TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
If Iosif was using a pistol I'd equip him with the short sword, but he only has 2 arms. No Kasathas here.
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
GM, can I assume the mumbling person we have found earlier, the one tied to the piping before we got to the chapel. Can we safely assume they are a cult member, or is that just some sort of derangement?
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 13, touch 13, flat-footed 10 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions:
I believe that said person was definitely confirmed to be a cultist - they mentioned Zandalus, and I think Winter may have called them out as one of the Cultists in Orpiment.
Also, I sense a sanity check behind that blood-swollen door, honestly.
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
Honestly a blood-swollen door seems like a sanity check in itself.
Honestly a blood-swollen door seems like a sanity check in itself.
Tempting, but without interacting with it from much closer or attempting to open the door I'm not gonna force a Sanity check. Of course, if you want to roll one yourself if you feel your character would react poorly to that...
As for Nyarai, the mumbler from before now under the camp's watch is wearing the same shade of yellow and similar chalk symbols drawn onto the face. Even if Winter hadn't IDed the man you have enough high Int characters you'd come to that conclusion.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 13, touch 13, flat-footed 10 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions:
I think we're in the process of deciding on where to go.
I will also say that the oil should probably go to Enoch or Iosif, since those are the two who do the most hitting stuff. That said, I'm not sure whether tortured crusaders have smite evil, which can bypass DR on evil things, and thus reduce the usefulness of aligning a weapon, and/or whether any of the warpriest blessings let you infuse your weapon with an alignment. It might end up selling fodder.
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
Heads up and apology, I've been traveling and Assorted delays and a power outage is going to delay my update. Hopefully I'll have a post tomorrow morning
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
Heads up and apology, I've been traveling and Assorted delays and a power outage is going to delay my update. Hopefully I'll have a post tomorrow morning
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
It's funny to me seeing a vivisectionist that is a proper vivisectionist. The one in my first game ever was a beastmorph vivisectionist who went heavier on the bestial transformation, and my eventual vivisectionist is uh... how do I even begin to describe Juriya, haha.
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
The best way to achieve that is probably vivisectionist-mindchemist, in all honest. Absurd Heal scores :3
But regarding your character, there's probably a guide on how to get your skill high enough.
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Going down. (south)
As a side note, I will be leaving for two weeks starting June 19th. I will be back on Treason Day, though I might need a beauty sleep to kick back into gear.
Stats for skill checks are in the profile if needed.
Combat botting is simple: Protective Luck, Cackle, potentially 5ft step if I need to move.
If everyone has protective luck on (4 rounds needed), just cackle and activate Ghostwalk after each cackle.
Quote:
Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanish and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.
~~~~~~~~~~~~~~~~
If I am able to post, I will let you know once I sort out a working internet connection. No promises.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 13, touch 13, flat-footed 10 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions:
I actually should update my mage armor's duration. I don't think I have for a few combats - possibly since we left the archives. What do you think I should put it at, GM?
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Good news, everyone! I may be able to post depending on local network coverage. If you'd be waiting for me for an extended period of time, however, please bot me as reception may be iffy. Let's say 24-48 hrs?
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
I think my R20 is bugged, I see no enemies.
Anyways, I rolled, direct that attack how you wish while I try to fix everything.
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
JLN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 31/34 | AC 24, T 17, FF 18, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +2, +2 vs Enchantment, Poison | Init +9 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex feral mutagen
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
HP:1d10 ⇒ 9
Same here, though the feat, for now, is going to be the mandatory feat tax of "Burn through DR/good".
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 13, touch 13, flat-footed 10 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 5/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions:
HP:1d6 + 2 ⇒ (5) + 2 = 7 Hey, pretty good.
Let's see what I can get next... I also get 2nd level spells, so that's fun! And I'm almost certainly going to need a new spellbook soon, because this one's basically full...
Other things:
Saves: +1 to both Fort & Reflex (Yay!)
Favored Class Bonus: +1 Skill Point
Skills: Knowledge (nature, local, arcana, planes, dungeoneering, & religion) +1 rank. Spellcraft +1 rank; Background skills: Knowledge (history) +2 ranks
Spells: Putting warding weapon and blur as the new spells.
New spells' extra pages:
2d6 ⇒ (3, 3) = 6 Could be worse.
Things look great, Supreveio. You should have one more trait since you took a drawback (4 traits w/ a drawback). Also, you aren't too far off with your "How She Got Here", without spoiling too much. I'll take your concept into account for the official write-up should I pick Seoli.
1 - I can go for Stigmatised drawback, since I am kind of already doing that without the actual mechanic.
2 - that opens up a trait slot for the Bastard trait.
3 - I can not put points in the fly skill just yet, so I am instead slapping that one into sense motive skill, which would change my skills to the following:
On an unrelated note:
I have also been doing some reading. I plan on portraying a character undergoing a gradual descent into delirium and psychosis (though still work with the team ofc).
That said, I feel like I should ask if that is okay for everyone involved.
It is that kind of AP (or so I hear, at least), but I just wanted to make sure.
Of course, no players/characters have been picked yet, but I wanted to check in advance.
Had a long simmering character concept that I've considered for Strange Aeons in the past... Let's see if I can shake of the 1e rust enough to build them into something coherent...
Cliffsnotes version:
Transient Varisian who was caught up in a nebulous Dark Tapestry-esque event in his youth that left him with a split personality floating around in his head. May or may not have originated as two separate individuals somehow forced into the same body - opinions differ.
Considering building as a Cabalist Vigilante or Dark Tapestry Oracle, but need to think on it for a bit to see where things shake out.
Here's my submission, a Half-Elven Cleric of Desna, Ecclesitheurge and Varisian Pilgrim archetypes. She can only fight from range, starknife and crossbow, but she can throw out lots of buffs.
I was working quickly, so I'm sure I need to do some editing still here and there. This is build only so far. I'm still thinking some about background, etc.
Oh boy. I haven't read the player's guide yet, but I want to roll before I do.
4d6
Interesting.
Ok, I know there are already 3½ arcane casters already submitted with one more in the under construction section. But after my ability rolls and reading the player's guide, I could not for the life of me think of another character that's not this sorcerer. So here is Cladon Kullscar, Warped Sorcerer. Although he is a sorcerer, his presence exudes an alien feeling. He randomly has the Handle Animal skill, I hope this integrates with his unknown background well.
Character sheet:
Cladon Kullscar
Male Fetchling Sorcerer (Warped) 1
LN Medium outsider (native)
Init +3; Senses Perception -1 (Low-light vision, Darkvision)
Fav class Sorcerer (+1 Skill point)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (6 (lvl 1 sorcerer))
Fort +1, Ref +3, Will +1 (add 2 vs spells with fear/emotion descriptor)
Cold resistance 5 and Electricity resistance 5
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
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Offense
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Speed 30 ft.
Melee Touch attack +3
Ranged Touch attack +3
Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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Magic
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SLA
Disguise Self: 1/day (humanoid)
Spells known (slots)
Cantrips (-): Detect Magic, Mage Hand, Ray of Frost, Read Magic
1 (5): Cause Fear, Silent Image
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Other abilities and SQ
Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from the table below. This bonus lasts as long as the polymorph effect on the target.
d12 Name Effect
1 Double-Jointed +2 on Escape Artist checks
2 Webbed Digits +2 on Swim checks
3 Iron Grip +2 on Climb checks and to CMD against disarm maneuvers
4 Bug Eyes +2 on Perception checks
5 Camouflage +2 on Stealth checks
6 Tough Hide +1 natural armor bonus
7 Hardy +1 on Fortitude saving throws
8 Lively +1 on Reflex saving throws
9 Astute +1 on Will saves
10 Quick +5 ft. movement rate
11 Vicious +1 on melee attack rolls
12 Eagle Eyes +1 on ranged attack rolls
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Statistics
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Str 8, Dex 16, Con 11, Int 13, Wis 9, Cha 20
Base Atk +0; CMB -1; CMD 12
Feats Skill Eschew materials, Iron Will
Traits Enduring Stoicism, Indomitable faith (Abadar), Trustworthy
Skills Intimidate +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Spellcraft +5
Background skills Handle animal +9, Knowledge (nobility) +5
--------------------
Languages: Common
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Equipment
Backpack, Bedroll, Chalk x 10, Belt pouch, Trail rations x5, Hemp rope, Soap, Waterskin
Leftover money
gp: 62
sp: 2
cp: 9
Appearance:
Cladon is uncomfortable to look at. There isn't a single symmetric feature about his face, his left eye is a bit lower than his right eye, both of which have no pupils with a yellow-ish glow. His right ear is longer than his left ear and his mouth is a bit crooked, and a bit thicker on the left side. His skin is a light tone of grey, which contrasts which his dark grey long hair. This is not helped by the otherwordly features that he inherited from a long forgotten ancestor, which make his limbs a bit too long and movement a bit too alien.
Despite this, his hair is well kept and his clothes are clean, which make him a unique sight. What he lacks in natural symmetry, he compensates with a well kept figure and knotted hair. It is hard to look at him and not stare for at least a few moments as one deciphers this creature of the shadows.
If one were to imagine how he moves, it would be a bit like the evil spirits in Twin Peaks (see this at 1:20, the little man.
Personality:
Cladon is a person who tries to compensate his unlikeness with Golarion's native races by being as civilized as he can be. He looks after himself and behaves according to customs. His calm and collected nature contrasts heavily with his alien movements. So he is polite and is not jumpy and tries to move as slowly as he can to not scare people. He keeps to himself, but will act aggressively if himself or anyone he likes is threatened.
I have 2 questions to the GM:
- Since we have Elephant in the Room, I am considering Dex to hit a Melee Touch attack. Is this ok?
- Is it possible to go for Dazzling Display using a touch attack? I mean, it requires a weapon focus, which you can select a touch attack for. Would it extend to Dazzling Display, or does it have to be a physical weapon that can be... you know... displayed?
- Since we have Elephant in the Room, I am considering Dex to hit a Melee Touch attack. Is this ok?
- Is it possible to go for Dazzling Display using a touch attack? I mean, it requires a weapon focus, which you can select a touch attack for. Would it extend to Dazzling Display, or does it have to be a physical weapon that can be... you know... displayed?
- Yes, that is fine.
- I don't see why not. Unarmed strikes are a thing, after all.
Gm, do you know if this campaign is focused on the Carcosa (Chambers, Bierce, etc.) Mythos, or the Cthulhu (Lovecraft, Blackwood, Derleth) Mythos, or both?
Should we keep our character profiles free of any background information due to the amnesia thing, or put in what we have?
If you have a concept you are really attached to, or an idea for a character arc, you can submit it. What is going to happen is your characters will wake up with amnesia with at least the last few years made up by me. Up to that point you can write as much as or as little as you want.
I would like at least a 'vibe check' to give me an idea of what your character was like before being admitted to Briarstone. You won't know how or why your characters were submitted for some time, but you will learn. Again, the last handful of years are going to be a mystery to the players for almost half the AP, with the mystery pushing them forwards.
Malachus Schmid wrote:
Gm, do you know if this campaign is focused on the Carcosa (Chambers, Bierce, etc.) Mythos, or the Cthulhu (Lovecraft, Blackwood, Derleth) Mythos, or both?
Gm, do you know if this campaign is focused on the Carcosa (Chambers, Bierce, etc.) Mythos, or the Cthulhu (Lovecraft, Blackwood, Derleth) Mythos, or both?
I was thinking I should make my character more Lovecraftian, I just didn't know which way to go.
Should we keep our character profiles free of any background information due to the amnesia thing, or put in what we have?
If you have a concept you are really attached to, or an idea for a character arc, you can submit it. What is going to happen is your characters will wake up with amnesia with at least the last few years made up by me. Up to that point you can write as much as or as little as you want.
I would like at least a 'vibe check' to give me an idea of what your character was like before being admitted to Briarstone. You won't know how or why your characters were submitted for some time, but you will learn. Again, the last handful of years are going to be a mystery to the players for almost half the AP, with the mystery pushing them forwards.
Malachus Schmid wrote:
Gm, do you know if this campaign is focused on the Carcosa (Chambers, Bierce, etc.) Mythos, or the Cthulhu (Lovecraft, Blackwood, Derleth) Mythos, or both?
Welp, here's Iosif. I'll probably look over the sanity rules later, I know the Research rules from my first campaign but, without further ado:
Crunch:
Iosif Formicidescu
Male Human Gunslinger (Musket Master) 1
N Medium humanoid (human)
Init +7; Senses: Perception +7
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Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 Armor, 5 Dex)
hp 12 (1d10+2)
Fort +3, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged:
... Musket +7 (1d12)
--------------------
Deeds: Quick Clear, Deadeye, Steady Aim
Grit: 3/3
------
Statistics
--------------------
Str 11, Dex 20, Con 13, Int 14, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 17
Feats: Rapid Reload (Musket) [B], Gunsmithing [B], Weapon Focus (Musket), Precise Shot
Traits: Indomitable Faith (Cixyron), Reactionary, Methodical Mind [Planes, Engineering, Local]
Skills: Acrobatics +9, Climb +5, Knowledge (Local) +7, Knowledge (Planes) +3 [+3 for kp], Perception +7, Swim +5
Background skills: Knowledge (Engineering) +7, Craft (Alchemy) +6
--------------------
Languages: Common, Varisian, Infernal, Abyssal
--------------------
Equipment: Gunslinger's Kit, Musket, Leather Armor, Iron Holy Symbol of Cixyron, 20 Alchemical Cartridges, 7 Doses of Black Powder, 7 Firearm Bullets.
Personality:
Iosif's most basal instinct is to improve and to learn, moreso than anything else. He overall generally has the vibes of someone you would associate with being a worshipper of Brigh (calculating, innovative, dedicated, married to the job) but he feels... off somehow, and that is very off-putting when you look at the man (hence the 8 Charisma). He would rather let his intellect, hand-crafted weapons, and aim do the talking than any innate charm or strength, and is oddly proud of that.
He tries to ground himself in reality and the non-magical as often as possible, seeing magical anything as unreliable and prone to malfunction. He does not have a fear of anything magical, but nonmagical and scientific advancements will definitely arouse a sense of nostalgia in the man, taking him out of the moment as he observes natural phenomenon such as lightning, takes in the smell of blackpowder from a source other than his gun, et cetera. (i.e. Sanity might go down)
What he does fear is becoming some unrecognizable person, and will grow gradually more and more uncomfortable with the idea of being in a fugue state. This also, however, applies to the afterlife and losing your memories there, so he is very afraid of death.
Appearance:
Iosif is unremarkable in appearance, aside from one thing: a Lichtenburg figure scar across the man's face. This, by far, is his most notable feature. Aside from that he has unremarkable height at 5 foot 8 inches, an unremarkable standard build, and neatly combed jet-black hair that goes down to his shoulders for whatever reason. His eyes are a similar jet-black color, but not unnaturally so, his pupils are still very much distinguished from his irises.
His belongings are well-organized and neatly ornated, with imagery of electricity, ants, and clockwork along his handmade musket. His backpack he was admitted with bears the same symbolism, albeit more heavily focused on the clockwork than anything else for such an outwards-facing thing.
I got tempted to do this when I saw we were in Ustalav post-IG and post-RoW. Iosif isn't much of the old-west type of gunslinger at all, that would probably detract from the Lovecraftian atmosphere of the thing... an innovator that tries to grounds himself in reality, only to get met with literal Lovecraftian Horror, feels much more appropriate to Strange Aeons, though.
And once I saw you'd be okay with Evil characters, I admittedly jumped at the chance for a reroll on a musket. The plan is to take a Warpriest level at level 2 for the Weapon of the Chosen feat line, then continue taking Warpriest levels after level 6 where we get +DEX to damage. The character himself isn't outright evil but. Well. Cixyron.
Source Strange Aeons Player's Guide pg. 8
You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.
You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.
Considering that I am going Tortured Crusader, may he use Wis for this as his Smite Ability does?
If not, no worries. Extra damage is extra damage...lol.
Vellimir's Malachus Schmid, human invoker witch with the 'ritualistic' campaign trait.
NotEspi's Nyarai, sylph ashiftah witch with the 'sensitive mind' campaign trait.
Seoli's starting to feel a bit out of place with all the horror and supernatural-themed characters. But I think having at least one person who isn't accustomed to some sort of horror can be fun as well.
Like the choice of Kitsune in this specific campaign, given the memory loss. Would have gone with a Kitsune Trickster / Arcanist / Arcane Trickster myself if I had better rolls that could be allotted to three different stats. Good luck to everyone!
I'm changing this profile to a Brawler with the intent of adding a level or two of Urban Ranger. Should have it done in a day or so. I've been really busy so maybe not until Sunday evening.
Will update the submission tracker when we get to the next page. But just wanted to say…Dorian Grey, I love the profile picture. It is really fitting for this type of campaign, and for a tortured crusader in general.
Reminder, recruitment will be open till the 16th. I am out of town for language school for that time, so the day after I get back home - the 17th - I'll announce my picks. No rush for now, y'all have time to polish submissions, ask questions, mingle, etc.
Exquisite submissions thus far, y'all ain't making this easy.
The oozemorph would be a challenge to RP, especially early on, but it does fit thematically. I'd allow it, but be aware NPCs will react poorly early on, due to circumstances - perhaps don't dump Cha?
The shifter's alt rules you suggested would work for me in regards for balance. If you think that'd be better for the prospective party, then go for it.
Okay, what if I did both? Maybe start with an oozemorph dip, and maybe bonding with some kind of monster acts as the "cure" to the condition? I'm imagining something like the Venom symbiote...
Only question is how oozemorph weapons and polymorph would interact with the synthesis form.
This weekend got busy, we had high winds last week and had to deal with a leaning fence that was threatening to destroy my neighbors garden.
Patient Record:
Ethyl Ermengarde
Female, elven descent apparent but bodily proportions suggest human ancestry as well, apparent age 30
Committed (redacted)
Ethyl exhibits retrograde amnesia with total loss of autobiographical memory. Her procedural and explicit memory remains intact as she is still able to comment on the manufacturing processes and effects of drugs used for treatments at Briarstone, which she does at length. She insists that means she is a doctor herself and that she should be released from care and allowed to treat patients.
Ethyl is not normally physically combative, but she exhibits little regard for other patients, doctors, and orderlies. She has on more than one occasion berated her fellow patients or caretakers, leaving her to become isolated within the Asylum.
Development: Ethyl managed to steal a number of medications and through some unknown alchemical process fuse them into her own creation. When discovered she quickly imbibed this unknown substance which had an immediate effect on her physical and mental state. Her eyes started to take on a red hue and (redacted) commented that her bones seemed to press against her skin. She attempted to violently escape her room, breaking (redacted)'s nose with a buckle taken from a straight jacket. The incident lasted mere minutes and she returned to her usual demeanor quickly with no apparent persistent effects.
Development: Ethyl was found frozen, her eyes transfixed on a point in the wall. Afterwards she explained that she heard a rat scurrying in the wall, but refused to explain why that would cause her to freeze.
Prognosis Ethyl's amnesia shows no sign of abating and with no further information regarding her past exposure therapy may be impossible. She exhibits anti-social behaviors which may be treated with therapy. She should be kept from mind altering drugs as she exhibits an unhealthy fascination with them.
Alright, everyone, I have set up a profile for this, but will not commit to posting with it yet, in case I need to repurpose/rename/remove it.
That said, I think this is done? Unless there is something else to add that I have missed? The original submission is in this post.
I picked the level 1 spells that fit the theme, I think. Flavouring the abilities and spells as the character's delusions materialise and interact with the environment and/or characters. So I plan on using a lot of divination, enchantment and necromancy stuff. As witches do.
On that note, I didn't really do gear just yet, but we are starting with nothing but rags. Are prepared casters allowed to purchase spell scrolls with the starting gold and adding them to the list?
And since a witch is nothing without her familiar (or in my case, without the veil), are we even allowed to have spells prepped?
If there is more information required, I'll keep an eye on the thread, so just ask.
Will update the submission tracker when we get to the next page. But just wanted to say…Dorian Grey, I love the profile picture. It is really fitting for this type of campaign, and for a tortured crusader in general.
Much appreciated! Really was looking for someone a bit... pathetic...lol.
Alright, everyone, I have set up a profile for this, but will not commit to posting with it yet, in case I need to repurpose/rename/remove it.
That said, I think this is done? Unless there is something else to add that I have missed? The original submission is in this post.
I picked the level 1 spells that fit the theme, I think. Flavouring the abilities and spells as the character's delusions materialise and interact with the environment and/or characters. So I plan on using a lot of divination, enchantment and necromancy stuff. As witches do.
On that note, I didn't really do gear just yet, but we are starting with nothing but rags. Are prepared casters allowed to purchase spell scrolls with the starting gold and adding them to the list?
And since a witch is nothing without her familiar (or in my case, without the veil), are we even allowed to have spells prepped?
If there is more information required, I'll keep an eye on the thread, so just ask.
Anyway - good luck, everyone!
Yes, you may purchase spell scrolls with starting gold. I'm not sure about spells prepared yet, I want to say you would have them prepared. However, I also am teased with the idea of not having them yet to ramp up the desperate start to the game.
I'll ask the prospective spellcasters if they want to start with or without spells prepared. It may hinder your initial encounter(s), but it would also add to the horror of this AP and your situation.
For the record, with Bolkvar I'd be very happy to do this:
He doesn't start off with his shadow weapons, which would greatly help with the desperate nature of the start of the campaign. Rather, they 'come back to him' around the same time that the party finds their gear. He is more than capable of being useful without the class feature. And given that we start with amnesia, it makes sense to me that he wouldn't know that he has that ability.
Plus, it would be fun for him to realize that he has that power all over again. Would make for a great scene. :)
I'll ask the prospective spellcasters if they want to start with or without spells prepared. It may hinder your initial encounter(s), but it would also add to the horror of this AP and your situation.
I find it hard to justify having extracts and mutagens prepared if we have no equipment at the start. But it would be easier to justify more traditional spell casters having spells prepared.
Alright, everyone, I have set up a profile for this, but will not commit to posting with it yet, in case I need to repurpose/rename/remove it.
That said, I think this is done? Unless there is something else to add that I have missed? The original submission is in this post.
I picked the level 1 spells that fit the theme, I think. Flavouring the abilities and spells as the character's delusions materialise and interact with the environment and/or characters. So I plan on using a lot of divination, enchantment and necromancy stuff. As witches do.
On that note, I didn't really do gear just yet, but we are starting with nothing but rags. Are prepared casters allowed to purchase spell scrolls with the starting gold and adding them to the list?
And since a witch is nothing without her familiar (or in my case, without the veil), are we even allowed to have spells prepped?
If there is more information required, I'll keep an eye on the thread, so just ask.
Anyway - good luck, everyone!
Yes, you may purchase spell scrolls with starting gold. I'm not sure about spells prepared yet, I want to say you would have them prepared. However, I also am teased with the idea of not having them yet to ramp up the desperate start to the game.
I'll ask the prospective spellcasters if they want to start with or without spells prepared. It may hinder your initial encounter(s), but it would also add to the horror of this AP and your situation.
I'd say, for me at least, spells not prepared. Malachus has the quirk that he needs to invoke his patron's name to gain spells, and I was thinking that he forgot the name Samael, he just remembers being frightened of sounds like it.
Maybe Samael is a facade for an outer being, but it gave Malachus a term in its contract, and may be coming to extract its due. That's why Malachus fears it, he doesn't know what the due will be.