If Thou Stare Long into an Abyss... Victorian Strange Aeons

Game Master Aest

The Asylum Map


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Rolling Memories for interest:
Memories Like the Corner of My Mind: 1d3 + 1 ⇒ (2) + 1 = 3


@PixelsAreGod: I wouldn't take Elvish or Dwarvish, but Infernal/Celestial/Abyssal would still exist. European languages are probably a better bet, though.

@Joseph Soltz: Vault Breaker seems fine.


pauljathome wrote:
Nikolaus de'Shade wrote:
pauljathome wrote:

I know that we don't know who we are at the beginning, but would anybody like to make a dual submission as the classic

Master/Mistress Servant pair?

I'd be quite willing to take on either role

You still interested in this pauljathome? I'd be happy to do it with you if you're still game.

Definitely still interested.

My current submission is definitely (in my mind, at least) in the Master role. But I'd be quite happy to change that to the servant role if you prefer.

That will work, I'm thinking of doing a monk with (subject to GM approval) the lashunta 'limited telepathy' racial trait. He'd be the consumate butler - always graceful, very reserved and always has a cup of teat ready about 12 seconds before you ask for it!

Have you ever read Dorothy L Sayers' 'Lord Peter Wimsey' books? I'm aiming for Bunter/Jeeves. :)

@GM Aest - what would you want me to give up for the Lashunta limited telepathy, the human bonus feat? I'd like to keep skilled if possible, since it would be very fitting for the valet/butler type character to be oddly skillful. :)

Silver Crusade

Nikolaus de'Shade wrote:


Have you ever read Dorothy L Sayers' 'Lord Peter Wimsey' books? I'm aiming for Bunter/Jeeves. :)

I love Jeeves :-). I've played both Jeeves and Bertie inspired characters in the past :-).

But somehow I think a Bertie inspired character would NOT be apt for this particular campaign :-) :-)


Wimsey and Bunter is probably a better dynamic - Wimsey is Sherlock Holmes, but an upper class gentleman. He's also a bachelor, for most of the books, so Bunter is the perfect man-servant. Lays out his cravat, books trains, prepares excellent sandwichs and fights back to back with his master whenever there's a brawl - that would be the kind of character I'm after.

For more information...


Submitting M-93256 for your consideration.


I am submitting M-32957 for consideration.

Crunch:

Male human investigator (scavenger) 1
N Medium humanoid (human)
Init +2; Senses Perception +6

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort -1, Ref +4, Will +4

Offense
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
   sword cane +1 (1d6+1)
Investigator (Scavenger) Gadgets Prepared (CL 1st; concentration +4)
   1st—comprehend languagescure light wounds

Statistics
Str 13, Dex 14, Con 9, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Fast LearnerARG, Tool Optimizer
Traits marked by unknown forces, unknown campaign trait
Skills Acrobatics +3 (-1 to jump), Appraise +7, Bluff +3, Craft (clockwork) +8, Disable Device +4, Escape Artist +3, Knowledge (engineering) +7, Knowledge (local) +7, Perception +6, Sleight of Hand +3, Stealth +3
Languages Common, +3 setting appropriate languages (possibly Russian, French, and Latin)
SQ +2 to one ability score, bonus feat, gadgetry (clockwork crafting +1), inspiration (3/day), mechanical inspiration, skilled, trapfinding +1
Combat Gear oil (2); Other Gear leather armor, dagger, sword caneAPG, backpack, bedroll, belt pouch, candle (5), canteenUE, chalk (10), clockworking tools, flint and steel, grappling hook, ink, inkpen, investigator starting formula book, journalUE, powderAPG (5), sealing wax, signet ring, silk rope (50 ft.), soap, string or twineAPG, torch (10), trail rations (5), waterproof bagUE, whetstone

Tracked Resources
Dagger - 0/1
Inspiration (+1d6, 3/day) (Ex) - 0/3
Light (palm sigil, 3/day) - 0/3
Torch - 0/10
Trail rations - 0/5

Special Abilities
+2 to One Ability Score (Intelligence) The selected attribute gains a +2 racial bonus.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bonus Feat Humans select one extra feat at 1st level.
Fast Learner Choose two benefits when you gain a class level.
Gadgetry (Su) +1 to Craft (Clockwork) Can use Knowledge (engineering) to ID items. Prepares small gadgets rather than extracts.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Mechanical Inspiration (Ex) Free inspiration on Appraise/Disable Dev./Know (Eng), not Knowledge/Linguistics/Spellcraft.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Skilled Gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Tool Optimizer Improvised tools give no penalty.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Known Background:

Family Faith: occultists
Injury 1: He has a scarified on his chest that looks like a stylized pentagram. He has vague memories of a ritual that might be the cause of this. (This scar matches the sigil that appears on his palm)
Injury 2: He walks with a mild limp. He has a feeling this is from a fall of some distance.


Submitting M16971, a dream discipline psychic.

Memories: 1d3 + 1 ⇒ (1) + 1 = 2

Memories:

Injuries: Missing both of his pinkies. Suspects one was lost from a bite - the other was cut off, for the purpose of "symmetry."
Crime: Fraud, sold several "gold" rings found to be painted tin. Was caught by a passing police officer.

Statistics:
Male Human Psychic 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +4
------------------------------
DEFENSE
------------------------------
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 11 (1d8+1+1 +3)
Fort +1, Ref +2, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Dagger -1 (1d4-1/19-20)

Ranged Dagger +2 (1d4-1/19-20)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Traits Focused Mind(+2 on concentration checks)
Feats Extra Amplification, Toughness
Skills (6 points; 2 class, 3 INT, 1 race) Diplomacy + 6, Knowledge(planes) + 7, Knowledge(religion) + 7, Linguistics +7, Perception +4, Spellcraft + 7
ACP -0

LanguagesEnglish, French, German, Italian, Infernal

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Phrenic Amplifications: Will of the Dead, Overpowering Mind
Phrenic Pool 2/2
Discipline: Dream
Powers:

Dream Leech:
While adjacent to a sleeping or unconscious creature, you can take a swift action to siphon that creature’s dreams, thereby learning new things about your own mind. The creature can attempt a Will save to negate this effect; such creatures are never considered willing. Creatures that don’t dream are immune to this effect. If the subject fails the save, you gain a +4 bonus on your next Bluff, Diplomacy, or Intimidate check against the subject within the next 24 hours, and you regain 1 point in your phrenic pool. You can use this ability a number of times per day equal to your Charisma modifier, but no more than once per hour and no more than once per creature per day.

Oneiromancy:
As a standard action, you can tamper with the minds of sleeping creatures. You plant a subconscious thought in a sleeping creature’s mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature’s attitude or request a service from it. If you succeed, When the creature wakes it behaves in the way you dictated with the normal restrictions for the Diplomacy or Intimidate skill. The target of oneiromancy remains unaware of this manipulation, though if you fail your Diplomacy check the subject might have its starting attitude toward you negatively impacted, as normal. You must be adjacent to the sleeping creature to use this ability. Alternatively, you can use this ability as part of the casting of dream, minor dream, or nightmare. In this case, the oneiromancy effect takes place when the spell is cast. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Creatures that don’t dream are immune to this effect.

Spells:

------------------------------
Spells
------------------------------
0th (at will) Detect Magic, Light, Read Magic, Telekinetic Projectile

1st (4/day) Sleep, Enlarge Person, Magic Missile

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Dagger, explorer’s outfit, a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Carrying Capacity
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried 22 lb.

Money 47 GP 0 SP 0 CP

Appearance and Personality:

M-16971 is a Caucasian male of average height and of lower than average weight and build. He is missing two of his fingers, a pinky on each of his hands. His hair is black, hanging above his glazed eyes. His stance is relaxed, his skin pale, and his breath steady. When he speaks, his tone sounds confused or uncertain, regardless of the context of his message.

M-16971 is curious and compulsive, but his lack of social awareness leads others to believe he is “not all there.” He feels an indescribable joy in new sensations, but fortunately possess the same aversion to pain as other living creatures do. He is friendly and personable in conversation, but his tendency to be distracted makes such speech irrational or confusing to listen to.


Memories: 1d3 + 1 ⇒ (2) + 1 = 3

Memories: 3d10 ⇒ (3, 4, 6) = 13

So based on the concept of the British Empire and all of its many colonial assets and subjects, I was thinking of submitting a character who was ethnically not English, such as an Egyptian or Indian. Since said character won't have any memories except the above (Hitting 'know where they were born' is great here), would it be feasible, or would you prefer just straight up British characters?


I'd love to see a character from elsewhere in the Empire. Could make for an interesting story.


Ooook, so I've made a French Amnesiac Psychic. And since few things say Lovecraft as much as being loaded up to the gills with laudanum, I gave him the Psychedelia discipline. He's in the placeholder account.

NOTE 1: In real life, drugs are horrible, and he's a drug addict. Should this prove uncomfortable to anyone (GM or party member), I'll easily switch to another discipline.

NOTE 2: I grabbed a familiar with the Familiar Bond feat and gave her the Figment archetype, so that she would be a hallucination made quasi-real by psychic powers. This is not 100% legal, as the archetype replaces some abilities that Familiar Bond doesn't give, but those abilities don't come to play until 3rd level, when I plan to take Improved Familiar Bond (which would make it completely kosher). Is it alright?


Nikolaus de'Shade wrote:
@GM Aest - what would you want me to give up for the Lashunta limited telepathy, the human bonus feat? I'd like to keep skilled if possible, since it would be very fitting for the valet/butler type character to be oddly skillful. :)

Just re-asking this to make sure it's not too outlandish! :) Lashunta can be found HERE. Limited Telepathy is 3RP and the bonus feat is 4RP so hopefully it's a reasonable trade?

Also - memories!
Memories: 1d3 + 1 ⇒ (2) + 1 = 3
I'll go with 1, 2 and 7. :)


Here's my submission - the archetypal Victorian manservant. Born in India and now, after service and who knows what else, a resident of Briarstone Asylum. Introducing Mr Singh.

M-34279 ‘Mister Singh’:

LN Medium Male Human Sensei Monk (Unchained)
Init +2 (+2 Dex)
Senses: Perception +7, Telepathy 30ft.

DEFENSE
AC 17, touch 15, flat-footed 15 (+2 armour, +2 Dex, +3 monk)
HP 11/11 (d10 + 1 con)
Fort +3 (2 base, +1 Con)
Ref +4 (2 base, +2 Dex)
Will +4 (0 base, +3 Wis, +1 trait)

OFFENSE
Unarmed Strike: +3, d6+2, x2

Spd 30 ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 14 (+2)
Dex 14 (+2)
Con 12 (+1)
Int 10 (+0)
Wis 16 (+3) (14 base, +2 racial)
Cha 8 (-1)

Base Atk +1 (+1 Unchained Monk)
CMB +4 (+6 to grapple) (+1 BAB, +3 Str, (+2 feat))
CMD 19 (21 vs. grapple) (10 +1 BAB, +2 Dex, +3 Str, +3 Wis (+2 feat))

FEATS
Lingering Performance [Level 1]: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Improved Unarmed Strike (Monk Bonus Feat): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Stunning Fist (Monk Bonus Feat): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Improved Grapple (Monk Bonus Lvl1): You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

TRAITS
Carefully Hidden: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

SKILLS
Acrobatics +7 (1 rank, +3 Dex, +3 class)
Perception +7 (1 rank, +3 Wis, +3 class)
Perform (Oratory) +3 (1 rank, -1 Cha, +3 class)
Profession (Valet) +7 (1 rank, +3 Wis, +3 class)
Sense Motive +7 (1 rank, +3 Wis, +3 class)
Stealth +6 (1 rank, +2 Dex, +3 class)

Total Points: 6 [4 Monk + 0 Int + 1 FBC + 1 Human]
AC penalty is 0

LANGUAGES
Common.

EQUIPMENT
Valet’s Kit: This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, torches (10), trail rations (5 days), and a waterskin. (20gp)
Shaving Kit: A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves. (15gp)

0 platinum 0 gold 0 silver 0 copper
Weight Carried: 37lbs.

SPECIAL ABILITIES
Limited Telepathy: A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability. This trait replaces the Bonus Feat.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills: A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.
AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Advice: A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

APPEARANCE
Mister Singh is tall and brown skinned. He wears a turban, now dirty – but impeccable arranged. He has the shadow of a beard around his face. He always stands tall and his bearing is one of poise and dignity – no matter what the situation. When he speaks he is invariably polite and never seems in a hurry, either with words or gestures.

Memories (3):

1. His name - Mr Singh. The Mr is important, although he doesn't know why.
2. He was born in India.
3. He trained as a valet - a 'gentleman's gentleman'. What that involves... he can't remember.


@Sapiens: I'll allow it, even though it's not 100% RAW, because the abilities don't come online until it's okay.

@Nikolaus de'Shade: We'll see what the trade for the bonus feat feels like in terms of power exchange. Should be okay.

Silver Crusade

I just got accepted into another PBP campaign so I'm going to withdraw my application from this one (too many games, not enough time :-()

Thank you for your consideration and I hope that you have fun with this game.


Sorry to see you go, pauljathome. Good luck with your other games!

Liberty's Edge

Listing the complete or almost-complete submissions. If I missed someone, I'm sorry.

Azih - F-54831 "Peyton", Investigator (Psychic Detective)

Kittenmancer - F-61388, Kineticist (Blood Kineticist, Water)

That Sean Fellow - M-50081 "Bill", Rogue (Makeshift Scrapper)

SOLDIER-1st - M-20736, Medium (Fiend Keeper)

The Lion Cleric - F-77314, Gunslinger

Simeon - M-59013, Spiritualist (Fractured Mind)

C B 380 - M-93256 "Thomas", Cleric (Christianity?, Law/Protection)

Khayri_Khaos - M-32957, Investigator (Scavenger)

PixelsAreGod - M-16971, Psychic (Dream)

Sapiens - M-56686 "Nightshade", Psychic (Amnesiac, Psychedelia)

Nikolaus de'Shade - M-34279 "Mister Singh" - Monk (Sensei)


Prisoner M-92608:

Prisoner M-92608
Male human hunter (feral hunter) 1
Favored Class: Hunter
Favored Class Bonus: +1 HP
LN Medium humanoid (human)
Init +6; Senses Perception +7
---------------
DEFENSE
---------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +4, Will +3
---------------
OFFENSE
---------------
Speed 30 ft.
Melee battleaxe + ()
Special Attacks feral focus
Hunter Spells Known
1st (2/day)- lead blades, summon nature's ally I
0 (at will)-create water, guidance, resistance, virtue
---------------
STATISTICS
---------------
Str 13, Dex 14, Con 12, Int 12, Wis 16 (+2 racial), Cha 8
Base Atk +0; CMB +; CMD
Feats Improved Initiative, Toughness
Skills Climb +5, Heal +7, Knowledge (dungeoneering) +5, Knowledge (nature) +6, Perception +7, Ride +6, Stealth +6, Survival +7 (+8 to get along in the wild); Armor Check Penalty
Traits savage
Languages English, French
SQ wild empathy +0
Combat Gear N/A; Other Gear leather armor, battleaxe, backpack, bedroll, belt pouch, flint and steel, rope, torches (10), waterskin, whetstone, traveler's dictionary (English & French), 63 gp 7 sp 8 cp lost

Description
Would look rather fine if he took a little care. Blonde hair hangs loosely to his shoulders, his beard is rather overgrown, and the scar on his face gives him a roguish look. Well-muscled.
Friendly but not terribly sociable, as he primarily speaks French. Very perceptive and quick. Showed up in woodsman's clothes and carrying a large ax, but not overtly violent. Doesn't like being around dogs, but surprisingly friendly with animals. Fierce appetite and lacks table manners.

Memories:

2. Born in Mende, France, in the area once called Gévaudan

4. Illegal logging in a forest in his homeland. Was not caught.

9. Bite marks along left wrist, long since scarred over, from his childhood dog. A scar just to the right of his right eye, where he was hit once.

10. Le Petit Chaperon Rouge.

My prisoner is built. Decided to scrap monster hunter in favor of...monster. Sort of.

Relevant to my concept: A very bad dog. My thoughts are that the Beast, in this history, is clearly something supernatural and that it has somehow polluted his family line. I guess you can sort out specifics.
Aiming to go for a melee wild-shape focused build, with summoning and buffs in his spell list.

Liberty's Edge

I believe it's about one day till recruitment ends?


Yeah, I'm going to close recruitment on Monday, so about 36ish hours.


Good luck to everyone! I read through most of the other submissions, and the characters are pretty cool.


1d3 + 1 ⇒ (2) + 1 = 3

Dotting. Will try and get something in before the recruitment closes.


OK, here's my submission, M-42862

Advancement Choices:

1st: Ranger (Skirmisher)

Crunch:
Male Human (Irish) Ranger (Skirmisher) 1 Age 25

N Medium Humanoid (Human)

Init +3; Senses ; Perception +6

--------------------
DEFENSE
--------------------

AC 15, touch 13, flat-footed 12 (+3 dex, +2 bonus armor)

HP 11 (1d10+1 con)

Fort +3, Ref +5, Will +3 (+5 vs. divinations)

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee unarmed strike +2 (1d3+1 nonlethal)

Ranged

Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Favored Enemy (Human)
Track
Wild Empathy

--------------------
STATISTICS
--------------------

Str 13, Dex 16, Con 12, Int 12, Wis 14, Cha 08

Base Atk +1; CMB +2; CMD 15 FFCMD 12

Traits:
Carefully Hidden (social
TBD

Drawbacks:

Automatic Bonus Progression:

Feats:

Weapon Finesse (level 1)
Exotic Weapon Proficiency: Bladed Scarf; Whip (human; Military Tradition)

Skills (9 Points - 6 class, 1 race, 1 int, 1 favored class):

Climb +5 (1 ranks, 3 class, 1 str)
Handle Animal +3 (1 ranks, 3 class, -1 cha)
Intimidate +3 (1 ranks, 3 class, -1 cha)
Knowledge [Geography] +5 (1 ranks, 3 class, 1 int)
Perception +6 (1 ranks, 3 class, 2 wis)
Ride +7 (1 ranks, 3 class, 3 dex)
Survival +6 (1 ranks 3 class, 2 wis) [+7 to track]
Swim +5 (1 ranks, 3 class, 1 str)
Stealth +7 (1 ranks, 3 class, 3 dex)

Favored Class: Ranger [1 sp]

Racial Modifiers: +1 skill point/level; Military Tradition (instead of bonus feat)

Languages: English, Gaelic

--------------------
GEAR/POSSESSIONS
--------------------
Location: On Persons:

Elsewhere: beast-training kit; ranger’s kit

Carrying Capacity Light: 58 lbs. Medium: 59-116 lbs. Heavy: 117-175 lbs.

Money: 151 GP 0 SP 0 CP

Total Weight: lbs.

Character Concepts:

Memories

Home. I remember my childhood home was one of great expanse. It could be called pastoral in the warmer months, but it was place of great emptiness in the bleaker seasons. Keats’ St. Agnes’ Eve springs to mind:

St. Agnes' Eve—Ah, bitter chill it was!
The owl, for all his feathers, was a-cold;
The hare limp'd trembling through the frozen grass,
And silent was the flock in woolly fold:

There was a dilapidated caretaker’s residence in a darkened clearing, surrounded by a snaggled forest. That memory brings mixed feelings; there was an oppression there, but also, during the winter, a respite - a place to curl up with a fire and a book.

Book. I love any of the romantics, but Keats especially. I remember a well-loved copy of his Collected poems. It was once a fine copy; half-bound calfskin binding, marbled paper on the inside backers, and gilted edges. Though by the time I read it, the binding was cracked, and the gilt was scratched. A family tree - not ours, I’m sure - was scribbled into the backmatter, and I remember clearly the inscription on the title page: To Mary, may your days be as beautiful as Ode to a Grecian Urn. The state of the book is curious, for I could not have been more than twelve years old when I found it on the bookshelf in the caretaker’s residence. Given that Keats died of consumption in 1821, the book must have been published after his passing. That copy should not have been so worn, for it would have been practically newly printed when I found it. Or perhaps it is just a figment of my fevered mind.

Injuries. The knuckles on my right hand are flat and misshapen. I recall a kicking horse, many tears, and an important lesson learned about where to stand around such beasts, and the respect that they should be afforded.

I have another injury, but it is not so apparent. Sometimes, here in my mind, I see eyes. Eyes as big as house it seems, eyes you can drown in, bright red and dark as a cave, all at once. I first saw them in the back of a coach, I believe. Now, when I see them, I force pleasant thoughts upon my mind, for if the eyes remain, a panic ensues.


Good luck to everyone with the recruitment.


Late entry. May I present J-85375

DATA:

Name: J - 85375
Race: Human
Job: Occultist1
Age: 34
Alignment: CG
Personality: Insecure, caged
Likes: Sweet porridge
Dislikes: Being called many bad things
Favorite foods:
Hobbies:
Physical Description:
Deity: Catholic
Languages: English, French, Latin, Ancient Agyptian
--------------------------------------------------------------------------- -------------------------------------------------------------------
STATS
Str: 10 Dex 16 Con 14 Int 16 Wis 10, Cha 10
Hit Points: 11 / 11 1d8+2+1FCB
Init: +3

Attack:
Melee: 0 = 0(base) + 0(STR);
Range: 3 = 0(base) + 3(DEX);
CMB: 0 = 0(base) + 0(STR);
CMD: 13 = 10 + 0(base) + 0(STR) + 3(DEX);

AC:
AC: 13 = 10+ 0(Armour) + 3(Dex);
Touch: 13 = 10 + 3(Dex);
Flat: 10 = 10 + 0(Armour)
Saves:
Fort: 4 = 2(base) + 2(CON)
Ref: 3 = 0(base) + 3(DEX)
Will: 2 = 2(base) + 0(WIS)
--------------------------------------------------------------------------- -------------------------------------------------------------------
Class Features, Racial Traits
Class Features:
Prof:
Weapon and Armor Proficiency:
An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spells:
An occultist casts psychic spells drawn from the occultist spell list presented on page 58, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su):
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su):
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
See the Implement Schools section starting on page 50 for a complete list of implements associated with each school and their focus powers.

Knacks:
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su):
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

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Racial Traits:
+2 to One Ability Score: INT
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed:
Humans have a base speed of 30 feet.
Dual Talent.
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
--------------------------------------------------------------------------- -------------------------------------------------------------------
Feats, Traits,Skills
Feats:
Extra Focus
Traits:
Skilled Activator.
Use int instead of Cha for Use Magic Device

Oc 4 +INT = 4 * 3 = 7
ACP = 0 //Armour Check Penalty
Acrobatics: 4 = 0 + DEX Mod + 0 - ACP;
*Appraise: 3 = 0 + INT Mod + 0;
Bluff: 0 = 0 + CHA Mod + 0;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Craft 3 = 0 + INT Mod + 0;
*Diplomacy: 0 = 0 + CHA Mod + 0;
*Disable Device: 8 = 1 + DEX Mod + 3 - ACP;
*Disguise: 3 = 0 + CHA Mod + 0;
Escape Artist: 4 = 0 + DEX Mod + 0 - ACP;
Handle Animal: 3 = 0 + CHA Mod + 0;
Heal: 0 = 0 + WIS Mod + 0;
Intimidate: 3 = 0 + CHA Mod + 0;
*Know(Arcane): 3 = 0 + INT Mod + 0;
Know(Dung): 3 = 0 + INT Mod + 0;
*Know(Engin): 7 = 1 + INT Mod + 3;
Know(Geo): 3 = 0 + INT Mod + 0;
*Know(Hist): 7 = 1 + INT Mod + 3;
Know(Local): 3 = 0 + INT Mod + 0;
Know(Nature): 3 = 0 + INT Mod + 0;
Know(Noble): 3 = 0 + INT Mod + 0;
*Know(Planes): 3 = 0 + INT Mod + 0;
*Know(Religion): 7 = 1 + INT Mod + 3;
*Linguistics: 7 = 1 + INT Mod + 3;
*Perception: 1 = 1 + WIS Mod + 3;
Ride: 4 = 0 + DEX Mod + 0 - ACP;
*Sense Motive: 0 = 0 + WIS Mod + 0;
*Sleight of Hand: 4 = 0 + DEX Mod + 0 - ACP;
*Spell Craft: 3 = 0 + INT Mod + 0;
Stealth: 4 = 0 + DEX Mod + 0 - ACP;
Survival: 0 = 0 + WIS Mod + 0;
Swim: 0 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: 7 = 1 + int Mod + 3;
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Spells
Orisons:
Guidance; Mage Hand
Level 1:
Heigthen Awarness, Longshot
--------------------------------------------------------------------------- -------------------------------------------------------------------
Equipment

--Weight: 18
Light: 30, Med: 60, Heavy: 90
--Weight:
Cash:
0 Platinum
[Spoiler = Implements and Knacks]
Transmutation:
Implements:

Belt, boots, sandals, vest, weapon.

Resonant Power:
Each time the occultist invests mental focus into an transmutation implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Physical Enhancement (Su):
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Base Focus Power:
All occultists who learn to use transmutation implements gain the following focus power.

Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Implements of the divination school grant powers related to foresight and remote viewing.
Divination
Implements:
Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.

Resonant Power:
Each time the occultist invests mental focus into an divination implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Third Eye (Su):
The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Base Focus Power:
All occultists who learn to use divination implements gain the following focus power.

Sudden Insight (Sp):
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Focus Powers:
In addition to gaining the base focus power, occultists who learn to use transmutation implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Future Gaze (Sp):
As a standard action, you can gain an insight into the future by expending 1 point of mental focus. This functions as augury, using your occultist level as the caster level.
--------------------------------------------------------------------------- -------------------------------------------------------------------
Appearance
Height: 5' 7"
Weight: 95 lbs
Hair: Chestnut Brown unruly on top, with mutton chops
Eyes: Emerald Green
Skin: it used to be tanned but now, after years in the sanatorium, it is white as snow.
A little scar on his left hand and horribly bitten down fingernails.
Many scars on his wrists from his tries to commit suicide.
--------------------------------------------------------------------------- -------------------------------------------------------------------
Backstory
"Who are you?"
I DO NOT KNOW! Nobody knows! Nobody.
They just call me Jack.
"What do you want?"
That the nightmares end. Oh please make them end. The darkness. The jackalmen. Their evil eyes and laughs. The big buildings full of dark evil secrets.
--------------------------------------------------------------------------- -------------------------------------------------------------------
3 Memorys
Sand! Sand everywhere. I have been in a desert. And it was horrible.

Crawling through my friends bodys. Broken and mangled beyond recognition. We were hunting for treasure. But found only death and madness.

Betsy. Betsy with the cornblue eyes and golden hair. With the easy smile and sweet kisses. I want to marry her!


Alright, recruitment is closed. I may wait until after Thanksgiving to make selections, though, since I'll be traveling and people will be busy.


Thanks for being patient with me over the holiday week. I've decided on four players, though if you're not selected and wish to be considered as an alternate, there'll be plenty of hooks into the game early on. The decision on who to take was difficult without a lot of background, so I'm hoping that this works out!

Will...

F-54831
F-77314
M-59013
M-93256

Please report to the discussion thread? Once we're all here, I'll move directly into the game. Once again, if you weren't selected, please post if you'd like to be considered as an alternate.

Liberty's Edge

I'd like to be considered as an alternative, should someone drop out.


I can be an alternate.


Mark me as an alternate.


I'll pass on being an alternate. Thanks for taking the time though! :)


Another potential alternate here.

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