Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

Initiative:

Vaneza [dice]1d20+[/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]
Alain O'Dim [dice]1d20+4[/dice]
Teofila Agarici [dice]1d20+3[/dice]

Perception:

Vaneza [dice]1d20+[/dice]
Sterling Starshadow [dice]1d20+4[/dice]
Kenzo Hagetora [dice]1d20+7[/dice]
Cole Burns [dice]1d20+5[/dice]
Sergei the Haunted [dice]1d20+6[/dice]
Bastian 'Ogre' Zorovich [dice]1d20+4[/dice]
Alain O'Dim [dice]1d20+10[/dice]
Teofila Agarici [dice]1d20+9[/dice]

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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GM Dark Shadows wrote:
Teofila Agarici wrote:

I'd suggest two things.

1. Raise your CON score some, at least to 12 if you can't get 14. Clerics do have a good FORT save, but diseases early one, and later on ability score drains, etc. make failing them really nasty.

2. Don't forget to choose your legacy. That's going to give you an extra +2 on some ability score, and might help you raise CON.

The last time GMDS posted on them, the following ancestries were still available:

"The remaining open Legacies are:
Godefrey
Reniers
Mordenheim
Drakov."

Need that Sanity score as well once stats are selected.

"Sanity Score" is the total of all your mental stats (once finalized) yes?

They are your total "Mental/Sanity HP"?

Ancestries. Almost forgot about that.
Let's just go with something I may have heard about.
Mordenheim sounds familiar-ish.

I'll stick with it whatever it is.
(But, I reserve the right to shuffle my stats around based on what it is.) ;P

Mordenheim. Final Answer. :)
Thank you!


Shadow's Status
Ragadolf wrote:
Teofila Agarici wrote:

I'd suggest two things.

1. Raise your CON score some, at least to 12 if you can't get 14. Clerics do have a good FORT save, but diseases early one, and later on ability score drains, etc. make failing them really nasty.

2. Don't forget to choose your legacy. That's going to give you an extra +2 on some ability score, and might help you raise CON.

The last time GMDS posted on them, the following ancestries were still available:

"The remaining open Legacies are:
Godefrey
Reniers
Mordenheim
Drakov."

Yes, Why Clerics are so MAD compared to any other class I cannot figure out.

(WHY CHA for cryin out loud?!? For Channel Energy? SHouldn't that be based on WIS? I guess it's the PC's 'Force of personality'? SHouldn't it be based on belief in your power? I guess that IS the 'force of your belief?) ;P

I guess I can trade the Int bonus for Con? Although I REALLY need the Int for skill points. (Too used playing Wizzies with HIGH INT and therefore lots of skill points. I feel positively uneducated!) ;)

OR, use Stat choice A and shave a point off of Int or Wis for a little extra CON?

Sigh, Decisions. ;P

Most Clerics are suboptimal for Intelligence as you need Wisdom, Charisma, and Constitution. For your character, a decent Dex is nice. So Int really needs to be nerfed as Clerics are just NOT skill monkeys (2+Int skill points per level is the lowest of the Class totals). Strength can also be important but not with your build.


Shadow's Status

Correct, Sanity is the total of Wisdom, Intelligence, and Charisma.


Shadow's Status

LOL on Mordenheim:

+2 Bonus to Intelligence
Use Magic Device is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Fortitude Saves vs. Spells/Spell Like Abilities utilized by Golems and Constructs.

---

Turns out you are getting that bump to Intelligence after all...


Shadow's Status

My second to last PC is close to his build being done, up in the air on which exact direction to go, but he's a quick one with drawing up PCs so that won't take long.

My last PC invite I'll give another day or so to respond with interest then I'll move on for that, tough to fill as it turns out!. 7th spot.


GM Dark Shadows wrote:


Most Clerics are suboptimal for Intelligence as you need Wisdom, Charisma, and Constitution. For your character, a decent Dex is nice. So Int really needs to be nerfed as Clerics are just NOT skill monkeys (2+Int skill points per level is the lowest of the Class totals). Strength can also be important but not with your build.

Yes, The Int was mostly due to RDK pointing out that I could use the Int increase to help me meet the Skills needed for Stargazer easier.

But I can still do it, (Monks get 4+ Int skills/lvl, so that'll help. Even with only 1-2 lvls of it) ;)


GM Dark Shadows wrote:
Correct, Sanity is the total of Wisdom, Intelligence, and Charisma.

Just making sure I read it right. :)


GM Dark Shadows wrote:

LOL on Mordenheim:

+2 Bonus to Intelligence
Use Magic Device is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Fortitude Saves vs. Spells/Spell Like Abilities utilized by Golems and Constructs.

---

Turns out you are getting that bump to Intelligence after all...

ROFL!

OK, one (hopefully quick) stat shuffle, coming right up! :)

Wait, UMD is a CHA based skill. O_o
I guess I'm going to end up the default 'Face' man, AND the default 'Use random magic item' guy! :)
(EDIT- I'm actually OK with that!) ;P

Thx all, I am going to try and turn that previous mess into something resembling a 'real' character sheet. Soon(ish). ;P


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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

@Ragadolf: One thing I forgot about is we're using background skills. You'll be getting 2 background skill points per level that can be spent on certain skills. You'll actually be getting 5 total skill points per level, but 2 of those points can only be spent on certain skills that are designated as background rather than adventuring skills.

The rules for it can be found here: Background Skills

There's good news specifically for the Stargazer qualification skills in this. Knowledge Geography is a background skill, so you can use those points there instead of your regular ones. Knowledge Planes and Survival aren't background skills, so you'll still spend your regular skill points on them. But, that's still a lot of points saved to put somewhere else.

Since you got a +2 in INT for your legacy, I'd suggest either switching the 3 points you have in INT to CON, or 2 of those points to CON if you'd rather have the 13 INT over the 13 CON.


Hey folks, I just wanted to pop in and apologize for dropping off the face of the Earth for the last several weeks. All is well on my end, but long story short is that a combination of life being busy + general PbP/Pathfinder burnout threw a big wrench into my having the time or inclination to post - and then the longer I went without posting, the harder it got to make myself check in, even to just drop a courtesy note and officially bow out of the game.

(I used to wonder when others would sometimes talk about falling into a sort of shame/embarrassment spiral in regards to vanishing from games and then hitting a mental block about checking in, but now I definitely get it.)

All that said, I'm sorry if I made anyone worry and I'm sorry to the good GM and other players for taking up your time while you waited for me to check in. Thank you again for the invitation and I hope you all have a fantastic game!


Shadow's Status
Lady Ladile wrote:

Hey folks, I just wanted to pop in and apologize for dropping off the face of the Earth for the last several weeks. All is well on my end, but long story short is that a combination of life being busy + general PbP/Pathfinder burnout threw a big wrench into my having the time or inclination to post - and then the longer I went without posting, the harder it got to make myself check in, even to just drop a courtesy note and officially bow out of the game.

(I used to wonder when others would sometimes talk about falling into a sort of shame/embarrassment spiral in regards to vanishing from games and then hitting a mental block about checking in, but now I definitely get it.)

All that said, I'm sorry if I made anyone worry and I'm sorry to the good GM and other players for taking up your time while you waited for me to check in. Thank you again for the invitation and I hope you all have a fantastic game!

No problem, I've been there. Take care!

Scarab Sages

Sorry to see you go but take care Lady Ladile!


Aw, I just (almost) met you! ;)

Believe me, I understand.
(Feeling overwhelmed seems to be my Status Quo at the moment)

Take care Lady. Hope to get a chance to play with you again.


Shadow's Status

Considering the delayed opening on this movie, it had better be good...

As of right now we have:

1) _Bastian 'Ogre' Zorovich - Aasimar(angelblooded) Bloodrager.
2) Alain O'Dim - Human Holy Gun.
3) Teofila Agarici - Half-Elf Inquisitor (Royal Accuser / Sanctified Slayer.
4) Cole Burrns - Half-Orc (Pyro) Kineticist 1 / VMC Sorcerer (Orc).

In the works:

5) Rags Pharasman Cleric almost done.
6) Mystery Player 1 - The PC will be either a Fighter or a Rogue/Swashbuckler Archetype

Still Outstanding:

7) Mystery Player 2 (Still Contemplating the Invite).

I am going to open this up to Recruitment as Private Recruitment has been much more difficult than I expected it to be. I'll take 8, if we get a drop, so be it.


OR,... you know, just send SMALLER hordes of undead after us? :)

Just a thought. ;P

Char 99.8% done.
Going to try and create him a PC profile here in a minute.

Trying to finalize languages. Besides the extraplanar tongues, (Not all that useful as a non-summoner) what are common Humanoid languages in Ustalav & areas that would be likely, and useful, to have picked up in his travels?


AC: 17// ST: F +4 R +5 W+5// Sanity: 38 Human Gunslinger 1

OK. Rough draft in place. I'm sure it's missing stuff because the site ate it once, and I am pretty buzzed r/n. Feel free to point out errors or missing dtuff.


Alain O'Dim wrote:
OK. Rough draft in place. I'm sure it's missing stuff because the site ate it once, and I am pretty buzzed r/n. Feel free to point out errors or missing stuff.

Buzzed is good! :D


Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1

In the interest of looking like I know what I'm doing, May I present to you,... your cleric!

Keep him alive, and he'll (try to) keep YOU alive! ;D

STill debating languages.
THIS guy is not a summoner, and (I'm too used to playing wizzies) and we are (hopefully!) too low lvl to be worried about extraplanar opponents. Yet.
Any suggestions on Humanoids that are common IN and around Ustalav? SO I can pick up their languages of these extraplanar I have now?? ;)


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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
Ragadolf wrote:
what are common Humanoid languages in Ustalav & areas that would be likely, and useful, to have picked up in his travels?

The default human language is Taldane or "Common". In Ustalav, after Taldane the most widely spoken human language would be Varisian. I believe Varisian is very widely spoken, maybe as common as "Common" in Ustalav. In a very distant 3rd place would be Skald.

Ustalav isn't known for substantial populations of the standard non-human races, but Dwarven would probably be the most broadly spoken of those lanaguages.

Here's the web page: Ustalav


Teofila Agarici wrote:
Ragadolf wrote:
what are common Humanoid languages in Ustalav & areas that would be likely, and useful, to have picked up in his travels?

The default human language is Taldane or "Common". In Ustalav, after Taldane the most widely spoken human language would be Varisian. I believe Varisian is very widely spoken, maybe as common as "Common" in Ustalav. In a very distant 3rd place would be Skald.

Ustalav isn't known for substantial populations of the standard non-human races, but Dwarven would probably be the most broadly spoken of those lanaguages.

Here's the web page: Ustalav

Thank you RDK,

(I always thought that Varisian WAS 'Common'?) ;P

So, Not large clusters of demi-human populations to make one racial language more likely than any other.
Dwarves are close enough to have picked that up if desired.

And it looks like Orcs are still a common problem in the country, as well-as half-orcs apparently. So it's believable that He could have chosen to learn Orcish as well. If desired.

As above, please take a look and let me know if I majorly messed anything up. Or even if anyone has any advice for last-minute tune-ups before we get rolling.

And I worked Teo's team into my backstory. So we 3 know each other fairly well.

Thank you!


Shadow's Status
Sterling Starshadow wrote:

In the interest of looking like I know what I'm doing, May I present to you,... your cleric!

Keep him alive, and he'll (try to) keep YOU alive! ;D

STill debating languages.
THIS guy is not a summoner, and (I'm too used to playing wizzies) and we are (hopefully!) too low lvl to be worried about extraplanar opponents. Yet.
Any suggestions on Humanoids that are common IN and around Ustalav? SO I can pick up their languages of these extraplanar I have now?? ;)

Ah yes summoning in Ravenloft... fun times... :-)


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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

@Ragadolf: I took a quick look through the character sheet and it all looks good to me except maybe for a couple of little things.

Languages: Every human character starts with Taldane/Common unless you specifically take something like a trait or class archetype that changes it. They get +1 language for each +2 of INT, so in your case +1 Language, and each skill point in linguistics gives +1 language. So that's a total of +2 languages known.

There's a list of extra languages that can be known by race and sometimes class that is given in the race/class abilities, but it's kinda dumb to place this restriction since it doesn't account for setting variance and I've never seen this enforced.

Technically "ethnic" human languages beyond Taldane/Common have to be gained like any extra language, but again this is dumb. If a character is specifically say Ulfen for example, there's no reason they can't just speak both Taldane/Common and Skald at the beginning for free. I've never seen a GM object to this. But, there's also a degree of player honesty required. Is the character specifically a particular ethnicity or not? If yes, add the language; if not don't.

So, Sterling should have +3 languages plus Varisian if he's Varisian, or if not he could add Varisian as one of the 2 languages he selects.

I think what you did is list the Cleric's bonus language options, which just means you could select those languages plus any allowed per race. Since humans can choose any languages the cleric options are redundant.

Skills: I think you have an extra skill trained beyond the skill points you have at 1st level.

Cleric: Heal: 7, Diplomacy: 7, K: Planes: 5, K: Religion: 5, Use Magic Device: 9,
Background: K: Geography: 5, Linguistics: 5,

I count your skill points as Cleric +2, INT +1, Skilled (Human) +1 = 4.

Background skills are fine.

EDIT: Somewhere along the way they must have changed the rule about ethnic languages for humans. Now Taldane/Common + Ethnic is rules as written.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Hello, Kenzo reporting for duty. I think I have pretty much everything ready to go.

The one thing I think I am missing is Legacies. I tried the Carrion Crown players guide but did not see it there. I am open to either remaining legacy. But where do I find out about them?


Shadow's Status
Kenzo Hagetora wrote:

Hello, Kenzo reporting for duty. I think I have pretty much everything ready to go.

The one thing I think I am missing is Legacies. I tried the Carrion Crown players guide but did not see it there. I am open to either remaining legacy. But where do I find out about them?

Blind choice, they will be revealed to the PCs over the course of Gameplay, you are not aware of them even on a subconscious level


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Ok, then I will go with Godefroy.


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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

Welcome Kenzo! Good to have you along for the ride!

BTW: This is Soumral from Mummy's Mask


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Mystery Player 2, signing in. Feels like coming out of retirement.

Looks like the current party makeup has all the usual roles covered, and is heavy on frontliners and blasters.

I think I'm going to make a aether kineticist built like a rogue. Main focus will be using telekinisis for Disable Device, and to throw things at people. The fluff will be that his telekinetic abilities come from being haunted.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8
Teofila Agarici wrote:

Welcome Kenzo! Good to have you along for the ride!

BTW: This is Soumral from Mummy's Mask

Thanks, good to see you in another game!


Shadow's Status
Doomed Hero wrote:

Mystery Player 2, signing in. Feels like coming out of retirement.

Looks like the current party makeup has all the usual roles covered, and is heavy on frontliners and blasters.

I think I'm going to make a aether kineticist built like a rogue. Main focus will be using telekinisis for Disable Device, and to throw things at people. The fluff will be that his telekinetic abilities come from being haunted.

Excellent.


Shadow's Status

This is a ridiculously good group of Players.

Please try to have all submissions up and running by Wednesday so I can kick off the campaign (finally) on Friday night.


Male Human Kineticist, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

Here's Doomed Hero's character Alias.

I'm building him as a Aether Kineticist VMC Haunted Oracle. I'm loosely basing him on Ermac from Mortal Kombat (basically he's a pile of ghosts sharing one body). I have no idea how the build will turn out. I don't expect it to be poweful, but maybe I'll be surprised.

His background is very weird, and intended to be a mystery, but the important part is that he walked out of Harrowstone Prison wearing rags so old they were falling apart as he moved, and went straight to Professor Lorrimer's house.

I'm going to be playing him as a "babe in the woods" type character. He's been in prison so long that nobody living remembers why he's there. In spite of that, he's going to understand a lot of things he shouldn't, but know very little about things that are common knowledge. I'll be relying on the party for a lot of guidence.

I think I can have the character complete later today.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Hey GM, I'm considering going with Von Zarovich legacy, but I thought I'd ask if there's any legacy for Azalin. I'm not completely up to date on modern Ravenloft lore, but I don't think any of those names are from Darkon.


Wow,... the thread,... is ALIIIIIIIVE!! ;P

(Where is the Alchemist/Mad Scientist when you need him?!?) ;P

Hey guys! Nice to meet you!

RDK: thx for the review. I'm pretty certain that any mistakes are on my end. If I have extra skill points, they are probably from one of my old build versions when he had a 14 Int.

I'll review and try to find exactly where I messed up.
And see what I can live without until 2nd lvl. ;P

This is a very eclectic group of characters and backgrounds.
COOL! This is gonna be fun.

I was looking at faults, to get an extra trait or two. Saw a couple that might work, some that RP-wise would work very well. And I do not mind a neg to certain things. But I didnt find anything that fit well enough to get the extra traits.
(And to be honest, I hadn't actually said "Oh I NEED this trait!" or anything. Just looking for more character/RP fodder. Mostly) ;)

Thx again for the invite to play in your sandbox GM-DS. I appreciate it.


Shadow's Status
Doomed Hero wrote:
Hey GM, I'm considering going with Von Zarovich legacy, but I thought I'd ask if there's any legacy for Azalin. I'm not completely up to date on modern Ravenloft lore, but I don't think any of those names are from Darkon.

I believe only Reniers is available from the original list as I am not seeking to overlap. I'll double check this evening after the baby goes to bed.

No legacy for Azalin.

Correct, all Legacies are Ravenloft but none are Darkonian (assuming that's a word) in origin.


Shadow's Status
Ragadolf wrote:

Wow,... the thread,... is ALIIIIIIIVE!! ;P

(Where is the Alchemist/Mad Scientist when you need him?!?) ;P

Hey guys! Nice to meet you!

RDK: thx for the review. I'm pretty certain that any mistakes are on my end. If I have extra skill points, they are probably from one of my old build versions when he had a 14 Int.

I'll review and try to find exactly where I messed up.
And see what I can live without until 2nd lvl. ;P

This is a very eclectic group of characters and backgrounds.
COOL! This is gonna be fun.

I was looking at faults, to get an extra trait or two. Saw a couple that might work, some that RP-wise would work very well. And I do not mind a neg to certain things. But I didnt find anything that fit well enough to get the extra traits.
(And to be honest, I hadn't actually said "Oh I NEED this trait!" or anything. Just looking for more character/RP fodder. Mostly) ;)

Thx again for the invite to play in your sandbox GM-DS. I appreciate it.

There is a feat, extra traits, that PCs can choose later, I believe it grants two extra traits.

Less of a sandbox and more of a mistake filled tomb :-)

Hopefully this will have the legs my Vampire Venice thread has had insofar as sustainability. Also, I'm no longer running 30 games so I can focus much better.


Shadow's Status
Sergei the Haunted wrote:

Here's Doomed Hero's character Alias.

I'm building him as a Aether Kineticist VMC Haunted Oracle. I'm loosely basing him on Ermac from Mortal Kombat (basically he's a pile of ghosts sharing one body). I have no idea how the build will turn out. I don't expect it to be poweful, but maybe I'll be surprised.

His background is very weird, and intended to be a mystery, but the important part is that he walked out of Harrowstone Prison wearing rags so old they were falling apart as he moved, and went straight to Professor Lorrimer's house.

I'm going to be playing him as a "babe in the woods" type character. He's been in prison so long that nobody living remembers why he's there. In spite of that, he's going to understand a lot of things he shouldn't, but know very little about things that are common knowledge. I'll be relying on the party for a lot of guidence.

I think I can have the character complete later today.

We will have to modify the background a bit, walking put of prison ok, Harrowstone, not so much as it's not currently active, but how about Branderscar prison? :-)

Also, Lorrimer has been replaced with Van Richten!

Once I read your background I'll see how we can figure out how you both met, with your background plenty of reason for you to interact with Van Richten.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
GM Dark Shadows wrote:
how about Branderscar prison? :-)

WOAH

You're just throwing everything into the stewpot, aren't you. :)

I'm fine with that. The basic idea is that Sergei has been sitting in prison for a very long time, eventually found by Professor Van Richten, who took an interest in him and started helping him put his fractured mind together.

In the original Carrion Crown, Harrowstone wasn't far from Lorrimer's house, so it made sense to me for the professor to be a frequent visitor. Is that something that can still work, or do I need to change it up?


Shadow's Status
Doomed Hero wrote:
GM Dark Shadows wrote:
how about Branderscar prison? :-)

WOAH

You're just throwing everything into the stewpot, aren't you. :)

I'm fine with that. The basic idea is that Sergei has been sitting in prison for a very long time, eventually found by Professor Van Richten, who took an interest in him and started helping him put his fractured mind together.

In the original Carrion Crown, Harrowstone wasn't far from Lorrimer's house, so it made sense to me for the professor to be a frequent visitor. Is that something that can still work, or do I need to change it up?

Oh I'm fine with him visiting you in Branderscar and his current letter assisting with your release!

Oh and the part of your background involving Ravenloft is something UNKNOWN to the character correct? (Did a quick skim through while the baby is having dinner).


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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

Heya Doomed Hero! Good to see you, it's been a long time. We were both players in a Legacy of Fire game some years back, Solomon and Zhalet.


Male Human Kineticist, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
GM Dark Shadows wrote:
Doomed Hero wrote:
GM Dark Shadows wrote:
how about Branderscar prison? :-)

WOAH

You're just throwing everything into the stewpot, aren't you. :)

I'm fine with that. The basic idea is that Sergei has been sitting in prison for a very long time, eventually found by Professor Van Richten, who took an interest in him and started helping him put his fractured mind together.

In the original Carrion Crown, Harrowstone wasn't far from Lorrimer's house, so it made sense to me for the professor to be a frequent visitor. Is that something that can still work, or do I need to change it up?

Oh I'm fine with him visiting you in Branderscar and his current letter assisting with your release!

Oh and the part of your background involving Ravenloft is something UNKNOWN to the character correct? (Did a quick skim through while the baby is having dinner).

Given the nature of the character, what is and isn't known to him is entirely up to you. It would be completely within his concept to not know something now and suddenly remember it later. So he could be a great exposition tool for you, if you want to use him that way.

I'm going to assume he doesn't really know anything important unless you tell me otherwise.

Do you have any objection to This Mystery? If you don't like this one I'll take Occult.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5
Teofila Agarici wrote:
Heya Doomed Hero! Good to see you, it's been a long time. We were both players in a Legacy of Fire game some years back, Solomon and Zhalet.

Awesome! That was a fun game. Good to see you.


Shadow's Status

Monday night I will do my final character stat and background review.

Tuesday post some solo spoilered vignettes for each PC.

Wednesday I will do any final final review of anyone not quite done for Monday.

Friday night game starts.


Shadow's Status
Sergei the Haunted wrote:
GM Dark Shadows wrote:
Doomed Hero wrote:
GM Dark Shadows wrote:
how about Branderscar prison? :-)

WOAH

You're just throwing everything into the stewpot, aren't you. :)

I'm fine with that. The basic idea is that Sergei has been sitting in prison for a very long time, eventually found by Professor Van Richten, who took an interest in him and started helping him put his fractured mind together.

In the original Carrion Crown, Harrowstone wasn't far from Lorrimer's house, so it made sense to me for the professor to be a frequent visitor. Is that something that can still work, or do I need to change it up?

Oh I'm fine with him visiting you in Branderscar and his current letter assisting with your release!

Oh and the part of your background involving Ravenloft is something UNKNOWN to the character correct? (Did a quick skim through while the baby is having dinner).

Given the nature of the character, what is and isn't known to him is entirely up to you. It would be completely within his concept to not know something now and suddenly remember it later. So he could be a great exposition tool for you, if you want to use him that way.

I'm going to assume he doesn't really know anything important unless you tell me otherwise.

Do you have any objection to This Mystery? If you don't like this one I'll take Occult.

When I review I'll specify what the PC knows and doesn't know.

Yep, great flavor that Mystery has for this campaign, approved.


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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

Yeah, it was. It was a bummer when it folded, I was on the brink of getting to play a were-leopard.


Shadow's Status

Two Legacies Left as it turns out (the ins and outs plus being sick I missed one that was selected by a Player that had to drop).

Kenzo Hagetora selected Godefrey - with that selection you get:

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

Doomed Hero, the two open choices are:

Dilisnya & Reniers.


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Male Half-Orc (Pyro) Kineticist 2 / VMC Sorcerer (Orc)
Stats:
HP 26/26 (-0NL) |Current Burn: 0 (Limit+1/rd) | AC 15 T 12 FF 13 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:
Teofila Agarici wrote:
Yeah, it was. It was a bummer when it folded, I was on the brink of getting to play a were-leopard.

In my real life game of Legacy of Fire I was playing a Gnoll Desert Druid, and he almost became a were-leopard too.


Female Half-Elf Inquisitor 2 | HP: 22/22 | 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

Ha! My character didn't almost become one, she did. But the game folded before the next full moon. I'd worked out with the GM what would be involved with keeping the character and gaining control. It was gonna be stupendous.


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

Ok, I have added the bonuses in.


Male Human Kineticist, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
GM Dark Shadows wrote:

Two Legacies Left as it turns out (the ins and outs plus being sick I missed one that was selected by a Player that had to drop).

Kenzo Hagetora selected Godefrey - with that selection you get:

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

Doomed Hero, the two open choices are:

Dilisnya & Reniers.

Oh, I didn't realize everyone's legacy needed to be different.

I'll go with Dilisnya


Shadow's Status

Dilisnya -

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

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