Got an alias for Carlos Luis Garcia here. Not your typical expert type from the shows and movies, but he still takes his studies very seriously. Changed up his original design, just kind of grew into something a little different overnight. Oops.
Possible History Connections
• They are your student, apprentice, ward, or child. Between you, decide which.
He’s probably too young for any of these personally; maybe a ward at most.
•They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was.
• They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know.
• A distant relation. Tell them exactly what.
• You were previously both members of an eldritch group, now disbanded. Ask them why they left, then tell them why you did.
• They once helped you get a singular item that is now part of your haven. Tell them what it was.
• You were taught by the same master. Ask them how it ended.
• You saved their life in a tight spot. Tell them what happened.
I can mix it up if I have to but I'd really like to play The Expert. I've always loved playing that backline knowledgy type and I'm very thirsty for it (seeing as I'm playing 4 beefy frontliners in most of my games right now); plus I just love those kinds of characters in stories. That and I want to fiddle around with the idea of Immortality in the story and the Expert can allow for that with one of its options (by stealing Immortality from The Monstrous Playbook).
I'm always down to make someone else but I'd love to play Luis, the vaguely Latino shaman in the woods with a love for earthly things and a minor rebellious nature for destiny and duty.
Also welcome to the second GM!
Been super busy this week, I feel like I've fallen behind after seeing this thread explode! I wanted to get at least something down.
Name: Luis García
Yet here I am waiting in my humble cabin, drinking a couple of beers, roasting a chicken; all while ensuring that my fetishes and baubles are strewn in such a way to protect me and whoever seeks sanctuary (and to not disturb my dinner). The woods in these parts hold dangerous creatures and secrets doubly so but the rent is cheap and the air is fresh so I can't complain about a few bad neighbours.
I know what they say about me when I go into the town, and yet what can you do? What I do to prevent the forest from creeping in is a sacred burden and one I would never wish on another... usually. However the spirits whisper and I feel that my burden may be lightened yet. A pack is forming and it is ready to destroy those that seek desecration to the world... perhaps they will be in need of my skills. Though for now, I can taste the stew finishing.
Possible Playbook: Expert, Spell-slinger, Spooky
General Majors Memorial High School: The largest high school in the County is ripe with hormones, drama and young flesh for the creatures of night. It seems that every single year around Halloween there are strange disappearances. The police force calls them pranks but for those initiated into the true world, they know full well it is a more sinister purpose. They still have the best Football team (Go Wolves!) and a cafeteria that houses the worst food fights.
The Old Coalmines: Once a great part of the outskirts the old mines, the quarry and the surrounding areas have become nothing more than a shell of their former self. Sunken and more than half-collapsed, the mines seem to be surrounded by a perpetual smoke and fog from the fires that still burn below. No one really knows what started those initial flames, but many believe it to be sabotage and yet some others believe it to be something else. What people do know for certain is that the smoke and fog is toxic, and it is best avoided even for the most experienced urban explorers and thrill-seekers.
The Thresholders: When people think of the undead they always think of the rotting, shambling corpses seen by many movies (and Thriller). The Thresholders are an organization of various undead who are dedicated to the public relations aspect of undeath; that is to say they try to recruit others using the charms and allure of immortality. Whether or not they are benevolent or are trying to slowly build up their ranks is hard to tell, but they have plenty of years of experiences to share and are an excellent source of information (if you can stand the smells).
Parker-Luntelle Observatory: A familiar location for lovers and children on field trips, the observatory boasts the largest telescope in the county. Situated on the cusp of the Parker Falls and the Luntelle River, it is one of the highest points and one that always seems to have a clear sky above it. Legend has it that the original founder discovered some special material and built the lens from it, a lens that actually channeled the moon itself to cut through the sky. The legends (probably) aren't true, but the owners of the observatory keep the maintenance a very close secret.
I would like to pull out my initial application of Amelia Reed and submit...
Tuco 'The Tailor' Rizer, Half-Orc Tatterdemalion, Mirror Witch. A tough, (definitely illicit) street doctor for the poor, criminals, and anyone else who walks his way. After causing a primal magic event in Skyside, his guilt of all the deaths led him to find enough work to get himself a proper place in Alkenstar where he can help folks with less fortune than he.
Hopefully it's not too late. Just dug around some old Shadowrun stuff and adapted a character I've always liked but never got to play.
Clayton Stenos is a man on the run from the crime gang he used to be a part of. Eventually he ended up in Nirmathas, starting a new life only to find that years later the hounds are still baying. Dedicated to getting his family enough money to get out of dodge, he signs up for a shady mission that has little disclosure. What is one more job with danger if it can get his family to safety?
A Venomfist/Snakebite Striker Brawler with some minor healing through Healer's Hands, he has trained with some druids to master poisons and how best to handle them, both offensively and defensively. A striker who can move swiftly through the field, he is ready for what lies ahead.
Here's what I found so far:
I'll be submitting Amelia Reed, a Dandy Ranger who wants so much to live the high life, not knowing what treachery and danger may be afoot in her climb to get there. I'll also flesh out the story more as I get more ideas but here she is.
It's tempting to play with guns but a political campaign always needs some kind of fancy duelist. Knowing only nobility from books and second-hand sources, she still fights with a parrying dagger and estoc.
I haven't decided on my Favored Nation, but any tips would be appreciated. Thinking Alkenstar based on her prior studies of it before heading over.
I don't like posting on Aliases until I need to, so I can delete them as necessary.
Dotting for interest.
Not sure what I want to run but I'll definitely be taking a look through my backlog of people I would love to delve into.
Currently playing a bunch of frontlines so maybe something more talky and supportive. I've always been enamored with the Phantom Thief Rogue or the Dandy Ranger; would they fit in?
I saw that no Occult classes are allowed but are Occult archetypes such as the Psychic Detective Investigator allowed? I'm intrigued for the setting.
Revenants are willing to kill everything and anyone, including innocents, to get their target.
They are specifically driven by hatred, and nothing else.
The two revenants I've encountered in Paizo APs say the same in their stat blocks, that they will kill whoever is between them and the target.
I played it so if Ilesi escapes she meets up with Oathsday and teams up there (making it a really rough fight). Though I have her keep the damage on her, and Oathsday has no qualms with letting her die to maintain her ruse.
If Campre escapes I allow him to answer some rudimentary questions and improve the attitude of the survivor faction by 1; otherwise the PCs have to do some work and possibly get sniped by the guards stationed.
Still submitting Vanessa Asergale, the Medium.
If there's an issue with the submission please let me know. Don't like posting on aliases until they're selected just in case I want to change the name down the road.
Tl;dr: Born as a vessel for a fiend and rescued from that dire fate she becomes a fiend Hunter.
Also from the interest thread.
I am wanting to try something a little different than my usual shady, saboteur, information broking fare.
So for my declaration of intent, I would like to have some sort of region that has a focus with decadence, art and overall diplomatic relationships, possibly near a body of water (could even be a lake, its really for beachside parties and festivals/holidays). Think a very Bacchus-inspired feel, as if the Roman Party Tendencies made it to the Renaissance; but without the heavy military focus.
I'm up for changing and moving things, I've just been very interested in political games recently so I'm just happy to play.
Death and Taxes - GM Budd the C.H.U.D.'s Feast of Ravenmoor, where I played as Dramin Jodare.
Guess I'll submit early!
Wasn't sure if we were using Traits so I left it blank. I also might swap out some minor stuff (like starting Gear or the HD 1 Feat), but the major portion is as you see.
I'm super into Legendary Influence despite how bad it is, but I've never had a chance to play a Medium so when in Reach right?
DM: Black Moon wrote:
Sounds great. Everything I read makes this better and better. Any idea of party size once recruitment is done?
Was considering a Medium with an actual focus on switching spirits but I wouldn't want to leave a party hole.
Derek Vande Brake wrote:
You can only expend Hit Dice you have.
For example if you are a 3rd Level Fighter, you have 3d10s to spend, distributed however you like throughout the day during your Short Rests. Maybe you spend 2d10 during your first, then 1d10 during your second rest much later. You would roll these dice and add Con to determine how much you heal.
You regain half of your maximum Hit Dice when you rest for 8 hours (Long Rest). That means they return to your Pool you can spend. You also get your full HP back.
Note that Short Rests take 1 Hour, but you can do minor things while resting such as eating, reading etc.
Good to know. Some people really like to keep it secret so I wasn't entirely sure. I don't mind changing things up a bit as well if I get selected (Animal, Magical Beast, Human all seem to be fairly safe from a Nature PoV).
I hate how feast or famine FE is, but them's the breaks!
Submitting Red Harenhill, a Ranger with supportive abilities through Healer's Hands (and eventually Signature Skill: Heal), Traps, and Sniping as their main combat style.
Losing everything in Galt, the man has spent the last while wandering Andoran looking for meaning again before settling down near Daggor; becoming that man who lives alone in the woods and comes to the village very rarely. If you're cool with that.
Also unsure about Favored Enemies, just threw down Humans as it was something he would have familiarity with.
The Sword-Devil trades away all instances of Favored Terrain, but for some reason still has Camouflage and Hide In Plain Sight (as a regular Ranger). Unfortunately both of these require Favored Terrains to function in Pathfinder.
What would be a reasonable replacement for these two class features?
This is for a non-PFS game, but I'm wondering more if people have experience with the Archetype and what it could have at those levels (12 and 17) to retain its flavour. I was thinking just something simple like Skill Focus: Stealth, or even a bonus Ranger feat (as it gets 2 styles at 11). These are honestly a little dull though.
Thoughts? Thanks in advance!
Pathfinder's Abhoth would do great for Plagued! I'll change my answer to that.
You could always make some of your own Corruptions, or mash abilities from the unused ones. Knowledge-Obsessed Corruption for instance could combine some of the Possessed abilities with the others you aren't using. Go wild and follow what inspires you!
If you want to stay closer to the source material, with the exception of Nyarl and Yog, most of the Ancient Ones don't care much for humanity outside of their agendas. Having them talk or offer power through an intermediary would be fitting for the flavour of the campaign and also provide a nice juxtaposition with the villains:
Tatterman/Briarstone Witch, The Pallid Mask/Hastur, Lowls/X-D, intermediaries are a prevalent theme throughout.
I'll see if I can whip up a Corruption or two, because I plan to use more in the future anyway and I'll link them up here if I get happy enough with them.
I would HIGHLY suggest reading the Book threads that are pinned (they have some really good information in them). People have a lot of differing opinions, changes and ideas and you can draw a lot of inspiration from them.
Go there! However some of my opinions...
AP as a Whole
Play up the Briarstone Witch's lore. Drop hints here and there. There isn't a lot on her and many parties may be disappointed with this random witch being the final encounter. Have her insidious influence move around the AP, through whispers and tomes.
Watch out for the Ghouls and Doppelgangers. Especially with a 3 person party these creatures can easily cause a wipe (one bad save on ghoul for instance and you're paralyzed). They are intelligent so maybe don't always have them fight to the death, or have them make some suboptimal moves here or there.
The Tatterman's Fear aura is incredibly swingy and his ability to Shadowwalk someone to another part of the asylum is basically a SoD (you won't survive 1v1 against him), so I would avoid using it offensively. Between the first and second phase of that fight, maybe give your party some hints that something else is coming, especially if they need the rest for a few rounds.
With that, let them utilize the library once they clean it out. This can provide you some really good backstory on the Asylum, the Tatterman, and the Briarstone Witch, which are all lacking from the players' PoV. It can also help by giving them hints about the Silver weakness the Tatterman has (again judge based on your party's strength).
Winter is a Cleric by default, but if you want to ramp up the difficulty and remove her 2nd level spells, make her an Inquisitor instead. This will also answer why she can't just keep conjuring food and drink and water for the survivors and why she has limited healing. Then again with 3 people, you may want her to come along on certain excursions, but keep in mind she doesn't quite know the PCs and she has a duty to the people there who are struggling to survive.
The Revenant Encounter is DEVASTATING. This can easily cause a TPK if they fail their checks. Give them a few Perception checks to notice its obsession with its target (a fairly big hint); so that they can tactically defeat it instead of just slugging back and forth (and losing).
The Assassin encounter with Risi could be very nasty if your party is sleeping and she sneaks up. Assassin encounters are cheap like that though, so keep that in mind. Maybe have an ex-machina save them (like her having a scuffle with another person in the inn on her way to their rooms). This can also let them have some blood on their hands which is good for the guilt and horror aspects.
I like the Troop subtype for the Fort Hailcourse raid as otherwise there are a lot of enemies there and it may bog the game down. Play up the mirror creature (can't recall its name) and its hit and run tactics.
During the dinner at Iris Hill ignore the rules for casting in public as it makes the evil enchanters a lot less dangerous if your team knows they're enchanters.
I would also recommend using the Denizen of Leng throughout the whole AP. She regenerates when she dies in this plane so there is no reason to not have her becoming more and more obsessed each time.
Its a fun adventure more or less, since for the most part you can't really die in the Dreamlands. I would replace the Bloodmist captain with our favourite Denizen of Leng here.
Try to spread out the real world encounters and the Dreamland encounters as it makes the Bloodmist encounter a lot more interesting.
You may want to drop a hint that the staircase focus is sellable as most of the gear in this part of the adventure can't leave the Dreamlands.
The final encounter is COOL AS HECK. Play up the clones, learn your party's builds and strategies, play like them. Ultimately the conclusion of this adventure is them getting their memories back, the biggest reveal so far, so make it momentous. Get some drama here, set some actual narration time aside, this is a BIG event.
I have my qualms with this book (Cough Gnolls). In terms of things to look out for, the boss monster of the Mysterium is pretty rough, and the Hounds of Tindalos if not dealt with are serious threats (they must break that mirror so hint at that).
Don't bother with the Derro passageway in Mun's place. It just draws in and sidetracks parties so don't even include it. I would rather not include it and maintain the illusion of choice.
Play up how vile Lowls is/was. All of the seeded here have name and backstories, make each one feel like a knife in the players' hearts. Lowls is willing to sacrifice anyone and ANYTHING to get what he wants so make them HATE him.
Try to hint that once they go through the ritual, there is no going back. Some parties may be upset that they aren't ready for the final stretch.
This is the book I've read the least.
The Pallid Mask should be a omnipresent force in this realm. That doesn't mean he's always aiming to kill the PCs, he has machinations that possibly go beyond that.
Ariadnah is a fairly easy encounter. People recommend switching the Pallid Mask and her as encounters, but you can see more about that in various threads here.
I haven't read too much into this book.
I hope this helps!