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.



This will be a mash up of Carrion Crown and Strange Aeons, starting in Ustalav, moving to Ravenloft and at some point, moving back to Ustalav.

Pathfinder 1E rules.

Character Creation

1. 25 Point Buy.

2. Max HP at 1st level (roll OR 1/2+1 per level thereafter).

3. Background Skills.

4. Automatic Bonus Progression will be utilized. Bonuses start at Second Level.

5. Skill unlocks will be used.

6. Two Traits. You may also pick up a Drawback to "buy" a third trait.

7. Hero Points Character Gain 1 Hero Point Per Level each time they level capping at 5 (i.e. at 6th level you gain 5 more). Characters can carry over unused points.

House Rules for Hero Points:

Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Optional rules mostly in the form of New Feats for Hero Points:

Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),

Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),

Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),

Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),

Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),

Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).

8. Legacies. The player must select one of the following Legacies:

Reniers, or
Godefroy

The other choices were already selected.

Depending on what you pick will grant you bonuses at the start of character creation. I won't list the bonuses so character creation will be a bit more interesting as you have no idea what you get depending on what you pick. These Legacies will also grant bonus Feats (my choice) at 5th and 10th level.

9. Weapons of Legacy. I will be using the Weapons of Legacy rules (modified) to transform one of your weapons or other items depending on the class selected into an item that gains magical abilities with you while you level.

10. I will be using Fear, Horro, and Sanity. Sanity pools will be a characters Intelligence+Wisdom+Charisma

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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).

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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.

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I've been private recruiting this for a while so the first person to create a build will be chosen as the final PC in the game.

The Party currently consists of:

1) Aasimar(Angelblooded) Bloodrager.
2) Human Holy Gun.
3) Half-Elf Inquisitor (Royal Accuser / Sanctified Slayer).
4) Half-Orc (Pyro) Kineticist 1 / VMC Sorcerer (Orc).
5) Human Pharasman Cleric (Ecclesitheurge).
6) PC Build in Progress a Fighter or Rogue/Swashbuckler.

There may, or may not, be a 7th PC, this makes YOUR PC the 8th PC.

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Thank you for your interest.

Dark Archive

Kenzo Hagetora:

-------------------
Male Human Monk (Zen Archer) 1
NG Medium humanoid (Human)
Init +4 ; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +3 AC Bonus,)
hp: 14 (1d8+2 Con + 3 Toughness +1 FC)
Fort +4, Ref +4, Will +6
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Unarmed Strike +3 (d6+3; x2)
Ranged: Longbow +4 (d8; x3)
Flurry w/Longbow +3/+3 (d8; x3)
Special Attacks: Flurry of Blows, Perfect Strike
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0 ; CMB +3; CMD 18

Racial Abilities:
Skilled: +1 Skill point per level.

Class Abilities:
Flurry of Blows: Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Perfect Shot: At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Traits
Well-Provisioned Adventurer: Wilderness Wanderer Package: Equipment
Chance Survivor: +2 Initiative

Feats:
Point Blank Shot:
Precise Shot:
Perfect Strike:
Toughness:

Skills: Acrobatics +6 [1], Knowledge: History +4 [1], Knowledge: Religion +4 [1], Linguistics (B) +5 [1], Perception +7 [1], Sleight of Hand (B) +6 [1], Stealth +6 [1]

Languages:, Common, Abyssal

Combat Gear:
Gold: Silver: Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
*= Carried in backpack

Total Weight lbs lbs light or less/ medium / heavy

Background:

Kenzo is a member of a monastic order that aids in the protection of Kenebras. His first task as a full member of the order was to aid Professor Lorrimor with some research he was doing in Kenebras. The two spent quite a bit of time before Kenzo led him out of the area threatened by demons. He continued to communicate with the Professor for several years before word came of the Professor's death. Due to his closeness with the Professor and the aid that the Professor provided to Kenebras, Kenzo was sent to represent the order at the Professor’s funeral.

What does bring to the table?:

Kenzo is built to be a ranged damage dealer which will be useful as many enemies fly or tight spaces might limit how many members are able to reach the enemy. He is also stealthy and can assist with scouting. He has two knowledge skills which might also provide important insights into what is happening in the adventure.

Well-Provisioned Adventurer: Wilderness Wanderer Package:

Well-Provisioned Adventurer: Wilderness Wanderer Package is a trait that grants you a lot of equipment. I was hoping to take this because a monk can sadly not afford a bow at level 1. If you would prefer I not take this trait, that is fine. I will just not start with a bow. If you are ok with the trait, it suggests that a ranged based character might start with a MW Composite Longbow instead of a MW Greataxe. Are you ok with me starting with a MW Composite Longbow? It does not provide any strength bonus in the trait. If not that works as well. I would probably just sell all the armor and weapons I could not use as a monk.


Darn, beaten to the punch. You just don't see anything Ravenloft very often. But I did work her up, so I will post her anyway on the off chance that a spot might still open up. Couldn't find the details on starting gold, so I just equipped the basics. I did take the drawback Meticulous for the extra trait.

Ismene (Albus, unless Reniers is meant to be surname?)
Female Human (Varisian) Investigator(Empiricist) 1

Crunch:
NG Medium humanoid (human)
Init +2; Senses Perception +5,

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 10 (1d8)+2
Fort +2, Ref +4, Will +3, You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.

OFFENSE

Speed 30 ft.
Melee spiked gauntlet +1 (1d4+1)
Melee sap +1 (1d6+1)
Ranged sling +2 (1d4+1)
Prepared Spells Prepared Spell List
Investigator (CL 1st):
1st - cure light wounds (DC 15) , shield (DC )

STATISTICS

Str 12, Dex 14, Con 14, Int 19, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Orator, Skill Focus (Linguistics)
Skills Acrobatics +6, Appraise +4, Bluff -1, Climb +1, Craft (Alchemy) +8, Craft (Untrained) +4, Diplomacy -1, Disable Device +7, Disguise -1, Escape Artist +2, Fly +2, Heal +1, Intimidate +10, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Aklo) +11, Perception +5, Perception (Trapfinding) +6, Perform (Untrained) -1, Ride +2, Sense Motive +1, Stealth +2, Survival +1, Swim +1,
Background Skills: Appraise +8, Knowledge (History) +8
Languages Aklo, Common, Draconic, Infernal, Skald, Sylvan, Varisian
Archetypes Empiricist,
SQ Alchemy, Cosmopolitan, Focused Study, Heart of the Streets, Inspiration, Trapfinding, Weapon and Armor Proficiency,
Possessions spiked gauntlet; sap; explorer's outfit; leather armor; thieves' tools; sling bullets (10); formula book; Sling ; Sack [ Alchemist's Kit; ];
Formula Book

SPECIAL ABILITIES

(Trait) Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

(Trait) Clever Wordplay (Intimidate) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Cosmopolitan Adept as city living, these humans can navigate crowds and fulfill the need for skilled labor in such settlements. Replace the skilled racial trait with heart of the streets and the bonus feat racial trait with focused study.

(Trait) Enduring Stoicism Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.

Focused Study All humans are skillful, but some focus on a specialized set of skills even more closely. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.

Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 4. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

(Drawback) Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Fluff:
Journal Entry
I cannot stop reading Dr. van Richten's letter. Nor can I stop wondering why I have not heard from Kendra as well. He speaks of dark dreams of the dead. I am sure his grief still lies heavily upon his mind. I tell myself this must be all it is. But in light of the subject of his research and my tutelage, some shadow seems cast upon these ill tidings. I can only make my way as quickly as possible... and hope.

Role:
Ismene is designed to depend almost solely on her intellect. Her Empiricist class features will not kick in until level two, at which point her Disable Device, Perception, Sense Motive, and Use Magic Device will all key off her INT. Orator feat allows her to use Linguistics in place of several social skills to influence others and Clever Wordplay ties her Intimidate to INT as well. And, of course, she has a substantial knowledge base as well as several languages and Alchemy.


Malinor. wrote:
** spoiler omitted **...

Excellent, head to Discussion!

Zen Archer happens to be my favorite version of the Monk as well.


bluedove wrote:

Darn, beaten to the punch. You just don't see anything Ravenloft very often. But I did work her up, so I will post her anyway on the off chance that a spot might still open up. Couldn't find the details on starting gold, so I just equipped the basics. I did take the drawback Meticulous for the extra trait.

Ismene (Albus, unless Reniers is meant to be surname?)
Female Human (Varisian) Investigator(Empiricist) 1
** spoiler omitted **...

Max starting Gold.

There is certainly a chance that a spot may open up, I will hold you as an alternate. Plus as I am sure you know, the Mists of Ravenloft are always pulling people in who weren't there a moment before...

Reniers does not need to be a surname, unless you want it to be.


Malinor. wrote:
** spoiler omitted **...

Well-Provisioned Adventurer: Wilderness Wanderer Package:

Well-Provisioned Adventurer: Wilderness Wanderer Package is a trait that grants you a lot of equipment. I was hoping to take this because a monk can sadly not afford a bow at level 1. If you would prefer I not take this trait, that is fine. I will just not start with a bow. If you are ok with the trait, it suggests that a ranged based character might start with a MW Composite Longbow instead of a MW Greataxe. Are you ok with me starting with a MW Composite Longbow? It does not provide any strength bonus in the trait. If not that works as well. I would probably just sell all the armor and weapons I could not use as a monk.

That's no problem at all.

Max starting Goold.


RECRUITMENT CLOSED


I missed this by a week. Consider this an interest post. If you need a replacement character let me know.

Thanks
P.S: you can contact me on Enworld as Neurotic or directly via email sinisa_hajnal (at) yahoo

I check these forums about twice a week, but when in a game, I post regularly


shajnal wrote:

I missed this by a week. Consider this an interest post. If you need a replacement character let me know.

Thanks
P.S: you can contact me on Enworld as Neurotic or directly via email sinisa_hajnal (at) yahoo

I check these forums about twice a week, but when in a game, I post regularly

Noted!

RPG Superstar 2015 Top 8

2 people marked this as a favorite.

Yeah I somehow never saw your original post at all. I was in your sadly ill-fated Tyrants of Zhentil Keep game and really enjoyed it while it lasted. If you're ever looking for a player and I.didn't annoy you the first time around, hit me up.


DeathQuaker wrote:
Yeah I somehow never saw your original post at all. I was in your sadly ill-fated Tyrants of Zhentil Keep game and really enjoyed it while it lasted. If you're ever looking for a player and I.didn't annoy you the first time around, hit me up.

Noted!

I enjoyed that one as well. Unfortunately, the table top version also petered out.


Dang it! I missed this too! SS is probably one of my favorite GMs, so I was excited to for an opportunity to play under him again!

I echo DQ above, in that as long as I haven't annoyed you, please keep me in mind for any other games you might decide to run! (pls run moar!)


Monkeygod wrote:

Dang it! I missed this too! SS is probably one of my favorite GMs, so I was excited to for an opportunity to play under him again!

I echo DQ above, in that as long as I haven't annoyed you, please keep me in mind for any other games you might decide to run! (pls run moar!)

Noted!

Can't do the more anymore, not enough time with the RL responsibilities I ahve now being much more substantial than they were back in the mid-2010s. Well, if I ran the lottery I could, but I don't play it all that often.

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