Mr Clint's Strange Aeons Campaign

Game Master Mr Clint

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Greetings fellow Pathfinders!

Fall is here, which means Halloween is just around the corner. What could be better than launching into a Lovecraftian horror survival game.

I am looking for 4-5 PC’s that are going to fully immerse their character into the style and theme of this game. To help yourself get into the mode of the game, be sure to read the Strange Aeons Player’s Guidie. This excerpt from the player’s guide is something that you need to keep in mind while creating a character.

Player's Guide wrote:
The only memories that remain are but vague hints and gut feelings—hardly clear recollections. A PC may recall only bits of an early childhood in a merchant family, while another might remember being born in Oppara, but nothing else.

I am not looking for a in-depth thorough background. What I am looking for is who your character is, personality characteristics that would bleed through into the character even though they don’t fully remember their history. Likes, dislikes, quirks, and phobias. And keep these in mind when selecting your campaign trait, other trait, and your drawback. Don’t pick these for the sole of min-maxing.

Copy a link to previous RP examples so I can get a feel of how you typically post.

My posting rate will be once a day through the week, and once on the weekend. That is what I would expect of you. In those post I ask is that each post gives others a place to go off of to move the story forward. Think “yes, and…” when it comes to improv. Also, this is text based so please be as descriptive as you can when making your post. Let’s paint each other a clear picture.

Also, familiarize yourselves with the Paizo Sanity Rule System. we will be using it throughout the game.

And now, the crunch.

Character Creation:

Stats: 15 Point Buy
Races: Core only, no alternate racial traits
Classes: Core & APG classes only (No Summoner)
Traits: 1 Strange Aeons campaign trait, 1 other trait, 1 drawback
Note on drawback: Use this drawback as something that is really a weakness for your character. This is a survival horror style game, your characters need weaknesses to help play into that theme.
Starting Wealth: Class Average – Spend it all, every last copper.
HP: Max HP at 1st level. Roll for HP 2nd lvl and beyond
Skills: we will not be using background skills.
Favored Class Benefit: Each level you will receive 1 HP, 1 Skill rank, and your racial favored class option.
Alignment: Any are allowed. If you go evil, keep in mind that you are in a survival horror game and being part of a group is better than being alone.
Character Image: Find an image that goes along with your character so we can see who you are. I will have visual aids for most of the characters and scenes you come across

Finally, this will be more NC-17 due to gore and violence. If you find yourself more sensitive to that, please maybe step back and do not submit an application.

Looking forward to seeing your submissions. The deadline for submissions will be Thursday, October 7th at 12 noon Central time.

If I have forgotten something or if I need to be clearer, please do not hesitate asking any questions. Thanks!


Classes are limited to core and apg, are archetypes as well? There are many thematic archetypes that are found in other sourcebooks.


Greetings Mr. Clint!

Submitting this character for your perusal. This particular concept was originally built for Carrion Crown and intended to become a Dex-based Paladin later. I'm not yet sure what alignment I will settle on before play if selected, but I'll likely multiclass into something later. This could possibly be Paladin or maybe even Witch if some dark patron reaches out to me ;). I'll let the campaign unfold and see where I go from there.
Also, I only chose one generic trait so far. I'll add a campaign trait and drawback later if selected.

I haven't been in a pbp in a long time, let alone a PF game (my group has moved to 5e), so a bit of rust maybe present, but I'll read up if chosen.

My pbp experience playing Meraxilar Zoon, a chaotic Cleric of Rovagug.


Hey Mr. Clint, taking up a second game? Good on ya!

Strange Aeons.....hmmmm. A character...Likes, dislikes, quirks and phobias. I've struggled with Ideas for this particular AP, but willing to think about it. Let me see if I can put something together that I can live with. This may also depend on whether I get in an other game or not, but Oct 7 gives us plenty of time to let you know one way or another.

I'm also curious about the potential archetypes as well as alternate racial traits that aren't core. I'll sort out a post or two to put up, once I've thought about a character a little.


Thinking about it further I'll remove myself from the running. I'd rather hold out for an Ironfang Invasion or Carrion Crown game.
I like Aeons, it's just not in my top 5.


JenkinsMyMan wrote:
Classes are limited to core and apg, are archetypes as well? There are many thematic archetypes that are found in other sourcebooks.

I am going to take archetypes in a case by case scenario. I want to try and stay away from the different ways classes can become immune to fear. Since horror/fear/sanity is an element of this AP, to remove it seems like it would weaken the overall gameplay.

Robert Henry wrote:

Hey Mr. Clint, taking up a second game? Good on ya!

Strange Aeons.....hmmmm. A character...Likes, dislikes, quirks and phobias. I've struggled with Ideas for this particular AP, but willing to think about it. Let me see if I can put something together that I can live with. This may also depend on whether I get in an other game or not, but Oct 7 gives us plenty of time to let you know one way or another.

I'm also curious about the potential archetypes as well as alternate racial traits that aren't core. I'll sort out a post or two to put up, once I've thought about a character a little.

Yeah, this is one that I played several of the books with my in person group but we never were able to finish it. Very unique and I really like the aspect of characters not knowing their backgrounds. It should be interesting.

And see my above comment to JenkinsMyMan about archetypes. Races are just going to be straight as they are in the CRB.

Alessa Velorei wrote:

Thinking about it further I'll remove myself from the running. I'd rather hold out for an Ironfang Invasion or Carrion Crown game.

I like Aeons, it's just not in my top 5.

Oh man, you were here and gone before I had a chance to say hello. Good luck with your search of a different game. If you change your mind. We are open until the 7th.


So that knocks paladins out of the running immediately, then?

That's pretty crummy, ngl. There's a big difference between mechanical fear and the ambience.


Mr Clint's Strange Aeons wrote:
Yeah, this is one that I played several of the books with my in person group but we never were able to finish it. Very unique and I really like the aspect of characters not knowing their backgrounds. It should be interesting.
I'll confess I've played a little of the AP but it ended poorly, wasn't sure if I'd give it another try. I guess it depends on the character. So do the characters ever 'remember' their backgrounds? Or is that something we're not going to need to worry about?
Mr Clint's Strange Aeons wrote:
And see my above comment to JenkinsMyMan about archetypes. Races are just going to be straight as they are in the CRB.

Yeah, sorry, I saw that when I was rereading but it was too late to edit. I was going to ask about broader things like: Feats, spells, oracle curses, witch patrons, that sort of thing. May we assume a case by case scenario, staying away from the different ways folks can become immune to fear as well as anything that is obviously broken or really hated by the GM :)


JenkinsMyMan wrote:

So that knocks paladins out of the running immediately, then?

That's pretty crummy, ngl. There's a big difference between mechanical fear and the ambience.

No, that isn't what I said. I am okay with a paladin in the party. I just want to make sure that not everyone becomes immune to fear over the course of the game. Seems very meta for my taste, considering the characters don't even know their own background.

I do know there is a different between mechanical fear and ambience. But, I am just trying to steer away from "my character is immune to fear, why should I be afraid of what is going on?"

I want to pick PCs who are willing to go all in with classes and archetypes that support the survival horror theme, and not remove their PC from it. I know that might not be everyone's play style, and that is okay. It might not be the table for that person.

JenkinsMyMan wrote:
That's pretty crummy, ngl.

Don't think of it this way. It is only one small thing that is offered in the system. There are millions of combinations still available to play, and I bet almost all of them would be extremely fun.

When I think of survival horror I don't think about optimized or min-maxed. I typically think of how the person who survives it is typically a "jack of all trades, master of none" kind of character. I look forward to what you submit Jinkins.


To be totally honest for this type of AP (originally Carrion Crown) I had an Aasimar Oracle of Life who's backstory (her father was a dying Deva and not an elf)I shoe horned into this character.
Additionally, she had a different name and was later adopted by a certain npc in CC4 (subject to GMs approval or for use in my home game before we moved to 5e due to logistics). Any immunity to fear didn't factor for me when choosing class/race, I'm a veteran DM of years of Ravenloft campaigns, we've had plenty of Paladins who've been able to role play through fear and horror checks.

The goal was for her inner darkness to grow or wane based on the way the campaign went and her interactions with the party. She would have multiclass ed into Paladin or Monk if things went to the light, or the darker path towards Witch with a darker patron gradually embracing her mother's nature.

I didn't want to infringe on Mr. Clint's vision for his game by asking for a race outside his specifications or possibly an archetype from an outside source as well. I love the 15 point buy and I love the creation rules (there's too much splat out there that feels OP) in general. I'm just not a huge fan of my choice of character here and I would want to be totally invested, anything else would be an injustice to Mr. Clint and the group.

I love Gothic horror as well as Lovecraft themes, I'll keep thinking about a different concept until the deadline date and possibly throw a hat back in. I'll definitely be reading along even if I'm not in the game as the genre is in my wheel house.

Sorry for the wall o'text. Good luck and happy gaming. :)


Hokay. So, my grumbling aside, I actually got into the idea after mulling it over for the day.

Anyways, here's my blank slate character.

Grigore Denusu of Caliphas.

Statblock:

Grigore Denusu
LN Male Human (Humanoid) Inquisitor(Royal Accuser) of Kelinahat1
Init +1; Senses Perception +8;

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Defense
--------------------

AC 16, Touch 11, Flat-Footed 15 (+4 armor, +1 shield, +1 dex)
HP 11 (1d8+3)
Fort +3; Ref +1, Will +5; +2 bonus on all saving throws against fear effects

--------------------
Offense
--------------------

Speed 30 ft 20 ft in armor
Melee short sword +3 (1d6+3/19-20x2) or cold iron brass knuckles +3 (1d3+3/x2)
Ranged
Special Attacks judgement 1/day, touch of darkness 1 round 5/day
Inquisitor Spells Known (CL 1; concentration +3)
...1st (/day) DC 13—bless, protection from evil
...0 (at will) DC 12— acid splash, daze, detect magic, disrupt undead, light, stabilize
Domain Darkness

--------------------
Statistics
--------------------

Str 14, Dex 13, Con 12, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats blind-fight, focused discipline, possessed hand
Skills heal [1] +7, arcana [1] +5,dungeoneering [1] +6, local [1] +6, religion [1] +6, perception [1] +8. Sense motive [1] +7, spellcraft [1] +5, stealth [1] +5
Languages common, varisian
Traits Region: Lepidstadt Scar; Drawback: Meticulous; Campaign: Methodical Mind
SQ monster lore +2
Favored Class +1 spell known
Combat Gear short sword, cold brass knuckles, armored coat, buckler
Other Gear masterwork backpack, cheap holy text, flint & steel, silk rope, soap, spell component pouch, trail rations (7), canteen, wooden holy symbol, soldier’s outfit, belt pouch containing 3 sp 9 cp
Total Encumbrance 55/66

Feats and Traits:

Blind-Fight
Source PRPG Core Rulebook pg. 118
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Focused Discipline
Source Inner Sea World Guide pg. 286
Familiarity with the military traditions of your homeland inspires uncommon valor in you.
Benefit: You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.

Possessed Hand
Source Haunted Heroes Handbook pg. 25
You’ve made a peaceful and permanent bargain with a ghost, spirit, or outsider. It possesses your hand, guiding and aiding you in exchange for help in return.
Benefit: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat.
Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.

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

Lepidstadt Scar
Source Advanced Class Origins pg. 15
Category Region
Requirement(s) Ustalav
You engaged in nonlethal duels at Fifthstones Hill so often that you gained a visible (though minor) scar on your face. Because of this experience, you’re unflinching in the heat of combat, calmly analyzing how to lessen the impact of a foe’s best attacks. You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.

Infamous
Source Spymaster's Handbook pg. 7
Category Drawback
You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).

Methodical Mind
Source Strange Aeons Player's Guide pg. 9
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.

Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).

Class Abilities:

Class Skills: A royal accuser adds Knowledge (local) to his list of class skills, instead of Knowledge (nature).
This alters the inquisitor’s class skills.

Meticulous Inspection (Ex): A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).
This ability replaces stern gaze.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice 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).

What makes up a person?:

Likes: Organization and order are of prime importance to Grigore and he is a firm believer that order is required for society to prosper. Grigore has a fascination with pocket watches and probably had a small collection at one point. For as rigid as he can come across, Grigore loves poetry.

Dislikes: Disorganization irritates Grigore in a manner which few other things can. A native of Ustalav, hating undead is as natural to Grigore as breathing. Grigore hates seeing when the punishment is far worse than the crime and seeing the falsely accused punished.

Quirks: Grigore often will begin a sentence with "As I was saying" even when it’s the first thing he’s said. When deep in thought, Grigore will repeatedly crack the knuckles on his left hand over and over.

Phobias: You would be hard pressed to convince Grigore to travel over open water - once the shore is out of comfortable swimming distance he becomes agitated.


Dot.


I'm interested. I'll throw a character out there.

My character would kinda be based off of Beni Gabor from the original Mummy movie. I'll use a picture of him for my character image.

Here's my character sheet that I threw together. I'd format it a little better if picked and I make an alias.

Asrat - Character Sheet:

Asrat
Rogue 1
NE Male Garundi Human
Initiative +4 (+2 Dex, +2 trait); Senses Perception +6

===============
DEFENSE
===============
AC 14 (+2 armor, +2 Dex)
HP 9 (1d8+1)

Fort +0 (+0 base, +0 Con)
Ref +4 (+2 base, +2 Dex)
Will +2* (+0 base, +2 Wis)

*You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

===============
OFFENSE
===============
Speed 30 ft.

Rapier +2 (1d6+1 / 18-20x2) (P)
Dagger +2 (1d4+1 / 19-20x2) (P or S)
Sap +2 (1d6+1/x2) (nonlethal) (B)
Sling +2 (1d4+1/x2) (50 ft) (B)

Special Attacks: Sneak attack +1d6

===============
STATISTICS
===============
Str 12 (+1)
Dex 15 (+2)
Con 10 (+0)
Int 10 (+0)
Wis 14 (+2)
Cha 14 (+2)

Base Attack +0; CMB +1; CMD 13
Traits: Child of the Temple, Twitchy, Power-Hungry
Languages: Common, Osiriani
Deity: None

===============
SKILLS
===============
Appraise (Int) +4 (1 rank, 3 class)
Bluff (Cha) +6 (1 rank, 3 class, 2 Cha)
Disable Device (Dex) +9 (1 rank, 3 class, 2 Dex, 2 feat, 1 trapfinding)
Disguise (Cha) +6 (1 rank, 3 class, 2 Cha)
Escape Artist (Dex) +6 (1 rank, 3 class, 2 Dex)
Knowledge (Local) (Int) +4 (1 rank, 3 class)
Knowledge (Nobility) (Int) +1 (0 ranks, 1 trait)
Knowledge (Religion) (Int) +5 (1 rank, 3 class, 1 trait)
Perception (Wis) +6 (1 rank, 3 class, 2 Wis) (+7 to locate traps)
Sleight of Hand (Dex) +8 (1 rank, 3 class, 2 Dex, 2 feat)
Stealth (Dex) +6 (1 rank, 3 class, 2 Dex)

===============
FEATS
===============

Deft Hands, Weapon Finesse

===============
SPECIAL ABILITIES
===============

Sneak Attack +1d6
Trapfinding

Rogue Trait (1/6th)

===============
PROFICIENCIES
===============

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

===============
EQUIPMENT
===============
Weapons
Rapier (20 gp), Dagger (2 gp), Sap (1 gp), Sling (0 gp), 10 bullets (1 sp)

Armor
Leather (10 gp)

Consumables
Sunrod x2 (4 gp)

Other
Backpack (2 gp), Belt Pouch (1 gp), Chalk x10 (1 sp), Waterskin (1 gp), Thieves’ Tools (30 gp), Holy Symbol x20 (20 gp), Holly and Mistletoe (0 gp), Journal (10 gp), Parchment x5 (1 gp), Inkpen (1 sp), Ink (8 gp), Signet Ring x4 (20 gp), Earplugs x2 (6 cp), String (200 ft) (4 cp), Flint and Steel (1 gp), Cleric Vestments (5 gp), Hammer (5 sp), Sealing Wax (1 gp), Scroll Case (1 gp), Trail Rations x2 (1 gp), Weapon Cord (on sling) (1 sp)

Gold
0 gp

Carrying Capacity
Light (43 lbs. or less), Medium (44-86 lbs.), Heavy (87-130 lbs.)

===============
DESCRIPTION
===============

Asrat, who originally hails from Osirion, is a ruddy brown-skinned man with a lean build and thinning hair. His eyes dart around and his ears constantly twitch as if he is always on alert.

Asrat is a cowardly con-man who feigns religious or noble affiliations to swindle the simple-minded. He covets wealth and power although he has little of his own. He knows that he is not strong enough by himself so he must work with others to achieve his goals. He tends to throw in his lot with those that he perceives to be the most powerful. But if threatened and it comes down to him or someone else, he won’t hesitate to sacrifice an ally for self-preservation.

I made an evil character but I'm good at roleplaying and would not do anything to disrupt the campaign or harm any other player's fun.

I'm playing in one other game currently. Here is the link. Hell's Rebels
And here's a link to an adventure path that I ran. Curse of the Crimson Throne


Hey, thank you for those who have submitted or shown interest. I am enjoying what I am seeing and the creative juices are flowing.

Submissions:
Grigore Denusu: Human – Inquisitor (Royal Accuser)
Asrat: Human – Rogue

Dots/Interested:
Robert Henry
DoubleGold

A few questions for clarity so I can wrap my mind around a few details

JenkinsMyMan:

Possessed Hand – This seems like a very strong and fun feat. Even though you won’t remember your background we need to come up with a why/reason you attracted the ghost/spirit/outsider that possessed your hand. And what the mutually beneficial pact/agreement might be. I will come up with the “personal motives” portion of that but what attracted it to you. Also, since you are against undead it probably wouldn’t be a ghost, so we should lean into the spirit or outsider aspect.

How are you going to RP this possessed hand? I am not expecting that you have zero control over the hand, but what in game is causing the permanent/continual -2 on concentration checks?

Money – It says you still have 3 silver and 9 copper. Please spend every last copper.

Phobias – What caused this fear of traveling over water? Why is it only limited to beyond comfortable swimming distances?

Add these edits to your character sheet please.

Thanks! I like what you have going on. Seems like it would be a fun character to play. Also, Darkness Domain is always a bit of fun.

Asrat:

Child of the Temple – I find this an interesting trait considering you say “Asrat is a cowardly con-man who feigns religious or noble affiliations to swindle the simple-minded.”

A couple questions on that trait: What deity did this temple belong to? Was this while you were in Osirion? What originally caused this feigning of religious affiliation?

Also, since characters won’t remember their background starting what personality characteristics would shine through despite this. What are your likes, dislikes, quirks, and phobias?

Add these bits of into to your character sheet, please.

I like what you have going on. Just want to have a little clarity on my end. Thanks!


Robert Henry wrote:
Mr Clint's Strange Aeons wrote:
And see my above comment to JenkinsMyMan about archetypes. Races are just going to be straight as they are in the CRB.
Yeah, sorry, I saw that when I was rereading but it was too late to edit. I was going to ask about broader things like: Feats, spells, oracle curses, witch patrons, that sort of thing. May we assume a case by case scenario, staying away from the different ways folks can become immune to fear as well as anything that is obviously broken or really hated by the GM :)

Just asking again, thinking witch, is the Patron and familiar limited strictly to the APG? I would like to consider the 'thrush' (From Ultimate Magic) as the familiar and the patron 'Insanity' (Also from Ultimate magic) Both are for RP, She thinks the thrush starts talking to her here in the asylum and she is, in fact, not well. A little bit of a 'River Tam' vibe going. Also would take the Formerly Mind-Swapped Trait


Mr Clint wrote:

I find this an interesting trait considering you say “Asrat is a cowardly con-man who feigns religious or noble affiliations to swindle the simple-minded.”

A couple questions on that trait: What deity did this temple belong to? Was this while you were in Osirion? What originally caused this feigning of religious affiliation?

Well, it's a slight variant interpretation of trait if you'll allow it. I imagine he was like one of those people that hang out around the major tourist attractions in Europe and trick tourists out of money with cheap tricks or goods. He has a cleric's vestments and holy symbols of all the major religions. He would spend his days in the temple district looking for out-of-town suckers and would convince them that he was a priest of whatever deity the target worshipped and offer false prayers or cheap trinkets claiming them to be of religious significance for inflated prices. He'd spend a lot of time in the temple libraries and observing the other priests to gain a passing knowledge of each religions tenets to better pull off the con. So he was "serving" at a temple. Not an actual affiliate of any specific one. He also carries around a few false signet rings of noble houses to pull off a similar bluff. I'll say eventually the locals caught on and he was driven out of Osirion and eventually ended up in Ustlav after hitchhiking on a ship or caravan or two far to start the ploy again far from where he was known.

(If that's not okay, I can change it. But I was hoping to find some way to get the Knowledge (religion) skill).

Likes: Gold, power, luxuries beyond what he can afford, being cruel to the unfortunate.
Dislikes: Those who are extremely lawful, honest work, being alone.
Quirks: Twitchy and alert, can be clingy, full of random facts about a wide variety of subjects (real or made up).
Phobias: Snakes, being trapped, dying (because he isn't dedicated to a specific god, he doesn't know where he'll end up).

Grand Lodge

Interested in a psychic sorcerer.


Your character dislikes extremely lawful and honest work? Wow, you're going to have some run ins with my character, cause I plan to make a lawful good character. The good news is that he is lawful good in the eyes of Jesus, not the actual law, or whatever Lawful good deity I decide to worship. So if you can convince him that stealing is what Jesus(insert name of lawful good deity) would and is actually not against one of the ten commandments, under certain circumstances then he'll do it. My character will understand the letter of his religion, but not the spirit of it. He knows the words, but not the music. My character does not know why things are wrong, but to him, they are wrong because his religion says its wrong.

Too bad there is no drawback that fits that description. In a sense, I'm making a character with a sociopathic brain ie. (nature), but always does the right thing cause of his religion and fear of hell (nuture). In order words he is Lawful good cause of his fear of hell and he was raised that way, but if he was Atheist he would be Evil. He does not believe in consequences or that he can be punished. He believes he can rob a bank and outsmart all the cops, the FBI, etc. But chooses not to cause of his fear of hell. He doesn't understand why Atheists are good or choose to be when they don't believe in an afterlife, other than maybe he thinks the atheist if afraid of getting caught.
I guess pride would might fit the Drawback for him, that I can actually roleplay, since he believes he can outsmart anyone and can never be scammed, but chooses not to unless he believes his religion ordered it. Pride, because he believes he has the one true religion and anyone who does not follow a LG deity is going to Hell. Sociopath is not under Drawbacks. Other Drawbacks might only minorly handicap him, the sorcerer I'm going to make, but I'd have a hard time roleplaying them.

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Dot!


okay, so I'm going to give you links to games I'm more active in and try my best at roleplaying. Still Thinking of a full character.

Link
Link
Link

Jelly Gelly the Sorcerer, still making him in progress.


Curious LG character DoubleGold, wouldn't that make him LN, obeying the law to prevent punishment or because the law says to. How does that work if your character has no memory of (fit deity name here) or his own fear of hell or the laws he's supposed to be following?

:)


He always tries to do the right thing, but doesn't know the difference between right and wrong unless they are blatantly obvious things and does whatever benefits him or his allies as long as he believes he isn't breaking any religious rules. Thy shalt not kill (or injure someone else) or bare false witness against they neighbor? Someone murdered someone else, and he had nothing to do with it. Can he frame someone he doesn't like for the Murder? He can look at it like he ain't lying to anyone, he is just letting the cops do the work looking for evidence. Or maybe it isn't that he doesn't like the person but the person he is framing is also bad, like a big time thief. Can he terrorize someone he doesn't like as long as they don't know he is doing it? Like egg the house to attract bees? Or put laxatives in the food to give them diarea? He might think it is okay. However, He will go out of his way to do good acts cause he believes that is what his deity wants him to do.

The character also has part Moral Orel in him. Has anyone seen that show? Moral Orel is always getting into trouble by misunderstanding the bible, and sometimes the character does that.


Clarifications:

I hadn't wanted to come up with anything specific as far as these things go. However, I did have some ideas in mind.

Possessed Hand: I had been leaning toward either a ghost or a spirit. I haven't much info on Royal Accusers beyond what the archetype says and what's in the summary for the novel "Bloodbound" (I have the book but haven't read it yet.) Essentially they are agents for the crown that specialize in rooting out criminal activity and supernatural activity among Ustalav's citizens. Anyhow, the idea I had was that while investigating some strange occurrences Grigore found himself in over his head. A spirit that was tied to the building where he was trapped offered guidance and a way to escape in exchange for bringing it along. And I kind of had this idea that it "broke" the spirit and that's what causes it to affect his concentration and to not really have a true personality of its own. Perhaps it somehow led to the fugue state? Maybe it's connected to his drawback?

Fear of open water: I don't know if it's full blown thalassophobia but it definitely could in the future. As a child living along the shore of Lake Encarthan, Grigore heard of strange creatures below the surface and how they were responsible for the disappearances of many vessels and their crew. As an adult, Grigore would say that he doesn't like open water because of the unsure footing but that is a lie he's told so many times that he started to believe it himself.

Coin Spending: I didn't realize you were being literal. All spent. Added some candles, chalk, a hat, and...garlic? "Why would I have garlic?"

Statblock:

Grigore Denusu
LN Male Human (Humanoid) Inquisitor(Royal Accuser) of Kelinahat1
Init +1; Senses Perception +8;

--------------------
Defense
--------------------

AC 16, Touch 11, Flat-Footed 15 (+4 armor, +1 shield, +1 dex)
HP 11 (1d8+3)
Fort +3; Ref +1, Will +5; +2 bonus on all saving throws against fear effects

--------------------
Offense
--------------------

Speed 30 ft 20 ft in armor
Melee short sword +3 (1d6+3/19-20x2) or cold iron brass knuckles +3 (1d3+3/x2)
Ranged
Special Attacks judgement 1/day, touch of darkness 1 round 5/day
Inquisitor Spells Known (CL 1; concentration +3)
...1st (/day) DC 13—bless, protection from evil
...0 (at will) DC 12— acid splash, daze, detect magic, disrupt undead, light, stabilize
Domain Darkness

--------------------
Statistics
--------------------

Str 14, Dex 13, Con 12, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats blind-fight, focused discipline, possessed hand
Skills heal [1] +7, arcana [1] +5,dungeoneering [1] +6, local [1] +6, religion [1] +6, perception [1] +8. Sense motive [1] +7, spellcraft [1] +5, stealth [1] +5
Languages common, varisian
Traits Region: Lepidstadt Scar; Drawback: Meticulous; Campaign: Methodical Mind
SQ monster lore +2
Favored Class +1 spell known
Combat Gear short sword, cold brass knuckles, armored coat, buckler
Other Gear masterwork backpack, cheap holy text, flint & steel, silk rope, soap, spell component pouch, trail rations (7), canteen, wooden holy symbol, soldier’s outfit, candle (5), chalk (3), hat, garlic, empty belt pouch
Total Encumbrance 56/66

Feats and Traits:

Blind-Fight
Source PRPG Core Rulebook pg. 118
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Focused Discipline
Source Inner Sea World Guide pg. 286
Familiarity with the military traditions of your homeland inspires uncommon valor in you.
Benefit: You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.

Possessed Hand
Source Haunted Heroes Handbook pg. 25
You’ve made a peaceful and permanent bargain with a ghost, spirit, or outsider. It possesses your hand, guiding and aiding you in exchange for help in return.
Benefit: You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat.
Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.

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

Lepidstadt Scar
Source Advanced Class Origins pg. 15
Category Region
Requirement(s) Ustalav
You engaged in nonlethal duels at Fifthstones Hill so often that you gained a visible (though minor) scar on your face. Because of this experience, you’re unflinching in the heat of combat, calmly analyzing how to lessen the impact of a foe’s best attacks. You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.

Infamous
Source Spymaster's Handbook pg. 7
Category Drawback
You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).

Methodical Mind
Source Strange Aeons Player's Guide pg. 9
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.

Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).

Class Abilities:

Class Skills: A royal accuser adds Knowledge (local) to his list of class skills, instead of Knowledge (nature).
This alters the inquisitor’s class skills.

Meticulous Inspection (Ex): A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).
This ability replaces stern gaze.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice 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).

What makes up a person?:

Likes: Organization and order are of prime importance to Grigore and he is a firm believer that order is required for society to prosper. Grigore has a fascination with pocket watches and probably had a small collection at one point. For as rigid as he can come across, Grigore loves poetry.

Dislikes: Disorganization irritates Grigore in a manner which few other things can. A native of Ustalav, hating undead is as natural to Grigore as breathing. Grigore hates seeing when the punishment is far worse than the crime and seeing the falsely accused punished.

Quirks: Grigore often will begin a sentence with "As I was saying" even when it’s the first thing he’s said. When deep in thought, Grigore will repeatedly crack the knuckles on his left hand over and over.

Phobias: You would be hard pressed to convince Grigore to travel over open water - once the shore is out of comfortable swimming distance he becomes agitated.


DoubleGold it sounds like your character is exactly the kind of target mine would prey upon. He’ll tell you he knows your religion’s rules by heart and quote tenets that will steer you into acting in his benefit.


Fun fact Peachbottom, being an atheist would mean going to the Graveyard of Souls, possibly becoming a psychopomp, or being fed to Groetus.

Also, Grigore's archetype is basically the Ustalav secret police. Directly at odds with your character lol.


JenkinsMyMan wrote:
Fun fact Peachbottom, being an atheist would mean going to the Graveyard of Souls, possibly becoming a psychopomp, or being fed to Groetus.

Yes. Not so pleasant.

JenkinsMyMan wrote:
Also, Grigore's archetype is basically the Ustalav secret police. Directly at odds with your character lol.

Would that be a problem? I'm not opposed to refining my character for better party cohesion. But I also think some conflict makes for interesting roleplaying opportunities.

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Pitching an urban ranger, Ryzel Cain.

stats:
Ryzel Cain
Female half-elf ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2; +2 vs. enchantments, -2 vs. distraction ability of swarms, and mind-affecting effects, +2 vs. fear
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +4 (1d8+3/×3) or
. . longsword +4 (1d8+3/19-20) or
. . sap +4 (1d6+3 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Focused Discipline[ISWG], Skill Focus (Perception)
Traits pugnacious, surprise weapon
Skills Climb +7, Disable Device +3, Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +11, Stealth +5, Survival +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, haunting regret, track +1, wild empathy +1
Combat Gear acid, weapon blanch (silver)[APG]; Other Gear scale mail, heavy wooden shield, battleaxe, crossbow bolts (20), light crossbow, longsword, sap, backpack, bandolier[UE], bedroll, dice[UE], earplugs[APG], earplugs[APG], flint and steel, locket portrait, lockpick set, manacles, mess kit[UE], mirror, shield sconce[UE], string or twine[APG], torch (3)
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Focused Discipline Gain temporary combat bonuses after resisting fear effects
Haunting Regret -2 vs. swarm distraction, mind-affecting effects, and on concentration checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Non-crunchy bits:

The general demeanor of this half-elven woman is that she has seen some s!!~, and it has left her joyless and grimly efficient. It's hard to imagine her smiling at much of anything. Everything about her at first glimpse speaks to utilitarian efficiency-- her dark hair, greying at the temples, pulled back into a tight braid; the efficient way her various gear is stashed around her person, bespeaking a system worked out over years; and the short, laconic, pull-no-punches nature of her speech. Old, faint scars twist across her callused hands, speaking to a violent past as well.

If she was always this way-- hard to say. She seems to sink into her own thoughts often, staring off at something in the room that nobody else sees, and when she rouses herself from these states seems to desperately need distracting, throwing herself at whatever presents itself with a sudden intensity and faux-enjoyment-- whether that's available drink, a copious amount of food, a meaningless liaison, or the brief adrenaline rush of the chance to gamble. At such times, she might smile, though something about it seems a bit manic and desperate.

The rest of the time, she reverts to that unsmiling, brusque professional. There's rules, and if you break enough of them, her attitude suggests you'll be a problem she feels she has to deal with. The general demeanor and meticulous habits of caring for her gear and her person suggest possibly some sort of militaristic background, or at the least, someone who professionally manages crises.

Likes: Having things neat. Things going according to plan. Strong drink. Spicy food. A wager. Things that numb the pain, or distract from it. Problems that can be punched into submission.

Dislikes: Smartasses. People who like to find loopholes, or play word games, and think they're so bloody clever. Equipment being unreliable or breaking. Threats to children.

Quirks:
-Physically restless-- the type to pace, or do push-ups, if she's forbidden from other exercise.
-Tends to feel most humans are both 'bloody young and also bloody annoying.'
-Among the possessions the asylum presumably confiscates is a locket portrait of a little girl, and a pair of dice, as the only non-utilitarian items present.

Phobias: People disappearing on her, losing things, becoming lost-- a recurring nightmare is being in a house looking frantically for ... someone? something? she can't remember, but knows it's very important-- and racing outside, blindly moving into a dark forest in search of the-- whatever it is-- and then becoming lost herself, and being unable to find her way back to the house.

Image ref: Not perfect, but best I can find right now

Posting samples:

(I'm Zay)

(I'm Mahdi)


@Peachbottom given that the characters start with no idea who they are, I think it would be a great opportunity for character growth. What happens when you find out that someone's you consider an ally/friend would have been an enemy before you lost your memory?


This does not disqualify you, but also let me know if you have played or ran this AP before. If you have, let me know how many books you played through.

Submissions:
Grigore Denusu: Human Inquisitor (Royal Accuser)
Asrat: Human Rogue
Ryzel Cain: Half-elf Urban Ranger

Dots/Interested:
Robert Henry
DoubleGold LG person of faith?
BlackoCatto Interested in a psychic sorcerer

Robert Henry wrote:
Just asking again, thinking witch, is the Patron and familiar limited strictly to the APG? I would like to consider the 'thrush' (From Ultimate Magic) as the familiar and the patron 'Insanity' (Also from Ultimate magic) Both are for RP, She thinks the thrush starts talking to her here in the asylum and she is, in fact, not well. A little bit of a 'River Tam' vibe going. Also would take the Formerly Mind-Swapped Trait

@RobertHenry I apologize for missing your question. I class archetypes are case by case situations, but I am good with the Thrush and Insanity from UM. I like the vibe mixed with the Patron and the trait. Good to go!

@Dien I literally spit my coffee at my desk when I saw “she has seen some $h!t.” right night last night and that struck me right. Thank you!

Onto other bits, I might be missing it, but I am not seeing a drawback listen on your crunch. I have never seen the Focused Discipline feat before. Very cool, might be very useful in this AP. And, it seems like her phobias might play a factor based on what into is given in the Strange Aeons Player’s Guide. Thank you for the submission.

@JenkinsMyMan Thank you for the clarifications. I think I have a few things that could be done with the Possessed Hand trait if you allow me the freedom to play with it. “Why would I have garlic?” Well because it is great in almost everything. Maybe Grigore enjoys cooking?

@Peachbottom/Asrat thank you for the clarification on the characteristics. I can get behind your Child of the Temple explanation. I like it. I see you have cleric vestments and signet rings on your sheet. What deities would these belong to? Could you mark them on your sheet? Could prove important…

JenkinsMyMan wrote:
@Peachbottom given that the characters start with no idea who they are, I think it would be a great opportunity for character growth. What happens when you find out that someone's you consider an ally/friend would have been an enemy before you lost your memory?

^^^ This is one of my favorite parts of this AP. The fact that you don't remember anything and are thrown into a situation where your prejudices no longer matter.


I was supposed to play this campaign when it first came out. We were playing IRL. We

Mr Clint's Eyes Only:
made it out of the furnace and the GM had an emergency so we ended it. Never played again.


Actually in case anyone is wondering, I'm going to bow out. According to my mathematical formula, there is a 90% chance of a party wipe in the first book. Sanity Rules + Character Creation Rules + What I suspect the DM will add/change in the AP to add to the elements of horror and survival = TPK in the first book.


Mr Clint wrote:
@Peachbottom/Asrat thank you for the clarification on the characteristics. I can get behind your Child of the Temple explanation. I like it. I see you have cleric vestments and signet rings on your sheet. What deities would these belong to? Could you mark them on your sheet? Could prove important…

My holy symbols would be one for each of the deities in the Core Book. The vestment itself wouldn't bear any particular symbol. I'm not carrying around a dozen outfits.

The signet rings would be for Ahnkamen, Thrune, Arkona, and Kaijitsu.
I'll write them all out if picked and I make a character sheet.


DoubleGold wrote:
Actually in case anyone is wondering, I'm going to bow out. According to my mathematical formula, there is a 90% chance of a party wipe in the first book. Sanity Rules + Character Creation Rules + What I suspect the DM will add/change in the AP to add to the elements of horror and survival = TPK in the first book.

Nothing like a little bit of optimism.

For those who are applying and sticking it out I want you all to know that I am not a "Gun for the PCs" kind of DM. I think we are all in this to tell a story together and most importantly have fun. No one has funs with TPKs, and from everything I've read on this AP it is best of the PCs who started the campaign also end it.

I am excited to have fun with you guys!


1 person marked this as a favorite.

This is a campaign that I’ve been wanting to play for a long time. Will be throwing a Dwarven Invulnerable Rager Barbarian. The rage is not due to him being uncivilized, but rather of an unstable mind. Will get a profile and background up soon

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Mr Clint's Strange Aeons wrote:

@Dien I literally spit my coffee at my desk when I saw “she has seen some $h!t.” right night last night and that struck me right. Thank you!

Onto other bits, I might be missing it, but I am not seeing a drawback listen on your crunch. I have never seen the Focused Discipline feat before. Very cool, might be very useful in this AP. And, it seems like her phobias might play a factor based on what into is given in the Strange Aeons Player’s Guide. Thank you for the submission.

Thanks! Her drawback is 'haunting regret', which is there, but for some reason Hero Lab doesn't list it under traits in its format block. It's there under Special, though.

"You take a –2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks."

Giving myself a penalty to MIND-AFFECTING in this campaign seemed like a suitably masochistic thing to do, lol. I get some situational bennies to help counter it, but... yeah.

RPG Superstar 2015 Top 16

Mr Clint's Strange Aeons wrote:

Nothing like a little bit of optimism.

For those who are applying and sticking it out I want you all to know that I am not a "Gun for the PCs" kind of DM. I think we are all in this to tell a story together and most importantly have fun. No one has funs with TPKs, and from everything I've read on this AP it is best of the PCs who started the campaign also end it.

I am excited to have fun with you guys!

Also the player guide literally has baked in that "GMs should not be using the AP to seek TPKs at every possibility,' too. I'm going to assume our GM has also read that. :P


To be clear, Mr. Clint, I don't think you are purposely trying to TPK the party. I do think you are just trying to challenge them. The PCs are way below average in addition to insanity rules
I did a mathematical formula of Negative(Insanity) negative(15 points buy, Neutral is 20 points) Negative(gold deprived at start, 150 is neutral) Negative(Drawback) Negative(roll for HP, Paizo website is cruel with rolls when you most need them) Races and Classes choices(Neutral) The only way races and classes could be negative is if the DM allowed only specific classes, like specifically (fighter, rogue, Ranger, Wizard, and positive would mean all Paizo classes allowed or Archetypes). And finally positive(get three favored class bonuses). 5 negatives+1 positive=net result of 4 negatives. Net result of 3 or more negatives=TPK.

The DM could water down the challenges or the monsters to make sure TPKs don't happen, but then I'd feel like I played a watered down version of the AP.


Just had a campaign end in a TPK with a truly bad ending for the PCs. Still enjoyed it. :)

Crunch is done, background coming. The basic idea is a craftsman, who after a few run-ins with abberation, began to lose it. Fell into drinking with bouts of anger. The build focuses heavily on using his work hammer for fighting and his surroundings for brawling. He is straightforward, honest and a horrible liar. Furthermore he is a devout follower of Torag and holds a strong distrust for arcane magic in general.


DoubleGold wrote:
Actually in case anyone is wondering, I'm going to bow out. According to my mathematical formula, there is a 90% chance of a party wipe in the first book. Sanity Rules + Character Creation Rules + What I suspect the DM will add/change in the AP to add to the elements of horror and survival = TPK in the first book.

Oh come on you need to have a bit of faith in GMs.


I was skeptical at first but I'm interested in the challenge.

Also, @GM I realized I have an extra 0 level spell. I'm dropping Daze.


Background:

Deep beneath Janderhoff, Bolkvar toiled away. A mason by trade, his skills were always of use in one form or another. The dwarf had thought that such would be his life forevermore. That was, until he was hired for a certain project. A vein of ore had been found and a mine was laid, far from the hold. The clan which owned the mine had put out a job to hire masons to seal it up, without explanation but with promise of good pay. Bolkvar was not the type of dwarf to ask questions. Perhaps it was to protect their claim against orcs? Or it was for security against a rival clan? Regardless, they paid him to work, not to ask questions.

The job was done, but for the life of him he could not remember it. He remembered going there, and coming back home, but not the job itself. At first he did not think of it, but as the days turned into the weeks the nightmares began. He would wake, not feeling rested and unable to remember his dreams. Just that they somehow involved the mines. And as the weeks turned into months, his mood began to sour. Inexplicably he began to feel a burning anger inside of him, which at first he blamed merely on the lack of sleep. But such an explanation did not mollify his friends, family and co-workers, who bit by bit began to avoid him. Recognizing the trouble he was in, he tried to change, but found that it was a losing battle. At length he decided that enough was enough. He needed help. Leaving hearth and home, he took what coin he had and ventured out, looking to find himself and to calm the fire that burnt within him.

Likes: Strong drink, good pay and solid craftsmanship. Anything that reminds him of home and what he has left behind.

Dislikes: Arcane magic. He doesn't trust it, at all. Divine magic comes from the gods. And the gods? You can talk to them, and they'll listen. But arcane magic? Who knew where that came from. And nearly every problem in the world could be traced back to a smartass wizard who thought too highly of himself. This dislike does not extend to magic items. Because he knows that his ancestors have forged magic items since time immemorial, and that means that it cannot be wrong. Plus magic items can be seen, felt and quantified. That makes them much more trustworthy. Though not completely.

Phobias: Voices in the dark from a source he cannot see. He does not know why, but it terrifies him.

Quirks: Bolkvar carries a journal with him, that he attempts to write in every morning. The journal is not of anything he has done during the day, but rather it carries whatever details of his dreams that he can catch. It is mostly empty.

Bolkvar

writing sample. From a character of a completed campaign that I had alot of fun with

And with that, the submission should be complete! Tried to make someone who has problems, but not in a "damn, he's bonkers" sort of way.

RPG Superstar 2015 Top 16

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Bolkvar and Ryzel could be the Strong Drink! buddies if they both got accepted, haha.


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dien wrote:
Bolkvar and Ryzel could be the Strong Drink! buddies if they both got accepted, haha.

I think the two would get along. Which is important when holding the line. But they seem like they’d be very different kinds of warriors. Ryzel comes across like she is trained. Real armor. Real weapons. A serious mind for a serious job. Bolkvar? He has his old work clothes (lamellar leather with armored kilt), and his work tools (if the sledge can break rocks then it can break heads). And he fights by getting angry and refusing to die first.

And I think that is a good thing from a narrative standpoint. Hope we both get in :)


So puttering along on my insane witch, I'd declared she would have the AP trait "Formerly Mind-Swapped" where the character was mind swapped with a yithian.

I've been looking at drawbacks, which there are a plethora for someone who is insane. But I saw "Umbral unmasking" and wanted to ask if the shadow she cast could be that of a yithian specifically? I like the idea of her still wondering if she may actually still be one and which reality was real and which a dream.

Umbral Unmasking: Effect: 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).

Grand Lodge

Should have mine finished tonight. Thinking of as I said earlier a psychic sorcerer that is wither going to be detrimental meticulous or paranoid. May also make someone that is almost child like naive or scared of the dark.


As a small update...still going to go barbarian. But taking 1 level of Hinyasi brawler first. Yes, it means losing 3 points of HP, a skill point and 3 rounds of rage (Favored Class Barbarian) and delays barbarian abilities. But I wanted the character to have improved unarmed strike and the feat plan for this character is too heavy for pure barbarian. This means getting what I want from him right away, and the rage can be part of the character development. Still not sure if it is the right call from a numbers point of view, but it makes him more in line with what I imagined, so it's worth it.


JenkinsMyMan wrote:
What happens when you find out that someone's you consider an ally/friend would have been an enemy before you lost your memory?

No one is an enemy unless they are trying to kill me. Otherwise, I just need to figure out the best way to take advantage of them.

Dien wrote:
Giving myself a penalty to MIND-AFFECTING in this campaign seemed like a suitably masochistic thing to do, lol. I get some situational bennies to help counter it, but... yeah.

Hey, me too!

"You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power."

I'm sure that'll never come up...


Dotting for interest


Dotting since I’ve always loved this idea of a campaign!


how do you feel about the flame singer/dancer archetypes for bard? i was going to do one of those haunted by vague memories of an abusive father.

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