Strange Aeons

Game Master MeMoiMe



When opposing the works of the Elder Mythos, mortals must fight the despair of knowing that there is little—perhaps nothing—they can do to stop the eventual transformation of reality when the stars are right and all they hold dear falls to the influence of the Great Old Ones and Outer Gods. Instead, they should look to the immediate present. What can be done in this moment to slow or disrupt the schemes of ancient cults and the creeping influence of the deities such cults worship? What living foes can be faced and defeated? Even if nothing can stop the return of the Great Old Ones and Outer Gods, mortals can certainly delay the date at which this event will occur by taking oppositional small steps along the way. And for mortals, whose existences are measured in the barest of gasps when compared to the life cycle of reality, even a delay of a few hundred or thousand years can be counted as a victory.
Of course, our heroes might prove that paragraph wrong.

It's funny how you can fall in love with a campaign when you read about how hopeless things really are. In the last book of Strange Aeons, in the continuing campaign section, there's this paragraph about how the players have really just delayed the inevitable. I put it above, I think it's pretty cool. But I had to add in that the players might just do the impossible. Maybe that might continue the campaign for us (but then we'd have to go mythic!) That's why I like this AP, and I hope you all like it too.

I plan to accept somewhere within the realms of 4-6 players, but I will keep the rest in my mind for replacement characters. Hopefully we can finish this campaign (I say, having not even started it,) but real life happens. I expect to be posting once per day, most likely in the afternoon or evening. Perfect time for a horror campaign, am I right?

NOTE: The characters do start this campaign in a fugue state. This will be fixed, and players still will be able to create a background for their character.

The Crunch:
No third party content- but other than that, you're likely good to go.
I am not very experienced with unchained, occult, or psonic classes, but I will allow them, provided you're willing to be patient.
No races with insanely high RP, I'm sure you can guess which I'm referring to. If in doubt, just ask.
20 point buy, I won't set hard limits on stats, but I would advise you to be reasonable about powergaming.
Hit points will be max at 1st level, then either roll or take half.
You may have two traits, or 3 with a drawback. One of those traits must be a campaign trait.
Roll for starting cash or take half.
Background skills are being used.
No limits on alignment- aside from class limits.

The Fluff:
It's up to you to decide how much and what your character remembers, but anything within the last few years of their life are off limits for now.

Please include a backstory of the character's life, excluding the last few years. Again, your character may or may not remember all of it.
I'd also like to know their desires, goals, fears, and other things like that.

I think that's all for now, but feel free to ask questions if they are needed.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

dotting

Dark Archive

Definitely dotting.

Been looking for a game recently and have long had a character concept almost tailor-made for Strange Aeons that I've been hoping to get a chance to play.

May need GM approval for one thing I'd like to do, though, as it will likely require bending the rules a bit...

For GM:
Need to give some thought to how I want to build it, but a very quick and dirty description of the concept is a wandering Varisian caster-type with an extra personality (or possibly two) in their head as a result of an encounter with *something* Dark Tapestry related in their youth (they don't remember what), which incidentally also is the source of their powers.

Main thing that will likely need special approval is that I'd like to figure out a way to eventually give the alternate personalit(y/ies) a "body" of their own that they take whenever they swap control. Essentially something akin to an Intrigue Mystery Oracle's Assumed Form Revelation or an Eberron Changeling, but limited to only a couple of forms (and maybe the occasional "hair turning to tentacles when no-one's watching" shenanigans).

Would something like that be possible?


Dotting. Tried to get into another Strange Aeons game some time ago, so I'll rework my character from that. He was a half-orc occultist, affiliated with the Pathfinder Socity.


Veltharis:
I'm okay with that, would the personalities have different class levels, alignments, etc, and would they know each other exist? The strange nature of some of the places that the party will go could easily allow the other personalities to manifest in different ways, so unless you have a specific idea, I could work that in.

Dark Archive

I'll PM you the details, as I want to keep it a little secret for a bit.

Grand Lodge

Dotting. Would really like to get in with a PbP AP.

Silver Crusade RPG Superstar 2014 Top 16

GM: For a wizard can I swap Scribe Scroll for Spell Focus, just like is done in PFS?


I recently applied to a similar game, with a couple of rules oddities (3 traits instead of 2 w/o a drawback, 3 Background skills/level, max starting gold, etc.).

I'll need to rework the character slightly for your more normal generation rules.

I like the character idea, but I'm uncertain how the mechanics will play out. 2 levels of Aldori Defender (Fighter), 3 levels of core Swashbuckler, and then run with the Aldori Swordlord Prestige Class until it runs out, the AP ends, or I lose the character. Of course, those 2 levels of Fighter may as well be vanilla Fighter levels, as the archetype doesn't adjust anything until 3rd level . . .. Sometimes it is just about taking the name.

This is a "Driven by Guilt" character.

Here's the non-mechanical stuff from the top of the build:

Medullo Rufinus

Appearance:
This young human has his hair cut close, only marginally longer than the strip of carefully tended facial hair framing his mouth in "Van D#!+." The dark brown color of his hair plays well against his bronzed skin, His small amber eyes appear to be judging you, looking across his aquiline nose. His carefully tailored clothing accentuates his lithe build, covering him in mostly maroon, but with green accents.

Personality first thoughts:
Medullo recognizes the responsibility of the strong to defend the weak. He has little forgiveness for those who abuse their power, and position, if they have one, seeing that behavior as bad as theft and assault. His training makes him a man of action, quick to pull and use his sword. He is, however, a natural diplomat. Steel can't solve every problem, and frequently it provides only short-term solutions. Yes, the two are in conflict. Sadly, his combative reaction has frequently prevented an early discussion to prevent that conflict.

Who he was:
Well, obviously a Brevan student of one of the Aldori dueling schools. He's just not as bright as they prefer their students to be, though, and quick to action. This got him an unusually high number of duels as a student, with near a third of them actually traps so that more advanced students could try things against him. As a senior student, he was trying to focus more on the diplomatic interactions with those in power, having learned the hard way that quick action against those in a far superior position accomplished nothing towards the goal and brought pain. Yes, he was probably hoping to use swordlord training and status to help him climb the social ladder.


I also started this AP once. It died almost immediately. I would like to play the same character if chosen, this is him. I think he follows the rules laid out above except for background skills, I'll double check though. But the important bits are here so I'm going ahead and posting. Thanks for your consideration.


I offer myself up for your horrible experiment!

Stats are in the profile, but the short version is that I’m a Strix Bard.


Fred Junior

Fluffy bitz:

Intro and Description
A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches stands in front of his prospective employer. A rapier is sheathed on his right and a longspear is strapped to his back with a heavy wooden shield with a horse emblem. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service."

After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!"

Junior clears his throat, "Fred wants to know how much the pay is."

Junior's history (in his own words)
There once was an ork from Cheliax
Insulting nobles behind their backs
They put him in chains
But he left through a drain
And now hunts nobles with an axe.

I imagine that the only thing Junior remembers is the above limerick and the name of the gold coin that only he can hear talk to him, Fred. The only other thing I'd like to add about his background is that he is the bastard son of a high priest of Asmodeus, they don't get along.

Crunchy bitz:

Male Half-Ork Skald
Neutral Good Medium Humanoid (human, ork)
Init +1; Senses Darkvision 60ft; Perception +3
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 16 (+5 armor, +2 Dex, +2 Shield)
hp (1d8+2 con +1 FCB)
Fort +4, Ref +1, Will +1, +1 vs spells cast by evil creatures, +2 vs fear
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Sling +1 (1d4+2, x2)
Melee Rapier +2 (1d6+2, 18-20/x2)
Melee Longspear +2 (1d8+3, x3)
Skald Spells(CL 1, Concentration +4):
Level 1 (2/day, DC 14) Cure Light Wounds, Comprehend Languages
Level 0 (DC 13) Detect Magic, Read Magic, Mending, Message
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +2, CMD 13
Feats Simple Weapons, Martial Weapons, Ork Weapons, Light Armor, Medium Armor, Shields, Endurance (Shaman’s Apprentice), Scribe Scroll (Skald 1), Skald’s Vigor (1)
Traits Driven by Guilt 1/day swift action for 1 rd add cha to attack and 1 damage/level vs evil creature, Courageous - +2 trait to saves vs fear,
Skills Acrobatics (1) 0/-2, Knowledge (all) +1, Perception +3, Perform (Oratory, Percussion, Sing) +7, Spellcraft +4, Use Magic Device +8, ACP -5, -7 with shield
Languages Common, Ork
SQ Bardic Knowledge (+1), Raging Song 6rds/day: Inspire Rage (+2 str and con, +1 will, -1 AC, rage-like), Ork Ferocity 1/day

Will be reworked for campaign
Gear 5 PP, 10 GP, 8 SP
Four-Mirror Armor, Heavy Wooden Shield, Longspear, Sling (20 bullets), Rapier, Backpack, Bedroll, Belt Pouch, Common Drums, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess Kit, Mirror, Rope (50ft), Soap, Torches (10), Trail Rations (5), Waterskin, "Fred"

Extra bitz:

Regular posting isn't a problem, usually games move way too slow for me. 1 or more posts a day is fine. I'm currently running 2 games and playing in 3. It's important to note that I'm running a Strange Aeons game and playing in another one. The SA game that I'm playing in moves too slowly for my tastes and if I'm accepted I'd probably opt out of that game in favor of this one.


I want to play this AP. badly. so dotting.


Zahir ibn Mahmoud ibn Jothan :
Yes you may.

Everyone is looking good so far, characters are coming together quick!


Build adjusted. All comments appreciated, because feedback is a gift.

Medullo Rufinus

Appearance:
This young human has his hair cut close, only marginally longer than the strip of carefully tended facial hair framing his mouth in "Van D%##." The dark brown color of his hair plays well against his bronzed skin, His small amber eyes appear to be judging you, looking across his aquiline nose. His carefully tailored clothing accentuates his lithe build, coverign him in mostly marroon, but with green accents.

Personality first thoughts:
Medullo recognizes the responsibility of the strong to defend the weak. He has little forgiveness for those who abuse their power, and position, if they have one, seeing that behavior as bad as theft and assault. His training makes him a man of action, quick to pull and use his sword. He is, however, a natural diplomat. Steel can't solve every problem, and frequently it provides only short-term solutions. Yes, the two are in conflict. Sadly, his combative reaction has frequently prevented an early discussion to prevent that conflict.

Who he was:
Well, obviously a Brevan strudent of one of the Aldori duelling schools. He's just not as bright as they prefer their students to be, though, and quick to action. This got him an unusally high number of duels as a student, with near a third of them actually traps so that more advanced students could try things against him. As a senior student, he was trying to focus more on the diplomatic interactions with those in power, having learned the hard way that quick action against those in a far superior position accomplished nothing towards the goal and brought pain. Yes, he was probably hoping to use swordlord training and status to help him climb the social ladder.

Combat:
Init: +4 (Dex+3, Blody-Minded+1)
Move 20' (30' w/o pack)

Melee +1, Finesse/Ranged +4 CMB +1/+4 (BAB+1, Str+0, Dex+3)

Standard melee attacks:
Aldori Dueling Sword +5 for 1d8 @ 19+; S
(Finesse+4; Str+0; Weapon Focus+1)
Rapier +4 for 1d6 @ 18+; P
(Finesse +4; Str+0)
Light Hammer +4 for 1d4 @ x2; B
(Finesse +4; Str+0)

Standard ranged attacks:
Shortbow +4 for 1d6 over 60' @ x3; P
(Ranged+4)
Light Hammer +4 for 1d4 over 20' @ x2; B
(Ranged +4; Str+0)

Driven by Guilt: 1/day (add Charisma bonus to all attacks and character level to damage vs evil creaures) for 1 round

HP: 10 (10 + 1xCon+0 + 0xFavored Class (Swashbuckler)+1)

AC 16, T 13, FF 13, CMD 14 (Armor+3, Dex+3, BAB+1, Str+0)

Fort: +2 (Base+2, Con+0)
Ref: +3 (Base+0, Dex+3)
Will: +1 (Base+0, Wis+1)

Driven by Guilt: +1 vs spells/spell-like from evil creatures


Feats & Traits:
* Feats *
H Exotic Weapon Proficiency (Aldori Dueling Sword)
F Weapon Finesse
1 Weapon Focus (Aldori Dueling Sword)

* Traits *
Campaign: Driven by Guilt: +1 trait vs spells/spell-like by evil creatures; 1/day add Charisma bonus to attack rolls and add character level damage vs evil creatures for 1 round
Combat: Bloody-Minded: +1 trait on initiative and Intimidate checks
Social: Memorable: Diplomacy/Intimidate durations multiplied by 1.5

* Drawback *
Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.


Skills & Languages:
2 Class +1 Skilled + Int+1 = 4 Adventuring Skills & 2 Background Skills / Fighter Level
4 Class +1 Skilled + Int+1 = 6 Adventuring Skills & 2 Background Skills / Swashbuckler Level
2 Class +1 Skilled + Int+1 = 4 Adventuring Skills & 2 Background Skills / Aldori Swordlord Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+ 4-Acrobatics 3+1+0+AC
+ 1 Appraise 1+0+0
+ 3 Bluff 3+0+0
+ 0-Climb 0+0+0+AC
+ 1 Craft (Weaponsmithing) 1+0+0
+ 1 Craft (Any other) 1+0+0
+ 4 Diplomacy 3+1+0(+Pride -2)
+ 3 Disguise 3+0+0
+ 3-Escape Artist 3+0+0+AC
+ 3-Fly 3+0+0+AC
+ 1 Heal 1+0+0
+ 8 Intimidate 3+1+3+Bloody-Minded+1
+ 2 Knowledge (History) (Background) 1+1+0
+ 2 Knowledge (Nobility) (Background) 1+1+0
+ 1 Perception 1+0+0
+ 3 Perform (any) 3+0+0
+ 3-Ride 3+0+0+AC
+ 2 Sense Motive 1+1+0(+Pride -2)
+ 3-Stealth 3+0+0+AC
+ 1 Survival 1+0+0
+ 0-Swim 0+0+0+AC

Memorable: Diplomacy/Intimidate durations multiplied by 1.5

AC -3 (-1 w/o pack)

Languages: Taldane, Skald


Gear:
150 GP Budget
x20.0.0 Aldori Dueling Sword (1d8/19+/3#/S/Finesse)
x20.0.0 Rapier (1d6/18+/2#/P/Finesse)
xx1.0.0 Light Hammer (1d4/x2/20'/2#/B)
x30.0.0 Shortbow (1d6/x3/60'/2#/P)
xx1.0.0 Arrows 3# (20)
x25.0.0 MW Studded Leather (+3/+5/-1/15%/30'/20#)
xx9.0.0 Fighter's Kit 29# (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
x30.0.0 Courtier's Outfit 6#

136 GP Spent for 67# (32# w/o pack); 14 GP on hand

Light <= 38# (~/-0/30/x4)
Medium <= 76# (+3/-3/20'/x4)
Heavy <= 115# (+1/-6/20'/x3)


Human (Taldan):

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice (Dexterity) at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Fighter (Aldori Defender):

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Swashbuckler:
** Favored Class **
Alignment: Any.
Hit Die: d10.
Class Skills: The Swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +0 +2 +0 Deeds, panache, swashbuckler finesse
2nd +2 +0 +3 +0 Charmed life 3/day
3rd +3 +1 +3 +1 Deeds, nimble +1
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent (Pathfinder RPG Core Rulebook 99) as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or onehanded piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Aldori Swordlord (Prestige Class):

Requirements: To qualify to become an Aldori swordlord, a character must fulfill the following criteria.
Feats: Dazzling Display, Exotic Weapon Proficiency (Aldori dueling sword), Weapon Finesse, Weapon Focus (Aldori dueling sword).
Skills: Acrobatics 3 ranks, Intimidate 5 ranks, Knowledge (nobility) 3 ranks, Sense Motive 3 ranks.
Class Skills: The Aldori Swordlord's class skills are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Perform (Cha), and Sense Motive (Wis).
Skill Points at each Level: 2 + Int modifier.
Hit Die: d10.
Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +1 +0 Deft strike, quick draw
2nd +2 +1 +1 +1 Display weapon prowess
3rd +3 +1 +2 +1 Defensive parry +1
4th +4 +1 +2 +1 Adaptive tactics 1
5th +5 +2 +3 +2 Shatter confidence
6th +6 +2 +3 +2 Saving slash
7th +7 +2 +4 +2 Defensive parry +2, dexterous duelist
8th +8 +3 +4 +3 Adaptive tactics 2
9th +9 +3 +5 +3 Greater saving slash
10th +10 +3 +5 +3 Confounding duelist
The following are class features of the Aldori swordlord prestige class. Unless stated otherwise, the following benefits apply only when a swordlord is wielding an Aldori dueling sword (see page 24) and carrying nothing in his other hand.
Deft Strike (Ex): An Aldori swordlord can add his Dexterity bonus (if any) to damage rolls made with an Aldori dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding an Aldori dueling sword one-handed or two-handed. An Aldori swordlord cannot use this ability if he is wielding a shield or using an off-hand weapon (including armor spikes, unarmed strikes, or natural weapons).
Quick Draw: An Aldori swordlord gains Quick Draw as a bonus feat. If the character already has this feat, he instead gains Aldori Dueling Mastery (see page 24). If he already has both feats, he instead gains a combat feat of his choice as a bonus feat. The Aldori swordlord must meet all prerequisites of the selected combat feat.
Display Weapon Prowess (Ex): At 2nd level, an Aldori swordlord adds a bonus equal to half his class level on Intimidate checks while using Dazzling Display with an Aldori dueling sword. He also gains an additional +1 bonus on these Intimidate checks for each of the following feats he has with the Aldori dueling sword: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, or Weapon Specialization. The bonuses stack with each other (the total bonus is considered a competence bonus).
When involved in a duel, an Aldori swordlord’s mastery of elaborate strikes and stances grants him a bonus equal to half his class level on performance combat checks (Pathfinder RPG Ultimate Combat 154). These tricks can also be of great help in countering an enemy during a duel, granting him a bonus equal to half his class level on rolls to attempt a dueling parry or to use dueling resolve (Ultimate Combat 152).
Defensive Parry (Ex): At 3rd level, an Aldori swordlord gains a +1 dodge bonus to his AC when making a full attack with an Aldori dueling sword. This AC bonus increases to +2 at 7th level. If an Aldori duelist is also a fighter with the Aldori defender fighter archetype (see page 22), levels in this class stack with his fighter levels when determining the AC bonus from this ability.
Adaptive Tactics (Ex): At 4th level, an Aldori swordlord learns to adapt his fighting style to counter his enemy’s strengths. An Aldori swordlord reduces the attack roll penalty for fighting defensively or using Combat Expertise by 1 at 4th level and by 2 at 8th level. In addition, after an Aldori swordlord uses his Aldori dueling sword to attack a creature he attacked during the previous round, as a swift action he can attempt a Sense Motive check (DC = 10 + the opponent’s base attack bonus). If successful, the swordlord gains a +2 circumstance bonus either on attack rolls or to his AC against that creature until the beginning of his next turn.
Shatter Confidence (Ex): At 5th level, an Aldori swordlord can attempt an Intimidate check to demoralize his target as a swift action after he confirms a critical hit or succeeds at a disarm, reposition, or sunder combat maneuver with an Aldori dueling sword. If his target is already shaken, the swordlord can attempt an Intimidate check to demoralize the target as a swift action after any successful melee attack or combat maneuver. If he succeeds at this check, any morale bonuses the target has are suppressed for a number of rounds equal to the Aldori swordlord’s class level. Suppressed effects are not dispelled, and they resume after this time elapses if their duration has not expired. Suppressed morale bonuses include those gained from a barbarian’s rage ability; however, this ability doesn’t end rage, nor does it suppress other effects of rage or rage powers that do not provide morale bonuses (thus, it doesn’t cause a barbarian to become fatigued unless the barbarian chooses to end the rage during the suppressed duration, in which case fatigue from rage affects the barbarian normally).
Saving Slash (Ex): At 6th level, when wielding an Aldori dueling sword, an Aldori swordlord can use an immediate action to try deflecting a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.
Dexterous Duelist (Ex): At 7th level, an Aldori swordlord with at least one free hand is not denied his Dexterity bonus when attempting Acrobatics or Climb checks, nor does he provoke attacks of opportunity when standing up from prone.
Greater Saving Slash: At 9th level, an Aldori swordlord’s saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against ranged critical hits, including those from rays and other ranged touch effects, with a 25% chance of success.
Confounding Duelist (Ex): At 10th level, an Aldori swordlord who successfully uses shatter confidence also suppresses the target’s competence and insight bonuses.

Attributes:
20 point buy
pt buy race level gear current
x1 11 +0 11 +0 11 +0 S 11 +0
x5 14 +2 16 +0 16 +0 D 16 +3
x0 10 +0 10 +0 10 +0 C 10 +0
x2 12 +0 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 W 12 +1
10 16 +0 16 +0 16 +0 H 16 +3

Progression Thoughts:
1 Aldroi Defender 1
2 Aldori Defender 2 (Slashing Grace)
3 Swashbuckler 1 (Combat Reflexes)
4 Swashbuckler 2 (Dex)
5 Swashbuckler 3 (Dazzling Display)
6 Aldori Sworlord 1
7 Aldori Swordlord 2 (Weapon Specialization (Aldori Dueling Sword))
8 Aldori Swordlord 3 (Dex)
9 Aldori Swordlord 4 (Aldori Dueling Mastery? Lots of options from here up, really.)
...
15 Aldori Swordlord 10 (?)
We'll see from here if it happens. Swashbuckler?

Dark Archive

Quick question for DM Candle: What's you're take on Variant Multiclassing from Unchained, and more specifically, would you allow it?

Building as Dark Tapestry Oracle at the moment, but want to pull in a little from Sorcerer and trying to decide whether to plan for going down the "Eldritch Heritage" feat line or use VMC instead.

Mechanics are otherwise mostly done, so it's just a matter of doing the writing portion at this point (though, historically, that portion tends to take me the longest).

Dark Archive

Hi GM!

Before anything else, with full disclosure in mind, I'd like to ask if you are ok for someone who knows about the AP to apply for your game.

I'm a GM myself and I've been preparing this same AP for my F2F group. I ask this because even if everyone usually changes the APs to fit their group (in my case I've changed a lot of stuff), generally the main plots are preserved. I have a deep knowledge of all of it.

Aside from being interest in playing, I'd also like to see your take on it. I'm generally pretty good in separating player/character knowledge, but I'll understand if you prefer me not to apply.


Sir Longears wrote:

Hi GM!

Before anything else, with full disclosure in mind, I'd like to ask if you are ok for someone who knows about the AP to apply for your game.

I'm a GM myself and I've been preparing this same AP for my F2F group. I ask this because even if everyone usually changes the APs to fit their group (in my case I've changed a lot of stuff), generally the main plots are preserved. I have a deep knowledge of all of it.

Aside from being interest in playing, I'd also like to see your take on it. I'm generally pretty good in separating player/character knowledge, but I'll understand if you prefer me not to apply.

I am in a similar situation. If that's disqualifying it's fine of course.

I have a couple of different character ideas that could easily fit into the SA path. If you wanted I could present those in addition to Junior.


Here's TerminalArtiste's submission. I used 1/2 starting gold to buy his gear, so 70 gp.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

GM, I was thinking of making a black blade magus. The eldritch scion archetype also appealed to me, but they both alter arcane pool in very minor ways. Would you be alright with me using both of them?


Delmoth wrote:
Sir Longears wrote:

Hi GM!

Before anything else, with full disclosure in mind, I'd like to ask if you are ok for someone who knows about the AP to apply for your game.

I'm a GM myself and I've been preparing this same AP for my F2F group. I ask this because even if everyone usually changes the APs to fit their group (in my case I've changed a lot of stuff), generally the main plots are preserved. I have a deep knowledge of all of it.

Aside from being interest in playing, I'd also like to see your take on it. I'm generally pretty good in separating player/character knowledge, but I'll understand if you prefer me not to apply.

I am in a similar situation. If that's disqualifying it's fine of course.

I have a couple of different character ideas that could easily fit into the SA path. If you wanted I could present those in addition to Junior.

Triplicate here.


GM Candle, I sent you a pm the other day that I just want to make sure you got.


Dotting while I consider submissions.


Stats:

Lily Le

CG female human psychic 1
Init +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:7 (1d6+1)
Fort +1, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff (1d6x2)
Ranged: Light crossbow (1d8/19x20)
Statistics
--------------------
STR 8
DEX 14
CON 13
INT 17
WIS 12
CHA 14
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)

0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)

Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3

Traits: Sensitive Mind, Hard to Kill, Deft Dodger

Feats: Dodge, Persuasive

Languages: Common, Tian, Celestial,

Special abilities:

Phrenic Amplifications

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Psychic Discipline
Rapport:

Emotional Bond (Su)

You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.

If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.

Emotional Push (Su)

You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.

Personality:

A Tian woman originally from Quain of two noblepeople. Her previous personality was kind, compassionate and full of curiosity of the world she eventually left. Yet that is all she remembers, and her personality changed as a result. Now, she is brash, fearless and unyielding yet shares the same passion to help others. Yet now she holds a fear over what exactly happened to her the past few years.


1d6 ⇒ 4

Dotting. I will be submitting a Kineticist. While I always ask if I can just have max GP on the kineticist, I have rolled for starting GP just in case.


starting money: 3d6 ⇒ (4, 5, 3) = 12

finalized gear:
Gear Start gold: 120 gold
Four-Mirror Armor, Heavy Wooden Shield, Longspear, Sling (20 bullets), Rapier, Backpack, Bedroll, Belt Pouch, Common Drums, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess Kit, Mirror, Rope (50ft), Soap, Torches (10), Trail Rations (5), Waterskin. 3 gp 6 sp

When you get to it GM, if I'm selected, I would like to request a house rule. RAW skalds cannot use spell kenning to meet requirements for crafting. It was faq'd for a similar situation to be possible, spell-like abilities. I would like either the same leeway for spell kenning that spell-like abilities enjoy for crafting or a different feat to replace scribe scroll.


Delmoth wrote:

[Dice=starting money]3d6

** spoiler omitted **

When you get to it GM, if I'm selected, I would like to request a house rule. RAW skalds cannot use spell kenning to meet requirements for crafting. It was faq'd for a similar situation to be possible, spell-like abilities. I would like either the same leeway for spell kenning that spell-like abilities enjoy for crafting or a different feat to replace scribe scroll.

Here here! If not for them having the Spell Kenning, I can't imagine what the designers thought was the use in their having Scribe Scroll.


Choraak wrote:
Here here! If not for them having the Spell Kenning, I can't imagine what the designers thought was the use in their having Scribe Scroll.

This is my thinking as well. Otherwise I could see an argument for a bunch of cure light wounds scrolls because they are are marginally cheaper than buying a wand. Probably a handful of other spells as well. If there are other casters in the party I could scribe scrolls they know.

I can also see an argument that using spell kenning in conjunction with scribe scroll is too powerful. Given enough time I could feed a wizard every 1st-6th level spell on their spell list. How powerful it is depends on how much downtime we have and the party composition.


Veltharis here, with my submission: Thomas of Edasseril, Oracle of the Dark Tapestry.

Crunch is incomplete (need gear and might change up one of my feats), but wanted to give a bit of backstory. One side of it is deliberately missing for the moment, since I haven't finished writing it yet and want to keep it a bit secret for a while anyway...


Here is Phntm888's kineticist, Renlo Tacksa. He is a secretary by trade, currently in the employ of...someone whose name he can't remember. He also, to the best of his recollection, has never trained with weapons, armor, nor has the ability to shoot lightning out of his hands, and yet that's exactly what he finds himself doing now. How did this happen? What's going on? Will he ever get to write his book on normal plant life in Ustalav?

Silver Crusade

Crunch:

Str (18) Dex (14) Con (12) Int (8) Wis (10) Cha (15)

Demon Spawn Tiefling
* Stats (+2 Str +2 Cha -2 Int)
* Fiendish Resistance (Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.)
* Darkvision (60ft)
* Soul Seer (Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.)
* Skilled (+2 disable device, +2 Perception)
* Pass for Human (Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.)

Traits
* 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.)
* Heavy Hitter (+1 damage unarmed attacks)
* Indomitable Faith (+1 Will Saves)
* Umbral Unmasking (You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).)

Feats
Lvl 1: Armor of the Pit (+2 natural armor)
Lvl 1 Class: Improved Unarmed Strike, Stunning Fist, Dragon Style (While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.)

Skills
* Perception (+6)
* Stealth (+6)
* Acrobatics (+6)

Background Skills
* Escape Artist (+6)
* Perform-Lute (+6)

Scaled Fist Monk VMC Void Wizard
* AC Bonus (When unarmored and unencumbered, the monk adds his Charisma bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.)
* Flurry of Blows (At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.)

Physician Note:

Patient 761 was committed against his will three years ago after he attacked a bystander during a street performance. Patient answers to the name Gaelden though he does not recall his last name. He was a member of a band of entertainers that had just entered the city. Halfway through the performance he charged a man, screaming that the bystander was “not alive and not dead.” Patient claims that he can see the souls of others, and that the man he attacked was, infact, undead.

Utmost caution must be used when interacting with patient. Patient is obsessed with the notion that he is “tainted” and that his soul is damned. To date he has not stated why this is, only that he can tell because his shadow. Patient claims that his shadow taunts him when nobody is looking, and that he must kill it before it kills him. Patient is under the belief that the only way to defeat his shadow is to perform enough good to make up for his sins. When Dr. HS attempted to make patient touch his shadow to prove that nothing would happen, Patient broke Dr. HS’ arm and injured two orderlies before he was restrained. Suggest for Patient to be kept either restrained or isolated until Dr. AR returns from sabbatical.

As can be seen here, his shadow is a big part of the character. For VMC Wizard Id like to use the customization rules to make his shadow into his familiar, using the Figment archetype (so it can’t be ‘killed’ and if something does happen to it, it will just return).

Liberty's Edge

Candle, two quick questions:
1) Are Tieflings okay?
2) Would a Paladin of Shelyn work? I know their Aura of Courage ability can be problematic for adventures where horror is prominent so I'd be totally open to nerfing or replacing it.


Here is a fellow who talks to his mask like it's a god.

Application:
A follower of Groetus, Tresk was trained up in the church to spread the news of the coming apocalypse. Tresk discovered a way to forge a conduit to Groetus by causing himself pain. By creating his mask, Tresk closed off a future with the "divine" church. Relying on his ever growing fearsome reputation, Tresk took up residence in Belkzen to study the works of Groetus more fully.

Upon waking in the asylum, Tresk assumes Groetus chose to strike him with insanity for a time and has given him a second chance to serve.

Fears: Tresk's main fear is upsetting Groetus, but as the church he left views him as a heretic, he also worries about their inquisitors


Rolls:
Wealth: 3d6 ⇒ (4, 6, 4) = 14


I am going to withdraw from the game. I sent the GM a message a week ago and have not heard anything back. Good luck all!


Vrog Skyreaver wrote:
I am going to withdraw from the game. I sent the GM a message a week ago and have not heard anything back. Good luck all!

You know, normally I try a bit of due diligence to ascertain if I think the GM will carry the game through. For some reason, I didn't do that for this one, and it appears the GM's very first post was this one advertising this campaign. Considering one usually expects a post per day in games, and the GM has posted nothing in 4 days, I too shall withdraw my interest.


Quick question: would you allow the skinwalker race to qualify as having some form of lycanthropy for the aspect of the beast feat?


Yeah, Vrog's post got me looking, too.

Suspicious, of course, but, you know what? It costs nothing to leave the application hanging until we see more one way or the other about the GM.

It might be different if the benefit of the doubt cost me something significant, but it doesn't.


@Candle When were you planning on closing recruitment?

Grand Lodge

Dotting in on this for sure.


The GM alias and account were brand new when this game ad was posted, and have only posted in this thread, 4 times in 2 days, but not in the 11 days since.

Benefit of the doubt is expiring. I wouldn't recommend actual hope

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