Strange Aeons, with GM Pendrak

Game Master karlprosek

To shake off the maddening and wearying limitations of time and space and natural law—to be linked with the vast outside—to come close to the nighted and abysmal secrets of the infinite and the ultimate—surely such a thing was worth the risk of one’s life, soul, and sanity! -- H.P. Lovecraft, The Whisperer in Darkness (1931)

Encounter Map
The Sellen Passage
World Anvil campaign page
Current Loot List | Old loot list for reference only


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I made this alias a while ago, so I didn’t remember exactly how the build worked, but I have a few questions about him now that I’ve been looking it over. It looks like I was using a dwarven boulder helmet to try and avoid the restriction on precise strike for using an off-hand weapon. Would you rule in favor of that? The other thing I was wondering is if I could use the helmet exclusively to parry. I like the mental image there, and there is at least a possibility that parrying with an off-hand was RAI, given that duelists often used a parrying dagger.

I can work with the build if you shut down one of those, but I’ll have to come up with a new character if you aren’t okay with either.

Sorry for the trouble.

Relevant Abilities:

Precise Strike A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Parry At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.


Noral: I posted Ramin Sang's background two posts before this one.

Here is Ramin's profile so you see the build. :-)


Rorag Stonebeard wrote:

It looks like I was using a dwarven boulder helmet to try and avoid the restriction on precise strike for using an off-hand weapon. Would you rule in favor of that? The other thing I was wondering is if I could use the helmet exclusively to parry. I like the mental image there, and there is at least a possibility that parrying with an off-hand was RAI, given that duelists often used a parrying dagger.

I don't know why you couldn't. Rules as written you could be duel-wielding rapiers and choose to parry with your off-hand if you wanted. It doesn't say anything about not having an off-hand weapon in hand to gain the benefits of Precise Strike, just that "when making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield." So you could have an off-hand weapon, you just can't use it for that ability to function. The helmet would definitely work fine.

Unless I'm missing something.


Ok, I’ll keep working on him then, thanks.


Background (a little long):

Mashiki grew up as an only child on a small farm outside of Thrushmoor with her father Greyson Malbourne. Her mother, Iolana had died giving birth to her. When she was born it was immediately obvious that something was wrong with Mashiki, when the cord was cut by the midwife Diona, Mashiki’s blood was inky black.

The horrified Diona advised Greyson to leave the child at the edge of the forest and let the spirits reclaim their own. Greyson, grief stricken at his wife’s passing couldn’t believe the woman’s suggestion and chased her out of the house in anger leaving himself to tend to the newborn.

Mashiki’s early life was very difficult. She suffered from constant seizures and sudden bouts of sickness. She developed slowly, learning to walk much later than other children and when she learned to talk it was a mix of intelligible words and strange sounds.

Life on the farm had never been easy, but after Iolana passed and with a sickly newborn to take care of it became even harder. To make matters worse Diona had spread the news and people began to shun the Malbournes. This did have one positive outcome however, a professor named Dimitru Lupei heard of the child and was intrigued. He met with Greyson and for a small fee was allowed to study Mashiki.

As she grew up, Dimitru would visit once or twice a year to follow her development. Although Greyson didn’t like the idea of his daughter being a subject of study, the money went a long way to easing his burdens.

As she grew older the seizures and sickness lessened substantially. She was clumsy and slow to learn things, prone to bouts of confusion. Although her speech improved she still muttered to herself in the half common half foreign language that Dimitru discovered to be Aklo. She seemed happy enough in her state and life on the farm went on.

It was on the eve of her fourteenth birthday that things changed. That evening Greyson woke up just after midnight to a loud sound outside. Grabbing his lantern and pitchfork he ran out to discover Mashiki standing in her nightgown looking up at the moonless sky. When she looked at him, there was a clarity in her eyes that had never been there before.

”We met ancient grandmother tonight. We've never really agreed on anything before, but when we saw ancient grandmother we agreed we were scared. We've never really been scared before, not like this and suddenly it was like we woke up, no more confusion, no more fogginess and no more disagreement. Just fear. Ancient grandmother wanted us to do things we didn’t want to do. She was disappointed, maybe even angry that we didn't want to help her. She said if we changed our mind she would be back, and then she left.”

After that things changed dramatically. Mashiki was no longer suffered from her childhood maladies. Her clumsiness went away and she spoke with a clarity that had never been there before. She also began to display latent magical talents. Talents she claimed to have remembered from a memories that weren't their own. Her talents were immensely useful around the farm, helping with so many chores and tasks. While she had seemed to be content working on the farm before, now she seemed to actively enjoy it.

Greyson viewed his daughter's change with mixed feelings. He was elated that she was so much more active and happier, but terrified by her tale. He knew the old stories passed down through his family about how a very distant man made a deal with something beyond the world and from that pact many children were born. The tale is old and fuzzy, but while most of the children were monsters, a very few found a way to make a life for themselves. Those few began their own families and over time the taint was diluted and one of their lineages would become the Malbournes. Although he never told her the story Greyson knew that somehow the taint in his lineage had manifested strongly in her and he was terrified at the thought that whatever had tainted his bloodline all those centuries ago might now be back.

During Dimitru's next visit he was astounded by the change. Before Mashiki would have sat passively while he conducted his tests, but now she was constantly asking him about everything he was doing as well as random questions about himself and his travels. He asked to take her back to the city so he could observe her new condition more thoroughly, but Mashiki did not want to go and Greyson didn't want to lose her. The next few years would prove challenging however.

Where before she was quiet and content to stay on the farm, now she was eager to learn about anything anyone was willing to talk to her about. She was much more active and inquisitive, but also seemed somewhat oblivious to danger. When she was secluded on the farm the townsfolk were content to ignore her, but now that she was wandering farther afield and trying to talk with everyone they started to take notice and grumble. Especially a much older Diona. Eventually there came a point where every little misfortune was being blamed on the Malbournes and Diona was always there to incite the rabble. Greyson realized that it was no longer safe for Mashiki to stay with him. Dimitru had always treated her with kindness and respect, even when he was doing his experiments and the city would have so much more for his inquisitive daughter to see and learn that finally Greyson agreed to allow Mashiki to travel.

There were many grey tinged tears on the day Mashiki left. She was both excited at seeing a new place and terrified at leaving her father alone. She had never been without him before. Afterwards she would keep in constant contact with him through letters.

Dimitru regularly took a boat across the lake to get to Thrushmoor and this is how he returned as well. When Mashiki walked out onto the dock, she was fascinated by the water, staring for long moments into its depths. On the boat she spent all her time peering down into the waves, thoroughly entranced. One of the crew noticing this odd behaviour kept an eye on her and it was only through his quick action that he caught her before she slipped off the ship. She seemed to suddenly snap out of a trance as she was pulled away from the railing. Upon questioning by Dimitru she replied that she always loved looking up at the darkness of the sky. She has memories of a beautiful cold, quiet lonely place where one felt like they would expand outwards forever, but it was a place she could never get to. When she looked into the deep water she had memories of another beautiful cold, lonely place, but this one had sounds out in the darkness, and one felt like they were collapsing inwards and that place felt like it was just within her reach.

It was decided that she would spend the rest of the trip below deck in her cabin. By the end of the journey she had not slept at all during the voyage and was wild eyed and shaking as she was carried of the boat. One of the sailors reported that he had seen scratches on her cabin floor as if she had tried to claw through the hull.

It took a couple of days for her to recover from the ordeal and after that she avoided the docks despite a yearning to visit the lake again.

Her time with Dimitru was an exciting one. She was happy to participate in his studies and consented to almost all of his experiments, seemingly with little regard for her own safety. While Dimitru's fascination with her condition did lead to some experiments of questionable safety, he was not malicious and had no ill intent being genuinely concerned for her well being. The only complication was Mashiki's obsessive desire to clean everything around her. Dimitru would often find his lab spotless, even when that was a problem. Flasks with reductions he had been working on were cleaned to a sparkling shine and neatly arranged, carefully weighed out powders would be back in their bottles if he left them out. Glass slides with a collection of blood smears from various animals were cleaned of blood and even an animal dissection he had been working on had everything put back inside and magically mended shut.

During this time Mashiki was overwhelmed by everything the city had to offer. So many people to talk to, so many experiences to be had and so many places to explore.

For your consideration.


Dot for interest, I'm willing to put forward a Half-Orc Psychic or Formless Adept.

As time progresses this character will exhibit some less than savory behavior. As he is going to be of the pain disapline, as well as have the Ability to posses his opponennts...

Horatio is going to be a Psychic made to posses his opponennts and let his party Essentially kill him, and if they don't attack him, he'll personally do it himself .

I'll craft up the sheet over the rest of the night and a little tomorrow. I should have him done soon


Ok, Rorag is ready to go.


Dot. I have a human unchained summoner written up from another game that died, so I should have him adjusted by the end of the day.


GM MacShack wrote:
Dot. I have a human unchained summoner written up from another game that died, so I should have him adjusted by the end of the day.

I should note that you have the option of building either the unchained or "chained" version of the summoner. I personally thought the nerfs to the summoner went a little far. But it is up to you.


Finished converting Aleth and his eidolon, Eddie.


I'm going to dot. but had a question if you would allow Black Marketeer feat. Its not necessary but I like the feel of a black marketeer.

My character concept is a Juju Oracle (seer) that was a explorer from the Magawi expanse that took a spirtaul ritual and this is where he woke up. (very much like Indiana Jones and temple of doom poisoning.) he is now suffering from Toxic blood curse by drinking out of the "skull full of blood"


Eldako wrote:

I'm going to dot. but had a question if you would allow Black Marketeer feat. Its not necessary but I like the feel of a black marketeer.

That feat is fine.


Okay, so this is what we have so far:

Applicants:

Luenvar Moot, CG male human bloodrager

Alico Destane, LN male Chelaxian spiritualist (hag-haunted)

Ramin Sang, CN female aasimar cleric (herald caller)

Rorag Stonebeard, LG male dwarf fighter (siegebreaker)

Mashiki Malborne, CG female Varisian sorcerer

Aleth Cadairn, CN male human summoner

Renlo Tacksa, LN male Varisian aerokineticist

Lorien Lightbringer, CG female aasimar cleric of Sarenrae

Benreggun Valocet, LN male qlippoth-spawn tiefling inquisitor (sacred huntmaster) of Neshen

Andrezzi Alazzario, LG male Varisian/Keleshite slayer

Mach Star, N male demon-spawn tiefling sorcerer

Durril Dragiale, N male Varisian psychic (amnesiac)

Lorn Tilernos, LG Chelaxian paladin of Iomedae

Xander Saren, N male half-orc investigator (questioner)

Trevor Culexis, NG half-orc fighter (mutation warrior)

Grimm John, NG male human ranger (urban ranger)

Have I missed anyone? I'll be going over these in detail over the weekend, and I believe that I'll make my decisions Sunday or Monday. So I believe I'll put a deadline of Sunday midnight EST.


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Great list of characters. Good luck all.


Yes, you missed Horatio Von'Vhile.

My character is an orphan who at the turn if his life was about to kill himself when his mind was switched with another. The results opened his mind to the Occult, and when he returned, years had gone by...


Just saw this and figured I'd apply with a 1st-level version of this character (a human unchained rogue).

I see that the GM hopes to post multiple times per day, so that may disqualify me, as I don't have home internet access but instead visit my nearby library pretty much every day to use their free wifi. When they're closed, though (Sundays and holidays), I'm unable to post.

For the campaign trait, Twitchy sounds like it's right up Shaedeen's alley. I still need to choose a second regular trait (maybe River Rat).

For her background story, the one provided with this alias was for a failed Rise of the Runelords campaign. Let's say that Shaedeen not only turned on her adopted Sczarni 'family' but also rubbed Ameiko Kaijitsu the wrong way and had to flee Sandpoint. She headed east, ending up in Ustalov. There, she did what she need to in order to survive, including a few things of questionable nature (both in terms of legality and morality).


Shaedeen Valzanar wrote:

I see that the GM hopes to post multiple times per day, so that may disqualify me, as I don't have home internet access but instead visit my nearby library pretty much every day to use their free wifi. When they're closed, though (Sundays and holidays), I'm unable to post..

Multiple times per day is not necessary, though I do ask that players post once per day, or provide rules for botting their character if any extended or planned absences occur. If your character is chosen, not posting on Sundays and holidays won't be a deal-breaker, though I may ask at times (especially if we are in combat) what your character is planning on doing to keep things rolling.


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Thanks a lot! Really looks like a great selection of characters. ;-) Have a great weekend everybody!


Eagerly awaiting the final selection!


good luck folks!


Ill be posting the finished Eldako shortly. I'm not on the list.


Good luck to you all!
And Lorien is a cleric of Desna.


Good luck, everyone!


Best of luck, all!


I'll be pulling out, I didn't like how the character was built overall, and I like everything perfect. good luck everyone.


Okay, I have made my decision on the players I will be taking for this campaign. Lots of great submissions, I could have run two tables at least and still been happy with all my choices, so it was tough. You should have received a PM if you are one of the five selected.


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Best of luck to everyone who got selected!


Strange Aeons is hard.

Okay, folks, so we've had one player disappear and player whose character has died. We are only four encounters in, so you can guess that the dice have been strongly against this party so far. They just made it to their first safe area, and I've decided to replace the disappeared player and let the other player make a new character at this point.

The party consists of:

Grimm John (AKA Cage), NG human ranger (urban ranger) 1, Foe of the Strange

Alico Destane (AKA Harrow), LG Chelaxian spiritualist 1, Ritualistic

Xander Saren (AKA Pouch), LN half-orc investigator (questioner) 1, Methodical Mind

Mashiki Malbourne (AKA Broom), CG human sorcerer 1, Formerly Mind-Swapped

Campaign traits are included, as well as their nicknames, which are based on interesting items they found in their backpacks, since they don't remember their own names.

The player who vanished was playing a paladin, codename Shield, while our deceased character was a psychic called Dagger.

The former psychic player seems to be planning to make someone who can heal, and has mentioned possibly occultist or oracle. I think the consensus is that we are looking for a front-line warrior, something in the realm of fighter, barbarian, paladin, etc, though we'd likely take any character that can take punishment and dish out damage in close quarters.

Here are the rules from the original recruitment:

Rules:

-Post once per day if possible. Give notification and instructions for botting your character if you require an extended absence.

-Bold your speech.

-Don't be a jerk.

Character Creation:

-Select your ability scores using a 20 point buy, with maximum hit points at first level.

-Choose your race from among the following: aasamir, changeling, dwarf, elf, gnome, half-elf, halfling, half-orc, human, suli, or tiefling.

-Choose your class, equipment, feats, skills, any archetypes, etc. from any Paizo source, using the optional Background Skills system (for 2 extra select skill ranks per level), and with maximum gold for your class to start.

-Choose 1 campaign trait and 2 other traits (following the standard rule of no more than 1 from a single category). You have the option of taking 1 additional trait if you choose a drawback, but the traits and drawbacks should all be closely tied in to your character's backstory. The campaign traits are particularly important in this campaign.

-Provide a written backstory (it can be as short or as long as you find necessary, but this will be the primary standard by which each potential player is judged) and a character sheet that is readily available online.


Will apply with a champion focused medium soon as I can get access to my computer.


Are you allowing vmc?


Yeah, I'm fine with variant multiclassing.


Sweet. It’ll be a Fiend Keeper medium vmc sorcere with the abyssal bloodline. I’ll try and get it up first thing in the morning.


I'll have a think and see what I can come up with. :)


Crunch:

Human (Kellid) Medium (Fiend Keeper) 1 VMC Sorcerer
LN medium humanoid (human)
Init +0; Senses low-light vision, darkvision 10 ft, Perception +5
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +3 (+2 racial bonus on saving throws against mind-affecting effects and poisons, +2 vs fear and emotion)
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Offense
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Melee: Halberd +3 (1d10+6)
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Statistics
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Str 14 Dex 11 Con 14 Int 12 Wis 12 Cha 16

Racial Traits:
Reptilian Ancestory (Humans with reptoid or serpentfolk ancestry sometimes have nictitating membranes or patches of scaly skin. They gain a +2 racial bonus on saving throws against mind-affecting effects and poisons. This racial trait replaces the bonus feat trait.)
Draconic Heritage (At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch HeritageAPG and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.)

Traits: Enduring Stoicism, Know the Land, Heirloom Weapon, Horrifying Mind

Feats: Cunning

Skills: Knowledge (Arcana)+5, Knowledge (Planes)+5, Perception+5, Sense Motive+5, Spellcraft+5, Survival+6, Use Magic Device+7

Background Skills: Knowledge (Geography)+2, Linguistics+5

Languages: Taldane, Hallit, Draconic

SQ Knacks, Evil Spirit, Spirit Surge, Bloodline (Abyssal)

Equipment: Halberd, Masterwork Studded Leather, misc Will finish if selected

Backstory:

I seem to recall that Strange Aeons involves memory loss, so I'm not sure how far back to go with his backstory.

From the second that he was born, Kazak's parents knew that there were going to be problems. His eyes were a burning gold and black, with slitted pupils like a cat or a vipers, and he had faint patches of scales on his head and back. They immediately took him to a priest, who determined that he was not a tiefling or some other outsider blooded spawn, but rather under a curse of powerful proportions. He could not say why or how, but some Abyssal entity was bound within Kazak's soul.

Fortunately they were Kellids, who have a tendency to take such things with grim determination, and even being peasants in Imperial Molthune did little to change that mindset. Raising Kazak was not exceptionally difficult, as he was surprisingly obedient and calm (which truthfully surprised both of them), though he did have the occasional violent outburst. Regardless, he grew quickly, and consistently showed himself to be stronger and tougher than many of his peers. Upon gaining his majority, he was offered a scholarship to join the Imperial Army as an officer. He did well in training, though his introverted personality and somewhat alien mindset held him back from achieving the highest rankings. But he did well enough to graduate with honors, until his final evaluation showed that he was cursed, a fact he had neglected to inform them of. While the Imperial Army was highly accepting of monstrous recruits, cursed ones were a different story. He received a medical discharge, and just like that, his future seemed barren.

Depressed and bitter, he left Molthune, traveling north, attempting to do research on how to break the curse he was born with and free him from the demonic influence in his dreams.

Age: 17
Height: 5'8"
Weight: 165 lbs
Personality: ISTJ

The fiend is a Xacarba, if it matters.


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I've put together a melee fighter character that I think would be appropriate for Strange Aeons. I've listed her background, description and stats on her profile page, but I'll copy them here too. She starts as a Bloodrager for some reason but she now thinks she is a Fighter and intends to level that class from now on.

Name: "Bloody" Laura Kemp
Race: Half-Orc
Alignment: Chaotic Neutral
Class: Bloodrager/Fighter
Role: Melee combat, intimidation, support magic, scout

Background:
Laura doesn't recall anything more than flashes of blood and pain from before she awoke in the asylum, but she has an enormous scar on her abdomen as if she had been cut open at some time in the past. Also, her belly is distended, as if she were pregnant, and she feels like something is living inside of her. This should be terrifying, but for some reason she feels tranquil. Her body is comfortably numb.

She also possesses an unusual birthmark over her heart, four dots that look a bit like a four-leaf clover. She has a vague sense that her mother touched her there when she was very little and said that it meant she has good luck. Even then, Laura was skeptical. She has a sense that before whatever happened happened, she was very smart and often used her brain as a weapon. Not hitting people with her head, though she probably did that too, but she could scare people with how clever she was. She was an orphan, abandoned after birth.

She remembers fighting a lot for food on the streets of whatever town it was she grew up in, usually with other children that were bigger and stronger than her. She learned how to use her body as a weapon, to pinch and punch with fingers, elbows, and knees. When she got hold of something, she had to consume it quickly before the others ganged up on her and took it away. She remembers drinking a tiny bottle of alcohol that she had found while surrounded by... not children, things. Things that looked like crabs to her. The liquid burned as it went down, but she passed out anyway.

Her body isn't as agile as it used to be. That probably has something to do with her enormous stomach, it slows her down and makes it harder for her to maneuver. She had a dream once where something crawled out of her and then back in again, a many-limbed lump of flesh that she felt was a part of her, like a child or a pet. She should probably feel something about that.

Description:
About 5'8", Laura has long red hair that hangs in front of her eyes, which have a distinctly orcish shape. Her nose and teeth are also more pronounced, suggesting that only one of her parents was human. Her skin is olive-colored, with strange sharp tribal markings on her back. Her stomach has an obvious bulge, like she is pregnant, and a distinctive scar that runs all the way up to her sternum. She wears shiny metal armor of overlapping plates, and she carries a huge axe in one hand. She seems very taciturn and distant, like she is in shock, or not all there, mentally.

Stats:
Ability Scores: Str 17 (+3), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 14 (+2), Cha 7 (-2)

Init: +2

AC: 17, touch 12, flat 15
HP: 12
Saves: +6 Fort / +4 Ref / +4* Will (+4 vs fear/emotion)

Move: 20' (medium armor)
BAB: +1
Weapons: greataxe +4 (1d12+4, x3), unarmed strike +4 (1d4+3, x2)

Race (Half-Orc) Traits: Darkvision (60'), Intimidating (+2 Intimidate), Pariah (+2 vs fear/emotion, -2 Bluff/Diplomacy/Sense Motive), Sacred Tattoo (+1 luck bonus to saves)

Traits: Accelerated Drinker (drink readied potion as move action), Bruising Intellect (use Int for Intimidate), Enduring Stoicism (+2 saves vs fear/emotion, +1 Intimidate), Fate's Favored (+1 to luck bonuses), Misbegotten (Drawback, -2 to Dex-based skills)

Bloodrager 1 (Bloody-Knuckled Rowdy) Abilities: bloodline (aberrant), bloodline power (staggering strike), bloodrage (4+CON rounds/day)

Feats: Aberrant Tumor (1st), Alertness*, Improved Unarmed Strike* (B1)

Skills: Bluff 0-4, Craft (Alchemy) 1+5, Diplomacy 0-4, Intimidate 1+8, Knowledge (Dungeoneering) 1+5, Knowledge (Engineering) 1+5, Perception 1+7, Sense Motive 0+2, Use Magic Device 1+1

Equipment: backpack (2 gp), belt pouch (1 gp), canteen (2 gp), crowbar (2 gp), greataxe (20 gp), peasant's outfit (free), potion of enlarge person x2 (100 gp), rope (100', 2 gp), scale mail (50 gp), sling (free), sling bullets x10 (1 gp)

Special: +2 CMB to start or maintain a grapple

Familiar:
Mauler Tumor (king crab)
Ability Scores: Str 7 (-2), Dex 15 (+2), Con 12 (+1), Int 6 (-2), Wis 10 (+0), Cha 2 (-4)

Size: Tiny (+2 attack/AC, -2 CMB/CMD)
Init: +2

AC: 17, touch 12, flat 15
HP: 9
Saves: +3 Fort / +2 Ref / +0 Will

Move: 30', 20' swim
BAB: +1
Weapons: 2 claws +5 (1d2-2 plus grab, x2)
Reach: 0

Class/Race Abilities: Alertness, Bond Forged in Blood (cannot speak), Constrict (1d2-2), Darkvision (60'), Empathic Link, Improved Evasion, Mauler Skills (Intimidate is class skill), Share Spells, Water Dependency

Feats: Toughness

Skills: Craft (Alchemy) 1-2, Intimidate 1-1, Knowledge (Dungeoneering) 1-2, Knowledge (Engineering) 1-2, Perception 1+3, Use Magic Device 1-2


@Bloody Laura: So you've got a tumor that detaches in the form of a crab and then it grows up to the size of dog and fights people?

That's kind of a nightmare.


I think it's a really cool concept, @Bloody Laura!

"Aw, what a precious little one!"

"Hag, that's a tumor."

"Don't talk about folks' babies like that!"

"It's not a baby!"

"iT'S nOt A bAbY!"

Harrow proceeds to argue with "himself" over what constitutes sentient life and procreation.

@SOLDIER: I like your concept as well. I like the Fiend Keeper medium and want to run one myself. If you make it I'll watch and see how it plays!


Grimm John wrote:

@Bloody Laura: So you've got a tumor that detaches in the form of a crab and then it grows up to the size of dog and fights people?

That's kind of a nightmare.

Giant Enemy Crab approaching!


@Grimm John: That's the idea. Medium size, so like a mastiff. :) And I love that technically the tumor is "a separate creature vaguely resembling a kind of animal suitable for a familiar"-- so a mobile lump of flesh with pincers and legs, and possibly a baby head stuck in there somewhere.


Alico Destane wrote:

I think it's a really cool concept, @Bloody Laura!

"Aw, what a precious little one!"

"Hag, that's a tumor."

"Don't talk about folks' babies like that!"

"It's not a baby!"

"iT'S nOt A bAbY!"

Harrow proceeds to argue with "himself" over what constitutes sentient life and procreation.

@SOLDIER: I like your concept as well. I like the Fiend Keeper medium and want to run one myself. If you make it I'll watch and see how it plays!

Thanks. It’s been my favorite class since it came out. I’ve been dying to have a chance to play one.


I’d like to resubmit Rorag from the original recruitment. It looks like the only thing that I might need to change would be to add a nickname. Did you want the mcguffins and nicknames picked out as part of character creation, or will you work that out with whoever gets picked?

Edit: Starting to read through the gameplay thread, it looks like you just picked, so I won’t change anything yet.


Rorag Stonebeard wrote:
Did you want the mcguffins and nicknames picked out as part of character creation, or will you work that out with whoever gets picked?

I picked an item from each person's inventory something that was mundane but interesting, generally. It was actually supposed to be 1d4 items from their inventories that they had in that opening "fight," but I decided that a single item was cooler and fit the scene better, especially in terms of the confusion, terror, and panic the set-piece is trying to evoke. It had the wonderful unexpected side effect of producing our new naming system.

I'm not sure yet exactly how it will work for the new characters... perhaps you were clutching a single item from your equipment while you were in the coma and awoke with it in hand. It might still be in your hand as you are brought into the chapel to meet Winter and the other PCs, leading them to give you your temporary name.

I think I'll continue recruitment until Thursday, giving it a full week, before I make a decision.


Let me know if there's anything else you need! I modified Laura slightly, starting her with chainmail instead.


Going to Dot Ahlara, A vigilante Darklantern that has no memory being a regular elf. She will start off in her vigilante identify a Drow Maiden. If chosen I will do a separate Alias for the female elf maiden. I took the liberty of deducting 2 points off her Wis, to make up for the extra stats representing that subconsciously she tried changing back but hasn't figured out she can.


Hi GM Pendrak,

I applied the first time for this AP and would reapply with my character.

See here for APPLICATION.

Here is the link to the PROFILE/CHARSHEET.

Thanks


Okay, I have made my decision. I would like to welcome Bloody Laura to the party, and her crab tumor familiar too. I'm torn between her having been gripping her crowbar, sling, or rope as she slept restlessly in the room off the chapel. Feel free to drop in to the discussion thread. I should have the update up sometime today.


Well done Laura, have fun with it!


Thanks, Dotraj! And thanks, GM Pendrak!

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