A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.
B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.
C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.
D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.
E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.
F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.
G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.
H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.
I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.
J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.
K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.
L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.
M 1-4: Council Member's Houses.
N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.
O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.
P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.
Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.
R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.
Sanity Rules:
Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.
Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.
Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).
If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.
If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.
Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything
Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.
Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).
Fear, Horror, and Madness:
I will NOT be using Madness rules as the Sanity rules already cover that.
Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.
Making the Saving Throw
Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.
Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.
If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.
Failure Margin Effect
1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.
When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.
FEAR SAVES
A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.
Failure Results
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.
Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.
Recovering from Fear
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.
Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.
HORROR SAVES
The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.
Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.
Failure Results
If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).
Failure Results
Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.
Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock
Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.
Recovering from Horror
Minor Horror effects last one week.
Moderate effects last two weeks.
Major effects last thirty days.
At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.
Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.
Despite lingering in this area for some time inspecting the "treasure" and this area of the prison, the Party hears no other sounds and nothing else approaches them. It's as if this place itself is waiting to be discovered.
Zyblina can see that the Heavy Mace (which is masterwork as well) and the Stone are magical.
Sterling inspects the skull, it's pretty clear that the spinal chord was severed by something sharp, whoever this was, was murdered. Exactly how is not clear, at least not yet. Sterling suspects that if he asked at the Church, he may be able to procure or buy at a discount, a speak with dead scroll or two. That might help with uncovering what happened here.
Sterlings' magical investigations on the stone further reveal that this is a
Stone of Alarm:
This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
Zek tests the keys on the prison cells. One key opens all of these locks. There are several keys though so clearly this was some sort of set of masterkeys that allowed whoever had them access to a great deal, if not all of the locked doors in this prison.
Male Human Pharasman Cleric (Ecclesitheurge) 1/ Unchained Monk 1
"Water is easy." Sterling says softly, glancing up from his inspection of the stone cube.
"A basic prayer. But it would take days to cover the entire building, above and below, with prayer-brought water. Even longer if we were to try and bless it as it was conjured."
He tilts his head thoughtfully.
"Perhaps, for certain concentrated areas of Haunts? It may prove an effective counter to the burning-related ones. Which seems to be most of them."
"It's odd there's no axe among the things from down there. The wraith emerged from the hole. The skeletal remains from the hole show the same kind of leg injuries we could see on the wraith. So, we know its appearance mimics its corpse. But, the items match those of a guard or warden, keys, weapons and so forth. I would expect an axe though since the wraith used one."
Hmm...let's see. The biggest one is that I did play in a PbP run of Carrion Crown that made it to the beginning of Book 4 before the GM had to shelve it due to RL stuff - that said, that particular game began August 2015 and ended April 2019 so it's been a while since I've actually experienced any of the material.
I played in a PbP Strange Aeons game for a short while but dropped it due to a combination of slow pacing + hitting some PbP burnout and needing to cut back on games. I don't think I even played my character past the first area where the AP starts.
Also briefly played in a PbP run of I6: Castle Ravenloft but dropped it for similar burnout reasons.
And a loooong time ago, my old home group played through the Ravenloft modules 'The Created' and 'Night of the Walking Dead'. There might've been more but I can't remember what they would've been.
Haven't touched Strange Aeons or Ravenloft. Did my best to prep Carrion Crown, only to collide with Covid come calling, and we also shelved it. Barely made it through its beginning couple of chapters in Book 1.
If this be on the horizon, I'll need to get to finishing some other tables to make sure I've got the stamina for this gathering :)
Haven't touched Strange Aeons or Ravenloft. Did my best to prep Carrion Crown, only to collide with Covid come calling, and we also shelved it. Barely made it through its beginning couple of chapters in Book 1.
If this be on the horizon, I'll need to get to finishing some other tables to make sure I've got the stamina for this gathering :)
We are looking at probably a February/March timetable to start as I will be heavily pinned down by RL till then.
As I will be modifying a bit or a lot, will need time to get that all figured out as well.
I have started reviewing the first two books of each AP for modifications and selecting some Ravenloft modules to insert into the AP, even if only some chapters of said modules.
If this plays out as I envision it, there may be some chance of moving into Mythic, but that's a while away.
I am considering utilizing a modified version of Automatic Bonus Progression. I will absolutely be utilizing a modified version of Weapons of Legacy. I will also be selecting bloodlines for each PC to tie you to the story more deeply, I will not reveal the nature of those bloodlines as they will be revealed as the story unfolds. At certain levels, each PC will receive abilities related to their bloodlines.
I am seeing this as a 5 PC game, hopefully all of the Shackled City PCs and our DM will be able to participate, if not, I will seek out one or two more PCs to fill in those gaps.
I remember bloodlines from3.5. I imagine they changed a bit. I ran a whole campaign based on bloodlines, and having various classes gated by bloodlines as well. But it was complex.
I remember bloodlines from3.5. I imagine they changed a bit. I ran a whole campaign based on bloodlines, and having various classes gated by bloodlines as well. But it was complex.
Yes, these Bloodlines are something from 3.5 but I'll not be making it overly complex. It's mainly for flavor and storytelling purposes, but it's always nice to have a little extra something as a PC that you don't have to buy with Feats selections!
OK, I think I'm done with the initial conversion on Book 1 of both APs. I will try and go through Book 2 for each AP within the next two weeks or so. Assuming I can get through a book a week, that puts me on pace to get things going in late February early March.
Once we get closer to that timetable I'll issue the character creation rules and we can see if I get all 5 of you or if I need to recruit to complete the group!
A bit farther along on Strange Aeons Book II than Carrion Crown Book II, mainly because I am trying to do my best to replace even some of the mundane NPCs with Ravenloft NPCs and place both adventures within Ravenloft.
I do not think I will run any FULL Ravenloft modules but I will use some chapters from some modules to blend into the story and fit in the cracks between both.
The nice thing about trying to blend both is that I can eliminate some of the more random encounters and make most encounters faced applicable to the plot.
I was hoping to be a further along this week but the last two days were a bit of a mess so I will need to use all my free time tomorrow to prep for my table top game of Vampire this Friday instead of tinkering with this project :-(
Zero progress on this, ended up sick the day after my last post and just been trying to dig out of the hole that being sick created ever since. I am hoping by next week to get back to the background prep work.
Coasty coast coasting here. Holidays are speckled with birthdays and graduations, and I'm fixing to crack a brandy pug in my wife's honor tomorrow night for completing her master's degree at 53 years of age. Gonna be a great day. Hope you all are enjoying what life should be, friends and family abounding.
Coasty coast coasting here. Holidays are speckled with birthdays and graduations, and I'm fixing to crack a brandy pug in my wife's honor tomorrow night for completing her master's degree at 53 years of age. Gonna be a great day. Hope you all are enjoying what life should be, friends and family abounding.
Congrats to your Wife!
Relaxing today, behind at work because of so much going on in RL, but sometimes you just need to downshift and rest. Probably looking at an early April instead of March timeline on this one folks. My apologies, but if this one is going to play well, I need to have the storyline make sense from level 1 to whatever level we finish.
Between resting on the Holidays after a grueling end of year at work and scrambling to move into my house the next few weeks, I have made zero progress here. Still likely an April start date though. When I have an actual update I'll post up again.
Probably May as it turns out, I haven't touched anything at all this year. By this weekend though I will be fully settled in the house, caught up on work, and on the other games I run on the board, then I can get back to this! :-)
Well, that didn't go as planned! Two days and then got sidetracked again. Probably by next week I will be able to actually get back to this in a more meaningful way.
Can I get a roll call on who's still interested? I think even if the entire original gang isn't interested I'm still going to try and get 5 PC
spots.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Greetings all! I was just invited in.
I have pretty extensive experience with the old original Ravenloft module. From there I also have some experience with the World building portion with multiple realms (Dragonlance, Forgotten Realms, etc...). Although I have not dealt with any of the latest published stuff.
I started with a PbP on the Strange Aeons recently in the last year, but it died quickly once the GM disappeared suddenly.
I have gone through Carrion Crown IRL with one GM years ago, but it was a truncated experience and not the complete AP as I understand because the GM wanted to only use some of it and not all of it. I also started a Carrion Crown PbP last year, but it died quickly too.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Should we start discussing character ideas we might want to try out? I know we don't have build rules yet, but I thought it might be fun to see what everyone wants to try out.
I have tons of ideas, but I'm leaning toward two that I really want to try again if possible. Strangely enough both are Fire based characters, and I have no idea what will be allowed by the GM, but they both still really appeal to me.
Either a Half-Orc Pyro-Kineticist, or a Half-Elf Oracle of Flame.
I started Strange Aeons PbP with a version of the Half-Orc and Started my recent Carrion Crown PbP game with the Half-Elf. I really liked them both before those games quickly died in their infancy. The Half-Orc was from Lastwall basically and the Half-Elf was from Ustalav, so the basic concepts still fit...mostly.
Should we start discussing character ideas we might want to try out? I know we don't have build rules yet, but I thought it might be fun to see what everyone wants to try out.
I have tons of ideas, but I'm leaning toward two that I really want to try again if possible. Strangely enough both are Fire based characters, and I have no idea what will be allowed by the GM, but they both still really appeal to me.
Either a Half-Orc Pyro-Kineticist, or a Half-Elf Oracle of Flame.
I started Strange Aeons PbP with a version of the Half-Orc and Started my recent Carrion Crown PbP game with the Half-Elf. I really liked them both before those games quickly died in their infancy. The Half-Orc was from Lastwall basically and the Half-Elf was from Ustalav, so the basic concepts still fit...mostly.
That's fine, post away.
I have some bells and whistles for the PCs that will be added on to character creation as well. I am going to try and get those rules ironed out this weekend though I probably won't post until May 15th.
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
Hey gang, am mulling a Cleric - Roaming Exorcist archetype - will plan to tie them into the lore of Pharasman Penitents somehow also.
Like the idea of a child who was possessed at some point - did something heinous (which caused loss of family) - then raised in a Pharasman Orphanage or Abbey etc to become a Penitent who wanders seeking atonement thru the exorcism and expulsion of daemons, the risen dead and the like.
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 you are keen on a white necro, then go for it.
I'm really in the early stages, probably should be focusing on some type of back story for my character about how they ended up in ravenloft rather than the mechanics.
Just an FYI, this is PF1E. All books will be legal so enjoy speculating away. I'll try and get character creation up this weekend as ideas are percolating.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
_JJ Surabar wrote:
If you are keen on a white necro, then go for it.
I'm really in the early stages, probably should be focusing on some type of back story for my character about how they ended up in ravenloft rather than the mechanics.
Thanks but no, I have a hundred and one ideas running through my head. I was just admiring your thought because I had a similar one!
=)
I think I'm going to try and focus on my Half-Orc pyro-kineticist if I can.
He's literally a pyromaniac for hire.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Black Dow wrote:
Hey gang, am mulling a Cleric - Roaming Exorcist archetype - will plan to tie them into the lore of Pharasman Penitents somehow also.
Like the idea of a child who was possessed at some point - did something heinous (which caused loss of family) - then raised in a Pharasman Orphanage or Abbey etc to become a Penitent who wanders seeking atonement thru the exorcism and expulsion of daemons, the risen dead and the like.
A great choice for this game. Roaming Exorcist? Let's see...OK, Never seen that one before. Looks fun!
1. 25 Point Buy.
2. Max HP at 1st level (roll OR 1/2+1 per level thereafter).
3. Background Skills.
4. Automatic Bonus Progression will be utilized. Bonuses start at Second Level.
5. Skill unlocks will be used.
6. Two Traits.
7. Hero Points Character Gain 1 Hero Point Per Level each time they level capping at 5 (i.e. at 6th level you gain 5 more). Characters can carry over unused points.
House Rules for Hero Points:
Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,
3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,
4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,
5) No more than one Hero Point may be expended per round.
Optional rules mostly in the form of New Feats for Hero Points:
Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),
Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),
Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),
Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),
Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),
Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).
8. Legacies. Each player must select one of the following Legacies:
Dilisnya,
Boritsi,
d’Honaire,
Hiregaard,
Reniers,
Godefroy,
Von Zarovich,
Mordenheim, or
Drakov.
Depending on what you pick will grant you bonuses at the start of character creation. I won't list the bonuses so character creation will be a bit more interesting as you have no idea what you get depending on what you pick. These Legacies will also grant bonus Feats (my choice) at 5th and 10th level.
9. Weapons of Legacy. I will be using the Weapons of Legacy rules (modified) to transform one of your weapons or other items depending on the class selected into an item that gains magical abilities with you while you level.
While I allow all official and third party splat books, if something seems a bit mechanically OP'd I reserve the right to veto.
All classes are fine. Most races are fine, though if you want to play a Goblin or an Orc (a race that would receive hostility in a majority Human settlement let's discuss).
-------
All PC's will have either adventured with, been a student of, or met (in whatever manner you wish to described it in your background) the esteemed Dr. Rudolph van Richten of Lepidstadt University. The Doctor has spent a lifetime researching foes of the living, specifically the Undead (though he has tackled other horrors of Ustalav as well). After a lifetime of research as well as adventuring, he has retired to Ravengro, his home city in Ustalav to be with his daughter Kendra as his wife recently passed away. Some of you may have met Kendra (up to you in your background) or just heard about her in passing from the Doctor.
Characters can start within Ustalav or an area near Ustalav in Golarion, but not within Ravengro. You can also know one another if you wish.
You receive from him a missive requesting your urgent assistance.... in fact, the letter is the opening post in Gameplay.
Hello hello! Just found out about this from GM DS.
Looks like the older business was familiarity with the materials. So...
Zero familiarity with Ravenloft. I've heard of it so the name doesn't baffle me. I'll raise familiarity to 2%.
I've started Strange Aeons a couple of times. But, the games never went anywhere. I think between the attempts, I've explored about 8 or maybe 10 rooms.
I've started Carrion Crown once. The game didn't last long enough to make it to the prison or asylum, or whatever it is.
As for character ideas, I do have the Carrion Crown character I made. A Life Oracle that I liked. Life Oracle might be a bit too on the nose though? Here's the character; we started at 4th level so I could lower it to 1st level and rebuild: Magdali Kiritescu
Otherwise a Ranger could be good, Transporter archetype and probably archer. A specialist in getting people from one place to another safely and discreetly. Seems like the kind of service that would be in demand in a place like Ravenloft, or Ustalav.
Also, where can I find out something about the legacies?
@Black Dow & Lady Ladile: Hello you two! I don't think I've seen either of you around since that Jade Regent campaign a few years back. Good to see you!
Black Dow, if you're set on a Cleric and I decide to go with Oracle it looks like we'd both be Pharasman. Maybe we know each other? Work together? I could stick with the Life mystery, which makes for a weird, but perhaps effective undead hunter. Maybe switch races to Aasimar and pick up the first couple of Force Channel feats. Or, if that's too many positive energy eggs in one basket between us, I can switch to say the Occult mystery and take the Spirit Guide archetype. I can choose the Life Spirit if I need to pull extra healing out of my back pocket, or something else if I don't. More versatility on my part that way.
Not a Doctor. 10th level Creepy Dead Guy in a Red Shirt
Are the Legacies supposed to be blood related (directly related) to the character or are they just 'Legacies' that each of us has some sort of connection to somehow?
Can we get a third trait if we take a disadvantage?
Optional Rules:
Would you allow Varient Multiclassing?
Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
rdknight wrote:
@Black Dow & Lady Ladile: Hello you two! I don't think I've seen either of you around since that Jade Regent campaign a few years back. Good to see you!
Black Dow, if you're set on a Cleric and I decide to go with Oracle it looks like we'd both be Pharasman. Maybe we know each other? Work together? I could stick with the Life mystery, which makes for a weird, but perhaps effective undead hunter. Maybe switch races to Aasimar and pick up the first couple of Force Channel feats. Or, if that's too many positive energy eggs in one basket between us, I can switch to say the Occult mystery and take the Spirit Guide archetype. I can choose the Life Spirit if I need to pull extra healing out of my back pocket, or something else if I don't. More versatility on my part that way.
Hey RDK - long time indeed my friend :)
No set per say - Roaming Exorcist just seemed to fit :) Am also looking at Investigator (Spiritualist) as another option, but again will be Pharasman. Clexorcist is currently the front-runner tho'
Agree though a collaboration and partnership would make sense :)
@GM DS: You know me and my love of Traits - is Additional Traits feat permitted? Also what about Drawbacks?
Are the Legacies supposed to be blood related (directly related) to the character or are they just 'Legacies' that each of us has some sort of connection to somehow?
Can we get a third trait if we take a disadvantage?
Optional Rules:
Would you allow Varient Multiclassing?
Directly related ancestors.
Yes, you can take up to 2 disadvantages for 2 more Traits, forgot about disadvantages, been a while since I ran PF.