Strange Aeons

Game Master YoLlama

"That is not dead which can eternal lie,
And with strange aeons even death may die."


1 to 50 of 300 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Sovereign Court

Welcome to the Strange Aeons Campaign! All out of character discussions go here!

The first order of business is for everyone to post the voice actor or actor that best fits their character, if they haven't yet. It's not obligatory but just for fun. Second order of business is to discuss whether we should use fear and/sanity rukes. Anyone have any insights on their usage. Please post any questions or comments here! I'm very much looking forward to playing with all of you!

As far as your memories go, other than your powers, abilities, skills, feats, and names you do not remember many concrete details about your past, especially The past few years. Stuff for their back in your backstory is much more likely to not interfere with anything in the game. I know the concept of having a patchwork backstory is antithetical to most real playing games and it's a shame as many of you had incredible ones, but now it's difficult for your character to remember them! :) You will slowly begin to know more throughout the campaign and I plan to incorporate anything that you have done already.


Human HP 9/9 Pres 4/7
Stats:
AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
Trained Skills:
+9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

Minidot before I disappear for work!

Lara Croft from the newer games fits for audio. Otherwise the picture in my mythweavers profile works. :)

For Fear/Sanity rules - it can be rough. Just glancing over them, they're very much for more veteran players willing to give up more character control (or newer ones who just don't mind adding more mechanics). If we have any of the occult psychic spellcasters, those rules are -nasty- in relation to them, though. They really don't play well together, which is a real shame and poor design, in my opinion

Sovereign Court

Era Naucht wrote:

Minidot before I disappear for work!

Lara Croft from the newer games fits for audio. Otherwise the picture in my mythweavers profile works. :)

For Fear/Sanity rules - it can be rough. Just glancing over them, they're very much for more veteran players willing to give up more character control (or newer ones who just don't mind adding more mechanics). If we have any of the occult psychic spellcasters, those rules are -nasty- in relation to them, though. They really don't play well together, which is a real shame and poor design, in my opinion

The emotional effect on characters with psychic abilities is definitely crippling, you were right. I don't want to leave any one in Macomb or at a specific disadvantage. Found the rules very interesting and somatic but I will wait to hear what everyone says. If we did choose to play with them, it would be a group decision and I would probably only advice picking one or the other.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Hmm, I think I'll stick with Travis Fimmel.

And I'll think I'll pass on the sanity rules (we're not all that there to begin with :3) unless everyone else wants to use them, they tend to be better for short games rather than whole APs.


1 person marked this as a favorite.
Female Human Magus (Mindblade Kensai) 1 | HP: 9/10 | AC: 16, T: 15, FF: 14 | CMB: -1, CMD: 13 | Fort: +3, Ref: +1, Will: +3 | Init: +1 | Perc: +2 | Pool 0/2 | Speed: 30 ft. | +1 aldori dueling sword +3 (1d8+2/19-20) | Spells: 0: At-will, 1st: 1/1

I would love to use the Fear/Sanity rules. It fits thematically for the AP, and it adds an interesting dynamic. And of course, I already posted that the VA for my character would be Karen Gillian doing the Amy Pond accent.

EDIT: After reviewing them, I believe that no, I do not want to use either fear or sanity. That would be a bad idea, considering that many of us are psychic and depend on the emotion component to get our spells working.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

XD


Female Human Slayer / Sorcerer ( VMC ) 1 HP: 11(8)/13 | AC: 15/12/13 | CMD: 16 | F: +4 R: +4 W: +4 | Init: +2

I don't know the name of my voice actor and it seems they kept her name hidden for some reason so does this work?

As far as the rules go I'm fine either way so it's up to the others.

EDIT: This work?

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Uh, got a YouTube link or something? I try to click on those and the files don't agree with me :3


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

Regina reporting! o wo/

I genuinely don't know who might voice my character, but I'm happy to entertain suggestions. XD Let's see, a few things of note...

1) I added a link to the wiki with Ethermancy information to Regina's profile - it's under Homepage URL at the top left. You can check her class, the various manifestation lists, and the feats I'll probably be picking from there.

2) For all of the other players... hi. XD Regina here is built using a third-party class from Interjection Games, the Ethermancer. Functionally, she's a ranged blaster type of character who uses a regenerating pool of energy to fuel her abilities. She's not limited solely to damage - I can also entangle foes or scatter little spheres to make it harder for them to move, and next level I plan to take an option that will let me deal nonlethal damage in case we fight something we don't want to kill. I can also swap between different damage types, which ought to be handy. For utility, she can turn invisible - can't do anything except take five-foot steps, but hey, it might be useful if we need to sneak to a lever or something.

3) Since I was picked, I'm probably going to expand her personality soon. Just gotta wrap up a few things first.


Beatrix checking in! At work, so this will be quick. Absolutely ecstatic to get in, really I have no words.

And I am in such good company! Really excellent spread of characters here.

Edit: Also vote "no" on sanity rules. If I were the only psychisch caster, I honestly wouldn't mind shouldering that burden for some extra flavor, but as we are the sanity rules could easily nerf a third of the party. I think rolling with no healer is tempting fate enough.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)
Lady Quinn wrote:

I don't know the name of my voice actor and it seems they kept her name hidden for some reason so does this work?

** spoiler omitted **

As far as the rules go I'm fine either way so it's up to the others.

EDIT: This work?

Ah, just now saw the edit. And yep, it worked :3


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

Also, gameplay threads for dotting are good. XD


1 person marked this as a favorite.
Female Human Slayer / Sorcerer ( VMC ) 1 HP: 11(8)/13 | AC: 15/12/13 | CMD: 16 | F: +4 R: +4 W: +4 | Init: +2

Guess nows as good time as any to talk about team comp?

future Quinn not set in stone but it's what I'm aiming for.

From what I can tell we've got:

2 melee dps
2 casters
1 melee tank?

And dauds got a harem

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)
Lady Quinn wrote:

Guess nows as good time as any to talk about team comp?

future Quinn not set in stone but it's what I'm aiming for.

From what I can tell we've got:

2 melee dps
2 casters
1 melee tank?

And a Magus, so melee/caster.

And a Ectoplasmatist (I have no idea about them, up there with Magus I guess?)

Tank with smite and self-healing :3

Lady Quinn wrote:
And dauds got a harem

?

...

HOLY S%@#!

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)
Regina, the Ethermancer wrote:
Also, gameplay threads for dotting are good. XD

I second this :3


RETIRED: advancing artificial medicine to save her wife's mind.

Hey everyone, been at a job interview this morning so only just seen the thread. I'm delighted to be picked, Fifteen doesn't care one way or the other! :D

Concept inspiration is here. Voice actor wise I'm going to go for Summer Glau as Cameron in the Sarah Connor Chronicles. Those two make up the sources of my inspiration for the character so it seems appropriate.

Regarding the fear rules I worry they'll make the game more complex and slow things down more. I'm willing to play with them but I'm not sold. I was also hoping to play up Fifteen's lack of feeling as a character issue (not knowing to run away from Great Old One's etc) and the fear rules make that harder...

Lady Quinn wrote:
and Daud's got a harem...

Fifteen can swing any which way - if she knows/remembers what 'swinging' actually involves.

Also - I'll put it to the party since I'm in now. Someone (Daud?) suggested that my familiar (Sixteen) should be a sage, more in the Cortana line. Having thought about it I think it could be fun, particularly if Fifteen and everyone else have no idea how Sixteen knows any of it. What do people think? I'm not going to vote so there's 6 players and a GM to give their opinions. :) I'm good with either so don't let me sway you.

@GM - I've invested a point in craft cybertech with the intention of using it at least a bit in future, for cyber art as a minimum. Are you ok with me looking to build some serious cybernetic enhancements in or shall I keep it as mostly fluff?

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Works out fine for you regardless, as they're 5 other beautiful ladies here for you ^w^

Don't know anything about Familiars, so it wasn't me, will investigate.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Hmm, looking over the Familiar Archetypes, Sage would give it all Knowledge Skills, but take away Alertness and halve its Natural Armor, which the EG Fighter might need as one of it's abilities is sharing Combat Feats with its Familiar.

If you weren't planning on using Sixteen for combat that much I'd say go for it though :3


RETIRED: advancing artificial medicine to save her wife's mind.
Saturday Daud wrote:

Hmm, looking over the Familiar Archetypes, Sage would give it all Knowledge Skills, but take away Alertness and halve its Natural Armor, which the EG Fighter might need as one of it's abilities is sharing Combat Feats with its Familiar.

If you weren't planning on using Sixteen for combat that much I'd say go for it though :3

Sixteen will never be a force for attack in combat. 1d4-3 damage does not a strong combatant make. As a protector it will spend its time keeping Fifteen safe - which obviously helps with the DPS thing. Knowledge skills could be useful but that depends in part on how much knowledge we have spread around the party.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Oh yeah, we might want to list Knowledges off. Saturday has Knowledge Planes and Lore (Ustalav).

Were you wanting Sixteen to go Protector originally or another archetype? Or just vanilla Familiar?

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Yay! Gameplay thread open!

Sovereign Court

1 person marked this as a favorite.

Gameplay thread is up!

Excited to see everyone posting so adamantly! You guys are probably has hyped as I am about this game. A small concern regarding everyone's comfort level towards violence. Comfortable is everyone with descriptions of gore? Post an example of what's to come, if necessary just to gauge everyone's stance on the matter.

And after the nearly unanimous decision to keep the new sanity and funerals out of the game, I hardly agree. As much as I would love to add them, it's a hindrance to the party but we can probably neither afford nor enjoy.

And Saturday definitely has a "harem". :) I was looking for the most part for a large female group as I think it provides an interesting theme.

Regina

How about Lily Collins? She seems to fit somewhat the character art you have provided. :3

Fifteen

I am not opposed to you making upgrades. We can explore it more in depth later but I was also curious if you wouldn't mind if your character was comprised internally more of clockwork then straight super cyber technology. Just wanted to pass the ideayour way.

EDIT
Somehow I missed putting this in my post, I am definitely for the Cortana-Sage/style familiar. I've always been a fan of that style of A.I. I can still see that working with a clockwork theme as well, if you decide we go that route.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)
DM Czernobog wrote:
Excited to see everyone posting so adamantly! You guys are probably has hyped as I am about this game. A small concern regarding everyone's comfort level towards violence. Comfortable is everyone with descriptions of gore? Post an example of what's to come, if necessary just to gauge everyone's stance on the matter.

Um, violence doesn't faze me, neither does in-combat blood and gore. Kinda desensitized to it -_-


1 person marked this as a favorite.
Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

@DM: Works for me. ^^ Also, two questions. One, have you read Painlord's guide here on the forums? And two, do you plan to have a set advancement speed? (I suggest posting every 48 hours or so, myself. Larger groups - like this one - can really slow down and falter otherwise. *Speaking from experience*) As for blood and such... I'm fine with what works for the game, although I'd probably avoid intensely detailed descriptions. Basically, it should still be suitable for this forum, y'know? XD

@Quinn: Regina is ranged damage with a side of utility (she'll get better at this once she unlocks her Genesis line of powers, and before that, her Bestow line will give her buffs to affect others with). Notably, she can pump out different types of damage pretty easily - she's already got Bludgeoning, Piercing, Fire, and Cold, and I can pick up Acid, Elec, and Slashing relatively soon. XD The only thing I'll really have to worry about is Spell Resistance, but a later talent can help with that, and I feel like the damage on this team will be quite satisfactory regardless.

@Daud: Speaking of harems... Regina tends to want to follow people who make her feel safe, and Paladins can be good at that. XD So... definitely a contender for that part of her personality.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

I will do my best!


RETIRED: advancing artificial medicine to save her wife's mind.
DM Czernobog wrote:

Fifteen

I am not opposed to you making upgrades. We can explore it more in depth later but I was also curious if you wouldn't mind if your character was comprised internally more of clockwork then straight super cyber technology. Just wanted to pass the idea your way.

Clockwork is one way to go, although instinctively its not my favourite concept, some of the class features have nanites so I need some sort of bloodstream. I'm thinking something Terminator style - flesh and blood (possibly donated from some dead person earlier in the story?)

Basically I imagine Fifteen started out looking like Sonny from I Robot, very definitely a robot. This caused trouble in zenophobic Ustalav so at some point she was given a 'skin suit' (possibly from the Count as payment for services - an ex-girlfriend he hated but couldn't bear to give up completely?) so she's now a terminator style machine who looks like someone that none of us can remember... :D Nanites could be the magic used to graft the skin on automatically healing things?

As to exactly what is inside her I'm happy to leave it vague. Cyber art could easily be tattoos made from something slightly toxic so that there is a constant glow from the nanites/healing effect working against it. Enhancements could be something like forging sigils into the mechanical skeleton underneath the skin to improve it, or gradually building in more useful components (like metals with trace amounts of adamantium to explain a strength upgrade...) - the sigils might be the best way if we don't mind blurring the magic/technology boundary a bit, particularly if they use weird ingredients like powdered adamantium, mithril dust etc to explain the construction costs.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Department of Expectations Management: for those who were interested in intimate healing, Tortured Crusaders can only use Lay on Hands on themselves or to fry Undead.

Sorry.

EDIT: still get my spell list so I can still cast CLW and use wands.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)
Fifteen wrote:
DM Czernobog wrote:

Fifteen

I am not opposed to you making upgrades. We can explore it more in depth later but I was also curious if you wouldn't mind if your character was comprised internally more of clockwork then straight super cyber technology. Just wanted to pass the idea your way.

Clockwork is one way to go, although instinctively its not my favourite concept, some of the class features have nanites so I need some sort of bloodstream. I'm thinking something Terminator style - flesh and blood (possibly donated from some dead person earlier in the story?)

Basically I imagine Fifteen started out looking like Sonny from I Robot, very definitely a robot. This caused trouble in zenophobic Ustalav so at some point she was given a 'skin suit' (possibly from the Count as payment for services - an ex-girlfriend he hated but couldn't bear to give up completely?) so she's now a terminator style machine who looks like someone that none of us can remember... :D Nanites could be the magic used to graft the skin on automatically healing things?

As to exactly what is inside her I'm happy to leave it vague. Cyber art could easily be tattoos made from something slightly toxic so that there is a constant glow from the nanites/healing effect working against it. Enhancements could be something like forging sigils into the mechanical skeleton underneath the skin to improve it, or gradually building in more useful components (like metals with trace amounts of adamantium to explain a strength upgrade...) - the sigils might be the best way if we don't mind blurring the magic/technology boundary a bit, particularly if they use weird ingredients like powdered adamantium, mithril dust etc to explain the construction costs.

Oooo, or you got pumped full of whale oilweird Aberrant blood and you run on that?


1 person marked this as a favorite.
Female Human Magus (Mindblade Kensai) 1 | HP: 9/10 | AC: 16, T: 15, FF: 14 | CMB: -1, CMD: 13 | Fort: +3, Ref: +1, Will: +3 | Init: +1 | Perc: +2 | Pool 0/2 | Speed: 30 ft. | +1 aldori dueling sword +3 (1d8+2/19-20) | Spells: 0: At-will, 1st: 1/1

I'm personally fine with violence. I actually got banned from running horror campaigns for my group because of my descriptions :P


Saturday Daud wrote:
Oooo, or you got pumped full of whale oilweird Aberrant blood and you run on that?

Interesting... blood from something that powerful could work, and lead to fun stuff if we ever met the creature that 'donated' the blood.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

*nods*


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

Hmm, looking it over... we're definitely going to want to pick up some healing and condition curing as soon as we can. XD

As far as backstories go, I've literally written nothing. I figure it might be more fun to come up with that once we start remembering things better, so it'll be a surprise to me as much as anyone. I might use some random tables for it...

(Edit: And also, fair warning, I may get a bit dark when deciding how she got to the asylum. XD It seems appropriate for this game.)

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

*nods*

I got a few key bits but other than that, nada.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Curious, Android lingo for I WAS TALKING TO HIM.

:3


Human HP 9/9 Pres 4/7
Stats:
AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
Trained Skills:
+9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

I've got a rather sizable headcanon for who she was, but also know a lot of it is kinda made obsolete by the requirements of the story. :)

I figure she'll very likely follow in her own footsteps, at least for a time.

Era is good at K(Arcana, Architecture and Engineering, Religion), C(Alchemy), Spellcraft, Disable Device, and Stealth. Everything else is 4 or less.

I definitely intend to have her take points in Craft (mechanical), for what it's worth. :)

Familiar:
As far as archetypes go, Sage is a strong archetype, allowing for a few more skillpoints on the skill-starved fighter. Just remember that while it's got some skill ranks of its own, it loses yours - and - it starts with a low int and very few ranks. Just as an example, at level 2, you could have 4 knowledges at +3, or two knowledges at +4. It gets significantly better at them, though, essentially getting +1 to all knowledges every level (+1 int mod at odd levels, +1 to all knowledges at even). It -starts- really bad at knowledges, but gets really good at them.

For eldritch guardian, I've personally always seen Mauler as the go-to archetype. Between solid HP for you being a fighter, and solid BAB (again, fighter), with the ability to share combat feats (fighter!), you could have a really angry Ioun Hulk. Granted, this doesn't kick in until third, really.

Protector is definitely the most bang for your buck at first level. A 50% chance to increase ac by 2 is nice, and a Protector carries just as many positive themes as the Sage. I.E.: Who made it for you? Why? :)

Meanwhile, I have a Valet named Tally, who happens to take the form of a pastel-colored owl. Tally will eventually help me to craft things. Down the line, I may pick up an improved familiar, but I'm not 100% sold. (An inevitable seems appropriate thematically. :P)

One of the core themes of Era is understanding. The 'why' can often be more important than the 'what'. She's the type to dig into the situation to look for a more ideal, more permanent resolution than stabbing it. Her primary role within the party will be buff/debuff, with the ability to not be absolutely horrid at blasting (though never good.) She is bad at Abjuration and Necromancy.

The Horror Theme I was trying to evoke with her is the Scientist - there's always that one episode, where you find someone with a 'zoo' of sorts, where a person has collected the monsters and shoved them somewhere for study. This almost always ends badly... for just about everyone. But the Scientist always did so with the best of intentions. :)


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

Oh, trust me, Evocation isn't going to be a problem in our party. XD

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Oh, and here's Saturday's appearance in case you didn't want to dig through the profile :3

I wrote:

Tall and gaunt while possessing sharp, almost feral features and piercing red eyes indicative of the Daud family and preternaturally grey hair Saturday still carries a softness and calm about him, even as he bears the weight of a person's hate a hundredfold. Dark circles accentuate his red eyes, as many thoughts weigh on his mind, or lack thereof, or perhaps he enjoys dreaming more than the waking world (can you blame him?).

Going about he wears layers of dark and dull colors reminiscent of his homeland, in no so part accentuated by his right arm being almost completely covered in tattooed black smoky flames, or is that supposed to be fur, all save for the tips of his fingers, tattooed red. He has a wild mane of unnaturally early graying hair, he keeps it long but he has shaved the sides, leaving him with a feral messy stripe. Beyond the morbid art on his arm he wears the lower jawbone of a bear like a necklace, and his family's signet ring depicting a slumbering wolf with one eye on his finger.


Ah! So much activity! Tuesday is my Saturday (weird work schedule, yeah?), so it's a good thing I didn't sleep in for once!

Let's try to cover a few things being discussed:

Healing: Spiritualists get the cure spell line. It's stepping a bit outside of Beatrix's flavor, but considering the situation I would be fine with swapping my Cause Fear for Cure Light Wounds. I won't ever be a particularly robust healer, but it's enough to potentially avert disaster here and there.

What an Ectoplasmatist does: I'm basically a Bad Touch Magus (i.e. my "bonus damage" comes from y'all coup de grace-ing the daylights out of enemies I paralyze). I also make a decent skirmisher, as Beatrix is quite buff and my ectoplasmic lash eventually has a natural 15' reach. Oh, and the lash is one of the better "progressively upgraded weapons as a class feature", meaning I can sink a good chunk of my WBL into other, more esoteric magical gear to increase our problem-solving versatility.

On gore: I'm pretty much fine as long as it isn't, like, grand guignol 24/7.

Voice Actor: My in-brain IMDB is not nearly as good with voice actors as it is with live-action performers, so I don't really have a good answer for this. Sorry! :-/

Did I miss anything?


Male Phantom Init +2 | Perception +5 | AC16/T12/FF14 | HP 22/22 | DR/Slashing 5 | Fort +4 / Ref +5 / Will +0 | CMB +3 / CMD 15

?

>_>

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

<_<

*shrugs*


I also see the gameplay thread is going. Wow, you all were going ham this morning! O_O

I'm meeting someone for breakfast, but I'll have something in Gameplay in about two hours or so!

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

Have fun!


Female Human Slayer / Sorcerer ( VMC ) 1 HP: 11(8)/13 | AC: 15/12/13 | CMD: 16 | F: +4 R: +4 W: +4 | Init: +2

Quinn has knowledge engineering and Lore shadow plane that's about it and I'm fine with gore if the party is


@Everyone: Yay or nay on whether I should pick up cure spells?

@DM Czernobog: Do you have an objection to me swapping Beatrix's Cause Fear for Cure Light Wounds? If you'd rather I didn't since we've already started, I don't mind. I can always pick it up at level 2.

Silver Crusade

HP: 13/13 | AC: 15/11/14 CMD: 13 | F: +5 R: +1 W: +5 | Initiative: +1 Smite Evil 1/1 | Darkvision 60ft | Aura of Good
Skills:
Perception +10(12)

I'm sure everyone else would appreciate it (I don't get spells till 4th) :3, but it's whatever you rather use.


Ether 5 | HP: 22/22 (R:2) | EP: 19/19 (R:3) | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +5, Will: +6 | R. Touch: +8 (Dmg: 5d3+6) | CMB: +2, CMD: 16 | Perception: +9, Init: +3

@Beatrix: Yay. This team is definitely going to need healing at some point. XD

Sovereign Court

Loving everything discussed here so far and the play thread is starting strong.

Beatrix the Lost

No problem with it at all! I applaud your foresight and sacrifice.


Female Human Slayer / Sorcerer ( VMC ) 1 HP: 11(8)/13 | AC: 15/12/13 | CMD: 16 | F: +4 R: +4 W: +4 | Init: +2

Healing is always nice but we can go without if we're careful I think so up to you


Okay, I swapped Cause Fear for CLW. +1 to Party Survival!

...Except it's in the hands of someone who, as far as she can remember, has never had a reason to trust another person her entire life, hahaha. So maybe more like +1/2 to Party Survival.

Incidentally, since we're discussing Beatrix's personality, I do intend to roleplay an alignment shift within the first couple modules of the AP. Not huge, just to either LN, CN, or NG depending on how her experiences shake out.


Female Human Slayer / Sorcerer ( VMC ) 1 HP: 11(8)/13 | AC: 15/12/13 | CMD: 16 | F: +4 R: +4 W: +4 | Init: +2

Sorry I'm slightly lost who is all in a group and who is lagging behind? I think Quinn is behind since I haven't been able to post Sorry classes and tabletop

1 to 50 of 300 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Strange Aeons Discussion All Messageboards

Want to post a reply? Sign in.
1 to 50 of 216 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Sovereign Court

Exactly what is says on the tin. I've read through the first adventure and with the right group, think it could be a whole lot of fun. The nature of horror games demands a little something extra from the group to maintan the necessary atmosphere. This is sometimes hard to produce week after week in a live setting but for play by post it could be perfect. With a love for Lovecraft lore and over ten years of rpg experience, I would be proud for the opportunity to narrate a group of adventurers through the esoteric psychological depths of paizo's newest adventure! Feel free to post your interest and take a look at the campaign guide.

Edit:Due to the few responses I've recieved assuring me ample interest, I will open this up as recruitment thread!


Good luck getting under double digit applicants. I've yet to see that happen for an AP, including at least two Strange Aeons games. I'm currently in a Strange Aeons game already though, so I won't be applying here. I think you can just go ahead and make the recruitment without having to be worried about getting enough players.


Interested along with about 20 others! I agree with Oyzar you will have no trouble finding players.


Cue the flood of applications

Liberty's Edge

Ahhhh! I've been sitting on a Spiritualist(Ectoplasmatist) specifically for a Strange Aeons game!

Once you post the character creating guidelines, I'll get cracking in bringing her in line with them.

Liberty's Edge

Dot, dot, DOT! Brace yourself for a bajillion applications!
Myself, I have no idea what to do, I'll probably get either something wizardy or something gunny.

Grand Lodge

so when does it open?

Silver Crusade

Oooo!


APs are always a hit. That said, I may have something that could be fun, but I need to check the player's guide to see if it would fit.

Also, what are the character creation rules?

Sovereign Court

Thanks for your patience! Here are all the necessary guidlines! I'm looking forward to see all of the interesting character applicants! Thank you all for your interest.

Character Creation: :

• Races: Standard races from the Pathfinder Core Rulebook will be allowed. Any other paizo printed PC race SHOULD be fine as long as it adheres to campaign context and theme. Other races will be considered on a case by case basis. If you're from Ustalav, you should probably be human.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype and class mentioned in the campaign guide are worth considering.
• Alignment: No CE or NE. LE would take convincing.
• Abilities: (20 point) buy,
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one should fit narratively. You may take a drawback for a third trait.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• For races, classes, etc. ,Third Party Pathfinder material will a considered on a case-by-case basis. Be forewarned, don't go too crazy with this. Requires a link to the material in question.
• Unchained options are allowed
•Alternate rules used:Background Skills, Stamina Pool (Free for fighter), Occult Rules and Im considering using Called Shots & horror rules.
•Keep min-maxing to minimum
•Character histories are a little odd in this campaign as the PCs will start the game with fractured memories. Check out the campaign player guide for ideas
•Provide a filled out character template of some sort. Something that gives the run down on appearance, personality, quirks, etc. More extensive templates are always appreciated. Choosing a Myers Briggs personality type is an option. I've seen people pick TV Tropes. Or utilizing this 10 Minute Background
Or this Ash's guide to Personality & Background You won't be penalized for not completing a guide but a basic character presentation is required.

Important Info :

Pretty standard stuff:
•Posting will be frequent. Every day to every other day. Unexplained long absences will be met with a checkup message and if continuous, dismissal .
•A combination of Roll20 and imagination will be utilized for combat but RP will be in thread
•High Focus on Roleplaying
•Alias creation is not necessary to apply
•Create a living breathing character, with hopes, fears, instincts with a distinct personality and it'll help you stand out.
•Please provide a standard clean character sheet
•One submission per player
•Deadline is at 11:59 on Nov 10


Sounds good.

Grand Lodge

do you want a whole background of just some parts?


1->male, 2->Female: 1d2 ⇒ 2

Well, I guess that settles which concept I use. Just need to decide on which class and which trait.

Liberty's Edge

@DM Czernobog: By "standard character sheet" do you mean you have a specific formatting you require? I usually format each chunk of my sheet (i.e. "offense", "defense", "feats", etc.) behind a series of blocked spoilers, because I find that's the easiest way for my brain to keep track of everything, but if you have a specific formatting preference I can adhere to that.


Sooooo down to play this. Now to narrow down my ideas.


This isn't final, but it's a start. If anyone's got suggestions for a name, feel free to let me know. I"m kinda drawing a blank here, and Zelda Tinker was the only thing I could think of.

Stats:

Zelda Tinker
Female changeling psychic 1 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Occult Adventures 60)
NG Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural)
hp 5 (1d6-1)
Fort -1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike -2 (1d3-2 nonlethal) or
. . 2 claws -2 (1d4-2)
Special Attacks dark half (1 bleed, 6 rounds/day), phrenic amplification (mindtouch[OA]), phrenic pool (3 points)
Psychic Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—hypnotism (DC 14), mind thrust I[OA] (DC 14), ray of enfeeblement (DC 14)
. . 0 (at will)—dancing lights, detect magic, mending, prestidigitation
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 8, Int 17, Wis 13, Cha 16
Base Atk +0.5; CMB -2; CMD 11
Feats Dodge
Traits magic in the blood, sensitive mind (perception), talented
Skills Appraise +4, Bluff +3 (+5 vs. creatures sexually attracted to her), Craft (painting) +5, Diplomacy +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +6, Perform (sing) +8, Sense Motive +2, Spellcraft +7; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Aklo, Common, Draconic, Dwarven, Elven
SQ dependent, gatekeeper (knowledge [planes]), hypnotism (diplomacy), manifestation points, ability scores, phrenology (knowledge [arcana]), read aura (perception)
Other Gear blanket[APG], chalk (10), chalkboard[APG], masterwork backpack[APG], scarf[UE], scarf[UE], scarf[UE], scarf[UE], scarf[UE], wooden holy symbol of Desna, wooden holy symbol of Iomedae, wooden holy symbol of Pharasma, wooden holy symbol of Shelyn, 9 gp
--------------------
Special Abilities
--------------------
Dark Half (1 bleed, 6 rounds/day) (Su) Dark side grants spells bleed damage to one target.
Darkvision (60 feet) You can see in the dark (black and white only).
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Manifestation Points, Ability Scores ([none], 16/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant's HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any number of points from this pool is fatigued upon leaving the binary mindscape. A combatant who draws half or more of these points is exhausted upon leaving the mindscape, and takes a –4 penalty to Intelligence, Wisdom, and Charisma for 24 hours thereafter. If a combatant expends the entire pool, she becomes unconscious after leaving the mindscape. The fatigued, exhausted, and unconscious conditions and the –4 penalty ignore all immunities and last for 24 hours; they can't be removed before that time except by a wish or a miracle.
Mindtouch (Su) 1 pool: detect surface thoughts of spell target (as the 3rd-round effect of detect thoughts).
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.

Concept:

This is a fairly quirky character that I hope will provide a little comic relief to help balance the horror. I'm also hoping that she'll be downright terrifying at moments. This is my first foray into the Occult classes, so forgive me if I screw something up or make something totally unplayable.

Quirks and traits:
-Writes on a chalkboard to communicate with others most of the time.
-Carries the holy symbols for Desna, Iomedae, Pharasma, and Shelyn. She prays to and worships all four of them.
-Doodles a lot
-Desperately wants to belong.
-Occasionally hears whispers from her mother, a green hag.
-When her dark half manifests, she becomes more talkative, but is very cruel and fond of using biting sarcasm. Normally, she's kind and sarcasm-blind.

Sovereign Court

1 person marked this as a favorite.

What you remember :

COMING TOGETHER
The Adventure Path opens with the PCs awakening in the basement of an asylum and witnessing a frightening and gruesome scene. Regaining their senses, the PCs feel as if they are emerging from a fog or a dream, but have trouble remembering who they are and how they got into their current situation. The only memories that remain are but vague hints and gut feelings—hardly clear recollections. A PC may recall only bits of an early childhood in a merchant family, while another might remember being born in Oppara, but nothing else. It is up to you to determine how little or much you can recall. Feel free to begin the campaign as a complete blank slate. However, this campaign assumes that the player characters can’t recall anything about the past few years. Over the course of the adventures, the characters begin to piece together what happened to them, and they regain their full memories midway through the Adventure Path.
Upon waking, your character senses the presence of the other amnesiacs, each with the same lingering doubts, occupying the same cell. Your character feels a vague kinship to these people for unknown reasons. The rst thing your character likely realizes is that they are all trapped together in a terrifying situation and that these others might make the di erence between escape and perishing in an asylum that has erupted into chaos.
A lingering sense of servitude also nags at your character’s memories upon awakening. It’s hazy, but some recollection tugs at the back of your character’s mind of having been captured, along with a sense of dread that he or she had committed some dark deeds in the past, perhaps under duress. Your character might even consider this blank slate a blessing in disguise.
Beginning a campaign on such unsteady footing requires groups to trust one another. The players need to give up some control over their character’s past in order to let this story of uncertain dread play out during the course of this Adventure Path. Players in Strange Aeons should trust the GM and know that the latter has additional information about their characters’ past and future beyond what they may have envisioned. In the hands of a good GM, this slow reveal of characters’ histories adds an exciting element to the campaign, but this kind of narrative device also has the potential to feel exclusionary or antagonistic. If at any point during this Adventure Path you feel like your character’s agency has been taken away, talk with the GM and the group about ways that the story can be amended or changed to restore a comfortable level of personal control. Remember, uncertainty can be fun, and consensually surrendering some control is a crucial element of the horror genre. As the Strange Aeons Adventure Path is steeped in
Lovecra ian themes, occult elements, and otherworldlymysteries, it might seem like a good idea to make a character familiar with those forces. However, it might prove fun to play someone completely ignorant of the Elder Mythos instead of one steeped in the occult. It’s upto you and your group to determine a preferred approach this Adventure Path, and there are few wrong ways to play through Strange Aeons. It’s more important for players to be interested in cosmic horror or the Lovecratian Mythos than it is for their characters to be aware of the things both terrible and unknown. Furthermore, players don’t need to be experts on Lovecratian lore to find 7 frightening enjoyment from this campaign.

Campaign Traits:

These campaign traits tie characters to the Strange Aeons Adventure Path, where the party wakes up in a nightmare—trapped in an asylum and confronted with a terrifying scene. Though the PCs don’t remember their past, these traits provide
a feeling of who they are or may have been. Though these just consist of vague feelings
and personality elements, they can help the character better integrate with a Strange
Aeons campaign.

Driven By Guilt
You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Enduring Stoicism
Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as
people don’t know what to expect from you.

Foe of the Strange
You awake feeling emboldened after a terrifying nightmare. Instead of being frightened
by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s
confusion). In addition, whenever you’re confused and roll to determine behavior
in a given round, subtract 10 from the result.

Formerly Mind-Swapped
You awake with a strange
sensation beyond the frightening experience of extensive
memory loss. Full recollections of the experience—like so many others—have been wiped from your mind, but at some point in your past your mind was swapped with
that of a yithian, an alien being from beyond time and space. You don’t remember details of your experiences wandering the yithians’ peculiar city in a foreign body —and even worry whether this might be some strange hallucination
—but every so often, a flash of insight strikes you as a result of this experience. You know that you can rely on these alien flashbacks during your
investigation into your current situation, as it gives you greater perspective into an otherwise confusing world.Once per day, you can reroll one Knowledge check
that you have just failed. In addition, you can attempt untrained Knowledge checks with DCs up to 20 instead
of 10.

Methodical Mind
: When you awake with nothing
but hazy memories, you begin carefully cataloging
your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.Choose three Knowledge skills. You gain a +1 trait bonus
on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules.

Pugnacious
You awake in the asylum with sore muscles and bloody knuckles, as if you were recently in a fight. You even have a vague feeling that you won. You
can’t explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into
a corner is to lash out. Stuck in the asylum sets you on edge, and you not only want to figure out what happened
to you, you want to free yourself and find whoever did this to you—and make them pay.You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your
weapon as one size category larger than it actually is for purposes of determining damage for 1 round.

Ritualistic
You awake with a sense of purpose and a tingle of magical power. Though it’s unsettling that you can’t recall your past, you have a hunch that if you and your companions do everything just right—follow the correct steps and order—the answers will reveal themselves and you will be free of your condition. You get the feeling that you’ve always fallen back on careful planning and time-tested evidence in the past, but a nagging sensation also tells you that you used these skills in less-than-kind ways all too recently. Choose one 0-level spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level. The spell-like ability’s save DC is Charisma-based.In addition, you gain a +2 trait bonus on all skill checks when performing occult rituals.

Sensitive MindYou awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation. You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Path nder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.

True Devotion: You wake from your recent ordeal with a sense of
shame, as if you had sinned
 Deeply against your morals
and beliefs. However, you feel a
bit of relief as well, as if your god
had granted you a second chance.
You not only have a drive to gure out what happened to you, but an urge to ght back against the unspeakable forces of evil. If, during the course of your investigation, you discover that you took part in unsavory activities that would normally be opposed to your faith or alignment, this event no longer has any impact with your standing in the eyes of your god due to
your renewed righteous convictions.
Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day. There is a 20% chance that this attempt is successful. In addition, select one
domain or inquisition you have. You can use the first granted power of that domain
or inquisition one additional time per day. You must have a good alignment and be class capable of casting divine spells in order to select this trait.

Twitchy:Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive.
You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves


@Raitus
You're welcome to have some sort of background or history but you will only remember
Vague details and faractured memories. You choose how much you remember though one should assume it's on the lesser end of the scale.

@Orannis
As long as it's clean and easy to read, I really am not concerned with people sticking to one format although the "Defense, Offense, Statistics" structure is preferable.


Do you have anything against Variant Multiclassing?

Sovereign Court

@Hotaru of the Society
Nothing at all. Feel free to utilize the system.


Dot dottity dot.

Silver Crusade

Would you allow the Warder from path of War? If not I'm thinking probably Barbarian or Bloodrager... maybe Paladin.

Sczarni

If I am not too late I would be interested in possibly throwing my hat in for a character. I'm not 100% sure what sounds fun yet...but I'll come up with something soon I'm sure.

Downloading the Player's guide right now.

Instantly....after reading bits of the player's guide. I want to possibly play a Kitsune or a Skinwalker. The possible implications of thinking you are human but finding out you are not as time goes by and being horrified by yourself upon your first transformation...HILARIOUS.

Other thought, though I think I would have to have some GM approval on this would be, a druid who lost his memories while he was shifted into some animal and assume he is an animal companion of another person.

That thought makes me laugh more...the issue with that would be. I would adopt an animal's form and be stuck that way until 4th level...making it a not so good idea or possibly broken idea.

The type of creature I would choose to be stuck as would be a wolf. I would not get the free trip attack. Be stuck with a bite attack only, and a +2 to Str and Natural Armor but otherwise would be unable to cast spells and the like...The type of Druid would be a Wolf Shaman (APG) with a Wolf Companion...so two wolves for someone to boss around.

Tell me if this is stupid or at least entertaining enough to warrant further thought. If so, the druid would be hilarious to run....If not, well I have other thoughts.


Sapiens here, submitting Mal, elf alchemist, bomber extraordinaire, and Man With An Unpronounceable Name for consideration. Since, from what I understand, the background is revealed by the GM, I omitted it, but I can add it if necessary. The only thing that I believe to be important is that he was not raised by elves.

Grand Lodge

Ok, the last time I applied with the character I have in mind there was some statement that we had to play with. I will think of a back story.

Sovereign Court

@Rysky Unfortunately, as much as I love Path of War, it invalidates the other martial classes to some degree. Barbarian, Bloodrager, and Paladin are all great options.

@Jing the Bandit I like your creativity! While I think the druid stuck as an animal would be pretty interesting and fun, I don't know if it would fit the tone that were trying to strike. I'm not sure if it would be rewarding mechanically or role-playing wise. Also put the rest of the party in an awkward position of communication. I Really enjoy the skinwalker idea though. The concept of changing on instinct and flipping out, could be pretty interesting.

@Malevanidorian Ellemenirias
@Raitus

Yeah backstories are meant to be kept vague with just a few details here and there you that find important. As the just got to the campaign states, you have a sense of commiting some sort of wrong deed buts its all very hazy.

Silver Crusade

Okies, then I'll stick with one of those 3 then :3

Hmm will probably go Human or Changeling or Skinwalker for race.


Well I am not missing this chance. Was too late in finishing a build for this AP with a character I thought was pretty cool. Spiritualist (Fractured Mind). His foci is fear and each time the phantom appears it takes on the shape of some new nightmare creature, either from his past nightmares as a child or the new ones about to be revealed.


Very tempted to play a monk ...kung fu vs. Cthulu!


Dot, also how would you be doing starting gold?


I couldn't work amnesia into my tricky old monk, so I've switched ideas. Thinking a hardass crook who doesn't like the idea of strange things violating his bodily autonomy. Necromancers were troubling enough!

Mechanically either a slayer or fighter. Would LE work in this situation? It isn't a must-have.

Sovereign Court

@Pathfinder Zoey
Starting gold is Average for your class.

@Digger Chandler
LE CAN work. It takes some convincing but ive seen it play just fine. In this particular case, it shouldn't put you in a position that'll oppose the party in any major way. It also shouldnt totally numb him/her to the horrors that await.


I tend to think of alignment as a character arc. Starting LE but moving towards good in reaction to evil alien horrors.


3 people marked this as a favorite.

*Rubs chin* Would you accept an Ethermancer? The theme of the class is essentially "drawing cosmic power for various effects", and I feel like it would mesh fairly well with the themes of the game (especially not quite understanding what it is or what its limits are). In the practical sense, it's a blaster class that was carefully designed to stay in line with the game's expectations, and it has a major limit in its recharging pool of energy.

@Everyone: If you need a character sheet for the forums, there's a fill-in-the-blank one right here.


Would you be ok with the Blood reader slayer talent?


@ Rednal, thanks for the sheet.


Hello. Here's a Dark Tapestry Oracle that I've submitted to Strange Aeons before, but the first game never got going and I haven't gotten in to a game since. I believe he's built to 20 point buy, so he should be good.

Grand Lodge

Felix:

Felix Brightye
Male tengu rogue (unchained) 1
CN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +7
—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1
—————
Offense
—————
Speed 30 ft.
Melee bite +3 (1d3)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
—————
Statistics
—————
Str 11, Dex 17, Con 12, Int 14, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Two-weapon Fighting, Weapon Finesse
Traits suspicious, twitchy
Skills Acrobatics +6, Bluff +5, Climb +3, Disable Device +5, Escape Artist +6, Knowledge (local) +6,
Perception +7, Sense Motive +6, Sleight of Hand +6, Stealth +8; Racial Modifiers +2 Perception, +2
Stealth
Languages Common, Elven, Halfling, Tengu
SQ gifted linguist, sword trained, trapfinding +1
Other Gear studded leather, shortbow, 95 gp
—————
Special Abilities
—————
Gifted Linguist Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time
they gain a rank in Linguistics rather than one language.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sword trained Tengus are automatically proficient with swordlike weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

fluff:

A flash of light and I remember learning to fly, not being good at it. I remember Crashing through the
trees, hurting my arm, the blackness.
Another flash Sword dancing, learning all about blades, EVERY blade you can imagine.
A third flash and I am running, talons clacking on the stone outside the mother tree, the screech of my
murder chasing me. Accusing me.
No more flashes, what happened? Where Am I? I remember blood on my feathers, was it mine? Was it
a Murder members?
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
These people seem familiar, they seem like I want to protect them.


Dotting. One of the few APs I never got the chance to play :)

Sczarni

~Cries out in shame~. Oh well it was a hilarious idea...which doesn't fully fit the tone of this game so it's understandable. Still delightful though. I am glad it was at least good for a laugh ^_^.

Hmm hmm. Time to do some reading to see how the Skinwalker business works altogether. If it's considered a polymorph effect and what not.

Sczarni

Kitsune Ranger (Beast Master/Infiltrator):

Nicolae
Male kitsune ranger (beast master, infiltrator) 1 (Pathfinder RPG Advanced Player's Guide 124, 125, Pathfinder RPG Bestiary 4 175)
CG Medium humanoid (kitsune, shapechanger)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged longbow +5 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 14, Wis 14, Cha 9
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot
Traits fast-talker, twitchy
Skills Acrobatics +6, Bluff +4, Climb +4, Handle Animal +3, Heal +6, Knowledge (nature) +6, Linguistics +3, Perception +6, Profession (trapper) +6, Stealth +6, Survival +6
Languages Aklo, Catfolk, Common, Sylvan, Varisian
SQ change shape, track +1, wild empathy +0
Other Gear studded leather, arrows (20), longbow, animal harness[APG], beast whistle (canine), bedroll, flint and steel, masterwork backpack[APG], mug/tankard, snuffbox, wood[ACG], waterskin, wooden holy symbol of Desna, 8 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Sorry, I've been trying to come up with a backstory to not know but right now I'm dealing with a brain storm (the none fun kind) from accidentally missing my anti-depressant and a cat that is sick enough that I am unable to help him so I gotta take him to the vet in the morning.

Suffice to say that the reason he knows Aklo is that he knew enough to avoid the dark fey that live in his forest while he dealt with the Humans encroaching upon his territory. Knowing Aklo allowed him to avoid confrontations with fey that could be more powerful then him given that his own real ability as a kitsune was his ability to shift. His innate magic never manifested due to his cowardliness.


Hi DM! Thanks for the opportunity. Chess here with my submission: Donnen is a Human paladin of Sarenrae :) Any comments and criticism are welcome.


Here is Trevor, ex lab rat and Igor who is now adirft in the big scary world.

Crunch and stuff:

Full Name : Trevor Culexis

Race: Half-Orc

Classes/Levels: Fighter (Mutation Warrior) 1

Gender : M

Size : M

Age : 18

Special Abilities :

Alignment: NG

Deity : Gorum

Location : In Trouble

Languages :Common,Orc

Occupation : Servant,Lab rat

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

Weapons:

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

Background Skills 2/Level
Handle Animal (1+3) 4
Profession-Servant (1+3) 4

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

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

Trevor, despite being such a huge presance in whatever area is in, seems to be almost too quiet, like he is waiting to be told to do something. He often cleans the area around him if he is
going to be staying there for any length of time but this doesn't include himself most of the time since he often just goes about in a rough cloth shirt and pants and whatever footwear he can fit
his feet into.

Silver Crusade

GRAAAAAAAAHHHH!

I can't decide between Bloodrager (Id Rager) and Paladin (Tortured Crusader) >_<


After reading the players guide I'm going with a human Empiricist Investigator, more to follow.


Ysvigg Redcloak, Chaotic Good Ulfen Unchained Barbarian:

She does not remember much. She was in a city named Oppara, and was supposed to protect someone, a young noble, an arrogant brat who decided to throw a "special party". And there was a strange man in black clothes and... Nothing, emptiness. What happened that night? All she can remember is fear, disgust and a burning anger for the dark and what dwells in it!

Hey thanks for starting a new campaign. My proposal is an Ulfen Barbarian/Fighter who will probably become Ulfen Guard as she remembers her life. I'm french and my English is far from perfect however so I would understand if you decide to pick someone with better writting skills! I chose a Barbarian to represent the fact that her mother tongue is Skald, to erase some of my potentials mistakes!

I'm planning to build her as a protector for the group.

Sovereign Court

1 person marked this as a favorite.

@Pathfinder Zoey
While I enjoy the ability and it is legal as per the rules I set up, it somehwat opposses the general theme of horror. Having more info about the creature that stalks you lessens its impact.

@Digger Chandler
Thats a very nice way to approach the concept. I love lesser evil teaming up to defeat the greater villainy.

@RednalAfter reading through, I believe I get the gist of it. It appears to be an effective warlock. I am okay with the class. I think the flavor lends itself to the game and is even better from the angle you proposed. My only andendum would be to add descripters to conjuration spells that would normally not prevent the Ethermancer's abilities, ie teleportation hampering normally wouldnt stop Qhantum leap. Barring that, by all means go for it.

@Rysky Decisions, Decisions. ;) Ive never seen an Id Rager in game and the Tortured Crusader fits well into theme of the game. As a point of order, if we end up using the fear rules from whore horror adventures. The paladin's immunity fear actually would only knock fear effects down two pegs. Which is still a big advantage.

@Jing the Bandit Sorry to hear about your troubles. Character sumbission still needs a personality segment, as far as I can tell.

G-UnitInvestigator's are always fun and a Knowledge monkey suits this game's research aspect.

@Lornis You have just as much chance as anybody else! Sounds like you have a good concept going. :3

Lots of great submissions so far! Im excited to see what everyone comes up. Im happy with the turn-out so far. Thank you all for your interest!
------------------------------------
Current Submissions

-Donnen Phelps [Male Human Paladin]
-Trevor Culexis [Male Half-Orc Fighter Mutation Warrior]
-Nicolae[Male kitsune ranger beast master, infiltrator]
-Zadok Warren [Male Human Oracle]
-Malevanidorian Ellemenirias [Male Elf Alchemist Grenadier ]
-------
Zelda Tinker [Female Changeling Psychic]

Silver Crusade

1 person marked this as a favorite.
DM Czernobog wrote:
I have order, if we end up using the for your rules from whore adventures , The paladin immunity fear actually would only knock fear effects down two pegs. Which is still a big advantage.

... I don't think Paizo has put out that supplement :3

Silver Crusade

Tortured Crusader idea:
It's my understanding that the character's weren't exactly good people before they got their memories stolen, so the idea I had was Saturday, my character, had actually killed a paladin (of Iomedae maybe?) and held onto her holy symbol and scriptures as a trophy. Then during the coma setting up the game he receives visions from her or her goddess nudging him towards good so when he wakes up and sees this paladin equipment he thinks it's his.

Sovereign Court

1 person marked this as a favorite.
Rysky wrote:
DM Czernobog wrote:
I have order, if we end up using the for your rules from whore adventures , The paladin immunity fear actually would only knock fear effects down two pegs. Which is still a big advantage.
... I don't think Paizo has put out that supplement :3

That's what I get for not spellchecking my voice to text thoroughly enough. Apologies all! XD

EDIT: @Rysky

Tortured Crusader Idea:

That is a great way to play with Tabula rasa! The Fugue concept is an interesting way to start a game and do something with the characters. I appreciate the introspective approach with a built in character arch. Plenty of fun ways to play with this idea.

Silver Crusade

Ish okay :3

1 to 50 of 216 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Czernobog's Strange Aeons AP [Recruitment] All Messageboards

Want to post a reply? Sign in.