GM Lari's Strange Aeons

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Silver Crusade

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Hi everyone!

I’ve had a request to run Strange Aeons, which I’ve decided to go ahead with now that I’ve had a chance to read the majority of the AP. For those who haven’t played with me before, I’ve been playing and running PBP on the forums for quite a while. My Iron Gods campaign has been going for almost a year, and a pretty consistent group of Core PFS players have been going even longer. I’ll be looking for six players. I often give priority to people who have played with me before (if you have, send me a little reminder as I probably remember the character name better than the player). Newcomers are also welcome to apply.

To be honest, I wasn’t all that interested in this AP at first, but I’ve really enjoyed reading through it, and now I’m definitely interested.

My intention is to be permissive and let you do some interesting things, though I naturally reserve the right to veto anything that isn’t quite appropriate. If there’s an issue that’s subject to table variation involving your proposal, please let me know so that we can make sure we’re on the same page before we get too far into things. I’m not opposed to making house rulings, so I encourage you to ask if there’s something you’d like to do.

You might want to run your character concept by me before getting too invested and spending a lot of time creating a character I end up rejecting. Feel free to develop multiple concepts, but I’ll ultimately only consider one per person.

  • The broad strokes for character creation: will be in line with PFS character creation rules. That means 20 point buy, max HP at level one, half rounding up after that, etc. Some major changes are below.
  • Races: I’m not going to outright ban anything, but generally speaking, more common races are best. Some appropriate exotic races include Changelings, Dhampirs, Orcs, and Skinwalkers (some heritages). Most native outsiders have alternate racial traits that allow them to appear more human. I’d encourage you to take those if you’re looking at those options. If your race means you have unusual ancestry, that may come into play down the line.
  • Classes/Archetypes: I’m open to pretty much anything that’s not horribly broken, even if it isn’t PFS legal, as long as it’s thematic. The Player’s Guide has a lot of suggestions as to appropriate options. I’m not a big believer in party balance, so pitch what you like. That said, it’s helpful to have a self-sufficient party, especially with regards to healing. Summoners will be unchained only.
  • Alignment/Deities: Again, almost anything goes. Being able to cooperate with others is important. Having a healthy number of skill points will also come in handy. That applies to both your fellow party members and a wide range of NPCs. The stricter your moral code, the more likely it ends up severely tested (though that’s not necessarily a bad thing). The Great Old Ones/Outer Gods are generally a bad choice for worship, as they’re more likely to be villains than allies.
  • Traits: Two traits. One of these must be from the Player’s Guide. The second should be PFS legal.
  • Long-Term Plans for the character Some people like to plan their all the way character out from level 1. I’m not one of those people, but if you are, please include some details about what you’re thinking. I don’t need to know your level 13 feat, but broad strokes are good.
  • Alternate Rules/Subsytems: There are a lot of variant rules and such that could be appropriate here. I don’t want to overly clutter or complicate things, but some will definitely come up. I am definitely going to use the Sanity rules from Horror Adventures. The Library rules from Ultimate Intrigue and Ritual rules that debuted in Occult Adventures are part of the AP as written. I believe I will use the Unchained Disease and Poison rules. Corruptions may come into play depending on how things go.
  • Feats I will provisionally allow crafting feats. That said, you may or may not have the downtime or resources required to take full advantage of them. When a class/archetype automatically receives a crafting feat (Alchemists get Brew Potion, Wizards get Scribe Scroll, etc.), I will allow you to either take that feat or its PFS replacement (Alchemists get Extra Bombs, Wizards get Spell Focus, etc.).
  • Retraining I will probably offer an opportunity for a bit of free rebuilding when you hit level 2 if you decide you’ve made a mistake. After that, retraining will require a cost in terms of time and resources, as well as finding an adequate trainer, which means it may not always be possible.

    Broad note on gear

    You’ll begin with 150 gp worth of gear. However, you may not have access to all of that equipment as the AP begins.

    Later on, shopping opportunities may be limited. You won’t necessarily have a friendly shop down the street with access to everything in Ultimate Equipment. That doesn’t mean you won’t find some cool things, but it does mean you might not want to go for a build that relies on access to very specific gear.

    Fugue State

    This does have an appropriately strange kick-off. As the Player’s Guide mentions, your characters begin the AP in a fugue state, with a significant amount of their experiences completely forgotten. You’ll still know who you are, how to use all your abilities, and such, but a good chunk of time is gone. You won’t get an in- or out-of-character explanation for why that is for a long time (especially considering the pace of PBP). Stealing a bit of Starfinder lingo, I’ll be referring to to the missing time as The Gap for now.

    You’re missing at least a year of time, possibly as much as six years. It’s also worth noting you don’t have any memories that would give you a hint as to the cause of this. As far as you can tell, your last memories were of a relatively unexciting, “typical” day. During the Gap, you worked with the other party members, but have no recollection of them when you begin.

    You’ll have a lot of control over your backstory before the gap, but little to none over what happened during that period. A few suggestions to help you embrace the weird setup are below. You don’t need to answer any of these, but at least thinking about the questions might help shape your character.

  • The campaign traits help detail some potential reactions you might have when waking. Why did you choose the one you did?
  • Is anything about you significantly different than your last memories? Especially if you’re taking some character options with darker themes, maybe you’re not sure how you ended up on that path. If you have a companion, perhaps they’ve been replaced or are otherwise not as you remember them. If you’re a spiritualist, maybe your phantom was still alive and kicking in your last memories.
  • What relationships (positive, negative, or neutral) were most important to your character before the gap?

    Difficulty

    This is supposed to be a challenging AP. Below is a comment from the developer, Adam Daigle, on the author of the first book, F. Wesley Schneider.

    Quote:
    My biggest concern was that some of his encounters would prove too hard if a group of PCs just threw itself at them as if they were simply gangs of goblins, but I figured that such encounters would help highlight the need for caution throughout this Adventure Path. Clever groups that wish to survive will quickly adopt methods of careful exploration, employ hit-and-run tactics and learn to prudently run away from fights that threaten to overwhelm them.

    I’m not going to pull punches, and will be scaling up from the encounters as written more often than not, as you’ll have six players, probably with an above-average level of system mastery. It is easy to get into fights well above your pay grade if you aren’t careful. I’m not going to stop that from happening, but I will remind you that you don’t need to fight everything, and probably shouldn’t. If you do happen to die, though, what kills you will probably make you stranger.

  • There are lots of ways to come back to life. I’ll be allowing reincarnate, and even if you don’t have someone who can cast it, there’s probably someone/something willing to cast it. I’m sure they won’t ask for anything that problematic in exchange…
  • Even if that doesn’t happen, death doesn’t necessarily mean the end of a character’s career…
  • Even if that doesn’t happen, replacement characters are always a possibility. While I’m aiming for relatively “normal” starting characters, later arrivals might use rather different guidelines, depending on the timing and circumstances.

    Consent/Tone

    Both of these areas can be tricky to navigate, especially in an environment like this. If there are specific topics, themes, or plot devices that you’re really not comfortable with, I’d appreciate knowing as much as possible in advance. As a published adventure, the AP has certain intrinsic aspects that are hard to remove, so it may not be appropriate for everyone. The more advance warning I have, the easier it will be to make adjustments to make sure everyone’s enjoying themselves.

    While my actual implementation may differ, The X Card policy, is worth looking over. Sending me a PM is the best way to fill that role here. I’d recommend giving that a read-through, as well as the “Running Horror Adventures” chapter of Horror Adventures, if you have access to it.

    Other Stuff
    I’m planning on leaving recruitment open at least until January 1st, with the intention of getting started ASAP from there. I may close it earlier or later depending on interest.

    I plan on offering PFS credit if/when that becomes possible.

    I’m sure there are other obvious things I’m overlooking. Just ask!


  • Dot. Figured I'd make my return to pbp into an AP I've been very interested in.


    Very interested...


    I would very much like to get in on this. There are a couple of aliases that might work that would make them close to ready to go. This is one of the AP's that I am most interested into diving into.


    Yesss, yessss!

    *leaves a trail of nauseating slime behind*


    Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    I'm intrigued. I'll get back to you once I've gone through the Player's Guide.


    -.. --- -


    Dot.

    Dark Archive

    I approve of this recruitment thread :-)

    Silver Crusade

    Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    I am intrigued! I just need to decide WHAT to play! I know I wanna go for Riftwarden, though!


    Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    I would very much like to play. If you allow it, I will be adapting the following character for this game:

    Hama, the Wandering Witch

    She will be much younger, and not yet corrupted by evil or her genetic disease. However, with your permission I would like to (more or less) build towards what's shown above. She will be of Varisian descent, but will also be an Ustalav native, hailing from a simple life as an herbalist in some rural area that she cannot recall.

    I understand some things will have to change to better fit the campaign. I doubt there are many mammoths in Ustalov, for example, but I think that rebuilding the character together in the manner described in the Player's Guide could be a great deal of fun.

    I'm thinking she will have the "Formerly Mind-Swapped" campaign trait as it might offer an explanation as to how she manages to develop such potent body swapping abilities later on in her career (or perhaps in her past, now forgotten?). It could even be that she was already paralyzed earlier in life, but doesn't remember it! Suddenly remembering that you were once a quadriplegic, but not having any explanation for why that is no longer the case could be a great roleplaying opportunity later on in the game.

    Or something. I'm not sure what you or the modules have in mind for us, but I'm sure it will be great fun figuring it all out! I'm just spit-balling potential ideas.

    Let me know what you think, GM Lari.

    Some notes about the character:

    Hama was originally created for another campaign that never really got off the ground. As shown, she is a 25-point buy character who has much more gear than her level would indicate due to item crafting feats and the downtime system (which can enable crafting discounts beyond those of traditional crafting).

    As I will be adapting this character to your campaign (pending your approval) I won't expect her new incarnation to have much of the same. That being said, I feel that having the opportunity to eventually craft or obtain Osirian Spirit Jars (or mechanical equivalents) and her "locket of guarded souls" (with accompanying enchantments; see character sheet above) and to have an imp familiar whispering corruption in her ear, are pretty integral to the late game concept I have of the character. I feel that this would be a small concession, as it still leaves a WHOLE LOT of blanks wide open for you and this adventure to fill in.

    If you don't feel that will be possible, that's fine too; it will just feel like a different character for me is all.

    Silver Crusade

    Thanks for the interest everyone! I'll get to questions bit by bit over the next few days. In the meantime, a couple additional comments.

    Deity Selection
    Based on a PM I received, a bit more detail on why Outer God worship is discouraged by the Player's Guide:

    Quote:

    The main issue with worshipping a Great Old One/Outer God is that the party is ultimately the good guys (though not necessarily Good guys). That generally means opposition to those entities.

    For example, if the Great Old One Mhar rises, it will transform much of northern Avistan into a new realm of fire and ash that will spread across world. If Mhar becomes relevant to the plot, you should want to stop that from happening.

    A character with an academic interest in the Outer Gods is definitely appropriate, as would be a character that seeks to exploit dark powers for their personal gain, though that carries risks of its own. But when push comes to shove, you should want to save reality.

    Background

    And one additional thing to think about when shaping your character.
  • One of your traits is going to be a campaign trait from the player's guide. What trait would it have replaced? Is that part of you still there, or something that's been lost in the gap? Since there's no mechanical impact to this question, you probably weren't a Wayang Spellhunter or anything like that.


  • I'm very interested in this AP. Rereading the player's guide then will get an idea posted.


    Dot. I am thinking of altering and submitting Ulfric.

    @GM Lari - I have played part of the first book with Ulfric before, but the GM left the game. If playing is potentially okay, could you checkout the Gameplay section in Ulfric's alias, just to see if how far I made it is still okay with you. It's a bit safer than spoilering stuff here.

    If you'd rather I didn't play Ulfric, but are still okay with me playing I can roll up a new character as well.


    Dervak thought he had awoken with comrades and begun an escape. That reality evaporated as if it had never been.
    The Dark Whisper within his soul told him that freedom would never be his until he gave in to its power... But still he resists, thrashing against his chains in the asylum basement.
    Perhaps this time he will be freed? Or perhaps a monstrosity like Dervak deserves to remain imprisoned forever...


    Dotting.


    Here is the crunch for Trevor Culexis, Mutagen Warrior and former lab rat.

    Stats and crunch:

    Full Name : Trevor Culexis

    Race: Half-Orc

    Classes/Levels: Fighter (Mutation Warrior) 1

    Gender : M

    Size : M

    Age : 18

    Special Abilities :

    Alignment: NG

    Deity : Gorum

    Location : In Trouble

    Languages :Common,Orc

    Occupation : Servant,Lab rat

    Strength 16 (+3)
    Dexterity 14 (+2)
    Constitution 14 (+2)
    Intelligence 10
    Wisdom 14 (+2)
    Charisma 10
    Height:6'4" Weight: Hair: Black Eyes: Black
    Favored Class: Fighter (HP)
    EXP: 0
    Hit Points: 13
    Spd: 30
    Init: +6
    AC: 17 (+5armor shield +2 Dex)/Touch 12/FF 15)
    BAB: +1
    CMB: +4
    CMD: 16
    Saves: Fort +4 Ref +2 Will +2 (+4 against Fear/Emotion)

    Weapons:
    Earthbreaker +5 2d6+4 x3
    Dagger +4 1d4+3 19-20/x2

    Skills: 2/level
    Perception (1+2) 3
    Climb (1+3+3) 5

    Equipment
    Earthbreaker (40)
    Dagger (2)
    Scale Mail (50) +5 AC +3 Dex -4 ACP
    Fighter's Kit (9)
    backpack
    bedroll
    belt pouch
    flint and steel
    iron pot
    mess kit
    rope
    soap
    torches (10)
    trail rations (5 days)
    waterskin.

    Feats:Improved Initiative(+4 Init),Weapon Focus-Earthbreaker,
    Traits:Enduring Stoicism (+2 Saves vs. Fear/emotion, +1 Intmidate),Hard to Kill (hen you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.) Dedicated Defender( You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount)
    Special Abilities: +2 Intimidate,Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weaponDarkvision Half-orcs can see in the dark up to 60 feet.

    Description: Trevor is a very large half-orc that seems somewhat twisted and has a chemical smell to him. His lank hair is tied in a rough braid and his greyish skin is stretched over his muscles
    that seem to bulge in odd places. Perhaps his features don't seem to line up right or his hands are too large and legs to knobby at the knees but he certainly doesn't look
    appealing.


    Very interesting.

    dot


    Yes indeed. Dot.


    was in a game that just folded... didn't get very far before it did... would love to play more... is this character okay for you?


    I'd like to introduce Larius the beautiful.

    Larius, Larius, Larius. His face is that of an angel... or should be. There is something not quite right, it is almost too beautiful. Like someone took the perfect nose, the perfect lips, the perfect mouth and put them together. While exceedingly pretty, he is also quite intimidating.

    Race:
    Larius is a Tiefling, to be Kyton-Spawn with the Pass for Human and Light from Darkness alternate racial traits.

    He awakes feeling Driven by Guilt. Exactly what or why is unclear, but something in his past was questionable. And Larius wants to make up for that. Where he wakes may be dark and horrible, but Larius wants to shine a mirror of beauty to it.

    Details:
    Paladin, probably of Shelyn. Role is probably front and center tank, with back up healing ability.


    Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

    Here's Hama's stats at level 1.


    I'm interested in playing a halfling witch that focuses on the halfling jinx racial trait and combining it with hexes. Kind of the ultimate debuffer. What I think would be really interesting is for the character to have gained her powers during The Gap, and she doesn't know who her patron is. Haven't had a chance to build her yet, or think too much of her background...just throwing the concept out there and to get a dot in the thread.


    Okay, I actually avoided two other Strange Aeons games because I was running one. I am interested, because playing is entirely different than running, but, of course, *some* of the surprises won't be. I mean, any player with 5 minutes of google-fu could have everything spoiled for them anyways, but I thought I'd give a disclaimer.

    If you'd rather I not apply, I'd understand. :)
    If it's okay, are you going to be using background skills?

    Scarab Sages

    I, too, am interested. I'd REALLY like to take the opportunity to play a non-Paizo/custom class (as I'm very active in Pathfinder Society on here, and get my fill of most Paizo stuff that way).

    Are you familiar with Tome of Magic Pact Magic? May I play as SmiloDan's updated Binder? May I submit custom vestiges for your approval (I have quite a few of those)?

    Alternatively, I've also been interested in playing an Akashic Mysteries Vizier. If I could be this, would you also permit a custom Path of Mystic Attunement?

    Another possibility is a Tome of Secrets Warlock, but this would need some definite customizing as most of its abilities are underpowered for their level (and kind of few in number). SmiloDan's Warlock is another possibility, and again, I've thought up quite a few custom invocations and would love the opportunity to play some of them.


    Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
    rungok wrote:

    Okay, I actually avoided two other Strange Aeons games because I was running one. I am interested, because playing is entirely different than running, but, of course, *some* of the surprises won't be. I mean, any player with 5 minutes of google-fu could have everything spoiled for them anyways, but I thought I'd give a disclaimer.

    If you'd rather I not apply, I'd understand. :)
    If it's okay, are you going to be using background skills?

    I'd like to second the request for background skills. It would help to better flesh out Hama's non-combat flavor skills.

    I'd probably make Craft and Profession her background skills, and pick up Knowledge (arcana) and Knowledge (nature) as two new adventuring skills.


    Doooooooot.


    How terribly interesting! Killing monsters and memory loss! Consider this a dot... or two or three.

    GM Lari what kind of posting rate are you looking for?


    *Waves tentacles at Angus, then proceeds to slap him silly*


    Our GM had to cancel the game she was in. We didnt get very far. So applying with her

    Liberty's Edge

    Hello! I would like to throw my hat into the ring. I am wondering if you'd allow a Path of War class? Specifically the Harbinger, I think the class would be very thematically fitting for the Mythos AP and can be found in the Path of War Expanded book here: Harbinger. I was thinking playing a Ravenlord would be pretty fun, since a talking Raven adds all sorts of possibilities to story telling.


    Name Orphael
    Race Demon Spawn Tiefling
    Class Primalist Urban Bloodrager
    Bloodline Arcane

    Stats
    Str (18) Dex (14) Con (13) Int (8) Wis (10) Cha (14) Move (40ft) Fort (+3) Ref (+2) Will (+0) HP (12)

    AC (16)
    Touch (12)
    Flat Footed (14)

    Racial
    * Pass for Human
    * Dark Vision (60ft)
    * Beguiling Liar (+4 bluff to lie)
    * Fiendish Resistance (DR 5 cold, electricity and fire)
    * Soul Seer (deathwatch at will)
    * Spell Like Ability (shatter once per day)

    Skills
    * Diplomacy: 1 skill point (+6)
    * Intimidate: 1 skill point (+6)
    * Bluff: 1 skill point (+11)

    Feats
    * Power Attack

    Traits
    * Fast Talker (+1 bluff and class skill)
    * Reactionary (+2 initiative)

    Controlled Bloodrage
    * 6 rouds per day, +4 str, Dex or Con. Fatigued for 2x rounds

    Bloodline Powers
    At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

    Equipment
    * Greatsword
    * Chain Shirt

    History, personality and description to come


    Pathfinder Adventure, Adventure Path, Starfinder Society Subscriber

    Dot .... Thinking human merchant occultist .... never played anything out of the Occult book, so this one seems a good AP for that ...

    Not sure how it works with the memory loss being an occultist, but then again would be interesting. As such he can remember being interested in all ancient and magical curios, that he bought and sold in the land of the sun, so a Keleshite might just be the background.

    Human Occultist Merchant, mainly there but will change, but expect basics to stay.:

    HumanOccultist1
    Human (Keleshite) occultist 1 (Pathfinder RPG Occult Adventures 46)
    LN Medium humanoid (human)
    Init +2; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
    hp 12 (1d8+4)
    Fort +3, Ref +2, Will +3
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger -1 (1d4-1/19-20) or
    . . dagger -1 (1d4-1/19-20)
    Ranged shortbow +2 (1d6-1/×3)
    Implement Schools (5 generic focus)
    . . Conjuration (Compass, 0 points) Resonant—casting focus; Focus—servitor
    . . Transmutation (Belt, 0 points) Resonant—physical enhancement; Focus—legacy weapon
    Occultist Spells Known (CL 1st; concentration +5)
    . . 1st (2/day)—break[APG] (DC 15), mage armor
    . . 0 (at will)—create water, mage hand
    --------------------
    Statistics
    --------------------
    Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
    Base Atk +0; CMB -1; CMD 11
    Feats Scribe Scroll, Toughness
    Traits indomitable faith, methodical mind (planes, religion, history; planes, religion, history, planes)
    Skills Appraise +8, Diplomacy +6, Knowledge (arcana) +8, Knowledge (religion) +9, Linguistics +8, Perception +4, Profession (merchant) +4, Sense Motive +4, Spellcraft +8, Use Magic Device +6
    Languages Common, Kelish
    SQ implements 2, mental focus (5/day)
    Other Gear quilted cloth armor[APG], arrows (40), dagger, dagger, shortbow, 14 gp
    --------------------
    Special Abilities
    --------------------
    Conjuration (Compass) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.

    Implements: Bowl, brazier, compass, figurine, lantern, mirror.
    Conjure Implement (10 minutes) (Sp) 1 focus: Summon item that functions as implement.
    Implements (Su) Gain a series of items which grant access to schools and powers.
    Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
    Transmutation (Belt) Transmutation implements can alter the properties of both objects and creatures.

    Implements: Belt, boots, sandals, vest, weapon.


    Pathfinder Adventure Path Subscriber

    Interested.
    Thinking of a either a oracle or a sorcerer

    Grand Lodge

    Love the concept!

    I will be submitting an investigator. I also don't map out my characters unless I am gearing for a particular prestige class (which requires some forethought), but that's not the case her. I could see multiclassing into an occult class at some point, but I prefer to choose organically - based on how the adventure goes.


    Ok, here is my initial submission for this game. There are other aliases that I would be willing to use as well.


    Dotting.

    @GM Lari- I have played in a couple games of yours recently. Do you want us to list that information with character submissions or how do you want to deal with that?

    Not sure what I would like to play yet. Probably a non-PFS race though just since I can.


    1 person marked this as a favorite.

    It wasn't Alžbeta's fault she was raised by parents who inculcated their daughters with a constant sense of competition and inadequacy. And it wasn't Alžbeta's fault that Margrit was smarter, more driven, more personable, more everything. It wasn't even Alžbeta's fault that Margrit became the toast of Lepidstadt with the successful demonstration of aetheric interference, interference that previous theories had pronounced impossible. But at some point, although she is loathe to admit it, it might have been Alžbeta's fault that she became a fraud.

    The fraud set in motion a chain of events that are, to say the least, extremely unclear - but if they follow inexorably from the fraud, then that was the only conscious sin of commission Pharasma's record. Of that she is sure; the alternative would be unthinkable.

    When Margrit got into Lepidstadt, Alžbeta failed - and so did what any self-respecting daughter of the minor nobility did and cheated on the next entrance exam. While Margrit wasted her time over books, Alžbeta wasted hers with a tres chouet dueling fraternity and supper club. (Of course Margrit was the better fencer anyway, of course she made a better impression at the same circles Alžbet had to ingratiate herself with night after night.) When Margrit graduated with honors, Alžbet rolled up her sleeves and cheated again. Life just isn't fair, but like Father said, of course life is not fair, and so all the greater reason to respond with industry, toil, and the sincere pressing of every advantage...

    Things continued to progress that way for a while, and began to run up against the limits of Alžbeta's native grit and mendacity - other advantages had to be sincerely pressed. The fraternity to whom she swore, drunk at midnight and wearing only a blindfold, to never reveal the secret handshake, was now willing to help her get a professor's seat - in exchange for other oaths. Alžbet was reluctant to go further into the debt of people who despised her, but knew - feeling the glares of Mother and Father - that it was preferable to being despised by those to whom she was forever in debt.

    Oaths were, in some sense, unnecessary. Having raised her star further than she could fly on her own, experiments needed to be faked, peers and students convinced of her competence... And, it seemed, at times her secretive fraternal association had remarkably specific ideas about what experiments ought be faked, and which theories they ought confirm or refute - as if there were specific lines of scientific enquiry which they wanted shut. This was all, she was assured (by these professional liars) for strictly altruistic, if strictly confidential, reasons. They taught her techniques "from ancient Osirion" to better deceive and mesmerize, and they started asking her for other favors, ones which need remain secret - even from her. Hour-long gaps began to appear in her memory, and then evening-long, and longer...

    (And of course by the time we begin she has forgotten five whole years, though I don't know more than that!)

    Alžbet isn't stupid or uncultured - just not at all the genius (the Margrit) that she tries to appear as. Her fear of the world seeing through her fraud, of of her being complicit in sins beyond it, dominates her every action. The one to whom Alžbeta lies most regularly is, of course, herself.

    Stats coming later, assuming I decide I can commit to another game!


    Dot. I've been eyeballing this AP since I love horror-themed adventures.

    Scarab Sages

    Waiting for the DM to answer my inquiries before positing a character.

    Silver Crusade

    Comments in response to some of the questions so far.

    General Note So far, about 30 of you have expressed interest, about half of whom have offered character sheets or other relatively concrete concepts. Ultimately, I’ll only be able to take a relatively small number of you. I’m not deciding on any one factor, instead relying on reading the liver of a freshly sacrificed she-goat overall impressions. I may not be able to comment on every character (though I’ll do my best).

    3rd Party/Homebrew I’m willing to consider 3rd party stuff, as long as 1) The rules are freely and legally available for me to review online, and 2) Your character sheet makes it very clear as to how everything works. I’m going to say no to outright homebrew (especially when I’m unfamiliar with the baseline version). I’ll be more open to making tweaks to existing character options, as there are plenty of times where it’s easy to say “the rules probably should work that way, but RAW they don’t," and come up with ways to fix that.

    Background Skills Are something I was on the fence about including, but ultimately opted to skip to avoid loading up too many alternate rules. I think my new decision will be to wait until I’ve selected players, and allow the party to decide as a whole whether they want to use Background Skills or not.

    Characters from Abandoned Campaigns/Strange Aeons GMs Are welcome, though existing characters may need to be tweaked to match character creation rules. I will be making some mechanical changes to encounters (especially when scaling up for 6 players), so things won’t be 100% similar to what you’ve already seen.

    Posting Rate At minimum 1/weekday and 1/weekend. I’ll do my best to keep pace with people posting faster, and if you want to take steps to help combat flow faster (giving me a general plan for your next round’s action, etc.), that’s welcome. Everyone (myself included) has real life get in the way sometimes, so just give me a heads up.

    Previous Players Don’t need to do anything specific, but mentioning it (like Tundran did) will help make sure I remember that.

    Scarab Sages

    GM Lari wrote:

    3rd Party/Homebrew I’m willing to consider 3rd party stuff, as long as 1) The rules are freely and legally available for me to review online, and 2) Your character sheet makes it very clear as to how everything works. I’m going to say no to outright homebrew (especially when I’m unfamiliar with the baseline version).

    Please clarify:

    How do you feel about about partial homebrew/homebrewed material as additional options (i.e. new spells/class feature choices or the like)? Are you familiar with the 3.5 Tome of Magic and Pact Magic?

    As for "the character sheet makes it very clear as to how everything works," how much detail would be necessary? Could we just include a link to another site with the rules if possible (all the rules for Akashic Mysteries and veilweaving, for example, are on d20pfsrd.com)?

    Dark Archive

    How do you feel about a cleric/summoner who worships Asmodeus, is a lawyer on his downtime, and has inspire courage instead of channel?

    I have an evangelist cleric build that basically revolves around summoning a tiny horde, and then preaching to the masses to inspire them and his teammates. His eidolon is a succubus that is under contract to Asmodeus to travel with the cleric until he finishes his mission, which is to convert enough people to Asmodean worship, and then have them sell their soul via a contract. (Asmodeus hasn't given them a number, they just have to travel far and wide converting people).

    It's a fun build, and I can have the stats up later today. I've been wanting to play him, I just haven't had the time for a face to face AP, and since he's lawful evil, he isn't PFS legal. Everything else but his alignment is though.


    Li was accepted into this AP, got in about 8 or 9 posts, and the GM vanished. I think she meets the build criteria already.

    Character Sheet

    Scarab Sages

    GM Evil wrote:


    I have an evangelist cleric build that basically revolves around summoning a tiny horde, and then preaching to the masses to inspire them and his teammates. His eidolon is a succubus that is under contract to Asmodeus to travel with the cleric until he finishes his mission, which is to convert enough people to Asmodean worship, and then have them sell their soul via a contract.

    You sure it should be a succubus? They're CE demons, not LE devils.

    Dark Archive

    That's why she's under contract. She hates it because she got suckered into it and now has to follow the contract set out by Asmodeus. I figured it would make for interesting roleplay in between her and the actual character. Kind of like a bodyguard who hates his client but still has to protect him.


    So far im torn between rahadoumi detectivr, arcanist who delved too deep and guilt ridden assassin.


    Dervak has a full background and character sheet in the profile, and I would also invite you to look through his previous posts (perhaps the dead campaign will be a memory that resurfaces early on, making him question his sanity).


    Okay great! Here's my rogue character, Mnuvae, also known as "Cutter". She's a... knife person.

    Mnuvae:

    Mnuvae Daecaryn "Cutter"
    Female half-elf (Half Drow) rogue (unchained, knife master) 1 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
    N Medium humanoid (elf, human)
    Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 14, touch 14, flat-footed 10 (+4 Dex)
    hp 9 (1d8+1)
    Sanity 36, threshhold 3, edge 18
    Fort +0, Ref +7, Will +0; +2 vs. enchantments
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee kukri +4 (1d4/18-20) or
    . . unarmed strike +4 (1d3 nonlethal)
    Ranged shortbow +4 (1d6/×3)
    Special Attacks sneak attack (unchained) +1d6
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con 10, Int 16, Wis 10, Cha 10
    Base Atk +0; CMB +4; CMD 14
    Feats Agile Maneuvers, Weapon Finesse
    Traits twitchy, wild stride
    Skills Acrobatics +8, Appraise +7, Disable Device +8, Disguise +4, Escape Artist +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +6, Sleight of Hand +8 (+8 to conceal a light blade), Stealth +8, Use Magic Device +4; Racial Modifiers +2 Perception
    Languages Common, Elven, Gnome, Simple Sign, Varisian
    SQ elf blood, hidden blade
    Combat Gear caltrops; Other Gear studded leather, arrows (20), kukri (3), shortbow, backpack, bedroll, belt pouch, chalk (15), chalkboard[APG], flint and steel, glass cutter[UE], grappling hook, hemp rope (50 ft.), hip flask[UE], mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, trail rations (5), waterskin, 13 gp, 5 cp
    --------------------
    Special Abilities
    --------------------
    Agile Maneuvers Use DEX instead of STR for CMB
    Darkvision (60 feet) You can see in the dark (black and white only).
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
    --------------------
    Mnuvae Daecaryn grew up in Riddleport. She was one of three half-elven triplets, of which had drow blood, however diluted, in their lineage.

    Mnuvae always had a particular affection for knives, and up until 'The Gap', she worked freelance as hired muscle going under the nickname "Cutter". She never really felt strongly about doing good or doing evil; it was more about doing what she needed to survive. She doesn't remember anything after that, though there are a number of new scars she doesn't remember from before.


    @GM Lari,
    You suggested not doing a lot of crunch until you had eyeballed the overall concept.

    I'm happy to stat up Larius but figured I should wait to have you give the okay on the concept first.

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