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]

Van Richtens Journals:

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.

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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Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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 live in Dallas, and I am a buyer for an Aviation connector company.


Female Aasimar Bard (Dawnflower Dervish) 1 HP: 11/11 | AC: 19 (T: 14, F: 15) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+2 Deathless Spirit, +1 vs Poison) | Init: +4 | Perc: +4, SM: +0 | Speed 30' | Performance 14/14

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.


Shadow's Status

Do you want to wait for other all submissions or have other PCs pick or just have me pick...

Scarab Sages

Oh, I figured I'd just wait and choose once everyone else has their character in, looking to see what might be most beneficial for the party.

However, if you'd prefer to choose that's fine with me as well. Or for that matter the other players could vote. All fine with me.

The other two in the pipeline are an Inquisitor, and either a Slayer or a Dirge Bard, for some Roguing if needed.


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.


Male Human Bard (Sound Striker/Dirge Bard)

rdknight here again.

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.


Shadow's Status

With Aerondor going Paladin, that build may make sense. I believe Pat is going front liner. Though no arcane caster has been proposed yet either.

Scarab Sages

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.


Shadow's Status
rdknight wrote:

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.

Scarab Sages

Oh, okay. I was thinking one person was two people.


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.

Scarab Sages

_JJ Surabar wrote:

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 (-0NL) |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.

Scarab Sages

Cole Burrns wrote:
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.

Patrick Curtin: No information at this time.

I've posted 3 potential characters: Dirge Bard (skills, buffing, debuffing, Rogue(?), Melee Inquisitor (frontliner, buffing), Eldritch Scion Magus (arcane casting, melee support)

I think that's everyone.

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.


DO NOT STICK FINGERS IN CAGE

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.

Scarab Sages

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Patrick Curtin wrote:
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 (-0NL) |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.


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... me... these days I'm a teacher. And I live down in New Zealand.


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.


Shadow's Status

Godefroy -

+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


Shadow's Status

4 Legacies Remain Available:

d’Honaire
Reniers
Mordenheim
Drakov


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Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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.

Cartomancer HERE.

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...

Blood and Broomsticks.

Scarab Sages

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.

This is also a nifty little helper: Threnodic Spell


DO NOT STICK FINGERS IN CAGE

So, what holes need to be filled? Honestly I’d be happy in a Paladin role or fighter if not.


Shadow's Status
Patrick Curtin wrote:
So, what holes need to be filled? Honestly I’d be happy in a Paladin role or fighter if not.

I believe there will be a Paladin submission but two is fine for me!

Scarab Sages

@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.


Shadow's Status
rdknight wrote:
@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.

@ Pat, remember to select a Legacy as well.

4 Legacies Remain Available:

d’Honaire
Reniers
Mordenheim
Drakov


Female Half-Elf Inquisitor 2 | HP: 17/22 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +5, R: +3, W: +7 (+1 vs Poisons) | Init: +5| Perc: +9, SM: +6 | Speed 30' | Sanity 39 - Threshold 2 - Edge 19

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.

Liberty's Edge

Reniers, if you'd be so kind... (or is it Renier?)


Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:

Woot! May 15th is here. Can't wait to get started.
=)


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Shadow's Status
Governayle wrote:
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


Shadow's Status
Cole Burrns wrote:

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.


Shadow's Status

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 :-)

Scarab Sages

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.

Are these alright?


Shadow's Status
rdknight wrote:

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.

Scarab Sages

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.


Shadow's Status
rdknight wrote:
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!


DO NOT STICK FINGERS IN CAGE

So I’m kind of interested in making a Holy Gun and playing a Steven Deschaines sort of character.


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Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |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:

Sounds fun! You should get some silver bullets and a white stallion…

=)


Shadow's Status
Patrick Curtin wrote:
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 (-0NL) |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.


DO NOT STICK FINGERS IN CAGE
GM Dark Shadows wrote:
Patrick Curtin wrote:
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 :)


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Shadow's Status

Pat, d’Honaire receives:

+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.

Scarab Sages

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.

Carmine the Bard

Teofila the Inquisitor

Scarab Sages

@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.


Shadow's Status

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 (-0NL) |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.

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