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.
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.
• 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.
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
@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.
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.
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
AC 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural)
hp 5 (1d6-1)
Fort -1, Ref +2, Will +3
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
Str 7, Dex 14, Con 8, Int 17, Wis 13, Cha 16
Base Atk +0.5; CMB -2; CMD 11
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
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.
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.
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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.
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
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.
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.
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
: 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.
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.
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
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.
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.
|Jing the Bandit|
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.
@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.
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.
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.
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.
Starting gold is Average for your class.
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.
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*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.
Male tengu rogue (unchained) 1
CN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +7
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +1
Speed 30 ft.
Melee bite +3 (1d3)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack (unchained) +1d6
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
Languages Common, Elven, Halfling, Tengu
SQ gifted linguist, sword trained, trapfinding +1
Other Gear studded leather, shortbow, 95 gp
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.
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?
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These people seem familiar, they seem like I want to protect them.
|Jing the Bandit|
~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.
|Jing the Bandit|
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
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
Speed 30 ft.
Ranged longbow +5 (1d8+1/×3)
Special Attacks favored enemy (humans +2)
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
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.
Here is Trevor, ex lab rat and Igor who is now adirft in the big scary world.
Full Name : Trevor Culexis
Classes/Levels: Fighter (Mutation Warrior) 1
Gender : M
Size : M
Age : 18
Special Abilities :
Deity : Gorum
Location : In Trouble
Occupation : Servant,Lab rat
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Height:6'4" Weight: Hair: Black Eyes: Black
Favored Class: Fighter (HP)
Hit Points: 14
AC: (armor shield)/Touch /FF )
Saves: Fort +5 Ref +2 Will +0 (+2 against Fear/Emotion)
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
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.
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.
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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.
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!
-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]
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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
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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
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.