In the Light of Black Stars (Strange Aeons)

Game Master Thackery Baxter J Thorington

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New character submissions
It's crazy Lovecraftian fun! On Golarion!


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I think I have updated everyone on the submissions doc. Take a look and tell if I'm missing anyone so far. We still have nearly a week left.

Liberty's Edge

Huh, so many of my favorite classes already submitted... Of course, a full investigator party would be deliciously victorian, so maybe I'll make my own Steel Hound, for logic and rationality, tally-ho. Otherwise I may whip up something that punches things. Punching never gets old.


Dragonofashandflame wrote:
I think I have updated everyone on the submissions doc. Take a look and tell if I'm missing anyone so far. We still have nearly a week left.

Here is Trevor


I hadn't intended to try and get into another game but the concept I come up with is too fun not to try out. Spiritualist (Fractured Mind) with a fear phantom. He had terrible nightmare's as a child. They were so powerful that when he developed psychic powers, they piggybacked the power and manifest almost unconsciously. He thinks and truly is a nice person but the phantom makes others see something different, flashes of something terrifying and evil. It drives people away and he had no idea for a long time. He finally figured it out and now his memories are gone and he must re-discover the nightmare all over again.


I've spent way too much time looking at pictures for my character... Sometimes you just get sucked in.

This is probably the most evocative and how I imagine she'll look transformed. For the girl itself though I'm having a much harder time. This or this is probably a fairly accurate depiction of how she would look in a photo-shoot. Of course she would never participate in such. Instead she would struggle to fight both the demons within and without and try to avoid going crazy. Balancing seeking strength and protection from her own powers with trying to understand what is going on and trying to remember will hopefully be interesting. Perhaps this or this is the a better depiction of the mage she is. Though instead of willfully being scantily clad, she'll most likely be wearing torn and tattered clothing from her transformations, but the effect will be the same, letting people see her sexy body.

Now to the things that are actually required by submission... Sheet and fluff.


Still thinking I'll make a Tortured Crusader, but just started up grad school for the first time as of today. Might take a couple days to submit.


Sapiens wrote:
Huh, so many of my favorite classes already submitted... Of course, a full investigator party would be deliciously victorian, so maybe I'll make my own Steel Hound, for logic and rationality, tally-ho. Otherwise I may whip up something that punches things. Punching never gets old.

If you are taking suggestions, might I recommend making a Sleuth Investigator who punches things?

All kidding aside, it strikes me that this game might present me with a unique opportunity to play a character based on my namesake.
.

A young lady, possessed of a uniquely morose disposition, the one surefire way to lift her spirits is the flickering dance of flame.
Good thing then, that she carries it with her wherever she goes.

Annalisa.
NG female human pyrokinetic
drawback: Attached
campaign trait: Driven by guilt

Physical description; reed-thin pale young woman of somewhere between fifteen and seventeen winters.

Concept: She's fascinated with fire, and using her powers makes her happy, so long as she keeps it up. The rapture is hard to reconcile with consequences.
Consequently, she needs snapping out of it once she gets going.

Her shoes clacked against the cobblestones, fluttering wings in her breast as she desperately put as much distance between her the inexorable wall as her tired legs would allow. What was the point? The mist would catch up. Lissa bits and little pieces, eaten and mashed. She should just stop now.
Still, actually stopping would mean facing whatever it was, and she couldn't. So she moved, right and down without thinking as the road split.
Ahead, gaslight flicker caught her eye. She didn't slow down, but reached out a hand, and the beautiful mote of flame flew to her grasp, dancing between her fingers.
She stared at it she she willed it to spread up her arm, patterns momentarily appearing in the sheet. Her mouth spread in a small grin. Why had she been running anyway? She stopped to appreciate the warmth surrounging her. The sounds behind her made her turn, to look for the source. Right! The mist. She felt the faint remains of fear tugging at her chest.
Shrugging, she smiled as she plunged into flaming rapture and yellow madness.

I'm thinking that I'll limit myself when it comes to using burn when she's suffering from Fear, and dial it up when her Sanity is low.


Updated doc again!


Burnscar wrote:
Sapiens wrote:
Huh, so many of my favorite classes already submitted... Of course, a full investigator party would be deliciously victorian, so maybe I'll make my own Steel Hound, for logic and rationality, tally-ho. Otherwise I may whip up something that punches things. Punching never gets old.

If you are taking suggestions, might I recommend making a Sleuth Investigator who punches things?

All kidding aside, it strikes me that this game might present me with a unique opportunity to play a character based on my namesake.
.

A young lady, possessed of a uniquely morose disposition, the one surefire way to lift her spirits is the flickering dance of flame.
Good thing then, that she carries it with her wherever she goes.

Annalisa.
NG female human pyrokinetic
drawback: Attached
campaign trait: Driven by guilt

Physical description; reed-thin pale young woman of somewhere between fifteen and seventeen winters.

Concept: She's fascinated with fire, and using her powers makes her happy, so long as she keeps it up. The rapture is hard to reconcile with consequences.
Consequently, she needs snapping out of it once she gets going.

Her shoes clacked against the cobblestones, fluttering wings in her breast as she desperately put as much distance between her the inexorable wall as her tired legs would allow. What was the point? The mist would catch up. Lissa bits and little pieces, eaten and mashed. She should just stop now.
Still, actually stopping would mean facing whatever it was, and she couldn't. So she moved, right and down without thinking as the road split.
Ahead, gaslight flicker caught her eye. She didn't slow down, but reached out a hand, and the beautiful mote of flame flew to her grasp, dancing between her fingers.
She stared at it she she willed it to spread up her arm, patterns momentarily appearing in the sheet. Her mouth spread in a small grin. Why had she been running anyway? She stopped to appreciate the warmth surrounging her. The sounds behind her made her...

This sounds interesting. I hungry for sheets


Yeah, scratch Efrain Hernegard, I'm going with Annalisa. I'll put what will go in her alias in my own profile, should be done in an hour or so.

Sapiens, that means 1 less Steel Hound Investigator for you to contend with. :)


Right, her sheet and stuff is now in my profile.


Well, since you are hungry for sheets, I got one now. Though I still need to write up the fluff part, but I got a lot of ideas for it. This is oyzar's character and the sheet is in the profile.


I think I've got Jayson ready! Please let me know if I'm missing anything. For ease of viewing I'm spoilering the crunch and fluff, but it will be viewable in the profile as well.

Character Sheet:
Jayson Sunfyre
Human warpriest of Sarenrae 1 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +5; +2 trait bonus vs. charm, compulsion, and emotion effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +2 (1d6+1/18-20)
Special Attacks blessings 4/day (Healing: powerful healer, Sun: blinding strike), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—divine favor, protection from evil
. . 0 (at will)—light, spark[APG] (DC 13), stabilize
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 12, Wis 16, Cha 11
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits flame of the dawnflower, principled, true devotion
Skills Bluff -2, Diplomacy +4, Knowledge (engineering) +5, Knowledge (religion) +5, Lore (Sarenrae) +5, Perform (dance) +1
Languages Common, Varisian
SQ headstrong
Other Gear lamellar (leather) armor[UC], buckler, scimitar, chalk, silver holy symbol of Sarenrae, weapon cord[APG], 69 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Blessings (4/day; 1 must be minor) (Su) Pool of power used to activate Blessing abilities.
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Character Appearance:

Response to Prompt:
Drawing in a slow breath, tentatively using his tongue to wet his suddenly-dry lips, Jayson raised his right hand, slowly running his fingers through his thick red hair. ”What is this place…?” he said aloud, but he already knew in his heart that there would be no answer. He was alone. That thought filled him with dread and sorrow, as if a familiar presence in his mind was suddenly gone. What that presence might be, though, he had no idea.

The light above him seemed…wrong, in a way that he couldn’t put his finger on. The wisps of memory tugged at his mind, some vague sense of familiarity drawing him forward. The fingers of his right hand involuntarily closed, as if seeking a grip on something, but again, what that might be escaped him. Even so, he was compelled by some strange melody on the air, a song that was like one heard from a waking dream, to move forward.

Then the dread again, but stronger this time, more immediate, and he whirled. He only needed a moment to register the sickly yellow; his feet almost seemed to move of their own will, and as he broke into a full run, part of his mind registered how light his feet felt beneath him. It didn’t seem to matter, though; the faster he ran, the closer the fog seemed to draw, close enough that he could make it strange, shuffly-sounding footsteps within it, occasionally outlines of wings or other appendages seen there. He ran harder, his lungs burning in his chest as he fought to outrun the fog, barely registering the orb-topped columns. He turned on a dime to take another path, the sense that the ruined buildings around him were about to collapse on top of him spurring him harder, even as the vomit-colored smoke roiled forward.

As the path split again in front of him, he hesitated. Up would be tougher to run, but it might slow the fog; down would speed him, but it might speed the fog. He had to decide. Involuntarily, a prayer came to mind in the last moment before he had to make his choice, lest the yellow wave overtake him. Strangely, his last thought struck him as being almost a prayer.

”May the light of Dawn guide my steps…”


Hello DM.
I would like to submit Theo here, although I need to make adjustments.

Thank you.

The Exchange

1 person marked this as a favorite.

Submission:

Salzar:

Salzar
Human Cleric (Pharasma - Memory domain - Roaming Exorcist Archetype)
N Humanoid
Init +6;
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear+2 (1d8+3) or Cold Iron Dagger +2 (1d4+2/19-20)
Cleric Spells Prepared (CL 1th; concentration +4)
. . 1st — Cause Fear, Magic Weapon, Comprehend languages(Domain)
. . 0 (at will)—Detect magic, Light, Create Water
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channels, Improved Initiative
Skills Perception +8, Spellcraft +6, Knowledge religion +6, Diplomacy +6, Sense motive +7, Knowledge Dungeoneering +6, Knowledge Arcana +6
Background skills Knowledge Geography +6, Knowledge History +6
Languages Common, Draconic, Aklo

Traits Seeker, Reactionary, Formerly-mind swapped.

Alternate racial traits

Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Drawbacks

Umbral Unmasking

Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Gear Cold Iron Dagger, Silver Mace, Studded leather armor, Belt pouch, Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Silk Rope, String, 20 crossbow bolts, 5 sheets of paper, Ink, Inkpen, Grappling bolt, Charcoal, Spell component pouch, 2 wooden holy symbols of Pharasma, 3 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, compass, 2 pitons, 1 acid flask, 1 hammer, Longspear, TBD

Wt - 51.5 lbs (light load)

Class abilities

4 skill points + int per level

Dedicated Wanderer: A roaming exorcist is dedicated to her cause and affords no time to other pursuits typical of clerics. A roaming exorcist must choose to channel positive energy. She may choose only one domain from her deity’s list of domains, rather than the normal two domains, and she does not gain Medium Armor Proficiency or Shield Proficiency.

Unseen Revealed (Ex): At 1st level, a roaming exorcist gains a bonus equal to 1/2 her cleric level (minimum +1) on Perception checks to detect haunts and incorporeal creatures and on Sense Motive checks to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.

Spirit Sleuth (Ex): At 2nd level, upon interacting with a rejuvenating spirit or haunt for the first time (such as by attacking the spirit or channeling energy to damage the haunt), a roaming exorcist can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit or haunt (DC = 10 + the undead creature’s Hit Dice or the haunt’s CR).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. - 5 uses/day

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier - 5 uses/day

Gp - max for cleric is 4d6×10=240 gp(average in crb shown as 140), do we take half of it only because of halved wbl or is it full 240?

I'll get the fluff up in a jiffy.

The Exchange

1 person marked this as a favorite.

Salzar's Fluff:

'I've been here before, haven't I? Some other lifetime...the streets were never deserted, were they?' Salzar thinks to himself as his breath comes in ragged pants as he tries in vain to outrun his pursuers. There was not much time left, but again, when was there ever? Facing the two paths, knowing that his pursuers would soon catch up with him, Salzar looks for a place to make a stand. 'The hill - there at least I can see them coming. If I am to die here, let me die facing my pursuers, and let the heavens witness my last stand.' He comes to a decision swiftly, running uphill, towards the summit. Once he gets there, he draws his longspear, with a crazed grin on his face, his own bezerk laughter echoing in the night, awaiting his pursuers for one last fight to the finish.

*peeks at shadow while meowing at Lady Ladile*

Just to get into the groove:

Whisper-Evanesence


Just a Mort wrote:

Submission:

** spoiler omitted **...

It's full for like the first 2 levels be you don't get any freebies then it's halved


Theophilus Carter wrote:

Hello DM.

I would like to submit Theo here, although I need to make adjustments.

Thank you.

Alice's Adventures in Wonderland is one of my favorite books!!!

Nice crunch, remember to add your prompt response! It's your very first action in game, should you be accepted

Sovereign Court

Dotting, definitely building an alias to submit tomorrow. Lots of cool options and archetypes in Horror Adventures that I'd love to try in this AP.


@Dragon: Do you mind if Pathfinder Zoey and I do a dual-submission? In essence, we'd like to get in together or not at all?

I've decided to go with a Halfling Swashbuckler leading into Cavalier (hopefully of the Eastern Star!). I'm hopeful there will be some Eastern Star presence at some point. I'm still working at it, though!


Hotaru of the Society wrote:

@Dragon: Do you mind if Pathfinder Zoey and I do a dual-submission? In essence, we'd like to get in together or not at all?

I've decided to go with a Halfling Swashbuckler leading into Cavalier (hopefully of the Eastern Star!). I'm hopeful there will be some Eastern Star presence at some point. I'm still working at it, though!

Sure, go for it.


I present Sigvald here.

Skinwalker (Non-specific) Inquisitor Sanctified Slayer of ... I don't recall..

Fluffy goodness spoilered at end of alias profile.

Liberty's Edge

Burnscar wrote:
Sapiens, that means 1 less Steel Hound Investigator for you to contend with. :)

Everything goes according to plan... *evil laugh*

Oh, wait, no evil permitted. *chaotic laugh*
Although I am now weirdly attracted to the Picaroon Swashbuckler, perfect for the sword-pistol dual wielding that I like so much.
Guess I'll choose and submit tomorrow.

The Exchange

Must say this is the most organized recruitment session I've seen thus far, there's even a nice spreadsheet to keep track of everything instead of sheets all over the place ^^


Kitty! Kitty will save me!

*cuddles the kitty*

And to actually add something useful to this post, I also agree with the kitty. The spreadsheet is nice and easy to read.

Liberty's Edge

Drafting up a Picaroon, but I have a couple GM questions:
- The Swashbuckler deed Precise Strike (add class level to damage) as per RAW only works when one has a free hand. Picaroon grants the benefits of Two Weapon Fighting when wielding a gun in the secondary hand, but does not alter Precise Strike. Do I still lose the benefits of Precise Strike if I wield a gun in my other hand?
- Will I eventually be able to craft or find a revolver and metal cartridges (advanced firearms), either after a certain level or Craft ranks?
- Can the Shadowshooting special property be added to firearms?


Yeah this is a great recruitment. Which makes it hard to imagine even getting picked over all the other great submissions!

Minor note, my submission has the last name Peyton, not Payton. The typo is my bad :)

Liberty's Edge

Vlad will have issues with the competition :(
but he is the only Dhampir on the list :)


Sapiens wrote:

Drafting up a Picaroon, but I have a couple GM questions:

- The Swashbuckler deed Precise Strike (add class level to damage) as per RAW only works when one has a free hand. Picaroon grants the benefits of Two Weapon Fighting when wielding a gun in the secondary hand, but does not alter Precise Strike. Do I still lose the benefits of Precise Strike if I wield a gun in my other hand?
- Will I eventually be able to craft or find a revolver and metal cartridges (advanced firearms), either after a certain level or Craft ranks?
- Can the Shadowshooting special property be added to firearms?

The swashbuckler deed is pretty clear that it applies to light melee weapons, not guns. So, gonna say no.

Firearms: virtual gearing says you find the right gear as you level, either along the way, at a store, or on your crafter's bench. So, yes

Shadowshooting: yes this ability can be added to the guns.


Amber Irdait wrote:

Kitty! Kitty will save me!

*cuddles the kitty*

And to actually add something useful to this post, I also agree with the kitty. The spreadsheet is nice and easy to read.

Thanks! I try to be organized.

Liberty's Edge

So, i would like to be a duel crossbow user, and i know that's going to take a while :P but he Is a werewolf/vampire/monster slayer. that's where I'm going with Vlad.

I would like to know how often we would be encountering supernatural creatures like werewolves and such. i figured we would encounter aberrations around every corner OH NO A DOPPELGANGER!! But i am ultimately unfamiliar with the finer details of Cthulhu and Mr. Lovecraft. I do know however that Lovecraft was a little screwed loose, which made him all the better a writer.

I would like a little review of what we should expect from the campaign.

Liberty's Edge

Dragonofashandflame wrote:

The swashbuckler deed is pretty clear that it applies to light melee weapons, not guns. So, gonna say no.

Thanks, but I might have explained badly. I did not want to get Precise Strike with the gun, but to use it with the rapier while also wielding a gun. RAW seems to say no, but Picaroon is geared towards TWF, so I was wondering how you would rule.


Amber Irdait wrote:

Kitty! Kitty will save me!

*cuddles the kitty*

And to actually add something useful to this post, I also agree with the kitty. The spreadsheet is nice and easy to read.

I'll add my own agreement to that; it certainly makes it very easy to see how many applicants there are and what kind of group we might end up with.

On another note, to Dragonofashandflame: after recruitment is closed and your selections are made, whether I make it into the game or not and if you have a spare minute, would you be willing to send me a message to give me some feedback on the character? I'm always looking to find out what did and did not work about any particular submission for the betterment of my PbPing.


1 person marked this as a favorite.

And here is my complete submission. I am including both the link to the profile, as well as the profile's contents, just in case.

Nathaniel Harker, Occultist

NATHANIEL HARKER CR 1/2
Male Human (Chelaxian) Occultist 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +6*
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +5*, Ref +3*, Will +4*; +2 vs. emotion and fear effects
Defensive Abilities None
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Cold iron sword cane +2 (1d6+2/20/x2/piercing) or
. . Alchemical silver dagger +2 (1d4+1/19-20/x2/piercing or slashing) or
. . Unarmed strike +2 (1d3+2/20/x2/bludgeoning, nonlethal)
Ranged Sling +2 (1d4+2/20/x2/50 ft./bludgeoning) or
. . Alchemical silver dagger +2 (1d4+1/19-20/x2/10 ft./piercing or slashing)
Special Attacks None
--------------------
SPELLCASTING
--------------------
Implement Schools
. Abjuration (Cloak, 3 points)
. . Resonant Power - Warding Talisman
. . Focus Powers - Aegis, Mind Barrier
. Divination (Planchette, 3 points)
. . Resonant Power - Third Eye
. . Focus Powers - Sudden Insight
Occultist Spells Known (CL 1st; concentration +5)
1st (2/day) - heightened awareness, shield
0 (at will) - detect magic, resistance
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 14, Int 17, Wis 12, Cha 11
Base Atk +0; CMB +2; CMD 14
Feats Additional Traits, Extra Mental Focus
Traits Affable, Arcane Temper, Enduring Stoicism, Fiend Blood, Slippery
Drawbacks Warded Against Nature
Skills (Trained) Disable Device +6, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics +7, Perception +6*, Sense Motive +5, Spellcraft +7, Stealth +7, Use Magic Device +4
Skills (Untrained) Acrobatics +2, Appraise +3, Bluff +1, Climb +2, Craft +3, Diplomacy +0 (+2 to gather information), Disguise +0, Escape Artist +2, Fly +2, Heal +1, Intimidate +1, Perform +0, Ride +2, Survival +1 (+3 to avoid becoming lost), Swim +2
Occult Skill Unlocks Automatic Writing (Linguistics, 1/week), Gatefinder (Perception), Gatekeeper (Knowledge (Planes)), Phrenology (Knowledge (Arcana), 1/day), Prognostication (Sense Motive, 1/day), Read Aura (Perception, 1/day)
Languages Common, Draconic, Dwarven, Elven, Varisian
SQ Bonus Feat, Implements (2), Mental Focus (6/day), Skilled
Automatic Bonus Progression None
Combat Gear Cold iron sword cane, sling, sling bullet x10, leather, thieves’ tools, spring loaded wrist sheath (1 lb: alchemical silver dagger); Other Gear Pickpocket's outfit (0.5 lbs: compass, flint and steel), backpack (24.5 lbs: bedroll, ink (black), inkpen, mess kit, shaving kit, silk rope (50 ft.), soap, torch x2, trail rations x4, twine (50 ft.), waterskin), belt pouch (1.16 lbs: money), scroll case (0 lbs: parchment x5)
Magic Items None; Potions None
Money 0 platinum pieces, 43 gold pieces, 9 silver pieces, 6 copper pieces; Other Wealth None

NATHANIEL'S IMPLEMENTS:
Kyras Harker's Hidden Blade: Kyras Harker was not a famous thief. He was not even a particularly infamous one. But he was Nathaniel's -or Nate's as the half-elf called him- adoptive father, as well as his teacher in matters of stealth and swordplay. And he was a capable enough mentor and a caring enough parent, at least up until the night he vanished, becoming a somewhat mysterious and unsolved disappearance case. It was a job like any other, he said the last time they talked, the last time they saw each other. Nothing to worry about, he would be back before dawn. And then he left, leaving his sword cane behind. And that was the one thing that was strange about his departure, as the half-elven scoundrel never went on a job without his trusted blade. In fact, he never went anywhere without it. And when the dawn came and went the next day, Kyras did not return. And so his adopted son, thinking to give his father some time as even simple jobs may prove less so, waited for one more dawn. And then another. And another. And another...

Lady D'Argent's Heart: What appears to be a vaguely heart-shaped brooch made of sterling silver with the words "non sic dormit sed vigilat" -roughly translated as "sleeps not but is awake"- engraved on it once served a purpose other than keeping a cloak in place. A purpose it can still serve in fact, even without the now long lost smooth round crystal that was once set in the item's round hole and the magics of seeing and revelation bound within it. For this particular item was made for Lady Viviana D'Argent, a Taldan noblewoman and diviner of no small skill, to be used as a planchette alongside a wooden spirit board in order for her to communicate with the Other Side. Or at the very least that was the idea. But the very first time she looked through the silver planchette's crystal, using it as a focus for her divination magic, was also the very last as whatever she saw shattered her mind, her body soon to follow. Or, at the very least, so the story goes. Whatever the truth, the planchette's crystal is long gone and the remaining item was at some point fashioned into a cloak clasp, albeit one with the part of it that is the original planchette made to be detachable.

Signifer Petronicus Crispin's Ebon Cloak: Petronicus Crispin was a Signifer, a Hellknight of the Order of the Gate. He was neither the greatest swordsman nor the most accomplished mage, but what he was was a particularly skilled craftsman and enchanter. And one of his creations was an entirely black hooded cloak he made for himself, imbuing it with magic of various kinds, prevalent among them that of a protective nature. Hearing others speak of it, it could stop anything from sling bullets and arrows to fire and lightning. If only it were so. The cloak certainly possessed such enchantments of protection and shielding among others, that much was true, but quite possibly not to the extent some of his brethren in the Order were talking about. And even if it did, it became apparent one fateful day that such protections did not work against boulders hurled by giants. Following that particular incident, Petronicus Crispin's black hooded cloak, its magic and powers all but gone, was buried with what remained of Petronicus Crispin himself.

OF BOOKS AND COVERS:
Standing five feet and ten inches tall, Nathaniel is fit and healthy, albeit possessed of a slender build. His raven black hair and fair, almost pale, skin are, along with his sharp features, evidence enough of his Chelaxian heritage. Still, there is one exception, for Nathaniel's golden eyes are quite unlike his people's more common dark orbs. And it is this particular characteristic that along with another strange trait of his, that being the fact that animals of all kinds seem oddly wary of him to the point of almost never approaching him if they can help it, serve as hints that something about him is slightly different, perhaps something to do with his birth or ancestry or a relic hunt gone awry.

Nathaniel shows a preference for comfortable fitted clothing, ideally well made and with several hidden pockets sewn into the fabric, and light armors, unwilling to sacrifice freedom of movement for better, but more encumbering, protection. An entirely black hooded cloak secured with what appears to be a vaguely heart-shaped brooch or clasp made of silver complements the rest of his attire and is in fact one of two items he is almost never seen without. The other is what appears at first glance to be a finely made cane of steel and black wood, although closer inspection reveals that it is actually a sword cane with a blade of cold iron. Other than that, he has a couple of other weapons hidden on his person, such as a dagger of alchemical silver that is concealed in a spring-loaded wrist sheath of dwarven make secured on his left forearm and wrist, as well as a sling and its accompanying bullets that are kept in a nondescript leather pouch.

REACTION TO DM'S SCENE:
Nathaniel stops, taking a moment to stare at the two paths in front of him before turning to look at the sickly fog behind him. He seems to have managed to evade it so far, leaving it ever so slightly behind, but there it is, inexorable, drawing ever closer. He sighs as he turns his gaze upwards.

'Such a strange sky,' he ponders with a sigh as he takes in the alien colors of it, of the moon and the stars. 'Such a... familiar sky?' The thought is as much a statement as it is a question.

He then turns entirely, no longer facing the two paths but the roiling mist. "This is futile, yes? The upward path will slow you, perhaps, but it will do the same to me. And the descending one will certainly feel quicker to me, but to you as well," he says softly, almost as if he is addressing both the fog and himself, as a faint click and then another are heard. The first is followed by the bottom part of the cane held in his right hand falling to the ground and revealing a cold iron blade underneath it, while the second is accompanied by the sudden appearance of a gleaming silver dagger in his left hand. And then comes the magic as both his black cloak and the clasp that secures it in place come alive for but a moment, as enchantments of protection shield him. "Enough running, I believe."

He looks down at the weapons in his hands. "I... I know how to use them," he mutters to himself, feeling as if the fog is not only out here, but in his mind as well. "I have been... taught?" He looks back up again. The mist is close enough now to make out shapes within it. Not all look human. "Well, at least he is not here to see me make an utter fool of myself," he quips, a crooked smile appearing on his lips. Then a thought, a rational one. 'Cold iron in one hand, silver in the other. One of them is bound to work.' And then another thought, a fleeting one. 'He? Who is he?'

"We have such sights to show you." The whispering voices, inviting and threatening at the same time, come from all around him. They are everywhere.

"Yes, I trust that you do." He brandishes his weapons and looks at the yellow cloud about to envelop him calmly, stoically. "But I very much doubt I will survive the experience."


1 person marked this as a favorite.

crunch:
Anna Lee Starburn
Female dhampir swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 89)
CG Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 12 (1d10+2)
Fort +1, Ref +6, Will +0; +2 trait bonus vs. fear, +2 vs. disease and mind-affecting effects, +1 trait bonus vs. spell effects from evil creatures
Defensive Abilities negative energy affinity; Resist undead resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d6+1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 11, Cha 17
Base Atk +1; CMB +2; CMD 16
Feats Weapon Focus (rapier)
Traits driven by guilt, reactionary, stoic optimism
Drawback Over Protective
Skills Bluff +5, Diplomacy +7, Knowledge (nobility) +4, Linguistics +1, Perception +6; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Varisian
SQ resist level drain, swashbuckler finesse
Other Gear chain shirt, buckler, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 15 gp, 8 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

Sanity 38/38
Threshold 3
Sanity Edge 19


Here is my submission post
Raven sat on the edge of the fountain, letting her fingers drift through the imaginary water that had once filled the basin. The music felt familiar, but the tune was always just one step ahead as she tried to place where she had heard it before. She knew that the sky was not right, and the stars were wrong, but for some reason she did not seem to care. She was lost in the music until she felt her heart drop.
Her eyes grew lost in the thick yellow fog, struggling to find something in it. Her ears finally latched onto a noise, one that set her feet off in the other direction. ”Don’t think about it. She thought as she ran, the sound of the foot steps ever in her ears as her feet carried her down the strange road. She could practically feel the color as the fog crept behind her, the steps never seeming to slow even as she fled from something she knew to be terrible. She did not know why, she simply knew. ”Don’t think about it.” She screamed in her head even as her legs began to burn. She did not think at the path, barreling down the defending path, not risking slowing down for even a second as she tried to escape this mist. All thoughts were gone, now all that existed in her mind was the most basic urge. Fight or flight, and she had chosen.


*pokes head in the room

Submissions accepted until 9/11? Excellent.

No backstory? Flying by the seat of your pants? Scared out of my wits?

Sounds like one of my old gaming group's Warhammer Fantasy RPG games when we just did the random character creation and started playing minutes later. :D

I already have HeroLab open at home with ideas I was toying with before making this initial "Hulloooo" post, so I will get something up ere long.


I'm hopping in just to give my finalized crunch unless I change my mind about something. Which I doubt. I'll be working on fluff in the meantime. I like to include concept-related explanations of why I chose specific mechanical things (or why I decided NOT to go with Fate's Favored as a trait... I hope I don't kick myself for that one later).

Eden:

Appearance

Eden
Female Half-Orc Beastmorph Vivisectionist Alchemist 1
N Medium humanoid (human) and (orc)
Init +2; Senses; Perception +4, Sense Motive +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
Hp 10 (1d8+1(Con)+1 +1(FC))
Fort +4, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Falchion +4 (2d4+6/19-20/x2)
Ranged
Sling +2 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Potion Glutton, Brew Potion

Skills

Acrobatics*(Dex)____+2{+0rank,+2Dex}
Appraise(Int)____+3{+0rank,+3Int}
Bluff(Cha)____-3{+0rank,-1Cha,-2drawback}
Climb*(Str)____+4{+0rank,+4Str}
Craft (Alchemy) (Int)____+7{+1rank,+3Int}
Craft (Machines) (Int)____+3{+0rank,+3Int}
Craft (Traps) (Int)____+3{+0rank,+3Int}
Diplomacy(Cha)____-3{+0rank,-1Cha,-2drawback}
Disable Device____+2{+0rank,+2Dex}
Disguise (Cha)____-3{+0rank,-1Cha,-2drawback}
Escape Artist*(Dex)____+2{+0rank,+2Dex}
Fly*(Dex)____+-{+0rank,+2Dex}
Handle Animal (Cha)____-1{+0rank,-1Cha}
Heal(Wis)____+0{+0rank,+0Wis}
Intimidate(Cha)____+9{+1rank,3Int,+2race}
Knowledge (Arcana)(Int)____+8{+1rank,+3Int,+1trait}
Knowledge (Dungeoneering)(Int)____+5{+1rank,+3Int,+1trait}
Knowledge (Engineering)(Int)____+-{+0rank,+3Int}
Knowledge (Geography)(Int)____+-{+0rank,+3Int}
Knowledge (History)(Int)____+-{+0rank,+3Int}
Knowledge (Local)(Int)____+-{+0rank,+3Int}
Knowledge (Nature)(Int)____+8{+1rank,+3Int,+1trait}
Knowledge (Nobility)(Int)____+-{+0rank,+3Int}
Knowledge (Planes) (Int)____+-{+0rank,+3Int}
Knowledge (Religion) (Int)____+-{+0rank,+3Int}
Linguistics(Int)____+-{+0rank,+3Int}
Perception(Wis)____+4{+1rank,+0Wis}
Perform(Cha)____+-{+0rank,-1Cha}
Profession (Merchant)(Wis)____+-{+0rank,+0Wis}
Ride*(Dex)____+2{+0rank,+2Dex}
Sense Motive(Wis)____+0{+0rank,+0wis}
Sleight of Hand*(Dex)____+-{+0rank,+2Dex}
Spellcraft(Int)____+7{+1rank,+3Int}
Stealth* (Dex)____+2{+0rank,+2Dex}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+4{+0rank,+4Str}
Use Magic Device(Cha)____+-{+0rank,-1cha}

ACP: -2

Languages Common, Orc, Dwarven, Goblin, Elven

Favored Class Alchemist - +1 HP
Traits Methodical Mind (Campaign), Bruising Intellect (Social), Finish the Fight (Race)
Drawback Foul Brand (Head)
Combat Gear Falchion, Sling
Other Gear Backpack, Silk Rope (50 ft), 3 days rations, Potion of Shield CL1, Potion of Enlarge Person CL1, Bandolier; 0 pp, 2 gp, 7 sp, 0 cp
Encumbrance 0 – 100 lbs; 101 – 200; 201 – 300; [Current Weight: 106 lbs/ Medium Load]
--------------------
Magic
--------------------
1st Level Extracts (Prepare 2/day):
Crafter's Fortune
Cure Light Wounds
Enlarge Person
Shield
True Strike
--------------------
Special Abilities
--------------------
Intimidating (Racial): +2 racial bonus to intimidate
Sacred Tattoo (Racial): +1 luck bonus to all saving throws
Weapon Familiarity (Racial): Proficient with falchions and great axes, any weapon with "orc" in the name is considered martial.
Darkvision 60 ft (Racial): Can see pefectly in the dark up to 60 ft away.
Orc Blood (Racial): Considered orc and human for all purposes.
Foul Brand (Head) (Drawback): -2 to bluff, diplomacy, and disguise checks.
Finish the Fight (Race Trait): +1 trait bonus to attacks against opponents I have already injured in the past 24 hours.
Methodical Mind (Campaign Trait): +1 trait bonus to Knowledge (Arcana), Knowledge (Dungeoneering), and Knowledge (Nature).
Bruising Intellect (Social Trait): Use intelligence instead of charisma to make intimidate checks.
Potion Glutton (Level 1 Feat): Drink potions as a swift action and doing so doesn't provoke an AoO.
Brew Potion (Alchemist Bonus Feat): Can craft potion magical items at half price.
Alchemy (Alchemist Ability): Probably best just to look here.
Mutagen (Alchemist ability): Takes an hour to create, lasts 10 minutes/level, and grants a +2 natural armor bonus to AC as well as a +4 to a physical stat (and a -2 to the corresponding mental stat).
Sneak Attack +1d6 (Alchemist ability): Catching an opponent flat-footed, without their dexterity bonus to AC, or flanked causes bonus damage.


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Vlad Mirwood wrote:

So, i would like to be a duel crossbow user, and i know that's going to take a while :P but he Is a werewolf/vampire/monster slayer. that's where I'm going with Vlad.

I would like to know how often we would be encountering supernatural creatures like werewolves and such. i figured we would encounter aberrations around every corner OH NO A DOPPELGANGER!! But i am ultimately unfamiliar with the finer details of Cthulhu and Mr. Lovecraft. I do know however that Lovecraft was a little screwed loose, which made him all the better a writer.

I would like a little review of what we should expect from the campaign.

The first adventure seems very undead and aberration heavy. After that, I don't know because I haven't read the books that aren't out yet. I've never done an AP blind like this, so it should be fun!

Lovecraft was more about cosmic horror and sanity: things were scary because they didn't fit with our standard paradigm. There will be blood and scary things that go bump in the night. But, more often than not those scary things had tentacles and came from underground, deep in the sea, or from outer space; the three places that are really hard for (1920s middle/upper class Protestant New Englander) mortals to understand. Lovecraftian horror is about the not-knowing, and how we're better off just being ignorant of how things really are outside of our narrow view. As far as I know, he never write about werewolves or something like them. He DID write about a huma-gorilla crossbreed and similar. If lycanthrope a DO appear in the game, they'll probably be the results of wrongful lusts, or bizarre cults that wear animal skins for power, or just becaus that's what makes them fee all warm and squishy inside (either that or they need to change their diapers).

Lovecraftian undead are created because of some kind of unclean and degenerate knowledge from beyond the stars, twisted and horrific rituals conducted by mad cults and gleaned from the deranged writings of madmen, or direct influences from beings from other dimensions. all the undead could be present, just with different spins, etc. one of his stories even featured a Lich (although it wasn't called such, it was pretty obvious it was a sort of failed Lich experiment). Ghouls are the animated bodies of degenerate worshippers. Zombies are flesh that still clings to life because of the presence of X upon the area. He wrote about a vampire once, and it was more of a parasite thing that came from some place else, and less a Dracula.

Dreams are a super-important theme in Lovecraftian horror, as well. He seemed to like a binary world view. You're either Western or Not (we aren't playing with this tripe at all because, ew); you're either Sane, or Not; Real or Not, Urban or Not. To varying degrees, the Nots were bad. The Inbetweens were worse. Dreams aren't real, but you can remember them, so they happened, but they didn't. It's almost like your mind is open and wandering around and who knows what the heck is going on. You're not really awake, but you're not really unconscious, because your brain is still working. This wa made all the worse because we, apparently, need to sleep and dream, and there are serious issues of you don't.

Nature and rural life were the same way. Nature was untamed and chaotic, primal. Primal was BAD. Rural life was filled with degenerate inbreds who's clung to the Old Ways, and, even, remembered or had contact with the Things Beyond The Stars. Plus, they didn't live in cities. So, anything that came from nature (especially like a fairy) or a quaint sleepy out of the way hamlet, was immediately suspect. A Lovecraftian elf would probably eat your face off or be some sort of bizarre creature that fed off your dreams. And, everyone in Cabot Cove would be crazy inbred cultists who murdered people on altars to Dagon or Cthulhu for better fish, or they're evil fish people who eat the visitors.

So to sum up: anything unusual or not at all "normal" is bad; dreams are a necessary evil, and you really need to be careful with them; nature is just another word for "place where everything wants to kill you"; poor peasant farmers are dangerous inbred cultists who want to eat you or sacrifice you to an unspeakable horror or turn you into a horrible monster (or all three); and the everything buried (books, dead bodies, even gems and metals) should stay buried.


Sapiens wrote:
Dragonofashandflame wrote:

The swashbuckler deed is pretty clear that it applies to light melee weapons, not guns. So, gonna say no.

Thanks, but I might have explained badly. I did not want to get Precise Strike with the gun, but to use it with the rapier while also wielding a gun. RAW seems to say no, but Picaroon is geared towards TWF, so I was wondering how you would rule.

So you want to precise strike a rapier while shooting a gun? But only with the rapier? I'll allow it


In order to check whether guns or swords are better at killing horrible horrors from places that should not be, here is Mako, Picaroon, leisure gentleman and fiddler, ready to lose himself in a dream and get devoured by the Black Goat of the Woods with a Thousand Young.
Tally-ho!

Dragonofashandflame wrote:
So you want to precise strike a rapier while shooting a gun? But only with the rapier? I'll allow it

Excellent, thank you!


Still need to finish a few things but this is Anya Minx a human oracle up for submission with Hotaru of the society


Since there's still time, I had a question about the setting. You said the mounted classes would have trouble since it's mostly inside. What about social events? Would a Vigilante be too difficult for a player to manage for this game? I just got the ultimate intrigue book and I'm dying to try it out.

The Exchange

*purrs at Amber*

*hides behind Amber as the things with too many tentacles and mouths that really shouldn't exist draw close*

Haven't you heard of the term 'scardey cat'? :p

Sorry, couldn't resist :p

Silver Crusade

So everything outside the city wants to kill you.. what about inside cities?

The Exchange

I think the cthulhu cultists there want to kill you =)

"The end is coming!"

On a more serious note, one of the pathfinder modules I played had the party stop a cabal in the city from summoning a great old one. Ok, maybe not a big one(because of level requirements), but one of those THINGS-THAT-SHALL-NOT-BE-NAMED if you get my drift.


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I present to you a Vigilante Warlock, since memories are gone, his social Identity is not the one he's starting off in, instead he would be starting in his vigilante identity as "Sanguine"... Not that anyone would recognize him in that guise either, not even him. :P

The Fluff:

The man runs, fear of that which walks behind driving him, yet he also fears what lies ahead... just not as much. His legs pump as he takes the path up the hill, the faint hope that the land barrier will slow the fog glimmering in the recesses of his fear. His mind calculates at blazing speed.
If only I had my tools... or my magic! the man mentally laments, noting the numerous ways he could have ascended to the rooftops and escaped. But he didn't have them. Everything seemed so strange.

The Crunch:

"Sanguine"
Male vetala-born dhampir (ajibachana) vigilante (warlock) 1 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Intrigue 9, 60)
NG Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +3 (-1 penalty vs. compulsions, or -2 if they know your true identity); +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to consecrate
--------------------
Offense
--------------------
Speed 30 ft.
Melee mystic bolt (electricity) +1 (1d6 electricity) or
. . spring blade +1 (1d4+1) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged sling +2 (1d4+1)
Vigilante (Warlock) Spells Prepared (CL 1st; concentration +6)
. . 1st—monkey fish[ACG], repair undead[ACG]
. . 0 (at will)—detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 19, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot
Traits arcane temper, bruising intellect, methodical mind (arcana, dungeoneering, local; arcana, dungeoneering, local, arcana)
Skills Appraise +8, Disguise +4 (+24 to appear as part of polite society while in your social identity), Escape Artist +2, Intimidate +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Perception +2, Sense Motive +5, Sleight of Hand +4, Spellcraft +8, Use Magic Device +6; Racial Modifiers +2 Escape Artist, +2 Use Magic Device
Languages Aklo, Common, Draconic, Sylvan, Varisian
SQ empty mask, mystic bolt (mystic bolt [electricity]), mystic bolts, resist level drain, seamless guise, social talent (safe house)
Other Gear chain shirt, sling, sling bullets (20), spring blade, belt pouch, blanket[APG], cards[UE], chalk (10), cold weather outfit, eyeglasses, marbles[APG], mask[UE], masterwork backpack[APG], reversible cloak[UE], torch (10), trail rations (5), warlock starting spellbook, waterskin, 15 gp, 3 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empty Mask -1 to Will saves vs. compulsion, or -2 vs. those knowing your true identity.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Bolt (Electricity) 1d6 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Safe House (1,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Consecrate -1 CL when affected by consecrate, hallow, or a similar effects.

Let me know if this is okay and if there's anything that you would like me to modify.


If you every want to find some character art for monsters in this game I'd suggest Bloodborne enemies, the art is Very Lovercrafty and Creepy more so with the Great ones


Pathfinder Zoey wrote:
If you every want to find some character art for monsters in this game I'd suggest Bloodborne enemies, the art is Very Lovercraft and Creepy

Oh yeah, they're the best. :)


1 person marked this as a favorite.
rungok wrote:
Since there's still time, I had a question about the setting. You said the mounted classes would have trouble since it's mostly inside. What about social events? Would a Vigilante be too difficult for a player to manage for this game? I just got the ultimate intrigue book and I'm dying to try it out.

..... I can't believe I didn't think about that.

I have no clue about social events later in the game, but there isn't one in the first book. However, if the vilgilante isn't working out after the first book, we'll talk. :). I have a feeling that, since this is inspired by Lovecraft, some version of the play: "the King in Yellow" will make an appearance (it's a pretty fun book, you should read it).


Tharasiph wrote:


So everything outside the city wants to kill you.. what about inside cities?

Inside the cities are things that are Really Old (don't mess with them, they want to kill you), sciences and researchers (usually foreigners), foreigners, and dreamers. All of these are dangerous and invite the Mythos in. Especially foreigners (for some reason, accents = evil. Again, ew)

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