Gestalt Strange Aeons

Game Master bigrig107

Gestalt Strange Aeons! Spooky!


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The Exchange

Here's my submission just need to finish the equipment and and the backstory.


Alternate Tiefling SLA: 1d100 ⇒ 92
“You can see creatures on the Ethereal Plane”

No idea what the implications of that are, but man can that help lead to insanity


I understand that making a background for this is hard, but fear not. Make whatever backstory you feel is appropriate for your idea of the character, and then I’ll work with what you gave me and what will work with the story.

In your background, just try to give me a sense of where your character came from, and what sort of things may have happened to them in the past


I'm building a Psychic Sorcerer / Inerrant Voice Oracle. Will be able to melee good for the first view levels and then transition into a support caster, depending on the party.


I've updated my submission to include background skills, and figured I might as well post as an alias to avoid throwing another hefty statblock at the thread.

Of note, I decided to swap out Toughness for Point-Blank shot, and added a short fluff paragraph on Relictners from book 5/6 of Tyrant's Grasp, for those without said book.


Dotting, first idea of the top of my head is a bloodrager/sorcerer, who is an unassuming older magic user but for some reason can’t understand why he’s so angry, not realizing it’s the influence of the elder gods hatred.

Will flesh it out and stat it later after work.

Sovereign Court

I'm throwing my hat into the ring.

This is Henrik Vlastimil Cordovan. Originally built as a Mind Sword Paladin with an Oath Against Corruption when I was supposed to be in an IRL SA group. I retooled him for gestalt and added Fighter (Steelbound Fighter.)

Henrik Vlastimil Cordovan

Crunch:

Henrik Vlastimil Cordovan
LG Medium Half-Elf Fighter (Steelbound Fighter) Paladin (Mind Sword / Oath Against Corruption) 1
Init +6; Senses Perception +0;

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Defense
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AC 16, Touch 12, Flat-Footed 14( +4 Armor, +2 Dex)
HP 12 (1d10+2)
Fort +4; Ref +4, Will +2, +2 racial against illusion spells and effects; +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures; +2 trait bonus on saving throws against charm or compulsion effects
Defensive Abilities
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Offense
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Speed 30 ft. ( 20 ft. in armor)
Melee Estoc +3 (2d4+3/18-20x2); Cold Iron Gauntlet +3 (1d3+2/x2)
Ranged Sling +3 (1d4+2/x2)
Special Attacks Smite Evil 1/day (+3 Attack and AC, +1 Damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will— Detect Evil
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Statistics
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Str 15 , Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +; CMD
Feats Point Blank Shot ; Weapon Focus (estoc)
Skills Diplomacy [1] +7; Knowledge (Religion) [1] +3
Background Skills Craft (Painting) [1] +4; Handle Animal [1] +7
Languages Common, Elven
Traits Combat : Armor Expert ; Religion: Unswaying Love
Campaign: Driven by Guilt
SQ Alert for Betrayal (replaced Adaptability); Aura of Good; Code of Conduct; Elf Blood; Elven Immunities; Mismatched (replaced Keen Sense & Low-Light Vision); Multitalented; Steelbound Weapon
Favored Class +1 Skill Point
Combat Gear sling bullets (10)
Other Gear armored coat, estoc, cold iron gauntlet, sling and bullets (10), journal (pages torn out), paladin’s kit, explorer’s outfit, tabard torn so symbol is missing, 44 gp, 9 sp {{total weight 70 lbs}}

Instead of a full backstory, I've included brief memories that Henrik might recover as time passes. The last bit being an internal monologue he might have had. The idea is that he Fell and with his memory wiped, Shelyn has offered a chance for redemption.

Memories:

"'The zeal for life of a human and the grace of an elf,' that's what the midwife claimed!" Dr. Cordovan refilled his snifter and proffered the decanter to his colleague. The second man, a doctor in his own right, held up a hand in refusal.

"But what did I actually get? Hmm? Answer me that Petric. For what was Aurora's death rewarded?" Dr. Cordovan's voice grew louder with each word and he spilled more of the brandy that he drank.

Petric opened his mouth to reply but Dr. Cordovan cut him off, "A hodgepodge of mismatched features! And what's worse, the boy is an imbecile." The doctor tapped his temple with his free hand, "No mind for academia."

Petric coughed and Dr. Cordovan turned to see his eight year old son standing in the doorway of the study, tears welling up his eyes. The good doctor downed the last of the brandy and glared at his only child for an eternity before speaking.

"What a foul trade."

---------------------------------------------------------------

Henrik stood on a hill with dozens of other young men and women. They each held a thin sword and watched on as two individuals swiped, dodged, and parried each other's attacks. Most of the watchers had small cuts along their cheeks, some of which still bled. One of the duelists misstepped and was rewarded with a slash to the face. The duelist three his hand to the wound, winced, then began to laugh as he joined the others.

An older man clasped Henrik on the shoulder, "Look, Henrik, I know that your friends have helped you with your exams. And I know Sahsan took your mathematics exam for you. And with the passing of Dr. Cordovan you no longer have the safety net of a tenured professor to argue on your behalf."

The winner of the bout shouted for Henrik to face him and the older man squeezed Henrik's shoulder before letting the young man go.

"When you're done here pack your belongings. Your expulsion goes into effect tomorrow morning."

---------------------------------------------------------------

A songbird with vibrant feathers perched on the branch above Henrik. It seemed to be watching each brush stroke he made on the canvas. Henrik paused to consider his painting and reached for the indigo pigment. The songbird began screeching bit stopped the moment Henrik dipped his brush into a pale blue.

When the painting was complete the songbird warbled and Henrik felt a gentle warmth settle over his shoulders.

---------------------------------------------------------------

Henrik peered into the dark corners of the abandoned house desperate to spot some clue as to where the creature might be hiding. He called into the shadows, "I swear it now, creature: return the girl - show me you have a shred of warmth left in your soul - and I'll leave your home for good."

"RetuRN thE chiLd? NOo nOo...NOooo…" The voice reminded Henrik of scraps of meat being tossed into a bucket at the butcher's shop. "I diD NooOt TAke the cHild..."

Henrik stepped deeper into the house, snapping a discarded candle underfoot.

"thE GIrl was gIveN FReelY, SHelYnite...And I haVE nevER reTUrned oNE of thEIr giFts," the voice oozed from the darkness. "BuUt if yuOo must HavE her bacK, YuoO'vE alReady fOunD her."

Henrik paused and, as he lowered his eyes to the rotting floorboards beneath his boots, he prayed to The Eternal Rose. "Please, let it simply be a candle…"

There is no love. Only hate. No beauty. Only the disgusting. No innocents. Only the guilty. And the guilty will be punished.

Do not do this, Henrik. I cannot help you if you go down this path.


I've thought some more and I think I've got a good character concept going. Basic for the character is an Andoran Steel Falcon (Fighter) who's family possessed a cursed object with a trapped shadow demon inside it. Through in an event that will be further explained in the full backstory, the shadow demon was partially released, turning the demon into an eidolon (summoner).

So Summoner/Fighter, fighting style is classic Andoran dueling but with teamwork feats with the shadow demon eidolon. I really like the flavor and once I've got the full back-story (or not full I guess) written up I think it'll be a really great character for this AP. It's crazy stupid MAD, but it's a great character and I'm gonna stick with it lol.

GM, I'd like to know what you think of the shadow caller archetype. It seems fun and flavorful, but without knowing more about the AP I'm worried it'll be too much like the stuff we're fighting and despite the popular phrase "fight fire with fire" that's not always very effective.

The Exchange

Finished if you need me to add anything just let me know.


Torivor wrote:

I've thought some more and I think I've got a good character concept going. Basic for the character is an Andoran Steel Falcon (Fighter) who's family possessed a cursed object with a trapped shadow demon inside it. Through in an event that will be further explained in the full backstory, the shadow demon was partially released, turning the demon into an eidolon (summoner).

So Summoner/Fighter, fighting style is classic Andoran dueling but with teamwork feats with the shadow demon eidolon. I really like the flavor and once I've got the full back-story (or not full I guess) written up I think it'll be a really great character for this AP. It's crazy stupid MAD, but it's a great character and I'm gonna stick with it lol.

GM, I'd like to know what you think of the shadow caller archetype. It seems fun and flavorful, but without knowing more about the AP I'm worried it'll be too much like the stuff we're fighting and despite the popular phrase "fight fire with fire" that's not always very effective.

Shadow Caller is more than alright.

Even if there might be a conflict of “fire with fire”, the Shadow Plane is perfectly fine to draw inspiration from. Feel free to use it!


Lots of interesting opportunities using gestalt classes. Dotting for sub.

I have two ideas that I'm trying to reconcile

The first is a Gunslinger/Spiritualist - He is on the path of redemption having killed his sister, who is now his companion in this life and the next.
[I'm open to the idea of the spirit he communes with is his sister/other loved one that he accidentally killed, or it could be his enemy that he killed]

The second is a Gunslinger/Medium (reanimated medium) - He died and now inhabits another body. [The Reanimated Medium is meant to inhabit his own body however if the GM allows it the spirit of the PC could inhabit another's body.]

If anyone has any thoughts on this I'm happy for feedback


The GM in Yellow wrote:
TerminalArtiste wrote:
GM, I'm considering a Shifter for half of my gestalt. Would you be alright with using the rules from Wilderness Origins for alternate natural attacks for Shifters?
I am unsure as to what rules you reference, mind giving me a brief explanation of what they are?
I'll just quote the book, via the Archives of Nethys:
Alternate Natural Attacks wrote:
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype...These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.

And here's a link to the Archives page on the Animal Aspects, which lists the alternate attacks by aspect: Alternate Natural Attacks


As I understood the discussion on REDDIT (when I googled for the answer myself), the primary utility is to allow PCs who already have natural claw attacks to increase their number of natural attacks in a round, noting that only the ones granted by the class get the "counts as" and improved damage dice benefits.

EDIT: To be fair, it can also open up some "flavor" options for a player, without inherently being about creating additional attacks in the series.


I think I have the Spreadsheet all updated now. If I missed something, or got something wrong, you can either let me know and I'll fix it when I get a chance, or fix it yourself. Either works.

Anyway, I'm going to go back to going crazy IRL trying to figure out what I want to play.


hustonj wrote:

As I understood the discussion on REDDIT (when I googled for the answer myself), the primary utility is to allow PCs who already have natural claw attacks to increase their number of natural attacks in a round, noting that only the ones granted by the class get the "counts as" and improved damage dice benefits.

EDIT: To be fair, it can also open up some "flavor" options for a player, without inherently being about creating additional attacks in the series.

I principally want it for flavor. I've got a couple concepts banging around in my head, and I feel like a Shifter could be fun to capitalize on the body-horror elements of the campaign. Current frontrunner is a Mantis-aspect or some other vermin, just because I'd like to play with those.


Ok, so, Changeling Bloodrager (Id Rager)/Shifter (Elemtentalist) - grew up thinking she was human until the night the Call came, and she snapped, clawing the heck out of a townie who'd been taunting her for obviously being a bastard (and proof her mom cheated) since she doesn't look like her dad or brothers.

Sort of figured the Hatred focus would nicely reflect the rising influence of the Call - and the attack being her last memory - and what ended her up in the Asylum (though if she should have even less memory, then that's fine too - would be totally fine with her starting off thinking she's human).

Have most of the crunch worked out - just need to spend some gold and then double check my numbers.


TerminalArtiste wrote:
hustonj wrote:

As I understood the discussion on REDDIT (when I googled for the answer myself), the primary utility is to allow PCs who already have natural claw attacks to increase their number of natural attacks in a round, noting that only the ones granted by the class get the "counts as" and improved damage dice benefits.

EDIT: To be fair, it can also open up some "flavor" options for a player, without inherently being about creating additional attacks in the series.

I principally want it for flavor. I've got a couple concepts banging around in my head, and I feel like a Shifter could be fun to capitalize on the body-horror elements of the campaign. Current frontrunner is a Mantis-aspect or some other vermin, just because I'd like to play with those.

The primary issue I do see is allowing you to gain claw attacks from another source and then exceed your normal natural attacks per round.

Think I'm gonna stick with the rules in the shifter base class so as to avoid any potential abuse.
Feel free to flavor these claws as anything you'd like to use, but they will still function as claw attacks, and not like talons or something.


Okay.... I think I have it (that's probably the fifth time I've typed this, but this time, I think it's for real). It's something uniquely Strange Aeons, and something that I could never really pull off outside of a Gestalt game. However... It does rely extensively on Rituals. I figure it's a pretty safe bet that they'll be a decent part of the AP, but I just wanted to confirm- and also ask if using extra ones are also possible?

Anyway, as I mentioned, I wanted to try and build a Ritualist. The way I was thinking about doing that is... probably the most convoluted build I've ever attempted. Basically, Wizard 7/Loremaster 1/Ritualist X, crossed with Kensai Magus. The wizard part is to get all the prerequisites needed, along with getting enough skills to actually make Rituals possible. The Loremaster part because I can, so why not? Also, the new Secret of Magical Discipline feat is awesome, and I really want to make a character capable of using it.

The Magus part is just in case it all blows up in my face, I'll at least have a single functional class.

Flavor-wise, I'm thinking a human woman whose lack of memory is absolutely infuriating to her, because she has absolutely no idea what's going on, where she is, or when in ******* Nethys' name she learned how to swing a sword. Or why she curses with Nethys' name now.


As a note to everyone, I'm absolutely loving the submissions so far!

Keep up the good work!


Dαedαlus wrote:

Okay.... I think I have it (that's probably the fifth time I've typed this, but this time, I think it's for real). It's something uniquely Strange Aeons, and something that I could never really pull off outside of a Gestalt game. However... It does rely extensively on Rituals. I figure it's a pretty safe bet that they'll be a decent part of the AP, but I just wanted to confirm- and also ask if using extra ones are also possible?

Anyway, as I mentioned, I wanted to try and build a Ritualist. The way I was thinking about doing that is... probably the most convoluted build I've ever attempted. Basically, Wizard 7/Loremaster 1/Ritualist X, crossed with Kensai Magus. The wizard part is to get all the prerequisites needed, along with getting enough skills to actually make Rituals possible. The Loremaster part because I can, so why not? Also, the new Secret of Magical Discipline feat is awesome, and I really want to make a character capable of using it.

The Magus part is just in case it all blows up in my face, I'll at least have a single functional class.

Flavor-wise, I'm thinking a human woman whose lack of memory is absolutely infuriating to her, because she has absolutely no idea what's going on, where she is, or when in ******* Nethys' name she learned how to swing a sword. Or why she curses with Nethys' name now.

Not quite willing to reveal anything about the role of rituals, or whether they even exist in the adventure at all, but I am more than willing to try and work with you on using and learning the ritual system.

As I have absolutely no experience with said rituals, it'll be a learning process, but I don't mind learning some new things anyway.

Did have one question though, what do you mean by "using extra rituals"? As in, ones not existing in Paizo material?


The GM in Yellow wrote:
Dαedαlus wrote:

Okay.... I think I have it (that's probably the fifth time I've typed this, but this time, I think it's for real). It's something uniquely Strange Aeons, and something that I could never really pull off outside of a Gestalt game. However... It does rely extensively on Rituals. I figure it's a pretty safe bet that they'll be a decent part of the AP, but I just wanted to confirm- and also ask if using extra ones are also possible?

Anyway, as I mentioned, I wanted to try and build a Ritualist. The way I was thinking about doing that is... probably the most convoluted build I've ever attempted. Basically, Wizard 7/Loremaster 1/Ritualist X, crossed with Kensai Magus. The wizard part is to get all the prerequisites needed, along with getting enough skills to actually make Rituals possible. The Loremaster part because I can, so why not? Also, the new Secret of Magical Discipline feat is awesome, and I really want to make a character capable of using it.

The Magus part is just in case it all blows up in my face, I'll at least have a single functional class.

Flavor-wise, I'm thinking a human woman whose lack of memory is absolutely infuriating to her, because she has absolutely no idea what's going on, where she is, or when in ******* Nethys' name she learned how to swing a sword. Or why she curses with Nethys' name now.

Not quite willing to reveal anything about the role of rituals, or whether they even exist in the adventure at all, but I am more than willing to try and work with you on using and learning the ritual system.

As I have absolutely no experience with said rituals, it'll be a learning process, but I don't mind learning some new things anyway.

Did have one question though, what do you mean by "using extra rituals"? As in, ones not existing in Paizo material?

I mean, one of the campaign traits literally gives a bonus to skill checks made as part of Rituals, so I would kind of hope that they play at least a bit of a role in the AP.

By 'extra rituals' I just mean ones that Paizo has published, but don't appear in the AP. So, stuff like Avoidance Ward and the like (it took an annoyingly long time to find an example of a ritual that's actually reasonable. SO MANY of them have such an absurdly short time of effect.)

Also, I figure going Bladebound on the Magus side will just compound the character concept. "Now my bloody sword talks? Is the entire multiverse insane?"


The GM in Yellow wrote:
TerminalArtiste wrote:
hustonj wrote:

As I understood the discussion on REDDIT (when I googled for the answer myself), the primary utility is to allow PCs who already have natural claw attacks to increase their number of natural attacks in a round, noting that only the ones granted by the class get the "counts as" and improved damage dice benefits.

EDIT: To be fair, it can also open up some "flavor" options for a player, without inherently being about creating additional attacks in the series.

I principally want it for flavor. I've got a couple concepts banging around in my head, and I feel like a Shifter could be fun to capitalize on the body-horror elements of the campaign. Current frontrunner is a Mantis-aspect or some other vermin, just because I'd like to play with those.

The primary issue I do see is allowing you to gain claw attacks from another source and then exceed your normal natural attacks per round.

Think I'm gonna stick with the rules in the shifter base class so as to avoid any potential abuse.
Feel free to flavor these claws as anything you'd like to use, but they will still function as claw attacks, and not like talons or something.

That's fair. On reflection, my concept works perfectly fine with the base rules, so I'll stick with that.


Tilnar wrote:

Ok, so, Changeling Bloodrager (Id Rager)/Shifter (Elemtentalist) - grew up thinking she was human until the night the Call came, and she snapped, clawing the heck out of a townie who'd been taunting her for obviously being a bastard (and proof her mom cheated) since she doesn't look like her dad or brothers.

Probably doesn't matter mechanically, but I'm pretty sure changelings are strictly the children of mortal men and hags, so she wouldn't look anything like her mother and sisters, and her father clearly cheated.


Torivor wrote:
Tilnar wrote:

Ok, so, Changeling Bloodrager (Id Rager)/Shifter (Elemtentalist) - grew up thinking she was human until the night the Call came, and she snapped, clawing the heck out of a townie who'd been taunting her for obviously being a bastard (and proof her mom cheated) since she doesn't look like her dad or brothers.

Probably doesn't matter mechanically, but I'm pretty sure changelings are strictly the children of mortal men and hags, so she wouldn't look anything like her mother and sisters, and her father clearly cheated.

Changelings are usually left to replace "normal" children - so the family raising her would think she's theirs. And since she doesn't match her "family", the townsfolk will be whispering about her origin -- and likely not expecting the supernatural explanation, when an affair is the easier (and more scandalous!) one. [Hence, the thinking she's human thing.]


Okay, got Aoife basically wrapped up (other than gear/spellbook, which always takes me so long). While all her consious memories are fairly uneventful leaning on the boring/happy side, I made sure to throw in a bit of trauma in the forgotten areas for you, GM, to the point where, with what she does have vague hints of her memory, she might well be happier not knowing how she went from a sheltered bookworm to a scarred swordswoman.

(Note for future me: spreadsheet is fully updated as of this post)


How do you feel about Fetchling characters?


I'd love to join this.

As it stands I'm looking at either a Ganzi character who is one half Shifter using the Adaptive Shifter archetype, though not sure yet on the other. The basic idea behind the character is that he's in all this for the fun of it. He started on this track just because he could but now has found it all turned out to be too destructive and 'un-fun' so he wants to correct things.After all, even the crazy have honor.

The other idea would take a bit of story waving from your end but I do like it more. The basis would be a Duskwalker and a Slayer, still working on the other end but I know It'll be a caster.
The story waving comes from the following part: Instead of awakening in the Briarstone Asylum my character actually died there. Yet instead of being allowed to move on, the forces of the Boneyard saw fit to send him back as a Duskwalker to fix what he broke. Like the others, he doesn't quite know what it is he broke. (it would not interfere with any memory events in the AP since it's basically the same soul in a new body)

For the GM as it's spoilery for the first part of the AP:
I already played the dream sequence at the start once. This character would actually die during it, instead of awakening. This could be used to further drive home the direness of the situation. During the sequence I'd play him as a member of his original race.


Background done and picked out the majority of the crunch. Time to mash the classes together, hoping to finish it tomorrow.

Decided to do a aberrant bloodrager with aberrant sorcerer open to any ideas though if they’re offered.

The Exchange

Zasskin is mostly malee With a little healing and a lot of fire magic.


1 person marked this as a favorite.
Vashta Narada wrote:

How do you feel about Fetchling characters?

Fetchlings are perfectly fine. Love me some Shadow Plane!


Rhax, the Reptoid Sorcerer/Oracle:

Rhax
TN Male Reptoid Sorcerer / Inerrant Voice Oracle 1
Medium humanoid (reptoid)

Init +6, Senses low-light vision; Perception +0
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DEFENSE
=================================================
AC 18, touch 14, flat-footed 14 (+4 Armor, +4 Cha, +0 Deflection, +0 Natural, +0 Shield)
hp 11 ((1d8)+3)
Fort +2, Ref +4, Will +2, Bonus +2 vs. fear and emotion, +2 vs. mind-affecting, +2 vs. poison
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Longspear +3 (1d8+4 /x3)
Melee Bite/Claw/Claw +3/+3/+3 (1d3+3) [in natural form only]
Ranged Psychic Strike (1d6+1, DC 15)
Ranged Acid Splash +0 (1d3)

Oracle Spells Known (CL 5th; concentration +9)
1st (4/day)-divine favor, cure light wounds, bless
0th (at will)-create water, guidance, light, read magic, mage hand, ghost sound (DC 14)

Sorcerer Spells Known (CL 5th; concentration +9)
1st (4/day)-Color Spray (DC 15), Enlarge Person
0th (at will)-Prestidigitation, Detect Magic, Acid Splash, Disrupt Undead
=================================================
STATISTICS
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Str 16 (14+2), Dex 8 (10-2), Con 14, Int 10, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +3; CMD 12
Feats Noble Scion of War, Eschew Materials (Sorcerer bonus)
Skills Bluff +8, Intimidate +9, Knowledge (Planes) +4, Sense Motive +4
Background Skills Craft (Alchemy) +4, Knowledge (Engineering) +4
Traits Fate's Favored, Reactionary, Enduring Stoicism
Languages Common, Reptoid
Daily Resources Psychic Strike (7/day)
Gear Longspear (5gp), Chain shirt (100gp), heavy wooden shield (7gp),
=================================================
SPECIAL ABILITIES
=================================================
Racial
Scales When in its natural form, a reptoid has a +1 natural armor bonus.
Cold-Blooded Reptoids receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Natural Weapons When in its natural form, a reptoid has a bite attack and two claw attacks that deal 1d3 points of damage each.
Change Shape A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be).

Inerrant Voice Oracle
Curse Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Mystery Lore
Revelations Sidestep Secret
Sidestep Secret Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Sorcerer
Bloodline Psychic
Bloodline Arcana Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Psychic Strike At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Traits
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
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.

Misc
Favored Class Bonus 1x HP
=================================================
BACKGROUND
=================================================
Rhax was a simple man. He has a wife, two kids and a karith, a working animal similar to a horse. They lived in a lovely village outside the city and everything was just perfect. He had a good job, too. Well payed, good hours and exciting. He was a gate engineer. A high end job that involves high levels of magi-tech and a deep understanding of the planar worlds. So far, Reptoids haven't managed to establish planar travel without standard spell casting, but Rhax was optimistic that he and his team were close to success.
One night, he was the last on site, he had another spontaneous and promising idea. He started to make a few adjustments. Oh boy, did that go wrong. A bright flash and a huge explosion later he found himself on a mountain plateau he had never seen before. He was even still holding his tools.
It took him 5 days to reach the first signs of civilization and they weren't Reptoids. Quickly he donned a disguise of what apperantly was a Human. Soon he realized he was stranded on another planet. Was it another plane, too? There was no way to be sure...
That was three years ago. First he hid in the mountains, then he started to adapt and infiltrate human society. With his engineering skills and his natural knack for subterfuge he managed to establish himself more and more. He knew that complete submersion into humanity was necessary if he ever wanted to get home. He had to find out what the technology level was, if there was magic and if so, how strong? Finding and winning the trust of someone who would help him turned out to be most enduring. He infiltrated what seemed to be a tribe of warriors and thieves. Though he didn't trust humans, building a network of thieves and infiltration was his long-term goal. Maybe he could recreate his gate and finish it. This was the only way back after all. He dared not to think about his family too much. The overwhelming sadness would only delay his task. He worked hard, day and night. His determination let him grew in rank and soon he was first advisor to the chief and leader of the guard. Lots of people did his bidding and secretly helped him gather materials for his project to find a way back home.

Well, except for his current situation. He apparently made the mistake of trusting humans just a little too much and now he's here. Rotting in this sanatorium, not even knowing why. He just can't remember the past days, or was it weeks, or even months? In addition he's hearing these voices and it seems the spirits that had previously aided him in his work are now actively working against him. He almost feels haunted, like when he dropps stuff inexplicably and it falls several feet away. His pulse is pounding in his ears, the scenery is horrifying, but Rhax refuses to let fear take control. He has always stayed cool in difficult situation and that's what he'll do!
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PERSONALITY
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Rhax usually stays cool in most situations. This makes others around him nervous sometimes. He's very demanding of his peers and often pressures people into doing things. He never looses his cool, unless reminded of his family.
Rhax is not evil, but cares for himself first, at least towards Golarion's inhabitants. He was a very kind father and husband at home. In the end he has the potential for being a good person, but his lonelyness, bitterness and distrust overwhelm.
Only few people have seen him in his natural Reptoid form and he keeps his past a secret.
He's a very spiritual man that secretely prays for the gift that was bestowed upon him.


Crunch:

Kioku
Peri-blooded aasimar (emberkin) blood arcanist 1/psychic 1/gestalt 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 60)
CG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d6+3)
Fort +2, Ref +0, Will +3; +1 trait bonus vs. spell effects from evil creatures
Defensive Abilities emotional push (+3, 1/day); Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), consume spells, phrenic amplification (overpowering mind[OA]), phrenic pool (3 points)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—pyrotechnics (DC 15)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 6/day—psychic strike (1d6)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—burst of insight (DC 15), detect thoughts (DC 15), remove fear
. . 0 (at will)—detect psychic significance[OA], lullaby (DC 14), message, stabilize
. . Psychic Discipline Rebirth
Blood Arcanist Spells Prepared (CL 1st; concentration +5)
. . Bloodline Psychic
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 18, Wis 12, Cha 16
Base Atk +0; CMB -1; CMD 9
Feats Logical Spell[OA]
Traits driven by guilt, magical lineage, wayang spell hunter
Skills Craft (alchemy) +8, Diplomacy +7, Knowledge (arcana) +8, Knowledge (history) +8, Perception +5, Sense Motive +5, Spellcraft +10, Use Magic Device +7; Racial Modifiers +2 Spellcraft
Languages Common, Draconic, Dwarven, Elven, Sylvan
SQ bloodline (psychic[OA]), bloodline arcana (use thought and emotion components instead of verbal and somatic), crusading magic, past-life memories, mnemonic esoterica, scion of humanity[ARG]
--------------------
Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Crusading Magic These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
Darkvision (60 feet) You can see in the dark (black and white only).
Past-Life Memories (Ex) You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.
Mnemonic Esoterica (Su) Once per day when you prepare your spells, you can add one spell from another class’s spell list to your spells known and class spell list for 24 hours.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Logical Spell You can eschew emotional components by exercising logic.

Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher
Overpowering Mind (Ex) 2 pool: increase Will save DC of linked mind-affecting spell by +1.
Phrenic Pool (3/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6, 6/day, DC 13) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.

Appearance, Personality, Who was Kioku:

Appearance
Kioku appears as a lithe Human. Her Aasimar ancestory is recessed. She is fairly tall, standing at 5'9". Kioku has fair skin and her eyes are sky blue. Her hair is worn long and loose and is a deep black, almost as if it is absorbing the light around it. Kioku's garb tends to be loose and flowy. Image

Personality
As a child, Kioku was extremely shy. She kept hearing voices which she didn't understand were the thoughts of those around her. As she aged and learned to build a wall in her mind against the voices, Kioku began to grow into her own. She developed a very outgoing personality. She was inquisitive and extremely friendly. After the accident, Kioku turned inward and closed herself off, afraid that she might hurt someone again.

Who was Kioku
Kioku came into being as a young child. Growing up as a child she consistently heard voices of the thoughts of those around her. She learned to build a psychic wall to shield herself from these thoughts. Shortly after this, Kioku confided in a young boy she liked that she had certain gifts. The boy pushed her to train and hone her skills while she herself was hesitant. However, she relented and they would work together to refine her psychic gifts. During this time, the two of them fell in love. One day, however, a fit of anger crossed Kioku and she lost control of her powers and unleashed a psychic blast permanently maiming/killing her love. In despair and guilt she fled Tien looking to start over.

I decided on a Psychic/Psychic Blood Arcanist. I really want to lean into the psychic aspect of the character and decided to specialized with the Gestalt. I wasn't quite sure what to do with the background. I kept going back and forth between do I have too much or not enough considering the character is supposed to be an amnesiac. If modification is necessary, let me know. I would obviously keep any character and player knowledge separate. If selected I will take care of all purchases and make a proper alias. Let me know if you have any questions


The GM in Yellow wrote:
Qunnessaa wrote:

Would you consider a bit of house-ruling on archetype stacking? ...

Thinking of an elven witch (*something something icy flowers, somehow*) / cavalier (sister-in-arms), whose luck evidently did not improve after (maybe?) being forcibly inducted into the Gray Maidens in the last desperate days of the original order. Something like that, anyway. I'll work on fleshing her out in the next little while.

I think it is more than fair for the two archetypes to stack, and won’t have a problem with allowing it.

However, your chosen patron must be on both lists. This seems like a fair compromise.
This leaves deception, enchantment, or trickery as your three options. Surely you can figure out which one works for your concept.

Thanks, that sounds peachy! I've settled on enchantment, thrown together the moving/crunchy parts here, and will sort out a bit of backstory/character description this evening and over the next couple of days.

I'm not absolutely set on frozen caress for her Extra Hex feat, for folks who are following along and might be alarmed: if we end up adventuring together, I'm open to putting it off for a level and going with healing or evil eye first, if that sort of support looks particularly helpful just starting out.


Think I've settled on a concept. Shifter/Inquisitor of Gozreh, maybe an archetype on the Inquisitor. Will get crunch up once I've completed it.

The Exchange

I'm still working up the details, but I am envisioning a Brawler/Investigator... someone who was educated despite a "kid from the streets" background who decided on a career of research and investigation... that is until he started seeing too much. His method of dealing with it was to resort to self-medication - first with over-imbibing, and then using some of his knowledge to dabble in chemical concoctions. Perhaps his amnesia is simply a result of his medicinal remedies... or perhaps it is something deeper in his psyche. Either way, he is just barely hanging on...

Liberty's Edge

So, I have an idea that I've been dying to play in Strange Aeons, and can only fit there, but will absolutely need GM approval.

My plan:

The most important part is the Elder Mythos Cultist cleric, specifically a cultist of Hastur. The narrative behind would be that he was an actor, who was unwittingly seduced by the King in Yellow play, and started living life only according to narrative. I can believe that he never bothered to think about where his powers came from. I'll extend more about that when I write (rewrite, sigh, I lost the file) his background.
I know that the Great Old Ones will be a significant enemy later, so that's why I'm asking for permission. We can cross that bridge when it comes to it, I wouldn't be averse to my character being made into an NPC, for example. Also, he would likely be Chaotic Evil, but not a party wrecker. More of an egotistical anarchist, really.

The other half of the Gestalt would possibly be Bard, to fit in the background as an actor, but a Dark Tapestry Oracle could also be appropriate.

As for race, I thought of a gnome originally, but now I'm thinking Kitsune: who better to represent an entity focused on narration and losing oneself in one's role than one who can take on many faces?

The Exchange

I've added Zasskin's last Memory

The last thing she remembers is laying down on the sand looking up at the clear night sky. When a giant scorpion came out from under the sand be for she had a chance to react the scorpions stinger was heading straight towards her and that when she blacked out.

And she keeps getting fashes of being trapped in a small dark hole.


I've played some of the Adventure Path and I have an idea for a character. I have a back story idea, just trying to make it work in my head/with classes. Would you mind if I PM you ?

I'm sure I've missed this but this game will be purely on the board right? Not a discord game?


@sapiens: I really hate to straight up say no to a character concept, but an actual cleric of one of the main Old Gods is way too far outside of what I’m looking for. An oracle or sorcerer tainted by their influence, sure, but a direct cleric? Don’t think that’s going to work, no. Sorry!

@ictoo: Hadn’t actually thought about that. I had planned on having it be a fully on the boards campaign, but I wouldn’t be opposed to creating a Discord for immediate access to me and the rest of the group. I use Discord frequently enough already that it wouldn’t be a problem, just need to make sure everyone else can use it too.


Also, everyone, feel free to PM me with any questions to may have to ask specifically me.

I don’t mind answering them in private at all!


Question, guys.

Of all the people that have applied and will apply, how many of you would be willing to play partially or wholly on Discord?
Have a few people asking about, and was curious about the group’s feelings.


I'm not too familiar with discord. Whether I would have an issue playing on it would have to do if there was a set time to be on. I have a 6 month old so I don't have any real schedule I can keep. If discord can be used as another form of forums where posts can be made at any time, I wouldn't have a problem using it.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Discord play is fine by me: I'm already running a game on Discord, so playing another PbP using discord would be no sweat off my back.


I would be a hard pass on Discord.


Alright, so the first three answers were three separate different answers. That’s a good sign!

Think I’ll hold off on deciding on that until the final group is decided upon, and then I’ll ask them.


2 people marked this as a favorite.

Okay so I’ve had a few questions asking me about whether or not the backstory and personalities are alright or long enough or too long, so I wanted to put together a list of questions you can answer to help give me a better idea of who your character actually is.

Actually found a fantastic one online, that goes into quite some depth to figure out who you are without relying on just your character’s history.

Feel free to answer as many or as few questions as you feel is necessary for me to get an idea of your characters’ personality, but please do number them as the article does so I can refer to the question you’re answering.

Character questions


Here is my submission - Jhamid, an Undine Water Kineticist (Kinetic Chirurgeon)//Spiritualist (Phantom Blade). He's a bit of an unconventional healer, but fully capable of performing the task while still contributing in other ways.

Crunch:

Jahmid
Medium undine kineticist (kinetic chirurgeon) 1//spiritualist (phantom blade) 1
N outsider (native)
Init +3; Perception +9; darkvision 60 ft.
Favored Class: Spiritualist
FCB: +1 Skill Point
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 11 (1d8+3)
Fort +5, Ref +5, Will +4
Special Defenses hydrated vitality, resist cold 5
OFFENSE
Speed 20 ft, swim 20 ft
Melee phantom rapier +3 (1d6/18-20) OR unarmed +3 (1d4) (harbored)
Melee dagger +3 (1d4/19-20)
Ranged kinetic blast +3 (1d6+3)
Ranged sling +3 (1d4)
Ranged dagger +3 (1d4/19-20)
Special Attacks gather power, spell combat
Undine Spell-Like Abilities (CL 1st, Concentration +3
Spells Known (CL 1st, Concentration +3)
1st (2/day) - chill touch (DC 13), shield
0 - guidance, mage hand, mending, stabilize
Utility Wild Talents kinetic healer
Simple Blasts - water blast
Element Water
STATISTICS
Str 10, Dex 16, Con 16, Int 12, Wis 15, Cha 8
Base Atk +0; CMD +0; CMB 13
Traits Curse Queller, Marid’s Fury, Sensitive Mind (Appraise)
Feats Alertness, Weapon Finesse
Skills (ACP -4) Heal +6, Knowledge (history)* +5, Knowledge (nature) +5, Linguistics +5, Perception +9, Profession (herbalist)* +6, Sense Motive +9, Swim +0
*- Background Skill points
Languages Common, Aquan, Dwarven, Osiriani
SQ Burn (6), kinetic chirurgery, knacks, phantom weapon
Gear sling, 20 bullets, dagger, scale mail, Spiritualist's Kit, 5 days trail rations, ink, inkpen, 5 pieces parchment, scroll case, 5 gp

Description:

Jhamid stands 5’10”, with bluish-green skin and longer hair the color of sea foam, held back by a leather cord. He has a slender build for his height, and webbed fingers and toes. He typically dresses in shades of blue to accent his skin color, and stands out in a crowd for his appearance.

Jhamid has been trained as a healer and herbalist, and has a caring personality to go with it. However, he is much more reserved among those he does not know and trust, and his healing is less likely to be offered freely in their company. He has an eye for noticing small details, and an ear for hearing a lie. He will turn away those who lie to him about the cause of their injury, for he views them as unworthy of his skills.

Jhamid is claustrophobic - ever since he was trapped in a sarcophagus as a child for several hours. He also witnessed a curse ravage the undine community he grew up in, killing many of them in slow, grotesque fashion, and feels a deep sense of failure at not being able to heal them. His community traveled the Sphinx River and its territories, seeking ruins to explore. The curse was caused by an artifact they recovered, one that they thought answered the riddle of the Doomsday Clocks. Whether or not it did, they never found out, as the curse struck the next day. This is the last thing he remembers.

Backstory:

Where am I? What happened to me? Why can’t I remember? Jhamid’s mind raced, trying to remember who he was, what he did, and where he was from. Scattered memories appeared. But were they in the right order? Were they even real, or was his mind making things up to fill in gaps?

He remembered a great pyramid, and other people who looked like him entering it. He remembered a celebration of joy, of the discovery of...something...something important? Valuable? What was it?

He remembered darkness, remembered being trapped in a...sarcophagus?...screaming for help, trying to get out, panicking. He remembered someone finally finding him and saving him, and feeling his heart and stomach clench every time he was in an enclosed space.

He remembered swimming, a feeling of peace as he played in the river with other children who resembled him. He remembered an older undine teaching him about history, about reading and writing and mathematics. He remembers them trying to get him interested in archaeology, but instead following an old woman who was skilled at making remedies and knowledgeable of healing.

He remembered her death - of old age, the one disease that cannot be treated. He remembered taking over her place.

He remembered the death. The others whose skin would begin to dry out, no matter that they were immersed in water. He heard their screams, and saw their blood run from cracked skin as he desperately tried to stop the bleeding, tried to find a cure for what ailed them. The feel of failure as all his efforts amounted to nothing, and they died painful, agonizing deaths.

Asleep, his mind desperately trying to remember, tears ran down Jhamid’s face as he wept and mourned for those who died - whoever they were.


Darnit, missed the edit window by 1 minute. Here are my answers to the 20 questions.

20 Questions:

1. What emotion best describes your character? Distant.

2. What emotion does your character invoke in others? Calming to those who are truthful with him (friends), annoying to those who are not (enemies).

3. What does your character need most? Though he doesn’t know it, Jhamid needs to form a strong bond with a new community, to feel accepted and welcomed by others again.

4. What is your character’s goal in life? To find a way to cure curses, like the one that destroyed his community, so that he can ensure such a tragedy never happens again. He does not wish to rely on the magic of the gods, since they did nothing to intervene in his community’s destruction.

5. How does your character believe this goal can be accomplished? It is clear that the medical knowledge possessed by his community was insufficient for dealing with this curse. However, this doesn’t mean it is impossible. The means to do so is out there, and, regardless of where the knowledge comes from, he will find it and master it.

6. Where does your character come from? Jhamid was raised in a semi-nomadic undine community that traversed the Sphinx River and its tributaries in Osirion. Collectively, they sought out ancient ruins to explore, particularly ones that were now underwater, as they were uniquely suited to exploring such ruins. They would purchase supplies in towns along the river, and while they were not rich, they weren’t concerned with wealth, as knowledge was their priority. He was educated collectively, by the community, as his parents were both very focused archaeologists. In particular, he learned the healing arts from the community’s healer, Azora.

7. When did you grow up? Jhamid grew up when Azora passed, and the responsibility as the community’s healer came to him. As the healer, he needed to project a sense of calm control when people were sick or injured, so as to help them relax.

8. What values does your character hold? Jhamid considers community, loyalty, and knowledge of healing to be sacred. He is ideologically opposed to taking advantage of others, inflicting harm on the innocent, and cruelty.

9. How does your character dress? Jhamid dresses in loose, flowing shirts and pants that accents his bluish-green skin tone, mostly shades of blue, with brown accents. The clothing is generally well-made, but isn’t made of expensive fabrics such as silk. He wears well-worn boots with a round front that lace up above his ankles, and his hair shoulder length and held back by a leather cord. He rarely wears jewelry. He wears a light blue cloak to keep the dust off.

10. What are your character’s means? Jhamid’s financial means aren’t great - he doesn’t carry much in the way of weapons beyond a sling or a dagger, and he hasn’t made a lot of money since his community’s destruction. Most of what he makes goes to providing food and shelter for himself, and sometimes his belly feels a little empty. He doesn’t have any friends - not since he left the dead remnants of his community. He has some skill with healing, but is especially good at reading other people and spying that which is hidden. His aloofness tends to put people off, however, so he isn’t very good at convincing others.

11. What are your character’s personal tastes? Jhamid enjoys the sound of running water, and the feeling of being immersed in it. He finds it to be restorative and soothing. He enjoys the taste of fresh-caught fish roasted over a fire, and the smell of a running river.

12. What are your character’s opinions? Jhamid feels that healing is the most noble art one can pursue, and that those who lie to manipulate others are unworthy of receiving such a gift. He also believes that those who possess the most wealth are obligated to use that wealth to better those who have not been so blessed.

13. What is your character’s comfort zone? Jhamid finds that swimming in a river is incredibly comforting and soothing. If that is not an option, then he finds comfort in listening to others tell stories.

14. Who has had the biggest impact on your character’s life? Azora, his community’s healer. She was the one who taught him the healing arts, and many of his values are a reflection of her values.

15. What are some of your character’s unexpected quirks? Jhamid will refuse to heal people who lie to him about the cause of their injury, as he believes they are deceiving him to cover some criminal activity. He also charges for healing up front, unless the injury is life-threatening. He does not know how to whistle, and his singing voice leaves much to be desired. Still, he is graceful, and does enjoy occasionally dancing. He is afraid of small, cramped spaces.

16. What story does your character belong in? Hopefully, this one :). Seriously, he belongs in a story dealing with the discovery of obscure knowledge that might be useful to his goal of learning to cure curses.

17. What role does your character fill? Jhamid is a healer and damage dealer. He could also be able to assist in scouting, eventually, and in social situations where he can spot lies. While all Knowledge skills are class skills, he will likely focus on one or two that the party as a whole may not have ranks in.

18. What should the other players know about your character? He will be very aloof at first, but once he feels he can trust them, will be quite open and warm with them. He will try to work well with them as a team, regardless, and will respect them unless they try to lie to him.

19. What is your playstyle? My playstyle is to get into the head of my character and try to think as they do. I always answer in character for them, and while I describe their actions in the third person, I have them react accordingly to the outcome.

20. How do you want your character to die? Ideally, of old age after discovering how to use non-divine magic to cure curses. However, so long as he achieves that goal, I’m not too concerned with how he dies.


OK, I've fleshed out my character's backstory more or less to my satisfaction, all included in her updated profile here.

I know folks have different ideas about what they like to see in backstory, so I tweaked a couple of versions. I most enjoyed trying to do a bit in character (treating it as case notes from the asylum, focusing on the symptoms my witch presents), but if it's somewhat vague the other bits might help pin down a few more concrete details.

Good luck to everyone as they round out their submissions!


@GM How do you feel about a svirfneblin raised in a kolbold tribe? She was used in a previous strange aeons that just got past the first room and that is it.

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