilities armor attunement +1, deflection +1, evasion, resistance +1; DR 2/-; Immune mind-affecting effects
Weaknesses misshapen, vulnerability to electricity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 hanbo +5 (1d6-2 plus 1d3 electricity)
touch of fatigue +4 touch (1d3 electricity plus fatigue)
Ranged jolt +4 touch (1d3 electricity)
Special Attacks pet performance 4/day (distraction), sneak attack +2d6, weapon attunement +1
Spell-Like Abilities (CL 5, concentration +12)
At will - detect thoughts (DC 19)
Wizard Spells Known (CL 5th, concentration +12)
2nd (4/day) - glitterdust (DC 19), invisibility, sense vitals, sense vitals
1st (5/day) - charm person (DC 18), grease (DC 18), silent image (DC 18), true strike, true strike
0 (at will) - detect magic, jolt, mage hand, touch of fatigue (DC 17)
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 20, Int 24, Wis 12, Cha 7
Base Atk +2, CMB -1, CMD 11
Feats Accomplished Sneak Attacker, Alertness, Amateur Gunslinger (quick clear), Improved Familiar, Improved Initiative, Weapon Finesse
Traits Arcane Battery, Magical Knack, Reactionary
Drawback Family Ties
Skills Acrobatics +10, Craft (alchemy) +15, Disable Device +11, Escape Artist +10, Knowledge (arcana, computers, engineering, nature) +15, Linguistics +12, Sense Motive +11, Sleight of Hand +10, Stealth +10, Perception +11, Spellcraft +15
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Ignan, Infernal, Sylvan, Terran; telepathy 100 ft.
SQ arcane bond (soulbound familiar), arcane school (divination) (opposition: abjuration and evocation), forewarned, prescience, trapfinding
Combat Gear wand of infernal healing
Other Gear hanbo (cane), haramaki (ballistic weave), casual clothes, duct tape, multipurpose tool, smartphone, spellbook (contains all cantrips and the following spells: charm person, comprehend languages, glitterdust, grease, hypnotism, identify, infernal healing, invisibility, mudball, obscuring mist, sense vitals, silent image, snowball, true strike), spell component pouch, sleeves of many garments, tool belt, $91

Meg's Stats:
Female small aether elemental familiar (school familiar) 5
CN small outsider (aether, elemental, extraplanar)
Init +7; Senses blindsense 60 ft., darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 19 (+2 Dex, +4 armor, +3 natural, +1 deflection, +1 size)
hp 27 (55/2)
Fort +5, Ref +6, Will +2
Defensive Abilities improved evasion, telekinetic deflection; DR 4/-; Immune elemental traits, force
--------------------
Offense
--------------------
Speed fly 60 ft. (good)
Melee slam +7 (1d4+1)
Ranged heavy pistol +9 (2d6)
heavy pistol +7/+7 (2d6)
Special Attacks deliver touch spells (divination), sneak attack +2d6, telekinetic maneuver, telekinetic throw (DC 13)
Spell-Like Abilities (CL 5, concentration +5)
At will - detect magic
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 11
Base Atk +5, CMB +5, CMD 17
Feats Additional Traits, Improved Initiative, Point-Blank Shot, Rapid Shot
Traits Heirloom Weapon, Old Family
Skills Acrobatics +10, Craft (alchemy) +7, Disable Device +7, Escape Artist +7, Fly +12, Knowledge (arcana, computers, engineering, nature) +4, Linguistics +1, Sense Motive +8, Sleight of Hand +7, Stealth +14, Perception +8, Spellcraft +4
Languages Auran, Aquan, Common, Ignan, Sylvan, Terran; speak with master
SQ empathic link, ever ready, forewarned, prescience (5/day), share spells (divination), telekinetic invisibility
Other Gear training heavy pistol, darkleaf cloth leather lamellar (ballistic weave)

If you have any questions about the character or his stats, just let me know!

Scarab Sages

Pathfinder Starfinder Society Subscriber

For the campaign trait 'business associate' is the extra money per level after 5 or retroactive?


Per level after 5.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Can I use the rogue archetype 'sniper' ability 'accuracy' for firearms? (it says "bows and crossbows")


@SaaShaa - I would suggest a +1 template of Fortune Blessed. Being 'Lucky' really works with any concept. Being part leprachaun (in your ancestry, if you play an Irish), or having been blessed by fairies, or the right stars, or whatever.

Scarab Sages

I'm working on a character. I don't have a name for her yet. She will be a psychic by profession (or maybe just part-time gig)--the kind that many people don't believe in.

On the Other Side, she will actually have fortune-telling/divination and other magical powers. I'll be using the witch class with the Cartomancer archetype, but using Spheres of Power. I was thinking of multiclassing with a card caster magus (also using Spheres version of that class) to be better at using the cards as a weapon--but depending on how the character fills out, that may not fit well in the end.

EDIT: I may also just review what the Harrow Handbook says about using a harrow deck when you don't have any class features specifically pertaining to it--and if it's enough to work with for the character, I may use the hedgewitch class instead (and no multiclass).

Liberty's Edge

Aaaand here she is, Aurora Goodberry, a.k.a. Reginleif!
I've exchanged 70% of my feats for Adept Sphere of Might progression, added personality, pictures and all that.

Mechanically, she's... I'm not sure. Something like a barbarian with some healing (not much right now, will improve later) and a focus on her spear. She should be good as a frontliner, able to take some hits and deal many more.
She can also lay down a buff or two, but most of her spherecasting went into the Weather Sphere, so her specialty will be making blizzards, snowstorms, and later lightning storms.
And for a roleplay focus, I'm still going for "teenage girl with dark, frightening powers trying to find her own way to deal with the situation". It may be a bit cliché, but I like her personality and I think that she has potential.

@TheWaskally: American Gods is awesome. Here is a valkyrie for Joseph, but beware, she's actually your half-sister, daughter of Odin herself. And granddaughter too, a valkyrie can only be born by Odin and another valkyrie, with all the unpleasant consequences this carries. She doesn't know this, however.
I guess we're destined to make brother characters, you and I.


*Tweaks Miyu slightly* There we go. ^^

@mdt: I should probably note that we already have a Fortune-Blessed submission. o wo/

Character Submission List

Aurora Goodberry (Sapiens) - Chooser of the Slain Warpriest - Buffing/Healing/Melee(?)
Everest Palmer - Mutant Rogue/Spirit Binder Wizard - Arcane/Skill
Father Genevieve Blackfeather (Simeon) - Umbral Sorcerer - Arcane Casting
Joseph Zaidel (TheWaskally) - Holy Mighty Godling - Not Sure, Actually
Larkin Everett Blashford-Holmes (Philo) - Savant Incanter/Symbiat - Battlefield Control/Ranged Attacks(?)
Miyu (Rednal) - Psychic Incanter - Flexible Role
Norville "Shaggy" Rogers (DekoTheBarbarian) - Fortune-Blessed Ranger - Ranged Damage/Companion
Risbeth Von'Hogmede (mdt) - Thunder Child Brawler - Melee/Ranged Damage


So we do! Hadn't checked it out yet.


Eh, two Fortune Blessed won't matter. As with most things, it'll be the characters that matter most. The mechanics are a secondary factor. Unless I catch someone trying to cheat, but obviously I doubt that'll happen.

Saashaa wrote:
Can I use the rogue archetype 'sniper' ability 'accuracy' for firearms? (it says "bows and crossbows")

Yeah, since guns have pretty much completely replaced guns and bows in our world.


How are we doing languages? All modern languages like English, French, etc., will the different species have their own languages like Sylvan, Gnomish, etc.?


For now, I went with the assumption that modern languages exist, but so do certain planar ones. The fey probably have Sylvan, Outsiders might have their own tongues, et cetera. XD Miyu's got Linguistics and high INT, so she's pretty good with languages and is hopefully ready to translate if need be.

Speaking of - GM, any languages you'd particularly recommend knowing?


I just gave Everest several outsider languages because he hasn't really traveled much, but he has spent a lot of time recently poring over old magic writings.


Pathfinder Rulebook Subscriber

Dotting for interest. My first idea is a sort of unseelie fey inspired spider person. Possibly using a drider or a refluffed wereoctopus/squid template, although I see her more as a human who can grow spider legs rather than an 8 legged centaur.


Sapiens wrote:

@TheWaskally: American Gods is awesome. Here is a valkyrie for Joseph, but beware, she's actually your half-sister, daughter of Odin herself. And granddaughter too, a valkyrie can only be born by Odin and another valkyrie, with all the unpleasant consequences this carries. She doesn't know this, however.

I guess we're destined to make brother characters, you and I.

If we both get picked, I hope the 'mystery connection' get sussed out real quick, or we might have a Return of the jedi situation brewing. Still, Joseph would flip to find out he had a sister..maybe Valda knew all along???

Rednal wrote:

Joseph Zaidel (TheWaskally) - Holy Mighty Godling - Not Sure, Actually

Melee/Badass.


@Rhesus: It's important to remember the "you should be able to pass for human" part, yes. XD


Pathfinder Rulebook Subscriber
Rednal wrote:
It's important to remember the "you should be able to pass for human" part, yes. XD

Haha yes, the "human who grows spider legs" part is inspired by the jorogumo.


Well, as long as it works for the party. ^^ One option to get the look you want is to use the Alteration Sphere - maybe with the Shifter class for natural talent at it? - and focus on a particular transformation.

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