If there's nothing explicitly stated, then that's good and I'm free to input whatever I like for them. I'm thinking of having these characters be absolutely evil, even before Lowls, like the Half-Trox originally being an Infernal Cleric of Asmodeus who enjoyed torturing and forcing others to submit their wills to her.
The Campaign Traits only give an idea of how your current character feels about a past they don't remember, but nothing about what they did at the time.
Davor Firetusk wrote:
The PCs don't get their full memories back until much later, but the content of those memories is actually pretty open. To my recollection the only specified plot points are outlined in the second book of the AP. Well the 3rd book does specifically cover how they lost their memories as well.
Yes, but I'm trying to drop hints at who they were. These Good people might have been Evil.
Hello, I'm a GM running Strange Aeons and need some help with a few things. The first book doesn't seem to say what the PCs were before meeting Lowls (which is good) but doesn't say what they did when they worked for Lowls either (which is bad).
I'm also putting together the secret backgrounds for each of the PCs who lost their memories. I have a few plot points that I can use as I wish since my players asked/bought/took things but didn't specify them on purpose.
I'm hoping to hear what their jobs were with Lowls (or at least the page number in which book) and to brainstorm possibilities for these characters, ignoring the mechanics of how to do or did things since I use plenty of alternate rule sets and all sorts of things, including third party content. Most of what I'm going to list is just to sum up what they are essentially playing.
CG Half-Trox (think just a Medium sized Trox) Kineticist with magma and only magma. She has the holy symbol of a deity engraved into her forehead. The set of lower vestigial arm (think four arms coming out of the lower rib cage and stomach) are missing.
CG Kitsune Kitsune Sorceress illusionist with some telekinesis. Has absolutely no gear except for her haramaki armor.
NG artificially-made Android alchemy Wizard with plenty of healing and buffing. Could be self-inflicted, could be on purpose.
CG Arshea devout Fighter who is a Psychopomp version of a tiefling or aasimar. Has a big spear, big shield, big armor, white horse, and a signet ring. Also has a strange draw to a mask.
Hi, I'm running Rise Of The Runelords for a few friends, GMing and playing it. It's just myself and two others, but we're doing gestalt and using Spheres Of Power content. I had this crazy idea for my character to try and add to the world and to the plot.
My character is meant to be a necromancer who is weak, frail, has no memories, and doesn't have control over his magical powers at first.
I'm even having him do a thing in the first fight:So, who is he? He is Zutha, Runelord Of Gluttony, brought back to life by the three books coming together. However, since none of the Runelords expected Earthfall to be so devastating and to delay them for so long, his original magic and plan has gone awry. He's been brought back with no memories, but knowledge that seems to come and go, like languages, information on different creatures, and even some unexplained foresight to traps and how to disable them. At the same time, he isn't the unique type of undead from before and instead a sort of human with some undead traits.
accidentally turn the dog that's killed right before the first encounter at the festival into a burning dog skeleton.
These are all done through being an Empiricist Psyforensic Investigator/Lichling Soul Weaver, who souls in his Bound Nexus are actually past servants who willing serve him, though he doesn't understand why. As he levels, he remembers more and more and learns to better wield and unlock his original magics.
So, what can I do through the AP to interweave the plot and this character? I have some ideas but I thought I'd ask around and see what comes up. My players are relatively new and learning the world as it comes too. Just please please for the love of the Dawnflower not turn this into a discussion about being a GM and a player...
Exactly, a normal seamless solid metal collar. Break it. Masterwork Manacles (the closest example) have Hardness 10, 10 HP, and a Break DC of 28. Difficult but not impossible.
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race.
Benefit(s) You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
What does it mean by type of animal?
If I had to choose, which would be it?
Step 1. Bring creature below 0 and stable (consider Golden Legion's Stayed Blade feat)
Step 2. Spam Capture Monster in a Take 20 fashion. A nat 1 is an auto fail on a saving throw, so you are using it until it gets a nat 1, like taking 20.
Some types of creatures can't be knocked out, but any situation you can spam it without stopping should have the same effect.
For a build, I'm trying to find all morale bonus boosts, like Courageous and an Imperious Sorcerer's Heroic Echo, but for Extraordinary abilities.
The things I'm looking for would be either:
This character isn't a spellcaster but does have good Charisma.
Magus has only recently gotten spontaneous spellcasting archetypes though.
Magical Lineage on Arcane Mark?
When I make magi, I prefer to go for consistent weapon damage over nova spell combat, using arcane strike for more attacks.
I want to make a mindblade with as many weapon attacks as I can get and big damage output.
Aerokineticist's air's reach wild talent apply to other utility wild talents like greater windsight?
GM Rednal wrote:
20 ft. Reach... I know exactly what I'm doing now.And then Kinetic Form...
Racial Ability Score:
Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP). While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape).
Does this mean that the Skinwalker can get +4 to one physical stat?
TK Haul works as Basic TK which requires an unattended object. But the object only has to be unattended for the initial cast. After that, you can do whatever you want with it as long as you keep concentrating and the item doesn't leave your range.
So, unattended sheet of metal, teammate stands on it, improvised floating disk?
The plan was instead of taking overwhelming soul to not burn, I'm just going to not burn and keep the benefits that overwhelming soul gives up. If I end up needing to burn, I can take a day off and reset myself.
I wasn't aware that temp bonus to Con boosted hp. I thought it was a special case for barbarians. So, what is the actual difference between temp and permanent?
I'm okay with not reducing burn if it means the size bonus to my Con affects my hp. Every now and again, I can take a day off to reset my burn back to useful minimum (elemental overflow).
All I can find is to make a DC 15 Fort or penalties. At the level when I have size bonuses, I am rarely going to fail that.
yeah. you missed the fact that you cant use a lot of cool abilities cuz your burn for them will keep adding up till you're unconscious. Enjoy.
I don't think I reburn myself daily to regain the benefits if the burn is never removed.
The spell it references is in the advanced class guide, aura sight. They have the ability because it is thematic, spending your standard action to tell others where to attack is fine, they still have a 50% miss chance.
Yeah, but shouldn't it include the other aura stuff from the book? Emotion auras and such?