Johangir |
Anyone finish their level 1 character (sans campaign trait) for Strange Aeons yet? If so, post and share them here
Balgin |
Concept: Gregor Ortinski
Gregor hails from Morast. He has memories of his early life on the edge of that great swamp. Many of these involve his mother preparing fish. The calm, methodical manner with which she would work the knife, rendering that dweller of the murky depths into something safe to eat has always stuck in his mind.
The Ritualistic trait seems to fit Gregor the best. However, sadly, for this adventure path I shall be playing the role of the GM.
Mark Carlson 255 |
Here's mine. Lenore Ushura, Dandy Ranger and VMC Diviner
Very interesting, thanks for the share.
That Con score of 3 though has me worried.MDC
minoritarian |
1 person marked this as a favorite. |
Dmitry Zaichev, mind chemist.
Face pocked with small acid burns, or possibly lesions from the suckers of a cephalopod, he can't remember. He remembers being a student in Caliphs and the excitement he got from finding new lore and the smell of chemicals in the lab, bit he doesn't remember being clumsy enough to sustain burns to his face. And his left hand is a ruin of scar tissue (foul brand drawback) that seems to move of its own accord, drawing itself into shapes that his mind pulls away from.
Mark Carlson 255 |
1 person marked this as a favorite. |
Dmitry Zaichev, mind chemist.
Face pocked with small acid burns, or possibly lesions from the suckers of a cephalopod, he can't remember. He remembers being a student in Caliphs and the excitement he got from finding new lore and the smell of chemicals in the lab, bit he doesn't remember being clumsy enough to sustain burns to his face. And his left hand is a ruin of scar tissue (foul brand drawback) that seems to move of its own accord, drawing itself into shapes that his mind pulls away from.
Sounds like a character out of Lovecraft's stories. IMHO the way he might tell it is remembering what he was like before and then trying to figure out just how he got to be like he is now.
MDCThe Shifty Mongoose |
Tal Fletcherson, LG human cult master mesmerist from Alvis, Andoran.
Determined to study the nature of sanity, and to ensure that others in his profession respect and encourage their patients, he had himself committed after realizing he'd been dumped in the outskirts of a town known for its superstitious distrust of all things magical. Figuring he could help the other inmates cope with their issues, as well as his own, he wouldn't want to unduly distress anyone by mentioning his "mind magic" came from experimentation by a cult in Alvis during his youth.
He'll start off asking the others if they can recall a song about a single star shining on a town in your dreams; it's actually Lone Star, with "Alvis" instead of "Texas". When he remembers the words, singing it will give him something to focus on when things get scary.
jedi8187 |
1 person marked this as a favorite. |
Rawson Graeme- Half-Orc Aberrant Steelblood Bloodrager
Grew u om the streets of Ustalav, always judged for his race. Decided to be what everyone always thought he was. He's rough, he's angry, and he knows how to fight. However he doesn't remember his blood burning, or the weird feeling he gets when he gets really angry. He's not sure, but he thinks something changed about him.
The idea is he was tainted as part of the events that occurred during the amnesia giving him the aberrant bloodline abilities. It's nothing big at first, but as he uses the power, corruption grows.
The Shaman |
Here's mine. Lenore Ushura, Dandy Ranger and VMC Diviner
You know, this definitely gives me an idea. Ustalav is sort of famous for its duelists (well, famous enought that there is a fighter duelist archetype, at least), nobles and curses, so a noble fencer with an oracle VMC and the tongues curse, screaming in Aklo when in a fight, could be quite thematic.
Gulthor |
1 person marked this as a favorite. |
"The Misbegotten"
Half-Orc Dual-Cursed/Spirit Guide* Dark Tapestry Oracle VMC Aberrant Sorcerer (Shattered Psyche and Wasting curses)
Feat: Nameless One (Plague Doctor's mask)
Traits: Twitchy, Carefully Hidden, Rich Parents (to pay for Nameless One)
The Misbegotten is the bastard son of a noble family; his mother was ravaged by a half-orc servant and The Misbegotten was the result. Unsure whether their child was a result of the servant's crime, his mother and her husband decided to keep the child, but when he was born, she rejected him and forevermore ignored his existence. Still, feeling some responsibility, his mother did her son a "kindness" and kept him a secret at the estate (albeit far from her sight), and he was raised by servants. His father's fate - whether he fled or was killed - was never discussed. When he grew older, the Misbegotten would sneak out some nights into the city slums looking for his father, but he never found him.
One terrible night, after being beaten by his mother's husband, the Misbegotten snuck down to the basement of the estate, and made his way to his father's old room, which had long been boarded shut. After prying the boards loose, he found the room empty and covered with a layer of dust. That night and for several nights thereafter, the Misbegotten slept in that dusty room until one evening when he happened to notice a brick out of place. Pulling it from the wall, he found a hidden compartment, and within, tomes on orc shamanism and containing occult rituals. The Misbegotten studied them feverishly in secret, and slowly began mastering the dark arts within. Years went by like this until he was eventually discovered with them. After being severely beaten and punished, the Misbegotten finally fled the estate, determined to find a master to teach him more.
To his everlasting regret, he succeeded. His master was a severe and brutal orc shaman, but despite the adversity, the Misbegotten flourished under his tutelage. When his master finally found him ready, he introduced him to a cabal of dark spellcasters who agreed to induct him into their foul order. The Misbegotten was tortured for days, his mind slowly peeled away like the layers of an onion. When he was finally broken, the cultists opened his mind to the void, and the void gazed back.
He awoke to the sound of screaming - an almost otherworldly, inhuman screaming, which he eventually realized was coming from his own throat. He tore himself free of his bindings, slew several occultists with his bare hands and teeth, and ran as fast as he could. As he ran, he remembered a ritual contained in his father's books - a ritual he had often wondered if his father had not performed: a ritual that would strip someone of their name and leave them disfigured beyond recognition. Somehow, he made his way back to his family's estate to recover the books and steal valuables to pay for the necessary components - his birthright, such as it was. Fortunately, he found both.
As the curse took hold, he found himself laughing for the first time in what felt like ages; but for the first time, it was the hysterical, sobbing laughter of a broken man.
The Misbegotten remembers little afterwards, but lives in a state of constant fear that the darkness within him will grow powerful enough to consume and control him. He desperately fights against the dark, but believes his survival instincts to be cowardice - were he a brave man, he believes, he would end his life. However, though he believes his own life is forfeit, he will gladly give it in the service of others, and to ensure that the rest of the world is protected against the darkness they don't even know is at their doorstep.
Despite that, the mental fog upon waking at the asylum will be different from his general mental state of deliberate and willful self-protective ignorance, and is exactly the sort of thing that will send him into a sobbing, hysterical panic.
Aberrant Tumor at 5 will be absolutely unwanted and should be an especially distressing body horror moment that I'll start hinting at from level 1. I want the Misbegotten to enhance the overall sense of horror in the campaign while also being an extremely effective party member (Misfortune and Heaven's Leap by level 3? W00t!) He'll also make real efforts to attempt to redeem himself and transform his taint into something that will benefit others.
Michael Talley 759 |
Name: Odbrun
Eberron Changeling (calling them Seemlings), Dark Tapestry Oracle with the Shattered Psyche Curse.
Traits Include
(campaign): Formerly Mind-Swapped
(Social): Fast-Talker
(Combat): Resilient
(Drawback Trait): Dependent
Snippets, parts just echoes of what one once was, always trying to fit in. Different lives, faces, places. All seem to be blurred and broken apart everywhere. All that seemed to matter was fitting in.
Acting Normal.
Being a person.
Any person.
But especially the person that everyone always likes.
And, people like helpful people... Right? Right.
Ability Score Racial Traits: +2 to any single ability score, chosen at character creation.
Size: Medium Size
Type: Humanoid Type (Shapechanger Subtype)
Base Speed: 30'
Languages: Automatic Languages: Common. Bonus Languages: Aklo, Dwarven, Elven, Giant, Gnome, Halfling and Terran.
Mutable Mind and Body: +2 racial bonus to saving throws vs. mind-affecting effects and poisons.
Naturally Social: +2 racial bonus on Bluff, Intimidate and Sense Motive.
Blend In: Disguise and Linguistics are always class skills.
Minor Shape Change (Su): All changelings have the ability to transform themselves at will. This ability is similar to Alter Self with the following exceptions.
This ability is a supernatural ability, akin to a lycanthrope's shapechange, and thus, it is not subject to dispelling.
Using this ability is a full round action that does not provoke attacks of opportunity.
While this ability does not affect clothing or gear, it does effect the tactile, olfactory and audible aspects the new form, thus granting a +10 circumstance bonus to Disguise checks.
This ability does allow changelings to appear as specific people, including those of other genders.
This ability does not grant any new abilities or movement rates. Likewise, this ability does not allow the changeling to change its size category.
It lasts for as long as the changeling desires, even if unconscious or sleeping (although changelings do revert back to their natural form upon death).
Anything that can see through or acts on a shapechanger's alternate forms applies to a changeling in the same manor.
Changelings with grievous physical wounds (lost eye, severed hand, etc) cannot disguise that injury regardless of their form, nor can a changeling mimic such an injury intentionally.
Humanoid (Shapechanger), CN, Dark Tapestry Oracle 1
Initiative: +3, Senses: Perception +2
AC: 18 Touch: 14, Flat-Footed: 14 (+1 Dodge, +4 Hide Armor, +3 Dex)
HP: 10 (HD: 1d8+2)
Fortitude: +3, Reflex: +3, Will: +4
SD: +6 bonus against Mind-Affecting Effects, +2 Bonus against Poison
Melee: Morningstar +1 (1d8+1/x2 B&P) or Touch of the Void +1 (1d6+1 Cold/x2)
Ranged: Light Crossbow +3 (1d8/19-20 P 80ft)
Str 13 Dex 16 Con 15 Int 16 Wis 15 Cha 19
BAB +0 CMB +1 CMD 14
Feats
Dodge
Skills
[All Int & Wis based skills suffer a -2, the following account for them]
Bluff +11, Heal +5, Intimidate +6, KS: Arcana/History +5, Linguistics +5, PS: Cook +4, Sense Motive +6, Stealth +7
Spells
Concentration +1 (Shattered Psyche imposes a -4 to concentration)
0 Level- Detect Magic, Light, Purify Food & Water, Read magic
1 Level(4/day)- Cure Light Wounds, Magic Weapon, Shield Of faith
Gear
Morningstar, Lt. Crossbow (10 bolts), Hide Armor, Backpack, Bedroll,
belt Pouch, Flint & Steel, Mess Kit, 50ft Rope, Trail Rations (5 days),
Waterskin, (2) Sunrods, (4) Candlerods, Gear Maintenance Kit, (10) Blackfire Clay Bricks, (5) Tindertwigs
Special Abilities
Mutable Mind & Body, Naturally Social, Blend-In, Minor Change Shape (su)
Oracles Curse [Shattered Psyche], Orisons, Touch of the Void(Su) 7/Dy
Laveral |
Our GM is having us build multiple characters, at least two, and sending them to him. He will then choose which character that we will play from those characters. I built five characters. That was carved down from the eight I created total.
half-elf cleric eclesiatheurge of sarenrae
Half-elf sorcerer accursed bloodline
Human inquisitor of pharasma spellbreaker
Human bloodrager celestial bloodline spelleater
Versatile human brawler shield champion
This is the first game I will actually be playing a character in after two years of running Shattered Star and the beginning of Jade Regent. Really looking forward to it.
Lazaro |
I'm GM, so here is the Cast for my "In Search of Sanity" game:
One - male halfling unchained monk
Two - female "human" (half-orc) skulking slayer (rogue)
Three - male human swashbuckler
Four - male gnome cleric of Desna
Five - female dwarf fighter
Six - male halfling daring champion
Genny Two-Tail - female ratling
Elsabeth Hempstock |
Elsabeth Hempstock
Female Tiefling Witch (Hedge Witch)
(Looks like and uses mini that matches avatar)
Elsabeth is inspired by the strong females Neil Gaimen portrays in his novels who are all members of or descendants of the Hempstock family (Ocean at the End of the Lane being their most major appearance) she also has a dapper sage archetype skunk familiar named Phineas, who she calls Fnunk.
I left a pretty blank slate from her youth/loss of mentor, to the AP, probably 5-10 years, I like the idea of the last thing you remember being traumatic, instead of mundane, even if distant.
Female tiefling witch (hedge witch) 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 84)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +2; +1 trait bonus vs. charm and compulsion
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . starknife +0 (1d4/×3) or
. . 2 claws +0 (1d4)
Special Attacks hexes (evil eye[APG], healing[APG])
Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +7)
. . 1st—burning hands (DC 15), lucky number
. . 0 (at will)—detect magic, read magic, stabilize
. . Patron Healing
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex[APG]
Traits desperate focus, methodical mind (arcana, history, planes; arcana, history, planes, planes), varisian tattoo
Skills Craft (alchemy) +8, Fly +6, Heal +6, Knowledge (arcana) +9, Knowledge (history) +9, Spellcraft +8, Use Magic Device +3; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Dwarven, Elven, Varisian
SQ prehensile tail, warded against nature, witch's familiar (skunk (sage) named Fnunk)
Combat Gear alchemist's fire, healer's kit; Other Gear dagger, starknife, backpack, bandolier[UE], bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, silver holy symbol of Desna, spell component pouch, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 13 gp, 5 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Warded Against Nature Animals will not willingly approach within 30 ft.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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The coal mine, once the heart of a thriving community, now a long black scar, between the abandon industry, lasting ill health of the former miners, and the feeling of ill omen that radiates from its shaft, which was the final resting place of the burned and dismembered witch Black Aggis some 40 years gone by.
Certain her problems were done, her mother fled the town, to settle in Carrion Hill, where she met her untimely end in an incident few from the town remember, or are willing to remember.
Elsabeth’s fate was not sealed to death by exposure, little to the knowledge of her birth mother, or the townsfolk, the mine was site of power for Black Aggis’s old coven. Often communing with her spirit in their ritual casting at the site of her interment. The coven, which included the local herb woman, found Elsabeth, and she was taken in by them.
Raised within their protective circle, she came to know them collectively as her mothers, she trained with each of them, learning their trades of herb craft, alchemy, healing, and the occult. She was known to the townsfolk, despised and mistreated by their tongues, but kept safe by the towns respect for her mothers, who were not known to be witches, but each a widow, or spinster, whom the town would turn to for wisdom and remedies.
As Elsabeth matured, more supernatural aspects of her nature became manifest. Animals would avoid her, cows would go dry, and finally the mayors horse became so unnerved he bolted, throwing the mayor, killing him.
The town in an uproar demanded vengeance on the unnatural creature, her mothers came to her aid. Unfortunately their gifts, in spite of their supernatural source, were of a helpful nature not a harmful. Their defence of Elsabeth only indicted them, and before the torch wielding mob, they found themselves and Elsabeth tied together at the stake.
When the fires first licked at their heels, Elsabeth weeped, and as the scourging flames consumed her mothers, her tears evaporated in the heat. As each one died, their merciful souls were unleashed as vengeful spirits. They brought their undead fury to bare on the townsfolk, while their daughter, unburned by the fire, had no more tears left to cry.
This final memory is the last one Elsabeth can remember, and it haunts her dreams every night.
hippster59 |
Holland O'Connell
Mysterious Stanger 1
Sleuth/Steelhound X
Holland is an a** and a drunk.
He has vague memories of working as a sheriff and detective. He is also haunted at night by vivid images of a woman and small girl burning alive....
Since the rest of my group is playing heavily themed characters, I wanted to play the guy who has no understanding of what's going on.
CrusaderWolf |
I wound up doing the same, hippster59. My other character concept was a benevolently crazy Inquisitor of Charuco, the Empyreal Lord of madness, dreams, oracles, and mists. Idea was that the inquisitors are members of a secret society called the Unravellers who oppose the creatures of the Dark Tapestry and are blessed with madness as a partial inoculation against the horrors they see. Chap wouldn't have even been particularly bothered that his memory was gone.
Rose Blackburn |
Heaven help me, I'm playing a class I've not liked since I laid eyes on it.
But the Talisman Crafter archetype fit my image of Rosie here fishing scraps of paper out of her pockets and brandishing them at the opposition, so yes, one and all, I'm playing a Chaotic Good Desnan/Black Butterfly honoring Occultist... and while she's human, she has heterochromia, and this changeling avatar is a remarkable fit.
Rose was born of Taldan stock in Andoran, with her parents being recent emigres due to some political hangups. Raised bookish and wealthy, she started getting into some pretty nasty arcane literature.
I'm pretty sure that during the missing years where Bad Things were eventually done, she dabbled in worship of Yog-Sothoth.
And now she's in Ustalav in an asylum. WHEEE!
Gulthor |
Heaven help me, I'm playing a class I've not liked since I laid eyes on it.
But the Talisman Crafter archetype fit my image of Rosie here fishing scraps of paper out of her pockets and brandishing them at the opposition, so yes, one and all, I'm playing a Chaotic Good Desnan/Black Butterfly honoring Occultist... and while she's human, she has heterochromia, and this changeling avatar is a remarkable fit.
Rose was born of Taldan stock in Andoran, with her parents being recent emigres due to some political hangups. Raised bookish and wealthy, she started getting into some pretty nasty arcane literature.
I'm pretty sure that during the missing years where Bad Things were eventually done, she dabbled in worship of Yog-Sothoth.
And now she's in Ustalav in an asylum. WHEEE!
I've been eyeing Black Butterfly as a patron for The Misbegotten in his attempt to redeem himself, too! :D
Rose Blackburn |
Seems a good fit. Campaign trait is going to be Ritualistic. Also took Faithful Artist so my Music Of The Spheres-obsessed PC can properly carry a haunting tune (and with her friggin' 20 INT, I'm not exactly hurting for skills)
Tagging along with dear Rosie's Ride To Madness, we have:
Asher Kort- A human male skirmisher ranger from Ustalav, focused on his Menacing Combat Style. He claims he's going to use Gory Finish every chance he gets. Seems to have been some sort of debt collector/bounty hunter back in the day. Very much a non-Mythos-oriented character. Preeeeeety sure he took Pugnacious.
Liese Van Straelen- Female human cleric of Pharasma, took the Knowledge domain, so I forsee Liese and Rose having a lot of esoteric conversations that bore everyone else. Not just a healboat, she's also better able to use her armor proficiency than Rose is (8 Strength. Take THAT, unwanted Martial Weapon proficiency!), so she seems to be our Battle Librarian.
<To be determined> We're still a ways out, so our fourth player is mulling his options. He's debating a mechanical puzzle-obssessed Alchemical Sapper or some sort of Inquisitor or a Mythos Scholar Wizard.
Gulthor |
I'm really hoping someone in our party decides to play a Tome Eater Occultist; I'm so tempted, but I really love my Dark Tapestry Oracle/VMC Aberrant Sorcerer. (I'm also tempted to play an Oradin, but I figure the Oradin that I had been planning on running - a pure innocent - will fit into plenty of other campaigns, whereas this is my best chance to play a Dark Tapestry Oracle.)
I'm the only one as far along in character development (as we won't be starting until next year some time), but our party will also consist of:
* an Amnesiac Psychic
* a Mindblade Magus
I've cautioned both players that psychic magic has its disadvantages, and it'll be our group's first Psychic and first Magus, but they're both interested in the challenge that may add. Similar to the way that I've designed a character that wants to add to the horror of the campaign, they're interested in playing fitting characters that may end up properly debilitated by the setting.
The campaign may not be using sanity rules, but we're all definitely playing flawed characters in the spirit of the AP.
I also joyfully discovered the existence of Bloodline Familiars, allowing me to trade out Aberrant's Acidic Ray and pick up an Aberrant Familiar instead. After a lot of consideration, my familiar will be a Raven with the Sage and Figment archetypes - basically, a part of The Misbegotten's Shattered Psyche made manifest. He'll torment The Misbegotten by having the knowledge that The Misbegotten has desperately and deliberately spent years trying to forget. Losing Deliver Touch Spells hurts pretty badly, but it's pretty hard to beat the concept of a figment familiar with a higher Int score and more knowledge than its creator.
Eryx_UK |
I'm still working on the detailed back story but here is what I am thinking of playing. Basic idea is that he remembers working in his lab, something about a strange woman asking for help and then waking up in an asylum beaten black and blue.
Malik Korai
Male half-elf alchemist 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8 (1d8)
Sanity 43, threshhold 3, edge 21
Fort +2, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
quarterstaff +1 (1d6+1)
Ranged bomb +3 (1d6+3 Fire)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist Extracts Prepared (CL 1st; concentration +4)
1st—cure light wounds, firebelly (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 16, Wis 14, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Amateur Investigator[ACG], Brew Potion, Skill Focus (Knowledge [arcana]), Throw Anything
Traits enduring mutagen, pugnacious
Skills Craft (alchemy) +7 (+8 to create alchemical items), Knowledge (arcana) +10, Knowledge (nature) +7, Perception +8, Sleight of Hand +6, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Vudrani
SQ alchemy (alchemy crafting +1), elf blood, human alchemist, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear dagger, quarterstaff, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 59 gp
Extracts in book: Bomber's Eye, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Firebelly and Jump.
Drs. R. H. S. P. Stuart-Mill |
A human Brawler. His body is covered with tattoo's like :
THE GREATEST, THE PEOPLE'S CHAMPION & FLOAT LIKE A BUTTERFLY, STING LIKE A BEE.
There is also a tattoo with a name C.M. Clay he assumes that this is his name.
My guess is that somewhere in the campaign he will change his name.
Stats :
STR 20
DEX 14
CON 16
INT 12
WIS 10
CHA 12
My only worry is that there are no brawlers discribed in the character tips.
Jacob Audette |
1 person marked this as a favorite. |
Mhmm. Aberforth Krant, cleric of Desna. A soft-hearted healer who awakes with only hs name, his goddess' precepts and the impending sense that he's done something horrible.
Aberforth Krant
Male Human Cleric of Desna 1
NG Medium Humanoid
Liberation Domain
Luck Domain
AC 11, FF 10, Touch 11
HP 10, CMB 2, CMD 13
Fort 4, Ref 1, Will 5
Speed: 30 feet.
Melee: Mace +2 (1d6+2)
BAB +2
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Skills: Diplomacy 1 +5, Religion 1 +4, Heal 1 +7
Feats: Extra Channel, Shield Focus
Traits: Child of the Temple, True Devotion, Bit of Luck (6/day), Liberated (1 round per day)
Channel Energy 1d6 (6/day).
Posessions: Travellers clothes, vestments, holy symbol, candles, parchment, ink, The Eight Scrolls, scale mail, light mace, light steel shield. 34 gp.
Jacob Audette |
A human Brawler. His body is covered with tattoo's like :
THE GREATEST, THE PEOPLE'S CHAMPION & FLOAT LIKE A BUTTERFLY, STING LIKE A BEE.
There is also a tattoo with a name C.M. Clay he assumes that this is his name.My guess is that somewhere in the campaign he will change his name.
Stats :
STR 20
DEX 14
CON 16
INT 12
WIS 10
CHA 12My only worry is that there are no brawlers discribed in the character tips.
No, but brawlers are like fighters in that they're universally useful enough that they can fit in most situations. Whether it's spooky tentacle things, demons or bandits on the road, something's gonna need to get punched in it's stupid face (or faces, as far as Lovecraftian horrors are sometimes concerned.)
You should have little issue fitting in.Misroi |
Drs. R. H. S. P. Stuart-Mill wrote:A human Brawler. His body is covered with tattoo's like :
THE GREATEST, THE PEOPLE'S CHAMPION & FLOAT LIKE A BUTTERFLY, STING LIKE A BEE.
There is also a tattoo with a name C.M. Clay he assumes that this is his name.My guess is that somewhere in the campaign he will change his name.
Stats :
STR 20
DEX 14
CON 16
INT 12
WIS 10
CHA 12My only worry is that there are no brawlers discribed in the character tips.
No, but brawlers are like fighters in that they're universally useful enough that they can fit in most situations. Whether it's spooky tentacle things, demons or bandits on the road, something's gonna need to get punched in it's stupid face (or faces, as far as Lovecraftian horrors are sometimes concerned.)
You should have little issue fitting in.
gustavo iglesias |
I'm the GM
We are doing 15 point buy characters, with a drawback and a compulsory campaign trait. We'll start in 3 weeks, when we finish Iron Gods.
The starting team, if nobody changes his mind, will be:
A Sacred Shield Paladin of Torag, with a couple levels of Honor Guard Cavalier Order of the Dragon. Has awakened with True Devotion to Torag, but faintly remembers not being that way in the past.
Staff Magus. He is pugnacious and a bit overconfident. Remembers something about a place called Mysterium. Also dreams with
Hyenas.
Alchemist Mindchemist. Has awakened his mind (sensitive mind trait) with the use of mind-altering drugs. He vividly remember to contact "something" while he had expanded awareness because of the cognatogen.
A methodical mind wizard. He is an expert im summoning, and is trying to learn more about a word written (probably by him) in the boarders of his spellbook: Carcosa.
A bard/oracle of the moon, gipsy-like varisian vagabond, who worships Desna and fights with the traditional starknife. He is haunted by spirits, and feels guilty about something he deeply regrets, with flashbacks of a murdering
Arassuil |
Well, due to my TPK of our Reign of Winter party (as well as the new GM changing his mind from running Carrion Crown), I'll be participating in Strange Aeons soon. A shame, as my Cleric for CC was pretty decent from a background point of view.
Not sure what would be very appropriate in Strange Aeons, so here is what this cleric will be:
Ragnak Many-Scars
Male Half-Orc/Half-Kellid Cleric of Kurgess 1
CG Medium Humanoid
Homeland: Numeria
Age: 30
AC: 17, Touch: 11, Flat-footed: 16
HP: 12, CMB: +2, CMD: 13 (14 vs. Grapple)
Fort: +5, Ref: +3, Will: +6 (Additional +2 on saves vs. Fear)
Speed: 30 ft.
Melee: Masterwork Cold Iron Falchion +4, 2d4+3, 18-20 x2
Ranged: Cold Iron Javelin +2, 1d6+2, x2
STR: 15, DEX: 12, CON: 12, INT: 14, WIS: 14, CHA: 14
Skills: Diplomacy +6, Knowledge (Arcana) +6, Knowledge (Religion) +6, Perception +7, Sense Motive +7, Spellcraft +6
Feats: Toughness
Traits: Ancestral Weapon (Cold Iron), Fate's Favored, Sensitive Mind (Perception)
Drawback: Paranoid
Class Features: Aura (Good), Bit of Luck 5/Day, Channel Positive Energy (1d6) 5/Day, Domains (Luck, Travel [Trade Subdomain]), Silver-Tongued Haggler (+1) 5/Day
Racial Features: Orc Blood, Sacred Tattoo, Skilled, Unflinching Valor, Weapon Familiarity
Possessions: Backpack, Bandolier, Bedroll, Belt Pouch, Blanket, Chalkboard with Chalk (5 sticks), Cold Iron Cestus (2), Cold Iron Javelin (5), Cold Iron Shortspear, Cold Weather Outfit, Earplugs, Folding Pole, Four-Mirror Armor, Grappling Hook with Hemp Rope (100 ft.), Hammock, Light Wooden Shield, Masterwork Cold Iron Falchion, Mess Kit, Sack, Signal Whistle, Sling with Cold Iron Bullets (20), Waterskin, Whetstone, Wooden Holy Symbol of Kurgess, 10 gp
Berselius |
Samantha Glassbreaker: Female ulfen human barbarian (unchained)/ranger (sword devil)
ibayboy |
Well we just completed Iron Gods. Time to hang up the EMP rifle. I'll be running Strange Aeons next weekend, and the sacrifices have been submitted.
Male, Human, Fighter (Cad) GMPC
Female, Dusk Elf, Universalist Wizard
Female, Human, Cleric of Desna (Roaming Exorcist)
Female, Emberkin Aasimar, Investigator (Empiricist)
No names, no gear, no memory, no hope...
Rose Blackburn |
Tagging along with dear Rosie's Ride To Madness, we have:
Asher Kort- A human male skirmisher ranger from Ustalav, focused on his Menacing Combat Style. He claims he's going to use Gory Finish every chance he gets. Seems to have been some sort of debt collector/bounty hunter back in the day. Very much a non-Mythos-oriented character. Preeeeeety sure he took Pugnacious.
Liese Van Straelen- Female human cleric of Pharasma, took the Knowledge domain, so I forsee Liese and Rose having a lot of esoteric conversations that bore everyone else. Not just a healboat, she's also better able to use her armor proficiency than Rose is (8 Strength. Take THAT, unwanted Martial Weapon proficiency!), so she seems to be our Battle Librarian.
All of this stayed put as we whipped out the end of some outstanding campaignage...
<To be determined> We're still a ways out, so our fourth player is mulling his options. He's debating a mechanical puzzle-obsessed Alchemical Sapper or some sort of Inquisitor or a Mythos Scholar Wizard.
And true to form, this guy decided to go with NONE of the three choices he'd mooted earlier in their original form...
Nope, now he's Flindle Broomshanks, a Gnome rogue obsessed with mechanical puzzles and possessed of an unfortunate tendency toward pondering aloud why we can wear animal skins but not the skins of humanoids...
Our GM has also instructed us all to come up with a "next of kin" to replace us if we get killed, with the caveat that they cannot be both the same race and the same class. Backstory is of course going to be hazy, but he says our relationships determine which modified campaign trait the replacements get- we don't pick.
Now I'm almost hoping we suffer some losses!
DBH |
Well we just completed Iron Gods. Time to hang up the EMP rifle. I'll be running Strange Aeons next weekend, and the sacrifices have been submitted.
Male, Human, Fighter (Cad) GMPC
Female, Dusk Elf, Universalist Wizard
Female, Human, Cleric of Desna (Roaming Exorcist)
Female, Emberkin Aasimar, Investigator (Empiricist)No names, no gear, no memory, no hope...
We now know our names!
Vennel Caronarc - Male Human Fighter (Cad)/Rogue (Knife Master)
Alana Female - Aasimar Investigator (Empiricist)
Marissa Grimm - Female Human Cleric of Desna (Roaming Exorcist)
Sylmara Wintersky - Female Dusk Elf Wizard (Universalist)
The Tatterman |
ibayboy wrote:Well we just completed Iron Gods. Time to hang up the EMP rifle. I'll be running Strange Aeons next weekend, and the sacrifices have been submitted.
Male, Human, Fighter (Cad) GMPC
Female, Dusk Elf, Universalist Wizard
Female, Human, Cleric of Desna (Roaming Exorcist)
Female, Emberkin Aasimar, Investigator (Empiricist)No names, no gear, no memory, no hope...
We now know our names!
Vennel Caronarc - Male Human Fighter (Cad)/Rogue (Knife Master)
Alana Female - Aasimar Investigator (Empiricist)
Marissa Grimm - Female Human Cleric of Desna (Roaming Exorcist)
Sylmara Wintersky - Female Dusk Elf Wizard (Universalist)
I'll see you in your dreams, meatbags!