DM Monty's Strange Aeons

Game Master MontCestMoi

Strange Aeons is a Mythos-adjacent psychological horror Adventure Path, but while Call of Cthulhu is its spiritual cousin, it remains a Pathfinder campaign. Your characters will grow in power, and ultimately, be able to face the threats that exist (compared to CoC, where you just go insane and die). Aeons has a lot of what might be called ‘bad vibes’, and experiencing those bad vibes (and getting through / over them) is a large portion of what the Adventure Path is.


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All around is a wall of sickly yellow fog, tumbling through the alley’s canyon of crumbling, gray brick walls like some jaundiced flash flood. Ahead, the unfamiliar alley splits, curving to the left and right. Behind, from the silent swell of mist, emanates the sound of footsteps—slow, but somehow keeping pace with the careening, hungry wave..

And so begins Strange Aeons; in media res, amnestic feet on the ground and running from a terrible danger.

EDIT: I made a neat title image, but this post is where I learn I can't imbed images here, so instead click here to see it with significantly reduced impact.

Strange Aeons is a Mythos-adjacent psychological horror Adventure Path, but while Call of Cthulhu is its spiritual cousin, it remains a Pathfinder campaign. Your characters will grow in power, and ultimately, be able to face the threats that exist (compared to CoC, where you just go insane and die). Aeons has a lot of what might be called ‘bad vibes’, and experiencing those bad vibes (and getting through / over them) is a large portion of what the Adventure Path is.

Build Rules:

Please download and fully read the Player’s Guide. Strange Aeons is in many ways a departure from the traditional ‘format’ for character creation, so this is particularly important.

* Pathfinder 1st edition
* Level 1
* 20 point buy, attributes in the range of [7..18] after racial adjustments
* All CRB races and others on a case by case basis. 90% of the characters I personally make are human; this information is provided without further comment.
* All classes except summoner are allowed, where applicable unchained is preferred
* Paizo material only with one exception: Elephant in the room feat taxes.
* Two traits, one must be a campaign trait. No drawbacks.
* The Background Skills optional system is in effect
* Max starting gold for your class
* Firearm level is at emerging
* Max HP level at all levels
* Allowed alignments: LG, NG, CG, LN, N;
* As described in the Player’s Guide, your character begins as an amnestic. You can (and should) develop an extremely vague early backstory for your character, but this will rapidly become foggy and unclear past early childhood, and the last several years are a complete blank. It’s also possible that the memories your character does have aren’t entirely accurate; mental trauma is a heck of a thing.
* A profile is not required for submission but I want to see fully developed characters and builds with an idea of where you’d like to take them over the next few levels (i.e. are you building towards a prestige class or particular feats?) Gameplay hooks are appreciated.

Expectations:

* An AP is a multi-year commitment and keeping it going is a team effort. I’ll do everything I can as a GM to make combats smooth and the NPCs engaging but you need to put the effort in too. On average please try to post daily during the week and once per weekend. I understand real life happens so no worries if you go on holiday etc and can’t post for a while but I’d like to have a heads up on absences and a BOT ME section in your character profile to make life easier for me. This is especially important for casters.
* I don't use XP in my games, you'll level up at the appropriate story points.
* I’d like to see RP and party banter and not just at the beginning. I want to know what your character thinks about the situations they’re in even if it’s not something they’d say out loud. Make this a game you and I want to engage with! This goes doubly so with this particular AP, as your character’s fractured mental state means that they’re getting to know themselves as much as they are the rest of the party and the world around them.
* I haven’t run a PbP in the modern era of easy graphics, but I will be trying Google Sheets (+photoshop) for maps and graphical aids (I considered trying to use a Foundry VTT, but frowned and gave that up eventually). You’re going to move your character yourself (or even better draw a line showing the movement you plan so I can figure out AOOs) most of the time. Google Sheets has a good Android App which allows editing from a phone. I don’t mind moving things for you occasionally but please not every combat!
* Please keep a status line up to date on your forum profile, showing current AC, saves etc including effects from buffs. Example
* There are ways of manipulating the dice roller, please don’t. Please be consistent in the order in which you roll dice for your abilities. E.g. the order in which you roll for crits.

About Me:

I’m MontCestMoi, a reference to an in-joke involving Mont St. Michel that only my wife could possibly get. I’m new to this board (or rather, I was new to the board two and a half years ago when I joined, and the Lovecraftian horror of working at a grocery store during the pandemic knocked me completely off it) but I’ve been playing online in play-by-post format games since the stone age of AOL, in 1995. My in-person tabletop has been meeting more-or-less every week since 2017, and I’ve run them through Shattered Star and we’re somewhere around halfway through Return of the Runelords (though I customized the heck out of it and we’re way off the rails).

When I’m not containing fictional worlds I sail, hike, and enjoy making things from wood.

I will select 5 players (possibly 6 if we have strong submissions) in two weeks from now at 9pm CDT on October 6th. Good luck!

Thanks to DM Fang Dragon who let me pinch a lot of their recruitment post.

Grand Lodge

Dotting as I was in a game years ago that fizzled out!


Dot.


Dotting. Without having looked through the Player's Guide yet, I'm seriously considering a Monk for this. We'll see.


Preliminary concept is a spiritualist who dabbled in substance abuse(mutagenic mauler dip or double dip).


I'd like to dot in with this character: Erebus the Slip. He started in a Strange Aeons campaign about this time a year ago that was going strong until a sudden stop this last May. I'll need to reconfigure him for your build rules (and de-level him back to level one), but once I do, I will ping back here.

Regarding Slip being Deaf.


Don't know if I have space for another game but dotting just in case


Dot for interest, pending other recruitments


Gonna try Ethyl again, against my better judgment. She needs slight modification since her last outing didn't use Elephant or background skills.


Mightypion work in progress submission here.

Question: Hatred Phantoms gain weapon Finesse at level 1, can they exchange this for a combat feat as they would gain it automatically due to elephant in the room?

Mechanical overview:
--60 foot see in darkness due to fanglord
--Fights with natural weapons early on
--Desceptively tanky due to reasonable ACs (shield is available)
--Phantom is an effective scout
--OK at bluff, but not a true face
--Has all kn. skills, spellcraft and UMD, but kind of skillpoint scarce ith just 10 int.

Character overview:
--Is driven by guilt
--Initially is semi under the heel of his phantom, who while polite to other party members has no issues about guilt drivenness nor any lack of self confidence
--Will seek to slowly emancipate him and restore his confidence
--Initially, will freak out at the carnage he can cause

Progression:
--Dips in Urban Bloodrager or Mutagenic Mauler or Mutation warrior are possible.


Last time I played Strange Aeons on the forums, it was a dwarf godling. The campaign didn't get very far, I'm afraid.
I'll have to submit someone more 'down-to-golarion'.


WIP submission:
- Human, Unchained Monk
- Driven by Guilt (or, if the Archetype idea doesn't fly, Foe of the Strange)

Progression:
Due to the amnesia, he's going to be a monk with no archetype. I was musing with the idea of once/if he gets memories back, that he had formerly been one of the archetypes...and he'll have to choose between the two "lives". My current lean would him having been in the very early stages of training in the Black Asp order (Assassins), but due to the amnesia, he remembers almost none of it. Once his memories return, he'd reject that entire way of life, which could cause conflict with other members of the Black Asps.

Just a thought. Depends on your thoughts on it, DM Monty, and how things play out in the game.


I think I have the good doctors adjusted, I still need to give her one more extract known and another language. Fluff is in the profile. I don’t usually plan out builds ahead of time but I know I will have feral mutagen at 2 and feats will generally support that. I don’t plan on multiclassing or prestige classing. Generally she will be a tank/dpr in combat while providing int based skills out.

Edit: I need to redo equipment


Karl Pärson wrote:


Question: Hatred Phantoms gain weapon Finesse at level 1, can they exchange this for a combat feat as they would gain it automatically due to elephant in the room?

Yes, you may swap the feat. Skinwalker is outside of the CRB, so it's not an auto approval. Sell me on it; what do you like about it?

RPG Superstar 2010 Top 32, 2011 Top 4

Dotting for interest. I have an idea I'm working with for a mesmerist. Possibly vague memories of a sinister backgroud, but maybe that's just because mesmerists lend themselves so well to being sinister. For his campaign trait, I'm thinking either Enduring Stoicism or Methodical Mind, showing that whatever he is he's got a very solidly rational persona.


DM Monty wrote:
Karl Pärson wrote:


Question: Hatred Phantoms gain weapon Finesse at level 1, can they exchange this for a combat feat as they would gain it automatically due to elephant in the room?
Yes, you may swap the feat. Skinwalker is outside of the CRB, so it's not an auto approval. Sell me on it; what do you like about it?

plot GM only:

I think it will have the following interesting plot points:
from the point of view of the actual character.
--Am I an actual were-tiger?
--Is it actually safe to be in my "were form", for either me or my party?
--Apparently I can bite and claw things to death, and have a "professional mercenary" phantom parter thats really good at killing people. I also feel strong guilt for "something" I did but I dont know what. Am I or was I the baddy?

Mechanically, his 2 main modes of combat, his natural weapons and his phantom, are not exactly things he would want to show off in polite society. This adds a meaningful extra decision, do I show what I am?, in a lot of situations. As a player, I like making decisions.

I admiddetly do have some of this with just the phantom already, if these ideas dont sell it thats fine, I can reflavor him as human with relative ease.


After running through several ideas in my head I think I settled on someone interesting who doesn't directly compete with others for their niche.

Character wise they'd be facing either Driven by Guilt or True Devotion, being in the direction of clinging to what small comfort their faith still gives them that they (may) have betrayed prior to where they have now ended up. Left with their holy symbol and a small hollow warmth that they can (hopefully) set things right.

Mechanically they are built towards being a tough to get through frontline controller, using sword and board and stacking AC and saves then trying to build up feats for area control. With an aim for the Holy Vindicator Prestige Class heavily focused for mechanical and flavor potential.

As is I would plan for an Aasimar (Angel-kin) with things like Scion of Humanity alternate trait if possible to build into more flavor/back story options later on (A lot of room for self discovery given the Fugue state and the Angelic Blood feat calls to me). Otherwise its perfectly fine to have them as human.


One thing you didn't mention GM is if VMC is allowed. Anyway have fun, this is a great AP - although folks need to know after book 2 there's a lot of travel.

Grand Lodge

Crunch!:
Unnamed Hero
Male half-orc investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
. . rapier +4 (1d6/18-20)
Ranged light crossbow +4 (1d8/19-20)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, identify
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 15, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Agile Maneuvers, Dodge
Traits methodical mind (planes, dungeoneering, local; planes, dungeoneering, local, dungeoneering), pragmatic activator
Skills Acrobatics +8, Diplomacy +3, Disable Device +9, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (history) +6, Knowledge (local) +7, Linguistics +6, Spellcraft +6, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Elven, Orc
SQ alchemy (alchemy crafting +1), finesse weapon attack attribute, human investigator, inspiration (2/day), orc blood, trapfinding +1
Other Gear leather armor, buckler, dagger, light crossbow, rapier, ioun torch ioun stone[APG], investigator starting formula book, thieves' tools, 3 gp
--------------------
Special Abilities
--------------------
+1 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

I'll get a backstory up later today!
Level 3 I'll be taking the Inspired Blade Swashbuckler, as the body recalls some of its training at the academy.

The Exchange

Pathfinder Rulebook Subscriber

I have wanted to play this AP for awhile. I'll probably brew up a physic <3


Dotting in, I'll whip something up in the next couple days.


I should ask. Alchemists get throw anything for free, however that is not a feat you can take with Elephant. The rules are silent on whether alchemists get catch-off guard which throw anything is merged into.

Do alchemists get catch off guard as a bonus feat? That is the recommendation fixing monsters.


Putting together an Ustlavian Varisian Rogue, with intent to grow her into a Sleepless Detective. Trying to work within the lines of what the Player's Guide recommends, but just don't like the archetypes it recommended. Then again, I don't like many archetypes in the first place. The majority reduce character utility.

Thief. Face. Observer. Entertainer.

I am actually pretty happy with how she's shaping up.

RPG Superstar 2010 Top 32, 2011 Top 4

Here's the stats so far on my mesmerist, Helecino. Backstory, such as there is for an amnesiac, to come.

As far as my longer term plans for him, I generally prefer to develop a character organically as he levels up, seeing what's worked until now and what needs some love, and building to adapt to that, so I don't quite have a Grand Plan in mind for him as of yet. I definitely don't see multiclassing or prestiging him unless there's some incredible need for it, he'd just be a vanilla mesmer throughout. Still, he certainly has the social skills maxed out to start, I imagine that would be consistent moving forward. As far as combat, he's a massive coward and would avoid melee at all costs, preferring to hang back and stare at his enemies and make them have a really bad day as a result. Which isn't to say he won't do damage as he goes, I imagine him doing decent striker damage by using Painful Stare as a carrier attack to whatever minor ranged damage he can deal out, investing in Intense Pain and Manifold Stare as he levels.


And I think Simza Purrun is ready for consideration.

I think she's a pretty internally consistent build, with a fairly clean (if simplistic as written) view of the world. Simplistically written, because the real nuanced portions of the view are based on things she doesn't remember, of course.


Hraak here with the crunch for my Monk submission. Background still underway.

The Monk:
Male, Human Monk (Unchained) 1
LG Medium humanoid
Init +4; Perception +6

--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (10 + 2 Dex, + 2 Wis + 1 Dodge)
HP 10 (1d8+2)
Fort +2, Ref +2, Will +2* (Feat bonus)
Defensive Abilities:
+1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (Foe of the Strange)

--------------------
Offense
--------------------
Speed 30 ft.
Melee
Dagger +4 (1d4/19-20) + 3 dmg
Open Hand +4 (1d6/18-20) +3 dmg
Ranged
Dagger +3 (1d4/19-20)
Light Crossbow +3 (1d8/19-20)

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 18 (+2 Wis/Monk bonus)

Feats
Combat Reflexes (Monk Bonus), Improved Unarmed Damage (Monk Bonus), Iron Will (Human Bonus), Dodge (1st Level)

Traits
Foe of the Strange, Reactionary

Adventuring Skills (4)*
*Acrobatics +6, Climb +3, Escape Artist +2, Intimidate +2, *Perception +6,
Perform +2, Ride +2, *Sense Motive +6, *Stealth +6, Swim +3

Background Skills (2)
Handle Animal +6, Knowledge (History) +4,

Languages Common

Gear
Light Crossbow (35gp), 20 Bolts (2gp) Dagger x2 (4gp)
Monk’s Kit (8gp)
(Backpack, Belt Pouch, Blanket, Rope, Soap, Torches(10), Trail Rations (5) Waterskin)

--------------------
Special Abilities
--------------------
Flurry of Blows, Stunning Fist, Unarmed Strike, Human Bonus Feat,
Favored Class (Monk): Add +1/4 point to the monk’s ki pool.

--------------------
Background:
--------------------
WIP


Demrakas wrote:

Hraak here with the crunch for my Monk submission. Background still underway.

** spoiler omitted **

You did not apply the Elephant in the Room rules modifications.

Your listed feats are:
Combat Reflexes (valid monk bonus)
Improved Unarmed Damage (invalid base monk class feat- should be Unarmed Combatant)
Iron Will (valid human bonus)
Power Attack (invalid as it is now a free [and expanded] capability to all with BAB+1. Provides bonus to any attack: standard melee, finesse, or even ranged. - need something different)

I was building an EitR monk earlier this weekend, so those jumped out at me. I want you to get the best character in you can!


Thanks for the heads up. Yeah, I forgot about the EitR thing.
Will change the Power Attack feat to Dodge, and then correct the rest when I get home, later.

Sidenote: Unchained Monk actually says Improved Unarmed Strike. Obviously I wrote it down incorrectly.


Helecino is up and ready for review. While he's reasonably complete, there are details that could change based on party composition and needs; he's got plenty of skills, so those can be shuffled around to fill in knowledge gaps, for example.


And here is Mordreds Submission.
Should be functionally complete, I'll give her a once-over tomorrow.


So I was at Mont St-Michel once and loved it... and thus I'll have to apply. Noblesse obligue!


Here is Volreg's submission!

Backstory:
The academy was his life, as it was all he know since being sent as a child. Volreg's parents sent the boy when he could barely walk, but he didn't know as to why, but as he aged, he was always drawn to knowledge and books. Cold and pragmatic, he would always lean more to the facts and logic before following emotions with a small exception when it came to some who he considered friends.


Jereru here presenting his application, a kind-hearted giant with temperament. The alias contains a full character with hazy memories from his past and a visual of his future (crunch-wise).

a) Grom had a "small man friend". That's really a halfling, if you wanna use him in game.

b) Grom's mom and sisters are evil sorcerers/witches (if you wanna use them in game).

c) Grom was a pirate, but he's too kind to assault people purely for worldly profit. When he discovered what being a pirate meant, he quit (or he thinks he did). Just, you know, if you wanna use this in game.

d) Grom is naive and innocent to a certain extent. As such, I have prohibited myself from putting even a single skill rank in Sense Motive. I hope you don't, but you may want to exploit this in game. If you're familiar with him, it reminds me a bit of Andre the Giant.


I'm so excited there's a Strange Aeons game recruitment!

Odeta here is my application. She's a Slayer VMC Barbarian with the Sensitive Mind Campaign Trait.

Her very short background is that as far as she can remember, Odeta is a student at The University of Lepidstadt, where her father is also a professor. Surprised a university student is a trained Slayer? So is Odeta! Muscle memory is the darndest thing!

I do have both full and memory redacted backgrounds worked out for Odeta, I just don't yet have them in final form for adding to the profile. Should be finished later today.

I haven't decided on Odeta's class progression yet. But with a VMC and the reduction in free feats that means, it will probably be something simpler like two handed weapon. I'm still getting familiar with Elephant in the Room feats changes so something like a style feat chain or dirty tricks might get tacked on.


List of Completed Application
Polyfrequencies’ Erebus the Slip (Halfling Oracle)
Mightypion’s Karl Pärson (Skinwalker Fractured Mind)
Cwitten’s Allera Belavren (Aasimar Paladin)
Delomth’s Dr. Ethyl “Doc” Ermengarde (Half-Elf Alchemist)
hustonj’s Simza Purrun (Human Rogue)
Flanderdash’s Demrakas (Human Monk)
DankeSean’s Helecino (Human Mesmerist)
MordredofFairy’s Saria Adura (Human Oracle)
Michael_Hopkins’ Volreg Sundek (Half-Orc Investigator)
Jereru’s Grommush (Half-Orc Bloodrager)
rdknight’s Odeta Caramitru (Human Slayer VMC Barbarian)

I'm reasonably certain that the only thing I've got to figure an answer out for at the moment is something involving feats for the alchemist? Anyone have anything else they're unclear on or need resolved?


Amare Saor-laimh

Role:
Amare is a combat brute, able to fight in melee or at range using improvised weapons... At later levels, this will become extremely effective, with 4 size increases (3 from Shikigami style and 1 from Improvised Weapon Mastery) on top of his normal brawler unarmed strike damage (which applies to improvised weapons. Starting at 2nd level from Hinyasi brawler). [/ooc]

[spoiler= Amnesiac Background]
Amare is a gardener, he is sure of that. The thought of green things growing is a balm to his soul. He is a woodworker, he can see himself shaping a board with an adze, cutting a joint. He is comforted by the feel of tools in his hands; something material, something he can trust... But for the rest? He believes he has sinned, although he is not sure what he did, and is desperate to redeem himself; to fight against dark powers. He is also somewhat concerned about how he can turn anything he touches into a lethal weapon – where and what for did he learn to do this?

Appearance:

A youthful (17 years old) ½ orc male. Skin and bones (for a half-orc, mind 5’11” and 183 lbs). There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and glossy green skin. Prominent tusks and heavy eyebrows. His hand show the usual calluses, knicks and small scars of a man who’s spent his whole life working with a wide variety of tools.

Demeanour:

Normally a cheerful, hardworking man, who feels pride in a job well done. With his amnesia has come a brooding introspection as he wonders what hides in the holes in his memory. The gnawing fear that his sin (whatever it was) is irredeemable eats at him.

Mechanical:

Amare Saor-laimh

Half-orc Brawler (Hinyasi) 1

Alignment: Chaotic Good
Diety: Cayden Cailen

Init +4 = +4 Dex
Speed 30 ft
Dark vision (120ft)

Defense
AC : 18 =10+4 Armor +4 Dex
HP: 12 = 10 + 2 (con)
Fort + 5 = +2 Brawler +2 con +1 luck
Ref + 7 = +2 Brawler + 4 dex +1 luck
Will + 3 = +0 Brawler + 2 wis +1 luck
+1 trait vs spells or spell-like abilities cast by evil creatures.
CMD : 15 = 10 + 1 (bab)+4 (dex)

Offense
Melee: ***
Ranged: ***
BAB : +1
CMB : +1 = +1 (BAB)
+4 dex if applicable

Str 10 = 10 (0 pts)
Dex 18 = 16 (10 pts) +2 racial
Con 14 = 14 (5 pts)
Int 12 = 12 (2 pts)
Wis 14 = 14 (5pts)
Cha 8 = 8 (-2 pts)

Feats: Unarmed Combatant (Brawler 1, IUS>Unarmed Combatant EITR), Catch Off Guard (Humble Beginnings), Shikigami Style (1st), [ooc] Shikigami Mimicry (3ed), Shikigami Manipulation (5th), Improvised Weapon Master (7th), Extra Traits (9th) (Fates Favored (faith), Legacy of Sand (racial))[ooc]
Free Feats from EITR: Weapon Finesse, Power Attack, Combat Expertise

Traits: Surprise Weapon (Combat), Driven by Guilt (Campaign)

Skills (4+1(int)) (skill roll NOT INCLUDING ACP)
UMD +0 (1 rank +3 trained -1 cha)
Perception (1 rank +3 trained +2 wis)
Acrobatics (1 rank +3 trained +4 dex)
Sense Motive (1 rank +3 trained +2 wis)
Stealth (1 rank +3 trained +4 dex)

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Craft (Woodwork) (1 rank +3 trained +1 int)
Profession (Gardener) (1 rank +3 trained +2 wis)

Languages : Common (Taldane), Orc, Abyssal (int)

FCB: Brawler, ???

Class Abilities:

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor .

Humble Beginnings (Ex): A hinyasi gains Catch Off-Guard as a bonus feat. She is not proficient with shields.

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex) (4/day): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike (1d6): At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.


Race Abilities:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Fey Thoughts The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand,Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-orc can take this trait in place of racial weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Equipment, incomplete, 180 gp:

Weapons (** gp)
Dagger (2 gp), Dan Bong (1 sp), Emei Piercer (3 gp), Claw Hammer, Hand Adze,

Armor (100 gp)
Chain Shirt (100 gp)

Equipment (22.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp),

Cash: ???

@DM Monty, you might want to take a look at the potential interactions between the abilities of a Brawler (Hinyasi) and Shikigami style. What I think happens is in the role spoiler...

Grand Lodge

My only question is about taking level in Inspired Blade later on. Since we are doing EiTR, would it qualify for Fencing Grace, as it messes with some of the feats/class specials that it gets?


So VMC is allowed, interesting.


Well... I suppose I should have asked if VMC is allowable. I took "Paizo Material" to mean it is, but if that wasn't Monty's intent I can drop it. It's not an important aspect of the character.

My intent with it is it's a 'panic button' type reaction that Odeta has in response to highly stressful or frightening situations.


I GM'd the first 3 books of this AP so I'm probably not going to apply, although given the list of applicants if I did apply I'd submit one of the full arcane casters where VMC isn't that exciting =)


Silas Hawkwinter wrote:
I GM'd the first 3 books of this AP so I'm probably not going to apply, although given the list of applicants if I did apply I'd submit one of the full arcane casters where VMC isn't that exciting =)

I would have, but that brawler build has been bouncing around in my head...


Usually Paizo Material means no third party stuff.
But since GM listed you with the VMC instead of telling you it's not available, I suppose you are good to go.
Since I did go the full Eldritch Line, I considered VMC as well, especially after seeing that is seems to be fine - but that would delay Primal Companion from Level 3 to Level 5, and only give Nanite Resurgance at Level 15 rather than 11, so I think I'm actually good.


Getting Catch-off Guard significantly adds to my damage potential at low levels since it's another option to apply sneak attack, later on it's meh. Losing throw anything isn't a big deal since I won't be throwing bombs, it is a bonus feat though so I'd like something to replace it even if it's not combat related, even if it's skill focus alchemy.


I've now added Amnesiac Background, Appearance & Personality, and Progression (such as it is currently) to Odeta's profile.


I'm going to withdraw interest. Just not feeling PbP anymore.


Dotting! Got an idea rattling around for a sensate figher/psychic, eventually going into the esoteric knight prestige class.


Hello! It took me a while to figure this one out, but please find my submission for Talindra Misraria and her figment raven familiar Muninn. The elevator pitch is that Talindra is an elf who has developed split personality as a defense against mental trauma. But one of those personalities inhabits her body, while the other inhabits a figment of her imagination--her illusory raven familiar. The fact that she was formerly mind-swapped might somehow have contributed to this result (perhaps, who's to say?).

Mechanically, Talindra is an Illusionist Wizard, since she somehow has the power to create a living illusion. She also has the Pact Wizard archetype (Haunted Heroes Handbook version)--whatever dark powers now help fuel her magic will catch up with her at some point.

Thanks for your consideration!


Not sure if I'll actually throw my hat into the ring just yet, but reading through the Player's Guide has got me brainstorming a CG Dwarf Cleric (Channeler of the Unknown) with the True Devotion campaign trait. Spin the 'second chance' of True Devotion together with the 'unknown entity channeling its power' of CotU for a Cleric that thinks Torag has forgiven them, not noticing the new source of their powers.


I've always wanted to play Strange Aeons. I'll try to get a submission together


Here’s my submission, Aphrashai the Mystic!

Stats:

Aphrashai the Mystic
Human (Vudrani) fighter (sensate) 1 (Pathfinder RPG Occult Adventures 118)
NG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee gladius +5 (1d6+3/19-20)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 16, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Favored Prestige Class, Power Attack, Slashing Grace[ACG], Weapon Focus
Traits resilient, sensitive mind (perception)
Skills Acrobatics +6, Appraise +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (planes) +4, Perception +7, Sense Motive +7
Languages Aklo, Ancient Osiriani, Common, Varisian, Vudrani
SQ finesse weapon attack attribute
Other Gear studded leather, mwk buckler, gladius[UC], 105 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slashing Grace (Gladius) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

Background:

Aphrashai’s mind is hazy, but some things shine clear. He remembers grueling hours spent training in the temple-monasteries of Jalmeray as a boy, honing his skill with blade and shield, yet also honing his mind into an equally deadly weapon. His parents were nowhere to be found, perhaps he never knew them?

He remembers searching for esoteric secrets in the library-vaults of the Jalmeri badlands, treating with monks of sects and gods unheard of in the rest of the Inner Sea.

Aphrashai remembers, no, feels? There is…something in the corner of his mind, in the deep recesses of his psyche, a pressure…an urge. Knowledge that he just cannot quite reach, power that he cannot quite reach.

Somewhere, there is a memory of a man. Love, Aphrashai thinks it was. But something got in the way. Vows to masters, perhaps, or his own failings. The man was gone, and Aphrashai knew somehow it was his fault.

Battle. Horrors in the dark, all in pursuit of knowledge.

Then nothing.

Appearance and Personality:

Aphrashai is a slim Vudrani man, skin the color of rich walnut and brown eyes with a gaze that nearly pierce the soul. His black hair is kept short, though he has a neatly maintained beard, small golden ornaments at the end of it to keep it all together. He wears flowing blue robes, cut like a Jalmeri warrior-monk’s garb with some extra space for a suit of studded leather armor. He carries a short sword on waist, and wears a well-crafted buckler shield.

A sword is a tool. If one only has the brawn to use it, one will forget the techniques needed to win. If one only has the knowledge of how to use it, their strikes will be easy to avoid. True skill comes from the ultimate synthesis of mind and body. That is what Aphrashai lives by. With what he remembers of his life before, he was a monastic warrior-turned esoteric sage. Though relatively unswayed by the causes of law or chaos, he believes that good deeds beget good outcomes, so the ways of good are important to him.

Build Plan:

Somewhere before level 7, I’m planning on picking up a level of psychic to qualify for the esoteric knight prestige class. Aphrashai is a dex-based frontliner with some casting ability, mostly for self-buffing.

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