The Party begins picking up the items, Kenzo takes the Frayed Rope of the Hanged Man, Sterling takes the Scarab Vial of Bonegnasher, Zyblina takes the Spider’s Web decorated Jar of Soulcatcher, Teofila takes the Moldy Spellbook of the Splatter Man, Cole takes the Masterwork Smith’s Hammer of the Mosswater Marauder, Sergei takes the Oversized Bloodstained Handaxe of the Lopper, it feels natural to hold these items for each of you, though you’re not entirely certain why…
Zek and Bastion are left to carry either the Silver Flute of the Piper of Illmarsh or the Collection of Holy Symbols of Father Charlatan. Zek takes the symbols while Bastion takes the Flute.
Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.
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.
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.
So, I have this particular problem when it comes to characters. I love to build them too much. I can get kind of obsessive about it, and I'm having that problem right now. I can't stop fiddling around and tweaking when I should be spending my time elsewhere.
Therefore, I'm going to put up 3 characters, one of which should be a good fit when the rest of the party is known and things are clearer. It will break the fever so I can go back to yard work and other things that are piling up. Since this isn't a recruitment, I don't think there's anything unfair about doing things this way, although I will not go this route if anyone is unhappy with it.
Parvin is the first of the three, already essentially built. I just needed to adjust for the different creation rules. The backstory will also need to be amended since Parvin was originally created for a Wrath of the Righteous recruitment.
Parvin is an Azata-Blooded Aasimar Dawnflower Dervish Bard 1 / Eldritch Scion Magus 2-20. She's my choice in the case we are lacking in arcane casting when the time comes. As a CHA-based spontaneous caster, Eldritch Scion can't use metamagic so readily. So, she won't be going for big bursts of damage using spell combat and spellstrike. Mostly her strategy will be to cast battlefield control spells and/or party buffs and then enter combat. Out of combat she's a great face, and can help with skills. But, her reduced skill points per level keep her from taking the lead in that area.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
I'm in Bonnie Scotland, work in Oil & Gas as a Operations Supervisor for a service company specialising in Wellhead integrity(making wells safer) and Gas Lift (making wells produce more).
Should have my Cleric buttoned up by end of the weekend.
This time I have Carmine to present. He's a Human (Varisian) Dirge/Soundstriker Bard. Carmine is from Lepidstadt, where he helps run a full-service mortuary owned and operated by his extended family.
I went with archery for Carmine because he's more on the caster side of the Bard spectrum. Dirge will give him some necromancy spells, and the ability to affect undead with mind-affecting spells, even if they are mindless. He should also be a bit stouter than your average Bard against the usual nasty undead tools, and very good at intimidation/ demoralization eventually. Sound Striker doesn't do much, but a ranged sonic attack is nice to have in one's back pocket. He'll be standard Bard good at knowledge checks and so forth.
If we don't have coverage for traps, disable device, and the yeoman Rogue tasks, I'm happy to dip a level in Rogue with him to cover that ground. Probably only the one level though, because I want to keep his casting on track.
So, that's a Bloodrager and a Paladin that we have for melee?
If that's so, it solves the Inquisitor problem. I was considering going with Ravener Hunter and Sanctified Slayer, taking the Battle mystery for the 2 Oracle revelations gets and picking up Skill at Arms for heavy armor proficiency. That would work for a frontliner Inquisitor with a greatsword.
I'll go with Royal Accuser and Sanctified Slayer instead, stick to medium armor and focus on either sneak attacking or archery for the Inquisitor.
So, that's a Bloodrager and a Paladin that we have for melee?
If that's so, it solves the Inquisitor problem. I was considering going with Ravener Hunter and Sanctified Slayer, taking the Battle mystery for the 2 Oracle revelations gets and picking up Skill at Arms for heavy armor proficiency. That would work for a frontliner Inquisitor with a greatsword.
I'll go with Royal Accuser and Sanctified Slayer instead, stick to medium armor and focus on either sneak attacking or archery for the Inquisitor.
The Paladin instead of the Bloodrager I believe is the choice.
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))
Well, I could always multi-class between Paladin and Bloodrager. Unlike barbarian, there are no actual alignment restrictions against doing that.
Given they are semi-spell casters, that might not be best, but on the other hand they are both full BAB so it could work. Still tossing the "Feel" for the character around.
Either way I'm looking at the Angelblooded assamir with the deathless spirit ART and they will likely end up using some big weapon, Greatsword or Falchion in all probability. Likely they come from one of the barbaric tribes in Ustalav. In either case, they have been inspired by tales of the Shining Crusade and personal loss, to take up a weapon with the aim of putting the dead back in the ground.
With a bard in the party, the paladin auras might be a little less helpful as they are generally morale bonuses. Which might be a strike for Bloodrager now I think of it. But its hardly a decisive call. If we are shorter on healing, I'll likely go paladin, shorter on muscle then bloodrager.
How did the professor come to hear about them? Well, it could well be that tales of their remarkable resistance to necromantic magics slowly made its way out and the professor was keen to find out more.
Female Human Inquisitor (Ravener Hunter / Sanctified Slayer 1)
And finally here is character #3.
Marta is a Human Sanctified Slayer-Ravener Hunter Inquisitor connected to the Pharasman cathedral in Lepidstadt. Ravener Hunter gives her 2 revelations from an Oracle mystery. She's taking Battle and grabbing Skill at Arms for her first one to get proficiency in martial weapons and heavy armor. She'll be using a greatsword, and possibly a reach weapon depending on party specifics. She'll switch to plate armor as soon as she can afford it. At 8th level she can take Weapon Mastery to get both Weapon Focus and Greater Weapon Focus if her attacks's accuracy is lagging. If not, she can take War Sight to roll initiative twice. She will also have Studied Target to keep her accuracy up. The idea is to use flat bonuses as much as possible to limit the amount of spells needed for self-buffing so she help out with healing some. If I keep combat feats simple, which is possible with a strength build, I might be able to work in the 2 feats needed for good mundane healing as an alternative to more magic coming from someone.
Between heavy armor, Toughness & Power Attack, and strength over wisdom stats, she should be sturdy enough to be on the front line as a matter of course. Oh, and Marta will have sneak attack dice for those times when it's possible to pull it off.
Well, I could always multi-class between Paladin and Bloodrager. Unlike barbarian, there are no actual alignment restrictions against doing that.
Given they are semi-spell casters, that might not be best, but on the other hand they are both full BAB so it could work. Still tossing the "Feel" for the character around.
I don't know about a Paladin & Bloodrager multi-class, never looked at it. I don't know much about Paladins since I haven't played them myself and have never been in a party with one. But, my understanding is they are really good defensively but offensively a bit weaker when not smiting. Bloodrager is the opposite. Like a Barbarian defenses are lacking but the idea is to kill things fast so it doesn't matter. I'll bet the right kind of gestalt would be amazing.
If you do multiclass the two, take a look at adding Primalist as a Bloodrager archetype and picking up the Lesser Celestial Totem. It could do amazing things for your Lay on Hands.
With a bard in the party, the paladin auras might be a little less helpful as they are generally morale bonuses. Which might be a strike for Bloodrager now I think of it. But its hardly a decisive call. If we are shorter on healing, I'll likely go paladin, shorter on muscle then bloodrager.
Maybe that's true for a couple of the auras, but after a quick look at them it's doesn't seem like a lot of overlap. Bards are using Inspire Courage about 95% of the time, and only the bonus versus Fear and Charm are moral bonuses. The attack and damage bonuses are competence.
In any case, I'd only be using the Bard option if it's the best fit among the three. or the one the GM chooses, or the one most players want, or however that washes out in the end. Fundamentally the idea behind making 3 characters was to both let me scratch the itch and get something made, while also allowing other players to do what they want without worrying about stepping on at least one other player's toes. So do what you prefer and I probably have something already adjusted to it.
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:
I think all of the character ideas so far are pretty cool. However, Im getting a little confused on who is thinking of doing what. Can we summarize? You don’t need my opinion to pick your character, but I am curious still. Im good with my Cole as my choice.
I think all of the character ideas so far are pretty cool. However, Im getting a little confused on who is thinking of doing what. Can we summarize? You don’t need my opinion to pick your character, but I am curious still. Im good with my Cole as my choice.
I think I can summarize, at least I'll give it a try.
He'sDeadJim: Half-Orc Fire Kineticist (I'm considering Cole to be primarily ranged, but I don't know much about the class so correct me if I'm wrong.)
Black Dow: Cloistered Cleric (Since this archetype loses medium armor and reach weapons, it seems weaker for melee, while stronger in skills. There's a reduction in daily spells, but the range and power is still there. But again, the specifics of the build will matter of course so I'm speculating.)
jj Surabar: Paladin or Bloodrager.
There are also 2 players who haven't decided yet.
Lady Ladile: Has mentioned the following possibilities: Desnan warpriest, Iomedaean inquisitor, Witch, Summoner.
EDIT: So, to explain my thinking with the characters I've posted:
1.If we get another full martial character, Marta the Inquisitor isn't really needed, So Bard or Magus. I'm assuming 2 frontliners in a party of 6. Only one works when it works, but when it doesn't things can get real ugly. That's not to say none of the other characters can defend themselves, they're more easily overwhelmed if things start to break down.
2. If we get a full arcane caster, Parvin may not be needed, but still works well with a Witch since Parvin won't be casting the same kinds of spells. All three of my characters could still fit well potentially.
3. If we get a Rogue, Bard, or other skills focused character, Carmine the Bard isn't really needed. There's already some overlap anyway since the Cloistered Cleric has an ability that is essentially a renamed Bardic Knowledge. So Magus or Inquisitor.
Sorry, just coming off a wedding weekend where I drove a long distance. I’m the opposite of a character builder. I hate building characters, yet I love playing them. Isn’t it ironic?
As for work, I am now officially a Law Clerk (which is a paralegal with a fancier title), working in Northern Virginia for the US Army going after polluters who worked on Army bases.
Sorry, just coming off a wedding weekend where I drove a long distance. I’m the opposite of a character builder. I hate building characters, yet I love playing them. Isn’t it ironic?
Maybe a little, but I think it's the more normal way of thinking. I like both, but for some reason needing to build a character brings out some kind of OCD trait in me that isn't there otherwise.
Patrick Curtin wrote:
As for work, I am now officially a Law Clerk (which is a paralegal with a fancier title), working in Northern Virginia for the US Army going after polluters who worked on Army bases.
Now that's a funny coincidence. My evil brother is a lawyer who represents polluters who worked on Army bases, among others.
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:
rdknight wrote:
I think I can summarize, at least I'll give it a try.
That’s a good summary! Exactly what I was hoping for.
For Cole’s part he’s mostly a short ranged blaster (30 ft. Or so) and I can do a Burning Hands effect a few time a day for now. Although I plan on bigger element effects as time goes on.
On the obverse right now, he is starting with a decent exotic weapon (falcata) and with his Variant Multiclass abilities he will eventually gain multiple melee combat bonuses and Str upgrades.
So Cole will cover multiple types of combat over time, much like a Magus and if I decide at later levels to take up a secondary element that will diversify my abilities as well. I usually like to grow my characters organically and decide what powers/feats to take as I go based on what he experiences and where to game leads.
If it helps, I'm definitely looking at an arcane caster of some sort but not a summoner. Under other circumstances the challenge of working within the setting limitations might be fun, but I'm at a point where the less complicated my characters are (in a mechanical sense), the better :)
Right now I'm leaning towards the witch idea, though I need to finish looking at the other occult classes & archetypes before I make my final decision. But to get a move on in *some* way, let's see what lineage we're working with! Out of the remaining options...
d’Honaire
Reniers
Godefroy
Mordenheim
Drakov
1d5 ⇒ 3 --> Godefroy it is!
______________
In the real world, I live in southern Kentucky and work the graveyard shift in a hospital laboratory. I tend to roughly stick to my night hours even on the days I'm not working, since my husband is also a night owl and we don't have any kiddos to worry about.
+2 Bonus to Intelligence
Sense Motive is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Fortitude Saves vs. Attacks by Incorporeal Undead
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:
Lady Ladile wrote:
Right now I'm leaning towards the witch idea, though I need to finish looking at the other occult classes & archetypes before I make my final decision.
I love witches in Pathfinder. Varisian Cartomancer witches are pretty fun...and technically thematic to Ravenloft too.
Well the best things about witches are their Hexes, and picking your Patron will definitely affect your spell direction a lot. There are healing witches and witches that eat children and plenty in between.
NOTE: Most witch spell and Hexes are buffs and de-buffs, with plenty of curses and nastiness style spells included. Very few direct damaging spells or defensive magics, although they get Mage Armor at least, but only as a 'we're sorry your base spells kinda suck' kinda gift.
I have a full treatise on Witches and their magic (including some new Archtypes, Hexes, and spells just for improving witches) that I actually got published a few years ago if you are interested at all...
Yeah, I played a Witch with the Medium archetype for a while in a Mummy's Mask campaign, which is very undead laden of course. It worked out just fine. It takes looking closely at what spells and hexes will work against undead, but they're certainly available.
In any case, this is a Carrion Crown and Strange Aeons hybrid. We've been talking a lot about undead, but there will be other kinds of nasties as well I'm sure.
@Patrick Curtin: A second front liner of some kind would be good I think. We don't have a traps and locks character. We're potentially light on healing, but not sure about that one.
@Patrick Curtin: A second front liner of some kind would be good I think. We don't have a traps and locks character. We're potentially light on healing, but not sure about that one.
A second front liner as a Paladin I think would be interesting, especially if the PC have a linked backstory. Plus Paladin has Lay on Hands and some healing spells (limited though they might be).
As far as a Rogue, I suppose someone could do a 1 level dip and just focus on the Find/Disable Traps skills thereafter. This should be a 5 to 7 character Party so one or two limited "suboptimal" PCs certainly isn't the end of the world.
I'm fine with dipping Rogue if nobody wants to play a full Rogue or similar character. I've already volunteered Carmine the Bard to do it if he plays.
It was also starting to look like there could be solutions for the front line even if we didn't get a second dedicated character for it. Cole the Kineticist can handle some melee for example, so we could probably patch something together with one or two more part-timers. With that in mind, I figured Marta Inquisitor #1 could go on the shelf, to be replaced by a more subtle Inquisitor #2 like Theofila here.
Switched to Half-Elf, picked up Elven Curve Blade proficiency, switched strength and dexterity, then stripped out Ravener Hunter to be replaced by Royal Accuser. No heavy armor and greatsword, but she can Slayer/Rogue better and is more generally versatile.
Teofila would be fine dipping Rogue too. It saves a feat spent on Weapon Finesse, and the extra sneak attack 1d6 will stack with the sneak attack she gets from Sanctified Slayer.
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))
If I was going pally, then I was thinking of a dip into life oracle to bulk up on healing a bit, but we have a bit of healing with cloistered cleric and bard. So I'm thinking more I'll go bloodrager, which will be something a bit new for me, and mean if Patrick wants to go paladin we won't have too much of a duplication.
Reniers, if you'd be so kind... (or is it Renier?)
Reniers:
+2 Bonus to Dexterity
Handle Animal is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Fortitude Saves vs. Attacks and Effects of Lycanthropes
Woot! May 15th is here. Can't wait to get started.
=)
I am hoping for everyone to be done with characters, crunch and background done by the 20th. Then the next few days to send PMs about starting points. Looking to get the initial post in May 25 or 26. The 23rd and 24th I will be busy in the evenings with table top gaming so I won't be posting those nights.
I don't need a dissertation for a background (unless you want to write one).
One to three paragraphs works for me. One paragraph about were you were born and where you grew up. One paragraph about how you "became" or transitioned into your class of choice. Finally, one paragraph about how you met Dr. van Richten. He is a scholar and an adventurer of/around the occult so should be easy enough. You cannot start in the town in which he currently resides is the only restriction for a starting point and I would prefer people be present in the surrounding lands or in Ustalav as the adventure opens. It makes littles sense if someone is on a tropical island that you would all arrive at the same time versus someone starting the kingdom next door. You can BE from an Island just don't be there right before game opens :-)
GM-DS: Before I finalize the details on backgrounds, there's a couple of points I'd like to run by you to see what you think.
1. Teofila the Inquisitor - It turns out Royal Accusers are a real thing with a wiki entry:
The Royal Accusers are a secretive organisation that serves the Ustalavic crown as investigators and enforcers of the law. The Royal Accusers' jurisdiction extends across the whole of Ustalav and, more importantly, they are completely unbeholden to the labyrinthine laws, rights, and obligations granted to the country's nobility that often effectively shield the noble houses from justice. Secretive in nature, the Royal Accusers have a somewhat dark reputation for administering harsh justice, particularly if the matter they are investigating involves national security. Rumours have it that they have ended entire noble dynasties in their relentless pursuit of justice and protection of the crown.
I'm thinking of handling their official status as less "The Kingsmen" and more "Duane 'Dog' Chapman the bounty hunter". Yes, they exist officially. Yes, some Royal Accusers may be personally known to Prince Aduard Ordranti III and the et al around him. But really it's just a licenses granted to pursue an occupation. It's sort of like being a notary public for monster hunting. If you have it, you can go try to make a living off it. The license can be useful when dealing with officials maybe, or for flashing it at the rubes in some godforsaken village, but a Royal Accuser is only the law to the degree those on the spot can be impressed or intimidated into consenting to it. Teofila is in the family business and her license was inherited from her father.
Makes me wonder if I should switch a skill point into Profession: Lawyer...
2. Parvin the Magus:
She's from Gurat in Qadira, and recently arrived in Lastwall for a stint of service. She's never met Dr. van Richten personally, but she's read his books and articles and as a fan has corresponded with him for a few years. She is a somewhat unusual case, being an aasimar, so here is sufficient mutual interest and exchange of letters for him to know she's now in Lastwall.
GM-DS: Before I finalize the details on backgrounds, there's a couple of points I'd like to run by you to see what you think.
1. Teofila the Inquisitor - It turns out Royal Accusers are a real thing with a wiki entry:
The Royal Accusers are a secretive organisation that serves the Ustalavic crown as investigators and enforcers of the law. The Royal Accusers' jurisdiction extends across the whole of Ustalav and, more importantly, they are completely unbeholden to the labyrinthine laws, rights, and obligations granted to the country's nobility that often effectively shield the noble houses from justice. Secretive in nature, the Royal Accusers have a somewhat dark reputation for administering harsh justice, particularly if the matter they are investigating involves national security. Rumours have it that they have ended entire noble dynasties in their relentless pursuit of justice and protection of the crown.
I'm thinking of handling their official status as less "The Kingsmen" and more "Duane 'Dog' Chapman the bounty hunter". Yes, they exist officially. Yes, some Royal Accusers may be personally known to Prince Aduard Ordranti III and the et al around him. But really it's just a licenses granted to pursue an occupation. It's sort of like being a notary public for monster hunting. If you have it, you can go try to make a living off it. The license can be useful when dealing with officials maybe, or for flashing it at the rubes in some godforsaken village, but a Royal Accuser is only the law to the degree those on the spot can be impressed or intimidated into consenting to it. Teofila is in the family business and her license was inherited from her father.
Makes me wonder if I should switch a skill point into Profession: Lawyer...
2. Parvin the Magus:
She's from Gurat in Qadira, and recently arrived in Lastwall for a stint of service. She's never met Dr. van Richten personally, but she's read his books and articles and as a fan has corresponded with him for a few years. She...
From a background perspective I like 1 better than 2, but both work.
I am ok with the Royal Charter aspect of Accuser versus an agent of the crown. The agent of the crown reminds me of a Dark Lantern of Breland from Eberron. As we will not stay within Golarion though, it wouldn't be explored so let's go with Bounty Hunter instead. I'm not so worried about canon on this as this campaign will utilize elements of Pathfinder and Ravenloft but we are writing our own story here.
Alrighty. Mostly what I'm aiming for is to avoid the need for Teofila to consider the welfare of Ustalav's government all the time. Because she really doesn't care about that at all.
Alrighty. Mostly what I'm aiming for is to avoid the need for Teofila to consider the welfare of Ustalav's government all the time. Because she really doesn't care about that at all.
Works for me, it's a good thing too, she will be taking one long vacation from it!
So I’m kind of interested in making a Holy Gun and playing a Steven Deschaines sort of character.
Interesting, oddly enough, in many ways, Ravenloft is a good setting for this. That said, I would make sure you have proficiency to make your own bullets as they will be sparse within Ravenloft itself with the exception of a handful of Realms.
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:
Trained by an orc shaman in the creation of his magical fire, Cole was born in Belkzen and escaped to Lastwall as a ~10 year old boy (with his older cousin). In Lastwall he grew up fast in a orphanage and ‘escaped’ to join the Militia when he was 17, where he learned the basics of combat and even took some courses on engineering and siegecraft there. After an altercation with a senior Militia member out in the field near the Whispering Tyrant’s tomb, Cole left for Ustalav in a hurry. To survive in Ustalav he became an Arsonist for hire, but was eventually caught by an inquisitor of Pharasma and offered more honorable work disposing of corpses, ghoul nests, and the occasional zombie infestation for money.
Eventually the Inquisitor sent Cole to audit a class from Professor Van Richten, insisting it would benefit both Cole and his teacher. The Professor and Cole recognized each other’s merits quickly and agreed to correspond on various topics as time passed. While not fast friends by any means, they respected each other and their respective capabilities.
So I’m kind of interested in making a Holy Gun and playing a Steven Deschaines sort of character.
Interesting, oddly enough, in many ways, Ravenloft is a good setting for this. That said, I would make sure you have proficiency to make your own bullets as they will be sparse within Ravenloft itself with the exception of a handful of Realms.
I get the gunsmithing feat free right at the getgo. So that takes care of that :)
+2 Bonus to Wisdom.
Perception is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Will saves vs. Hypnosis, Charm Person, and Dominate Person Spells/Spell Like Abilities.
Okay, I've added backstories for Teofila the Inquisitor and Carmine the Bard. At this time I'm thinking the gap most likely to remain at the end is a character that is a Rogue, or who can dip it. For that reason I'm going to put Parvin the Magus on the backburner unless something changes. Both Carmine and Teofila are very comfortable with a Rogue dip. For the sake of convenience I've linked to both character below so they're one place together.
@Black Dow & Cole: Both Carmine and Teofila have backstories placing them at Lepidstadt University for some period of time. Either of them could easily link to either of your characters. If either or both of you want to set up some sort of prior relationship between my character and yours, let me know and we can work out the details.
Going to try and polish off the final direction of those Sanity rules this weekend as I have zero work to catch up on and no major plans except for Sunday morning.
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:
rdknight wrote:
@Black Dow & Cole: Both Carmine and Teofila have backstories placing them at Lepidstadt University for some period of time. Either of them could easily link to either of your characters. If either or both of you want to set up some sort of prior relationship between my character and yours, let me know and we can work out the details.
I have a Pharasmin Inquisitor as part of my backstory. Teofila fits that perfectly.
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))
This is what I am up to with my background. Exactly how he came to be is unknown to him.
Bastian was found near the edge of the Forest of Veils on the shore of Lantern Lake. Taken in by a townswoman he was given a home and a lot of hard work. The lad grew slowly but continually - causing the superstitious locals to fear the lad even more. While a kindly lad, he was thought a little... slow... but his strong arms kept him in the good graces of the locals... at least until the death of his adopted mother.
By that stage his pale otherworldliness was the talk of the district, and even those who had known him all his life began to shun him. Things came to a head one night when several local men had been drinking and decided to convince him to leave by pitchfork and torch. The mind-mannered young man lost his temper and fled, leaving several broken bones in the process. He moved around, surviving from the bounty of the land as much as from working it.
He took work as a caravan guard after a year of travelling, and rather enjoyed the life, growing his skills and taking a shine to a weapon that matched his still growing stature. One of the recurring risks facing caravans was that of the walking dead, and before long he had acquired quite some skill in dealing with them. It was around this time that his strange resistance to necromantic magics first became evident. Word of the odd caravan guard eventually made its way to Professor Petros, who sent word that he would like the meet the young man.
This will be a mash up of Carrion Crown and Strange Aeons, starting in Ustalav, moving to Ravenloft and at some point, moving back to Ustalav.
Pathfinder 1E rules.
Character Creation
1. 25 Point Buy.
2. Max HP at 1st level (roll OR 1/2+1 per level thereafter).
3. Background Skills.
4. Automatic Bonus Progression will be utilized. Bonuses start at Second Level.
5. Skill unlocks will be used.
6. Two Traits. You may also pick up a Drawback to "buy" a third trait.
7. Hero Points Character Gain 1 Hero Point Per Level each time they level capping at 5 (i.e. at 6th level you gain 5 more). Characters can carry over unused points.
House Rules for Hero Points:
Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,
3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,
4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,
5) No more than one Hero Point may be expended per round.
Optional rules mostly in the form of New Feats for Hero Points:
Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),
Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),
Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),
Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),
Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),
Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).
8. Legacies. The player must select one of the following Legacies:
Reniers, or
Godefroy
The other choices were already selected.
Depending on what you pick will grant you bonuses at the start of character creation. I won't list the bonuses so character creation will be a bit more interesting as you have no idea what you get depending on what you pick. These Legacies will also grant bonus Feats (my choice) at 5th and 10th level.
9. Weapons of Legacy. I will be using the Weapons of Legacy rules (modified) to transform one of your weapons or other items depending on the class selected into an item that gains magical abilities with you while you level.
10. I will be using Fear, Horro, and Sanity. Sanity pools will be a characters Intelligence+Wisdom+Charisma
------
While I allow all official and third party splat books, if something seems a bit mechanically OP'd I reserve the right to veto.
All classes are fine. Most races are fine, though if you want to play a Goblin or an Orc (a race that would receive hostility in a majority Human settlement let's discuss).
-------
All PC's will have either adventured with, been a student of, or met (in whatever manner you wish to described it in your background) the esteemed Dr. Rudolph van Richten of Lepidstadt University. The Doctor has spent a lifetime researching foes of the living, specifically the Undead (though he has tackled other horrors of Ustalav as well). After a lifetime of research as well as adventuring, he has retired to Ravengro, his home city in Ustalav to be with his daughter Kendra as his wife recently passed away. Some of you may have met Kendra (up to you in your background) or just heard about her in passing from the Doctor.
Characters can start within Ustalav or an area near Ustalav in Golarion, but not within Ravengro. You can also know one another if you wish.
You receive from him a missive requesting your urgent assistance.... in fact, the letter is the opening post in Gameplay.
-------
I've been private recruiting this for a while so the first person to create a build will be chosen as the final PC in the game.
The Party currently consists of:
1) Aasimar(Angelblooded) Bloodrager.
2) Human Holy Gun.
3) Half-Elf Inquisitor (Royal Accuser / Sanctified Slayer).
4) Half-Orc (Pyro) Kineticist 1 / VMC Sorcerer (Orc).
5) Human Pharasman Cleric (Ecclesitheurge).
6) PC Build in Progress a Fighter or Rogue/Swashbuckler.
There may, or may not, be a 7th PC, this makes YOUR PC the 8th PC.
-------------------
Male Human Monk (Zen Archer) 1
NG Medium humanoid (Human)
Init +4 ; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 AC Bonus,)
hp: 14 (1d8+2 Con + 3 Toughness +1 FC)
Fort +4, Ref +4, Will +6
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Unarmed Strike +3 (d6+3; x2)
Ranged: Longbow +4 (d8; x3)
Flurry w/Longbow +3/+3 (d8; x3)
Special Attacks: Flurry of Blows, Perfect Strike
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0 ; CMB +3; CMD 18
Racial Abilities:
Skilled: +1 Skill point per level.
Class Abilities:
Flurry of Blows: Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Perfect Shot: At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Feats:
Point Blank Shot:
Precise Shot:
Perfect Strike:
Toughness:
Skills: Acrobatics +6 [1], Knowledge: History +4 [1], Knowledge: Religion +4 [1], Linguistics (B) +5 [1], Perception +7 [1], Sleight of Hand (B) +6 [1], Stealth +6 [1]
Languages:, Common, Abyssal
Combat Gear:
Gold: Silver: Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
*= Carried in backpack
Total Weight lbs lbs light or less/ medium / heavy
Background:
Kenzo is a member of a monastic order that aids in the protection of Kenebras. His first task as a full member of the order was to aid Professor Lorrimor with some research he was doing in Kenebras. The two spent quite a bit of time before Kenzo led him out of the area threatened by demons. He continued to communicate with the Professor for several years before word came of the Professor's death. Due to his closeness with the Professor and the aid that the Professor provided to Kenebras, Kenzo was sent to represent the order at the Professor’s funeral.
What does bring to the table?:
Kenzo is built to be a ranged damage dealer which will be useful as many enemies fly or tight spaces might limit how many members are able to reach the enemy. He is also stealthy and can assist with scouting. He has two knowledge skills which might also provide important insights into what is happening in the adventure.
Well-Provisioned Adventurer: Wilderness Wanderer Package is a trait that grants you a lot of equipment. I was hoping to take this because a monk can sadly not afford a bow at level 1. If you would prefer I not take this trait, that is fine. I will just not start with a bow. If you are ok with the trait, it suggests that a ranged based character might start with a MW Composite Longbow instead of a MW Greataxe. Are you ok with me starting with a MW Composite Longbow? It does not provide any strength bonus in the trait. If not that works as well. I would probably just sell all the armor and weapons I could not use as a monk.
Darn, beaten to the punch. You just don't see anything Ravenloft very often. But I did work her up, so I will post her anyway on the off chance that a spot might still open up. Couldn't find the details on starting gold, so I just equipped the basics. I did take the drawback Meticulous for the extra trait.
Ismene (Albus, unless Reniers is meant to be surname?)
Female Human (Varisian) Investigator(Empiricist) 1
Crunch:
NG Medium humanoid (human)
Init +2; Senses Perception +5,
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 10 (1d8)+2
Fort +2, Ref +4, Will +3, You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.
(Trait) Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
(Trait) Clever Wordplay (Intimidate) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Cosmopolitan Adept as city living, these humans can navigate crowds and fulfill the need for skilled labor in such settlements. Replace the skilled racial trait with heart of the streets and the bonus feat racial trait with focused study.
(Trait) Enduring Stoicism Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.
Focused Study All humans are skillful, but some focus on a specialized set of skills even more closely. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 4. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
(Drawback) Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.
Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Fluff:
Journal Entry
I cannot stop reading Dr. van Richten's letter. Nor can I stop wondering why I have not heard from Kendra as well. He speaks of dark dreams of the dead. I am sure his grief still lies heavily upon his mind. I tell myself this must be all it is. But in light of the subject of his research and my tutelage, some shadow seems cast upon these ill tidings. I can only make my way as quickly as possible... and hope.
Role:
Ismene is designed to depend almost solely on her intellect. Her Empiricist class features will not kick in until level two, at which point her Disable Device, Perception, Sense Motive, and Use Magic Device will all key off her INT. Orator feat allows her to use Linguistics in place of several social skills to influence others and Clever Wordplay ties her Intimidate to INT as well. And, of course, she has a substantial knowledge base as well as several languages and Alchemy.
Darn, beaten to the punch. You just don't see anything Ravenloft very often. But I did work her up, so I will post her anyway on the off chance that a spot might still open up. Couldn't find the details on starting gold, so I just equipped the basics. I did take the drawback Meticulous for the extra trait.
Ismene (Albus, unless Reniers is meant to be surname?)
Female Human (Varisian) Investigator(Empiricist) 1
** spoiler omitted **...
Max starting Gold.
There is certainly a chance that a spot may open up, I will hold you as an alternate. Plus as I am sure you know, the Mists of Ravenloft are always pulling people in who weren't there a moment before...
Reniers does not need to be a surname, unless you want it to be.
Well-Provisioned Adventurer: Wilderness Wanderer Package is a trait that grants you a lot of equipment. I was hoping to take this because a monk can sadly not afford a bow at level 1. If you would prefer I not take this trait, that is fine. I will just not start with a bow. If you are ok with the trait, it suggests that a ranged based character might start with a MW Composite Longbow instead of a MW Greataxe. Are you ok with me starting with a MW Composite Longbow? It does not provide any strength bonus in the trait. If not that works as well. I would probably just sell all the armor and weapons I could not use as a monk.
Yeah I somehow never saw your original post at all. I was in your sadly ill-fated Tyrants of Zhentil Keep game and really enjoyed it while it lasted. If you're ever looking for a player and I.didn't annoy you the first time around, hit me up.
Yeah I somehow never saw your original post at all. I was in your sadly ill-fated Tyrants of Zhentil Keep game and really enjoyed it while it lasted. If you're ever looking for a player and I.didn't annoy you the first time around, hit me up.
Noted!
I enjoyed that one as well. Unfortunately, the table top version also petered out.
Dang it! I missed this too! SS is probably one of my favorite GMs, so I was excited to for an opportunity to play under him again!
I echo DQ above, in that as long as I haven't annoyed you, please keep me in mind for any other games you might decide to run! (pls run moar!)
Noted!
Can't do the more anymore, not enough time with the RL responsibilities I ahve now being much more substantial than they were back in the mid-2010s. Well, if I ran the lottery I could, but I don't play it all that often.