GM Nightmare Knight |
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Welcome patients to Briarstone Asylum. Here it is our goal to help you through the process of returning your sanity to you and getting you back out into the world. I understand you have no recollection of your name, your past, or your identity. That is expected and nothing to worry about. Doctor Ilesi Scaen will see to you personally once you’ve filled out your paperwork.
Firstly, we will need to determine some general information about you. You can see the options listed below, and do reference your Player's Guide for further reading:
ADMITTING YOUR PATIENT:
Races: Any core race including aasimar, catfolk, changeling, dhampir, gillman, fetchling, ratfolk, tiefling, or any of the four elementally touched races (ifrit, oread, sylph, undine). More exotic races may detract from the eldritch nature of the campaign (and frighten other inmates).
Classes: Anyone can fall prey to mental stress or illness, so any class found in the Archives of Nethys is permitted. We are not staffed to handle third-party classes, so we will not admit those. Please feel free to reference your Player’s Guide for thematic choices for archetypes.
Alignment: We normally wouldn’t accept evil characters, but our new administrator and GameMaster is eager to see how players will roleplay anyone faced with greater threats than mere mortals. As such, we are accepting anyone so long as they aren’t disruptive and work well with others.
Stats: We know no one is perfect, we all have our own strengths and weaknesses. As such, your character’s statistics will be determined by a “weal/woe” system. You begin with an 8 and an 18 before racial modifiers, then four 10s to which you add a 1d6 roll. You are free to arrange these numbers as you see fit. We understand this may result in high 20 points for stats, but the condition of your admittance permits such an idiosyncrasy.
Traits: You are allowed three traits at character creation, as well as a fourth should you take a drawback. The drawback must play a roll in your roleplay.
Wealth and Gear: You begin play with either average for your class or roll according to your class for starting gold. You begin play with a threadbare asylum pyjamas instead of an outfit, and you will not begin gameplay with your gear, familiars, or companions, but once you get settled you were have access to your belongings.
Health: You start at max health for your class, and will roll against the GameMaster for each level up afterwards.
Additional Rules: We are happy to announce we will be using Background Skills and the Elephant in the Room feat system for your patients as well.
There we go! We are glad to welcome you to our Briarstone Asylum family. Now, we have a few things to go over with you before we take you to your cells—I mean rooms.
CONSULTATION
House Rules: These may have later additions as your sessions progress, according to the needs of our patients.
a) Knowledge checks and Perception checks can be made as free actions during combat.
b) When resting, characters restore 1 hp + Con modifier. If Con bonus is negative, treat it as zero when determining regained hp.
c) If a creature is unconscious and/or dying and receives magical healing – even if this does not bring the creature to positive hp – that creature stabilizes.
d) An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you are unarmed, you only threaten surrounding squares if you have at least a +1 BAB or the improved unarmed strike feat, and thus, can only make attacks of opportunity in those cases. An attack of opportunity “interrupts” the normal flow of actions in the round. An attack of opportunity also never triggers an attack of opportunity, as the sudden nature of the attack means that it doesn't give opponents an opportunity to punish your opening, even if something about the attack would normally provoke (such as making it unarmed.) If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).
e) Projectiles such as arrows can be recovered if the player rolls above 25% on a percentile dice (ie 26% or higher).
Backstories: By your admission to Briarstone, your characters are in a fugue state and have no idea of who they are or how they became patients here. See Fugue State on page 4 of your Player’s Guide. As such, you are not obligated to provide a backstory for your character. You can provide a backstory if you want, but it must end with you coming into the “employ” of a strange count from Versex, Ustalav and can feature events appropriate to lvl 8 characters.
Otherwise, the GameMaster will wholly construct a backstory based on the traits and archetypes of submitted characters. Your character’s time with this count is unknown to you, but will come up in flashbacks and be wholly revealed in a crucial moment about halfway through the AP. The GameMaster will determine the deeds done (or sins committed) in those missing years based on your character’s traits, archetypes, and personality.
We do ask for a personality file for your character upon waking. What are their instincts? What are their vibes? Who are they when they don't know who they are? While a stat block can say a great deal, we would like to get to know you.
Also, we expect your characters will have a non-mechanical weakness. A scent, a color, a vermin or insect, or a sound. This need not be a negative weakness, it can rouse nostalgia or horror. Either way, it will not be game breaking but might whittle away at your sanity in certain contexts. Such elements can be substituted for Drawbacks in the Traits section, or vice versa.
SANITY and RESEARCH: We will be implementing Sanity rules as found in Horror Adventures and Research rules as found in Ultimate Intrigue. Both sanity and its loss are critical elements in Lovecraftian stories, as is researching the encroaching threats of the Dark Tapestry and the mystery of your missing memories.
CLOSING STATEMENTS
We make no assurances that your treatment will be a gentle process. We will be exploring the darker parts of your psyches and your traumatic pasts as we uncover them. Expect heavy themes and horror elements, including but not limited to: body horror, existentialism, nihilism, secrets, trauma, amorality, decadence, cults, haunts, sins of the past, manifestations of madness, and worse. Think carefully before admitting your character into this, as we don’t want to cause trauma for the patients’ loved ones.
We will not allow indecency or immature behavior between characters or players, as such harassment and ERP is strictly forbidden.
The GameMaster has been inspired by Bloodborne, Darkest Dungeon, the Sinking City, and “supernatural procedurals” such as Grimm (2011), Sleepy Hollow (2013), and Constantine (2014) for your sessions, and recommends referencing such materials for tone.
We will be admitting patients till November 16 and announcing those who will receive treatment the following day, November 17. Feel free to ask any questions, we are here to help. We hope to see you soon and thank you once again for considering us here at Briarstone Asylum.
Dr. Ethyl "Doc" Ermengarde |
Once more into breach!
Stats: 4d6 ⇒ (5, 4, 1, 3) = 13
Ethyl can be a little acerbic if that's going to rub people the wrong way I can submit a different character. I'll need to adjust her crunch and I'll get the fluff requirements unless you think what I have already is sufficient. I think I probably have enough vibes on a second thought.
A couple of questions for you GM, with Elephant throw anything is removed and the document is silent on whether alchemists get catch off guard as a replacement feat. Can you let me know if I get catch off guard as a bonus feat?
What are you planning on doing for a map solution?
NotEspi |
I love it! Interest dot and some rolls...
4d6 ⇒ (5, 2, 6, 5) = 18
Hey! That's pretty good! 18 16 15 15 12 8 before racials.
I shall ponder on this.
GM Nightmare Knight |
1 person marked this as a favorite. |
A couple of questions for you GM, with Elephant throw anything is removed and the document is silent on whether alchemists get catch off guard as a replacement feat. Can you let me know if I get catch off guard as a bonus feat?
What are you planning on doing for a map solution?
Hello there, Ethyl, I remember you from Mokmurian's recruitment. I'll check back Sunday then, but overall you have what I requested. Yes, you can get "catch off guard" as a bonus feat. I planned on using Roll20 for maps, I presently have pro and I'm familiar with most of the settings and tools.
Perhaps a human brawler (would you allow kitsune perhaps?)
You may submit a kitsune.
Vellimir |
Hello all!
I'm interested in participating in this game if I can! I'm a huge fan of H.P. Lovecraft and R.W. Chambers' works. I'll make up a character for submission soon.
Looking forward to seeing what everyone else comes up with!
(I should mention, I can play any class, but in general I prefer spellcasters, primarily wizards)
GM Nightmare Knight |
Hey everybody!
Here's Vellimir's submission. Hopefully it works with the setting, and if it doesn't, just let me know, and I can fix it directly.
Thanks for your consideration!
Apologies, I should have specified that one of your traits upon character creation should be a campaign trait from the Strange Aeons Player's Guide.
GM Nightmare Knight |
GM Nightmare Knight, how much about our character's name does the character know? Or should I submit only a surname or first name?
The character will start gameplay knowing nothing about themselves. No name, no history. They will be able to use their skills, class abilities, spells, but they won't remember how they learned them. They may learn their names and pasts as the adventure progresses, but not at the start.
If you want to write your own loose backstory, you may provide as much of a name as you want. My other game of Strange Aeons I crafted names and backstories for my players' characters and they had to learn their own stories from flashbacks, second hand accounts, and a dramatic moment later in the AP.
Malachus Schmid |
Malachus Schmid wrote:Apologies, I should have specified that one of your traits upon character creation should be a campaign trait from the Strange Aeons Player's Guide.Hey everybody!
Here's Vellimir's submission. Hopefully it works with the setting, and if it doesn't, just let me know, and I can fix it directly.
Thanks for your consideration!
Alright, I believe I've fixed it.
Supreveio |
1 person marked this as a favorite. |
First draft of character stuff.
Chaotic Good Female Kitsune Brawler 1
Initiative +7; Senses low-light vision; Perception +3
DEFENSE
AC 15, Touch 15, Flat-Footed 10 (+5 Dex)
HP 13 (1d10 + 2 Con + 1 Favored Class)
Fortitude +4, Reflex +7, Will -1
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +6 (1d6), Bite +6 (1d4)
Spell-Like Abilities (CL 1)
3/day - Dancing Lights
STATISTICS
STR 11, DEX 20, CON 14, INT 13, WIS 8, CHA 18
SAN 39
BAB +1; CMB +6; CMD 15
Feats Deft Maneuvers
Adventuring Skills Acrobatics +11, Bluff +9, Climb +4, Knowledge (local) +5, Perception +3
Background Skills Handle Animal +9, Profession (innkeeper) +3
Languages Common, Sylvan, Aklo
SPECIAL ABILITIES
Change Shape (Su): A kitsune can assume the form of a human. While in human form, the kitsune gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action.
Agile (Ex): Kitsune gain a +2 racial bonus to Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add 1 to the DCs of saving throws to resist enchantment spells they cast. A kitsune with 11 or more Charisma can cast Dancing Lights thrice per day as a spell-like ability.
Brawler's Cunning (Ex): If a Brawler's Intelligence score is lower than 13, it counts as 13 for the purposes of qualifying for feats.
Martial Flexibility (Ex): A Brawler can use a move action to gain the effect of a combat feat they otherwise don't have for 1 minute. The Brawler must meet the feat's prerequisites and can use this ability a number of times per day equal to 3 plus half their Brawler level (minimum 1). Uses per day: 4.
Martial Training (Ex): A Brawler is considered both a Fighter and Monk of equivalent level for the purposes of qualifying for feats or using magical items that take class into account.
Unarmed Strike: A Brawler gains Improved Unarmed Strike (Unarmed Combatant with Elephant in the Room rules.) as a bonus feat at 1st level. A Brawler deals more damage with an unarmed strike than other classes.
EQUIPMENT
57 gp, 6 sp
Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torch (10), rations (5 days), waterskin, traveler's outfit (2), explorer's outfit, bullseye lantern, vial of lantern oil (3), small tent, set of playing cards, 10 in. ball
TRAITS
Pugnacious: Gain a +1 trait bonus to attack rolls when threatened by two or more enemies. Once per day, choose one of the following: Increase the reach of your melee attacks by 5 ft. for 1 round, or treat your weapon as one size larger for damage purposes for 1 round.
Reactionary: Gain a +2 trait bonus to Initiative checks.
Fast Talker: Gain a +1 trait bonus to Bluff checks. Bluff is always a class skill.
Entomophobe: -2 trait penalty on attack rolls against vermin, and a -2 trait penalty on saving throws against being nauseated by a swarm's distraction ability.
Age: 16
Height: 5'0"
Weight: 100 lbs.
Sex: Female
Race: Tian Xia Kitsune
Occupation: Innkeeper/waitress turned adventurer
Intake Notes: Patient was brought in covered in lacerations and bruises consistent with combat. She did not carry weapons, but abrasions on the knuckles suggest skill in unarmed combat. Personnel should take caution while tending to her. Upon awakening, she was overcome shock and panic at the unfamiliar surroundings she found herself in, aggressively lashing out verbally and going on the defensive.
Behavioral Evaluation: Patient projects a facade of confidence and bravery to hide deep-seated self-esteem issues. As a result, she is prone to reckless behavior and acting without proper consideration. She notably has a strong sense of heroism and justice, and lashes out when exposed to injust situations. Current theory is that she was the target of bullying at some point in the past.
Patient is incredibly energetic, impatient, and instilled with a sense of wanderlust. She easily succumbs to boredom and requires frequent stimuli, but once focused on an activity however, she tends to indulge in that activity to the point of ignoring her bodily needs. Patient has repeatedly needed to be reminded to eat. Strangely, this "hyperfixation" also applies to her sleep schedule, resting for extended periods of time and only awakening when hunger pangs or a full bladder prove too uncomfortable, or on semi-rare occasions, after experiencing nightmares.
Phobias: The patient displays extreme revulsion toward insects, spiders, and other vermin. She refuses to approach or touch the creatures even to crush or otherwise dispose of them. It is unclear if this stems from past trauma or is simply a childish irrational fear.
Bolkvar Stonebeam |
Went through so many character concepts. Forlorn Elven bladebound magus who thinks he is crazy because his sword takes to him. Changeling hagriven Bloodrager, who thought she was crazy due to hag-given dreams…etc, etc. Couldn’t choose, so I let my son decide and he thought this was the best. So here we have Bolkvar, a Gloomblade Fighter.
Crunch is WIP. But there is a background here that I left very open ended. I’ve no idea what was down there in the dark or how he actually got his powers. So when it comes up via GM as described above it will be a surprise to me.
While the character is a fighter, I love the archetype because of how flexible it is. Very much a switch hitter.
As a question though, is variant multiclassing allowed? Fighters get a lot of feats and I’d likely sacrifice a bunch of them on VMC if it is allowed. Probably VMC Wizard with Void School as it would be very thematic.
Deep beneath Janderhoff, Bolkvar toiled away. A mason by trade, his skills were always of use in one form or another. The dwarf had thought that such would be his life forevermore. That was, until he was hired for a certain project. A vein of ore had been found and a mine was laid, far from the hold. The clan which owned the mine had put out a job to hire masons to seal it up, without explanation but with promise of good pay. Bolkvar was not the type of dwarf to ask questions. Perhaps it was to protect their claim against orcs? Or it was for security against a rival clan? Regardless, they paid him to work, not to ask questions.
The job was done, but for the life of him he could not remember it. He remembered going there, and coming back home, but not the job itself. At first he did not think of it, but as the days turned into the weeks the nightmares began. He would wake, not feeling rested and unable to remember his dreams. Just that they somehow involved the mines. And as the weeks turned into months, his mood began to sour. Inexplicably he began to feel a darkness inside of him, which at first he blamed merely on the lack of sleep. But such an explanation did not mollify his friends, family and co-workers, who bit by bit began to avoid him. Recognizing the trouble he was in, he tried to change but found that it was a losing battle. It was when the shadows in his dreams started taking form that he decided that enough was enough. He had been down in the mines and had misplaced his pick. Without thinking, one formed in his hands. Terrified he dropped it, and it vanished before it hit the ground. It was, without a doubt, unnatural. He needed help. Leaving hearth and home, he took what coin he had and ventured out, looking to find himself and to calm the shadows that haunted him.
Likes: Strong drink, good pay and solid craftsmanship. Anything that reminds him of home and what he has left behind.
Dislikes: Arcane magic. He doesn't trust it, at all. Divine magic comes from the gods. And the gods? You can talk to them, and they'll listen. But arcane magic? Who knew where that came from. And nearly every problem in the world could be traced back to a smartass wizard who thought too highly of himself.
Phobias: Voices in the dark from a source he cannot see. He does not know why, but it terrifies him.
Quirks: Bolkvar carries a journal with him, that he attempts to write in every morning. The journal is not of anything he has done during the day, but rather it carries whatever details of his dreams that he can catch. It is mostly empty.
Dorian 'Grey' |
Strange Aeons is a bit difficult to resist!
This is purely for research purposes. Not the rolls that would proceed any sort of crafting, creative characters....
1: 1d6 + 10 ⇒ (3) + 10 = 13
2: 1d6 + 10 ⇒ (6) + 10 = 16
3: 1d6 + 10 ⇒ (6) + 10 = 16
4: 1d6 + 10 ⇒ (1) + 10 = 11
Interesting....
I am envisioning a Paladin ( Tortured Crusader absolutely weighed down my guilt, shame, that paralyses him emotionally....
Just for research purposes, of course....
(Thank you for running!)
NotEspi |
Alright, here goes my submission for the game. Nyarai - a support-heavy witch, eventually branching out to debuffs. But that is later down the line.
Nyarai
Chaotic Good Medium Sylph Ashiftah Witch 1;
Init 3; Senses Darkvision; Perception: +7
Defense:
AC 13, touch 13, flat-footed 10
HP 8
Fort 2, Ref 3, Will 4
Offense
Speed 35 ft.
Statistics
Str 12, Dex 17, Con 14, Int 20, Wis 15, Cha 8
Base Atk 0; CMB 1; CMD 14
Feats Extra Hex;
SQ Protecting Veil; Witch Hexes: Cackle; Protective Luck; Witch Patron: See last spoiler
Skills Fly +7; Knowledge (arcana) +9; Knowledge (history) +9; Knowledge (nature) +9; Knowledge (planes) +9; Linguistics +6; Perception +7; Spellcraft +9; Stealth +8; Use Magic Device +9;
FCB is in skill points, background skills linguistics + kn planes
Spell Level 0:
Bleed; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Grasp; Guidance; Light; Mending; Message; Putrefy Food and Drink; Read Magic; Resistance; Spark; Stabilize; Touch of Fatigue;
Spell Level 1:
TBD
Traits:Wind-Carried Voices (Race); Pragmatic Activator (Basic Magic); Sensitive Mind (Campaign)
Languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Sylvan, Taldane
Alt Racials:
Whispering Wind
Like the Wind
Breeze-Kissed
Gear: I did not do gear so far, as the game starts without it anyway, as mentioned on the thread OP. If I am picked, I will add it.
Sylphs are rarely social creatures. Usually born to human parents, their odd features attract (mostly unwanted) attention from the members of their community. This indeed was the case with Nyarai - a bullied girl suffering from feelings of shyness, inadequacy, and fear of interactions. A problem that may have already developed into a full blown social anxiety disorder. She prefers to remain hidden from sight and keeps to herself most of the time, often preferring books to interactions with other sentient species.
In a fugue state, she would be fighting fear and mistrust, and attempting to rationalise her experiencing it in real time. Probabyl resulting in keeping a distance from others and attempting to prove her worth (even through her shyness) at the same time. Probably in the form of offering her encyclopedic knowledge.
While you did not ask for a backstory, I would imagine this character suffering from being bullied heavily in her early years. This would eventually develop into her anxiety disorder, her retreating to public libraries for some piece and quiet, and eventually spending enough time there to develop a passion for reading. She wouldn't be permitted to stay overnight, of course, and was forced to skulk home while hiding her elemental heritage behind a veil, which was eventually used by an otherworldly entity to approach her - promising serenity, contentment, and protection from her hardships.
I am actually torn between a few patrons, and would love to hear your thoughts, Nightmare. I narrowed the list down to 5 patrons. What would suit you the most for this game?
The patron offers the ability to simply outrun the source of her fears - Agility
The patron offers to keep the world at a distance - Boundaries
The patron offers not to heal, but instead to become content in embracing the madness - Insanity
The patron offers to find or create small pockets and/or islands of temporary tranquillity - Peace
The patron offers to build barriers between her and the world - Protection
If you can find the time, I do appreciate the input. If not, I still understand. Thank you!
GM Nightmare Knight |
Alright, here goes my submission for the game. Nyarai - a support-heavy witch, eventually branching out to debuffs. But that is later down the line.
Of course I'll provide input, my office door is always open!
I can see the benefits of all five being good for the role you seek to fill with Nyarai. From an overview, your party will love Peace. Thematically, Insanity and Boundaries will fit really well. Protection and Agility are more supportive for combat situations. Ultimately, it might determine backstory, as I'll try and draw from the stat block for inspiration as well, but the choice is yours.
NotEspi |
Alright, alright. Thank you for the input. I think I will go for insanity and embrace the crazy. Seems fitting for this kind of game.
After all, the PCs do begin in an asylum, so having a preexisting condition would make sense.
Thank you!
Time to brainstorm some obsessions with my imaginary friends.
Rosc |
This kind of AP is 100% my vibe and I'll certainly get a character submission in. I've got a few ideas bouncing around in my head, depending on what kind of stats I get.
A couple of questions, if I may.
1) Is the Oozemorph Shifter a little too much for the campaign? It seems thematically apppropriate, but it has unusual features such as early access to compression and limited time in a humanoid form that can speak and use items.
2) Monstrous transformations are a fun theme and the Synthesis Summoner fits the theme quite well, but presents several balance issues. Would it be possible to play a weaker one that simply uses the summoner's base HP (like the PF2e Summoner) instead of the abusable temp HP shield? And maybe ignoring the whole "use the eidolon's physical stats" rule and simply allow the summoner's natural stats to gain benefits from anything that boosts/hampers the eidolon (such as evolutions or growth by level)?
Stat generation
- 18
- 8
- 1d6 + 10 ⇒ (3) + 10 = 13
- 1d6 + 10 ⇒ (2) + 10 = 12
- 1d6 + 10 ⇒ (5) + 10 = 15
- 1d6 + 10 ⇒ (4) + 10 = 14
Elyssa Volgori |
And here's my audition of my Abomination Psychic. Or at least my own first draft of her. Will likely change things here or there (I'm really not quite set on her name) but for the most part the crunch and character stuff is done. I'm going for an Exorcist meets Hereditary vibe here and exploring just how unnerving it would be to have someone else trying to invade your mind, body, and soul. Should be a fun exercise. Mechanically she'll be a standard Psychic. Debuffs, knowledge rolls, mental thrusts, you know the drill.
Elyssa Volgori
Female human psychic 1 (Pathfinder RPG Occult Adventures 60)
NG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3; -2 vs. evil spells; +1 vs. spells or spell-like abilities by evil creatures
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . quarterstaff -1 (1d6-1)
Special Attacks dark half (1 bleed, 5 rounds/day), phrenic amplification (overwhelming mind[OA]), phrenic pool (4)
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—mage armor, mind thrust I (DC 15), ray of enfeeblement (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, mage hand, telekinetic projectile[OA]
. . Psychic Discipline Abomination
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 12, Int 18, Wis 13, Cha 15
Base Atk +0; CMB -1; CMD 10
Feats Expanded Phrenic Pool[OA], Improved Initiative
Traits dreadful forethought, driven by guilt, possessed, unintentional linguist
Adventuring Skills (+2 Psychic, +4 Int, +1 Skilled = 7 Ranks)
Diplomacy +6 (+1 Rank, +2 Cha, +3 Class)
Knowledge (arcana) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (planes) +9 (+1 Rank, +4 Int, +3 Class, +1 Trait)
Knowledge (religion) +8 (+1 Rank, +4 Int, +3 Class)
Perception +5 (+1 Rank, +1 Wis, +3 Class)
Sense Motive +5 (+1 Rank, +1 Wis, +3 Class)
Spellcraft +8 (+1 Rank, +4 Int, +3 Class)
Background Skills (+2 Background = 2 Ranks)
Knowledge (history) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (nobility) +9 (+1 Rank, +4 Int, +3 Class, +1 Trait)
Languages Abyssal, Aklo, Common, Infernal, Hallit, Varisian
Other Gear dagger, quarterstaff, backpack, bedroll, belt pouch, ink, inkpen, journal[UE], mirror, prismatic crystal[OA], soap, spell component pouch, trail rations (5), waterskin, 0 gp
Favor Class Bonuses:
Psychic 1 (+1hp)
Drawbacks:
Haunted
Patient Name: Elyssa Volgori
Age: 17
Height: 5'2"
Weight: 103 lbs.
Sex: Female
Race: Human (Ustalavic)
Occupation: N/A
Patient is a young woman in her late teens. She is of average height and is slightly under weight. She has dark hair, pale skin, and eyes that are usually light blue but change to a yellowish color during her episodes.
Intake Notes: Patient arrived at Briarstone in screaming and raving in a blood-soaked nightgown. Once intake inspection revealed that none of the blood was derived from an injury on her person, the patient was put in solidary confinement as a safety measure. The patient would later claim ignorance of their actions during their initial intake and of the series of events that lead to their commitment.
Behavioral Evaluation: The patient believes herself to be the victim of a kind of demonic possession that is responsible for her violent episodes. This delusion frequently manifests as body contortions, incoherent babbling, and undergoing a period of dissociation wherein an alternate personality arises. Said alternate is incredibly vulgar and violent and has been known to taunt staff with grandiose claims of the terrible evil it will commit once freed from its “cocoon.” This is, of course, a textbook example of displacement of responsibility likely born of suppressed guilt. Accordingly, the patient’s requests for an exorcism from a cleric of Pharasma or Iomedae has been denied on account of their likehood to only heighten her delusion.
Phobias: Patient has a severe form of demonophobia. Beyond the aforementioned physical and psychological manifestations, the patient also has a strong aversion to symbols associated with demon cults and even the utterance of demon names. They also tend to avoid sleep as much as possible on account of believing that “it” will “takeover” if she does.
GM Nightmare Knight |
1 person marked this as a favorite. |
This kind of AP is 100% my vibe and I'll certainly get a character submission in. I've got a few ideas bouncing around in my head, depending on what kind of stats I get.
A couple of questions, if I may.
1) Is the Oozemorph Shifter a little too much for the campaign? It seems thematically apppropriate, but it has unusual features such as early access to compression and limited time in a humanoid form that can speak and use items.
2) Monstrous transformations are a fun theme and the Synthesis Summoner fits the theme quite well, but presents several balance issues. Would it be possible to play a weaker one that simply uses the summoner's base HP (like the PF2e Summoner) instead of the abusable temp HP shield? And maybe ignoring the whole "use the eidolon's physical stats" rule and simply allow the summoner's natural stats to gain benefits from anything that boosts/hampers the eidolon (such as evolutions or growth by level)?
Oh gods, I love these concepts, ngl.
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.
GM Nightmare Knight |
I was thinking of a Weretouched Shifter who was saved as a child using werebat blood and now has Were Shifter with Batlike characteristics
Though now Ill go back to my Changeling Spiritualist who speaks with the dead as if they were living.
Whatever you'd like.
Great submissions thus far, everyone. So far we have:
Delmoth's Dr Ethyl Ermengarde, half-elf vivisectionist alchemist with the 'methodical mind' campaign trait.
Vellimir's Malachus Schmid, human invoker witch with the 'ritualistic' campaign trait.
NotEspi's Nyarai, sylph ashiftah witch with the 'sensitive mind' campaign trait.
Grumbaki's Bolkvar Stonebeam, dwarf gloomblade fighter with the 'pugnacious' campaign trait.
Supreveio's Seoli Snowtail, kitsune brawler with the 'pugnacious' campaign trait.
Delightful's Elyssa Volgori, human psychic with the 'driven by guilt' campaign trait.
Rosc's oozemorph shifter or synthesis summoner
Andrea1's half-orc barbarian
Critzible's changeling spiritualist
Dorian 'Grey's tortured crusader paladin
TheWaskally's wizard
Violant's gunslinger
Luke_Parry's half-elf amnesiac psychic
rdknight's caster
Dorian 'Grey' |
Question?
Can my Paladin be a Pharasmin?
I haven't actually found where it says a Paladin has to be within 1 Step?
Flavor wise it's perfect as he doesn't have his Memory and that's Her thing. He doesn't know who/what his Patron is ...
I am wanting to really build up his weighted sense of Guilt, Shame, and he doesn't know why. He just feels it...
GM Nightmare Knight |
Question?
Can my Paladin be a Pharasmin?
I haven't actually found where it says a Paladin has to be within 1 Step?
Flavor wise it's perfect as he doesn't have his Memory and that's Her thing. He doesn't know who/what his Patron is ...
I am wanting to really build up his weighted sense of Guilt, Shame, and he doesn't know why. He just feels it...
I haven't either. I'd be down for that approach. I would have had you roll up a Gray Paladin, but Tortured Crusader fits too well. We could allow a LN as per Gray Paladin?
Dorian 'Grey' |
Hmmm...if I had to choose, I would rather focus on Good than Lawful. I looked at Gray Paly, but agree that Tortured Crusader is too perfect.
Perhaps, NG? I believe that is an option for Gray?
Or, since it is your Game, we stay LG but Lady of Memories is all over this juicy Paly...lol.
Perhaps, whatever landed him in the Asylum was too much for his original deity and Pharasma snatched him up to use in this endeavor?
I like that actually...
I really do like the idea of his Background coming together in pieces and bits, as the game progresses. The weight of his Guilt and Shame origins returning as visions, scenes, natural "1" in a critical moment is pure fun!
GM Nightmare Knight |
NG is an option for Gray, and if you'd rather focus Good than Law, then I'll allow that. Or we can stay LG and Pharasma isn't being picky, lol.
Either way, the unfolding backstory will be juicy~. I agree on the nat 1's in critical moments. I'll probably do what I did with my other game and have flashbacks occur during crit fails and/or successes (or other stimuli).
Grumbaki |
1 person marked this as a favorite. |
This kind of AP is 100% my vibe and I'll certainly get a character submission in. I've got a few ideas bouncing around in my head, depending on what kind of stats I get.
A couple of questions, if I may.
1) Is the Oozemorph Shifter a little too much for the campaign? It seems thematically apppropriate, but it has unusual features such as early access to compression and limited time in a humanoid form that can speak and use items.
2) Monstrous transformations are a fun theme and the Synthesis Summoner fits the theme quite well, but presents several balance issues. Would it be possible to play a weaker one that simply uses the summoner's base HP (like the PF2e Summoner) instead of the abusable temp HP shield? And maybe ignoring the whole "use the eidolon's physical stats" rule and simply allow the summoner's natural stats to gain benefits from anything that boosts/hampers the eidolon (such as evolutions or growth by level)?Stat generation
- 18
- 8
- [dice=]1d6+10
- [dice=]1d6+10
- [dice=]1d6+10
- [dice=]1d6+10
Throwing out a concept for a “slow burn” oozemorph. Delayed abilities, but you can remain in your humanoid form indefinitely.
https://www.d20pfsrd.com/classes/base-classes/vigilante/
Lvl 2: Malleable Flesh (Su): Whether through mutation or alchemy, some vigilantes have flesh that is as moldable as clay and as fluid as ink. A vigilante with this talent gains the shapechanger subtype and the compression universal monster rule. In addition, the vigilante can alter his appearance as disguise self, except that the changes are physical rather than illusory. However, aspects of the vigilante’s aesthetic persist in all forms, halving the bonus on Disguise checks gained from this effect and from seamless guise. At 12th level, the vigilante can pass through narrow openings, even mere cracks, along with any item he wears or carries (to a maximum of his light load).
Lvl 4: Morphic Weaponry (Ex): The vigilante can shape his body into weaponry. This acts as the oozemorph shifter’s morphic weaponry ability, treating the vigilante’s level as his shifter level. The vigilante must have the shapechanger subtype to select this talent.
The dual identity is also fun for a campaign like this. Furthermore social talents would let you change your voice as well.
Mockingbird (Ex): The vigilante can mimic almost any sort of voice, or even animal calls and sound effects, and he can throw his voice at a distance. This functions similarly to a combination of the ghost sound, ventriloquism, and vocal alteration spells. A vigilante must be at least 5th level to choose this talent.
https://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilant e-archetypes-paizo-inc/mutated-defender-vigilante-archetype/
This archetype is pretty flavorful for the concept
A race like Tiefling or Changeling could give you 1d4 claws to start with. Upgrades at lvl4 to 1d6 from the vigilante talent, so you can begin with natural attacks while waiting for oozemorph weapons to kick in. These campaigns can last years, and it sucks waiting for 4 levels to start the combat style you want. And with “pass for human”, both species can look like any race in the game, while giving a nice hidden hint as towards where these powers come from. From pure mechanics Annis Hag gives +2 Str, +2 Cha, -2 Con, claws and +1 on melee damage rolls. Awesome for a natural weapon build. Tiefling, though, offers much better defenses.
Supreveio |
Character concept update
Chaotic Good Female Kitsune Brawler 1
Initiative +7; Senses low-light vision; Perception +3
DEFENSE
AC 15, Touch 15, Flat-Footed 10 (+5 Dex)
HP 13 (1d10 + 2 Con + 1 Favored Class)
Fortitude +4, Reflex +7, Will -1
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +6 (1d6), Bite +6 (1d4)
Spell-Like Abilities (CL 1)
3/day - Dancing Lights
1/day - Ray of Frost
STATISTICS
STR 11, DEX 20, CON 14, INT 13, WIS 8, CHA 18
SAN 39
BAB +1; CMB +6; CMD 15
Feats Deft Maneuvers
Adventuring Skills Acrobatics +11, Bluff +9, Climb +4, Knowledge (local) +5, Perception +3
Background Skills Handle Animal +9, Profession (innkeeper) +3
Languages Common, Sylvan, Aklo
SPECIAL ABILITIES
Change Shape (Su): A kitsune can assume the form of a human. While in human form, the kitsune gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action.
Agile (Ex): Kitsune gain a +2 racial bonus to Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add 1 to the DCs of saving throws to resist enchantment spells they cast. A kitsune with 11 or more Charisma can cast Dancing Lights thrice per day as a spell-like ability.
Brawler's Cunning (Ex): If a Brawler's Intelligence score is lower than 13, it counts as 13 for the purposes of qualifying for feats.
Martial Flexibility (Ex): A Brawler can use a move action to gain the effect of a combat feat they otherwise don't have for 1 minute. The Brawler must meet the feat's prerequisites and can use this ability a number of times per day equal to 3 plus half their Brawler level (minimum 1). Uses per day: 4.
Martial Training (Ex): A Brawler is considered both a Fighter and Monk of equivalent level for the purposes of qualifying for feats or using magical items that take class into account.
Unarmed Strike: A Brawler gains Improved Unarmed Strike (Unarmed Combatant with Elephant in the Room rules.) as a bonus feat at 1st level. A Brawler deals more damage with an unarmed strike than other classes.
EQUIPMENT
57 gp, 6 sp
Gear Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torch (10), rations (5 days), waterskin, traveler's outfit (2), explorer's outfit, bullseye lantern, vial of lantern oil (3), small tent, set of playing cards, 10 in. ball
FAVORED CLASS BONUSES:
Brawler 1 (+1 HP)
TRAITS
Pugnacious: Gain a +1 trait bonus to attack rolls when threatened by two or more enemies. Once per day, choose one of the following: Increase the reach of your melee attacks by 5 ft. for 1 round, or treat your weapon as one size larger for damage purposes for 1 round.
Reactionary: Gain a +2 trait bonus to Initiative checks.
Fast Talker: Gain a +1 trait bonus to Bluff checks. Bluff is always a class skill.
Magical Talent: Choose a cantrip. You can cast that cantrip once per day at your highest CL (or CL 1 if you aren't a caster). Any saves are Charisma-based. (Chosen cantrip: Ray of Frost)
Entomophobe: -2 trait penalty on attack rolls against vermin, and a -2 trait penalty on saving throws against being nauseated by a swarm's distraction ability.
Age: 16
Height: 5'0"
Weight: 100 lbs.
Sex: Female
Race: Tian Xia
Occupation: Innkeeper/waitress turned adventurer
Physical Description: Patient is a young woman in her teens with a lithe build. She has long hair with an odd rose pink shade, and piercing blue eyes. Her physical appearance and attire suggest she hails from Tian Xia.
Intake Notes: Patient was brought in half-conscious, muttering incoherently, smelling strongly of urine and sweat, and covered in lacerations and bruises consistent with combat. She did not carry weapons, but abrasions on the knuckles suggest skill in unarmed combat. Personnel should take caution while tending to her. Upon awakening, she was overcome shock and panic at the unfamiliar surroundings she found herself in, aggressively lashing out verbally and going on the defensive. Once calmed, she claimed no memory of what had happened prior to her being committed here.
Behavioral Evaluation: Patient projects a facade of confidence and bravery to hide deep-seated self-esteem issues. As a result, she is prone to reckless behavior and acting without proper consideration. She notably has a strong sense of heroism and justice, and lashes out when exposed to injust situations. Current theory is that she was the target of bullying at some point in the past.
Patient is incredibly energetic, impatient, and instilled with a sense of wanderlust. She easily succumbs to boredom and requires frequent stimuli, but once focused on an activity however, she tends to indulge in that activity to the point of ignoring her bodily needs. Patient has repeatedly needed to be reminded to eat. Strangely, this "hyperfixation" also applies to her sleep schedule, resting for extended periods of time and only awakening when hunger pangs or a full bladder prove too uncomfortable, or on semi-rare occasions, after experiencing nightmares.
Patient is quite naive and shows an almost pathological desperation to be praised or recognized for her actions, presumably related to the self-esteem issues noted above. She is easily placated by encouragement and appeals to her strengths and abilities, making her much more agreeable to following commands.
Phobias:
Entomophobia - The patient displays extreme revulsion toward insects, spiders, and other vermin. She refuses to approach or touch the creatures even to crush or otherwise dispose of them. It is unclear if this stems from past trauma or is simply a childish irrational fear.
Claustrophobia - Patient also displays fear of enclosed spaces, though not to the same extent as her entomophobia. Her first solitary confinement punishment lead to the patient desperately trying to escape the enclosure, screaming about being trapped. Threats of further solitary confinement are usually enough to get her to behave.
Other Notes: The patient has a habit of pulling pranks and making terrible puns. Be wary and do not react. Reacting to her antics only encourages her.
A traveler from Tian Xia, having become an adventurer out of boredom, wanderlust, and a need to prove herself. Taking various odd jobs to earn money and fame, she was eventually contacted by the strange count from Ustalav (or maybe someone else more appropriate) who claimed to be looking for aid in some supposed combat-related endeavor and promising a large reward. When she arrived, her would-be employer wished to run some "tests" to see if she was truly capable of the "job". In truth, he merely wanted her as a test subject, subjecting Seoli to horrors beyond her comprehension.
Seoli managed to fight back and escape (though not without injury), fleeing as far as she could before collapsing in the streets of an Ustalav town. Her own mind developing her amnesia as a coping mechanism to forget the terror she experienced. Reduced to a babbling mess at the time, concerned townsfolk brought her to the asylum.
Any thoughts or things you'd want me to add and/or change?