Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

Zyblina[dice]1d20+1[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+4[/dice]
Cole Burns [dice]1d20+2[/dice]
Sergei the Haunted [dice]1d20+3[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+0[/dice]
Zek [dice]1d20+5[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Zyblina [dice]1d20+5[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+8[/dice]
Cole Burns [dice]1d20+6[/dice]
Sergei the Haunted [dice]1d20+7[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+5[/dice]
Zek [dice]1d20+7[/dice]
Teofila Agarici [dice]1d20+9[/dice]

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.

B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.

C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.

D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.

E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.

F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.

G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.

H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.

I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.

J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.

K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.

L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

M 1-4: Council Member's Houses.

N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.

O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.

P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.

Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.

R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

Fear, Horror, and Madness:

I will NOT be using Madness rules as the Sanity rules already cover that.

Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Making the Saving Throw

Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.

Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.

If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin Effect

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.

When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.

FEAR SAVES

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.

HORROR SAVES

The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.

Failure Results

If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).

Failure Results

Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.

Moderate Effect: (1) Nightmares, (2) Obsession, (3) Rage, or (4) Revulsion

Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock

Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.

Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.


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Shadow's Status
Black Dow wrote:
rdknight wrote:

@GM DS: You know me and my love of Traits - is Additional Traits feat permitted? Also what about Drawbacks?

Absolutely, you can take it more than once if you like as we progress.

Yes, up to 2 drawbacks.

Scarab Sages

I decided to roll a 1d10. My lineage is Boritsi


Shadow's Status

Boritsi -
+2 Bonus to Charisma.
Bluff is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 on Fortitude Saves vs. Poison.


Shadow's Status

One more wrinkle I forgot to post last night. As we will be in Ravenloft and as the PCs will be facing cosmic horrors, we will be utilizing Sanity rules. I need to button them up a bit before I go final. I'll try to have that done by the middle of the week.

Scarab Sages

Black Dow wrote:


No set per say - Roaming Exorcist just seemed to fit :) Am also looking at Investigator (Spiritualist) as another option, but again will be Pharasman. Clexorcist is currently the front-runner tho'

Agree though a collaboration and partnership would make sense :)

Cool, they can be a ghostbuster team maybe, some sort of special unit created by the church. If I stick with the Life Oracle, I already have a background of that sort in place from when the character was for Carrion Crown. She's attached to Gravecharge Cathedral in Lepidstadt where she works in the hospital unless called away.

Given a bit more time to consider, I have a few other ideas cooking as well though.

1. Switching the Life Mystery for Time and changing the archetype from Spirit Guide to Duel-Cursed. This one trades the extra healing for wicked debuffing.

2. I also noticed that there hasn't been much interest so far in martial characters. If that remains true, I could go with a Grave Warden or Vanilla Slayer since there's looking to be plenty of casting in the party.

3. Splitting the difference and going with a Battle Mystery Oracle for more buffing and battlefield control.

In any case, if you want to have our characters partnered as undead hunters prior to the start of the game, I'll find something that fits the bill for tht relationship and the party. I'm not too fussed about builds being central to my character concepts so I can work with whatever you decide on, with party needs in mind as well.

Scarab Sages

GM Dark Shadows wrote:

Boritsi -

+2 Bonus to Charisma.
Bluff is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 on Fortitude Saves vs. Poison.

Ha! Well that's a brick of gold on the scale in favor of sticking with Oracle!

Um, can we stack Legacy Bonuses with Racial Bonuses?

Scarab Sages

GM Dark Shadows: Unlikely I'd go this path since I'd have to ditch Pharasma and I have a long history of not playing them, but is this a setting in which a Paladin or Oradin might flourish?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

I’m probably going with Hiregaard.


Shadow's Status
rdknight wrote:
GM Dark Shadows wrote:

Boritsi -

+2 Bonus to Charisma.
Bluff is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 on Fortitude Saves vs. Poison.

Ha! Well that's a brick of gold on the scale in favor of sticking with Oracle!

Um, can we stack Legacy Bonuses with Racial Bonuses?

Yes, they stack.


Shadow's Status
rdknight wrote:
GM Dark Shadows: Unlikely I'd go this path since I'd have to ditch Pharasma and I have a long history of not playing them, but is this a setting in which a Paladin or Oradin might flourish?

Successful in combat yes. Drawing a LOT of attention a big yes!


Shadow's Status

Hiregaard -

+2 Bonus to Constitution.
Diplomacy is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 to Fortitude Saves vs. Negative Energy Effects.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Will be Dilisnya lineage for my Exorcist... just because they sound Slavic lol.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Perfect! Definitely works for me.


Shadow's Status

Dilisnya -

+2 Bonus to Dexterity.
Sleight of Hand is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 to Will Saves versus Magical Lie Detection (Zone of Truth, Discern Lie, etc).


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Are we rolling standard starting money?


Shadow's Status
He'sDeadJim wrote:
Are we rolling standard starting money?

Max starting money.


So it sounds like we've tentatively got...an oracle, a pyrokineticist, a cleric, and maybe a bard type, so far? I've got a couple of old characters whose concepts/backgrounds could be reworked for a game like this:

Desnan warpriest (originally made it to the beginning of Book 4 of CC)
Iomedaean inquisitor (originally made it to early Book 2 of CC)
Witch (originally played in a homebrew Walking Dead of Golarion game)
Summoner (no special ties to old CC/SA games but she and her eidolon have existed across different editions and formats because she's a grump and I have fun playing her)


Shadow's Status
Lady Ladile wrote:

So it sounds like we've tentatively got...an oracle, a pyrokineticist, a cleric, and maybe a bard type, so far? I've got a couple of old characters whose concepts/backgrounds could be reworked for a game like this:

Desnan warpriest (originally made it to the beginning of Book 4 of CC)
Iomedaean inquisitor (originally made it to early Book 2 of CC)
Witch (originally played in a homebrew Walking Dead of Golarion game)
Summoner (no special ties to old CC/SA games but she and her eidolon have existed across different editions and formats because she's a grump and I have fun playing her)

Tough call. The only concept out of those I never played was the Witch. The other 3 I played at one time or another. In a 3.5 game I played a Warpriest to about 20th (though I did have another Prestige class as well mixed in but I forget which one).

Be warned though that Summoning in Ravenloft is not quite like summoning anywhere else in D&D. One does not merely escape Ravenloft because the summoning that brought them there has expired. It's meta game to discuss but I at least want to give a heads up about that. It would make for an absolute wild set of circumstances but you might find it frustrating as a Player.

Many natural laws that operate in the prime material plane are perverted by the Dark Powers of Ravenloft.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Looks like we may need a full BAB.
It's been a while since I went for a Paladin so I might do one... still thinking about details. Could even be a regular fighter still. Could even do a barbie.... we'll see as the ideas perculate.

For background lets go Hiregaard just to have a variety.


Shadow's Status
_JJ Surabar wrote:

Looks like we may need a full BAB.

It's been a while since I went for a Paladin so I might do one... still thinking about details. Could even be a regular fighter still. Could even do a barbie.... we'll see as the ideas perculate.

For background lets go Hiregaard just to have a variety.

Hiregaard was selected, can I suggest Von Zarovich?


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Sure. Wow, I missed that somehow.

Edit: Wait... Von Zarovich... as in Strahd Von Zarovich?

Oh yes.


Shadow's Status
_JJ Surabar wrote:

Sure. Wow, I missed that somehow.

Edit: Wait... Von Zarovich... as in Strahd Von Zarovich?

Oh yes.

Yes, THAT Von Zarovich.

Von Zarovich -

+2 Bonus to Strength.
Intimidate is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Will Saves vs. Fear, Horror, and Madness effects.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Oh nice. I'm thinking barbarian or maybe bloodrager (perhaps undead bloodline?).

Then again... Paladin might fit nicely as well. Just not with a barbarian :-(

Of course, the best laid plans, sometimes things happen and characters grow in... unexpected ways.

Scarab Sages

I was noticing the same lack of a full BAB submission and started looking at a Battle Mystery Oracle. With the extra CHA boost from my lineage I'd be able to add something like Dual-Cursed or Spirit Guide to the mix for a little extra pizazz. Not as good as a full martial but somebody has to stand in front of the squishes.

But, if you're definitely going to be adding a melee character, maybe I'll back off that much melee to something else that can help without having to try to do it all.


Shadow's Status

There are also a few potential players who have yet to chime in.

Scarab Sages

Sorry if I missed it, but do we have an approximate start date yet?


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Shadow's Status
rdknight wrote:
Sorry if I missed it, but do we have an approximate start date yet?

I was planning on starting character creation on May 15. Probably looking to kick the game off Memorial Day Weekend.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Mulling a tweak to my Cleric - liking the idea of a Cloistered Cleric, a Brother of Pharasma who Doctor Rudolph van Richten consulted with on matters occult and macabre. Sub-optimal I know as a Cleric but has some fun RP opportunities.

He'll be a bookish, slightly eccentric but a font of knowledge, but still with a penitent background... so one with a skeleton in the cloister (so-to-speak)...

Thoughts?


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Shadow's Status
Black Dow wrote:

Mulling a tweak to my Cleric - liking the idea of a Cloistered Cleric, a Brother of Pharasma who Doctor Rudolph van Richten consulted with on matters occult and macabre. Sub-optimal I know as a Cleric but has some fun RP opportunities.

He'll be a bookish, slightly eccentric but a font of knowledge, but still with a penitent background... so one with a skeleton in the cloister (so-to-speak)...

Thoughts?

Flavor is perfect for sure!

Scarab Sages

1 person marked this as a favorite.
Black Dow wrote:

Mulling a tweak to my Cleric - liking the idea of a Cloistered Cleric, a Brother of Pharasma who Doctor Rudolph van Richten consulted with on matters occult and macabre. Sub-optimal I know as a Cleric but has some fun RP opportunities.

He'll be a bookish, slightly eccentric but a font of knowledge, but still with a penitent background... so one with a skeleton in the cloister (so-to-speak)...

Thoughts?

If our partnership is still on... If you're going gentler, maybe I'll go meaner. Oracle always frustrates me. I see so many things I like, but it's always so hard for me to get the character I want out of it. I'm also looking at an Inquisitor with a big sword now.


1 person marked this as a favorite.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Yeah that would make sense - some cool lore about Pharasman Inquisitors. Could be my cloistered friar is your "go-to" for intel/archives when conducting an "enquiry" for the church? Someone's got to generate (and keep) the bestiaries, martyrologies and miscellanies for the faith right :)

He's been possibly (begrudgingly) been pulled into the field by your goodself on occasion.

GM DS - Idea is my Cloistered Cleric will be working towards the Loremaster Prestige Class :)


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Shadow's Status
Black Dow wrote:

Yeah that would make sense - some cool lore about Pharasman Inquisitors. Could be my cloistered friar is your "go-to" for intel/archives when conducting an "enquiry" for the church? Someone's got to generate (and keep) the bestiaries, martyrologies and miscellanies for the faith right :)

He's been possibly (begrudgingly) been pulled into the field by your goodself on occasion.

This is the type of character that van Richten would absolutely see as a potential mentee to pass the torch to.


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

I'm building my Half-Orc Fire Kineticist character around the idea he's been working part time as a undead hunter for the Church of Pharasma, mostly in the 'burning down the house' capacity since he's also a part time arsonist for hire too. Zombies and ghoul nests usually burn quite easily if trapped in well-sealed structure fire.

Scarab Sages

Perhaps a group of three then? Just like Ghostbusters.

I think I've settled and I like how it's coming together. Garuda-Blooded Aasimar Inquisitor (Sanctified Slayer/Ravener Hunter) with 1 level dip in Fighter. Plate armor and greatsword, or maybe a ƒalchion. Ravener Hunter gets me Warsight and Weapon Mastery from the Oracle Battle Mystery. Absolutely taking Dirty Fighting and Eerie Sense .

Depending on what the party looks like, I could probably fit in Healer's Hands and Incredible Healer. Who needs a Life Oracle when the job can be a side gig?


Shadow's Status
_JJ Surabar wrote:

Oh nice. I'm thinking barbarian or maybe bloodrager (perhaps undead bloodline?).

Then again... Paladin might fit nicely as well. Just not with a barbarian :-(

Of course, the best laid plans, sometimes things happen and characters grow in... unexpected ways.

Undead Bloodline certainly fits the theme.

Paladins are always attention grabers in Ravenloft :-)


Shadow's Status
He'sDeadJim wrote:

I'm building my Half-Orc Fire Kineticist character around the idea he's been working part time as a undead hunter for the Church of Pharasma, mostly in the 'burning down the house' capacity since he's also a part time arsonist for hire too. Zombies and ghoul nests usually burn quite easily if trapped in well-sealed structure fire.

Is this a Psionic character?


Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt

Fire Kineticists are Occult characters. They draw their power directly from the astral plane. No psionics. Even the telekinetic version uses astral energy to power their abilities. That’s why Con is their control stat for their energy powers.


Shadow's Status
He'sDeadJim wrote:
Fire Kineticists are Occult characters. They draw their power directly from the astral plane. No psionics. Even the telekinetic version uses astral energy to power their abilities. That’s why Con is their control stat for their energy powers.

Gotcha.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Hmm "attention grabbers" as in... not in a good way? I confess to quite liking playing paladins, and having never played a bloodrager.

Trying to survive as a paladin in Ravenloft... and here I am thinking staying a paladin being possibly as much of a challenge as staying alive, might be a worthwhile ambition.

How do you feel about angelkin aassamir, with the Deathless spirit alternate racial trait?

Really, how big a target could I paint on my jugular?

Scarab Sages

I LOVE Bloodrager. I prefer the Urban Bloodrager archetype personally because I like the option to adjust rage between STR and DEX depending on the particular fight, and I don't have to spend a feat on Raging Vitality. Urban lowers the power curve a bit, but the class still feels like driving a muscle car.

It's a simple class really, more so than Barbarian I think because most of the extras come from bloodlines. If there's something in the bloodline you don't want, you can switch it out for rage powers if you've added the Primalist archetype, which costs you nothing.

Arcane is the premier bloodline. But Destined is great as well, just not so flashy. There are other good ones too if you want to do certain things in combat aside from straight smashing.

It's really worth trying out!


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

Right, lets try that. Undead bloodline for this campaign though. Gota swing with the vibe.

Still thinking of an angelkin assamir with deathless spirit for a racial background.


Shadow's Status
_JJ Surabar wrote:

Hmm "attention grabbers" as in... not in a good way? I confess to quite liking playing paladins, and having never played a bloodrager.

Trying to survive as a paladin in Ravenloft... and here I am thinking staying a paladin being possibly as much of a challenge as staying alive, might be a worthwhile ambition.

How do you feel about angelkin aassamir, with the Deathless spirit alternate racial trait?

Really, how big a target could I paint on my jugular?

That would be great, Deathless Spirit could be clutch.


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

So this is my character so far. (This is He’sDeadJim)

He’s a standard blaster type with melee tendencies that will improve over time.


DO NOT STICK FINGERS IN CAGE
GM Dark Shadows wrote:
Let me know what, if any, Ravenloft modules you have played through. I suppose it would also be good to know if any of you played through the two APs.

OK - Ravenloft - absolutely nothing. Actually I did play a PbP (on hold now) which was a custom ravenloft- inspired thang. But i don’t think it was following any specific modules

Strange Aeons - did a full 6-book VTT run soup to nuts.
Carrion Crown - was in a PbP briefly that didn’t get going, didn’t make it out of Book 1. Don’t particularly remember much about it.


Male HP 213/213; LoH 3/3 (10d6); Potions: Blur (4) AC 31(32 SoF), Touch 19, Flat-footed 25, Fort 22(reroll 1/1), Ref 20(evasion), Will 17 (reroll 0/1); resist fire&acid/10; Perception +28 (extra from FE/FT))

I played the very first Ravenloft (I6 I think).
I vaguely remember something about Strange Aeons... was that the one where you start not remembering anything? I vaguely recall trying to run it, I think we didn't get far through the first book.


Shadow's Status
_JJ Surabar wrote:

I played the very first Ravenloft (I6 I think).

I vaguely remember something about Strange Aeons... was that the one where you start not remembering anything? I vaguely recall trying to run it, I think we didn't get far through the first book.

Correct, I am NOT utilizing that angle of the opening of the adventure.


Shadow's Status

Partly out of curiosity and partly out of an understanding of players posting, where does everyone live and what does everyone do for work?

Scarab Sages

I'm in Portland Oregon, and I work for the Oregon Department of Human Services as a case manager.


Shadow's Status
rdknight wrote:
I'm in Portland Oregon, and I work for the Oregon Department of Human Services as a case manager.

I should have probably answered my own question first, but busy morning!

I am in northern New Jersey and I am an Attorney. I work full time for an accounting firm handling tax controversy and also run my own Divorce Mediation practice.

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