Recruitment: In Search of Sanity (Strange Aeons Book One)


Recruitment

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Hi there. A few months ago, I started a game set in Victorian England and following the Carrion Crown Adventure Path. I had an exceptionally hard time getting it to work due to a lot of real-life reasons that cropped up, but I’d like to start again, this time with a different AP: Strange Aeons. To start with, I’ll be aiming to finish the first book, with an interest in pushing on if that seems like something people want to do.

Historical Stuff:

So, here’s my pitch. The time setting, roughly, is 1840, shortly after the beginning of Queen Victoria’s reign. Historically, the things that happened prior to that time would have happened, and since I’m a history nerd, I’ll be taking that into account. However, with European society, there’ve been different schools of magic. The arcane is a scholarly magic, studied in the universities and schools. There aren’t “magic schools”, but there are professors who know quite a bit about how it works. The divine is more faith-based, and though one religion doesn’t have more power than another because of this, most divine magic-users in England are within the Church of England. Occult magic is either ingrained in a child from birth, acquired as part of a pact with unnatural forces, or pushed on an unwilling subject.

So, given that, magic is not a high-percentage sort of thing. Even within the Church of England, the number of priests that have levels in Cleric, or even Adept, is no more than 5%. All three schools of magic together are uncommon enough, and memories of witch-hunts fresh enough, that there hasn’t been a major societal shift in favor of magic versus technology. As a result, European society is at pretty much the same place it was in the real 1840.

The campaign takes place in England. Beyond that, it’s not clear right now. Certain parts may take place in London, and others may take place in the British colonies, if we get that far.

Character Creation:

I’m going to be doing this a bit differently than usual. As far as build rules go, let’s go with the following:

Point Buy 15.
Races Human. If you have another race you think would work within the setting, talk to me first. I need a pitch about how the race works within the setting and a brief blurb about the character you want to play.
adClasses I’d like the setting (late Victorian England) to inform class choice. If you can justify it, I’ll allow it. Arcane (scholarly) and Divine (religious) magic isn’t unheard of in the England I’m envisioning, but Occult magic would probably be more common.
Guns Guns are commonplace. I’m working on a feat that would simulate the gunslinger’s gun training for other classes to reduce reliance on that class for damage.
Starting HP Class max, half plus 1 for each level beyond the first.
Starting Gold (pounds) As your class average in equipment.
Traits One. This trait may not be a campaign trait. I’ll assign the last trait myself early in the game.
Third Party None please. I'm not familiar with most of it.

Now this is where it gets weird. I don’t want a background at all, with a couple of exceptions. I want a couple sentences of what your character looks like, and a brief description of what his or her childhood was like, ending around fourteen. No more than a paragraph, total. That’s it. Try to not have too many ideas about who your character was as an adult, since we'll be working together on background stuff as the game progresses.

Further, while your character should have a name, don’t use it for your profile. You’ll be receiving a patient number instead.

In addition to the character creation rules, I’d like to know a bit about you as a person. What you do for work, where (in terms of country, at least) you live, what else you do for fun. Since I’m not going to have much in terms of background, it’d be great to know the players a bit better.


Dotting for interest.

GM Aest wrote:
I want a couple sentences of what your character looks like, and a brief description of what his or her childhood was like, ending around fourteen.

Is there a min or max for how many years must have passed since then? I'm not familiar with the Strange Aeons setup.


Hi GM.

What kind of posting rate are you thinking of?

What do you think of the psychic detective archetype of the investigator for the campaign?

And what do you think of being able to cast psychic magic when under an emotion or fear effect? That seems to make occult magic a bit of a bad choice for a horror themed campaign ironically enough.


Sounds pretty cool. Dotting for interest.


This sounds pretty interesting! I've got an idea for a fighter with the possessed hands line of feats, who himself fights with single handed weapons. Eldritch Guardian fighter, with the Mauler Archetype for his hand, if possible. I'll need to look into things to see how quickly I can bring it all together.

Edit: What a shame! I can't do so at level one, only because Hand's detachment isn't a combat feat! I'll have to wait until level three, I suppose.


Also dotting for interest.

Will you be using Background Skills from Pathfinder Unchained at all?


Dotting. I'm feeling the itch to try Pathfinder again (I mostly play 5e).

I'm looking over the occult classes now, but I'm also thinking a witch who has to practice in secret may fit into this world.


Dotting. Eldritch archer magus I think or maybe a winding path deciple brawler

Edit: how will you handle armor (flavour wise), I am no expert on victorian England, but I am pretty sure medival style armor has fallen out of fashion quite a while ago...


Might be a fun place for my idea for a spiritualist who is haunted by the spirit of his twin brother who died as a child.


Joseph Soltz wrote:

This sounds pretty interesting! I've got an idea for a fighter with the possessed hands line of feats, who himself fights with single handed weapons. Eldritch Guardian fighter, with the Mauler Archetype for his hand, if possible. I'll need to look into things to see how quickly I can bring it all together.

Edit: What a shame! I can't do so at level one, only because Hand's detachment isn't a combat feat! I'll have to wait until level three, I suppose.

I'm gonna have to figure something else, I think; I can't quite get things to work the way I wish, unfortunately, and while neat, it doesn't specifically mesh with the Strange Aeons theme.

I really wish you hadn't asked not to use third party, I had an idea for an Old One-tainted professor of the sciences. Oh well! I'll be back with another concept, hopefully rather soon.


Dotting in on this one.


Dotting. I'm thinking of either making an investigator or (on the opposite end of the spectrum) a brawler.


@Yorick's: There's no min or max for years. I'm imagining that most of the characters are going to fall between 25 and 35ish, but outliers could exist.

@Azih: I'm thinking around 4 posts/week. It might go a touch faster or slower, but that's about where I am in my other game, with the exception of the last couple of weeks, which have been hectic for a variety of reasons. I'm fine with the Psychic Detective, but don't think I'm going to adjust the rule for Occult magic, since without that drawback, it'd seem to be markedly stronger than the other two in terms of being sneaky.

@Phntm888: Good question. I personally like background skills, and forgot to put them up there. They're in.

@Yokaiboy: I'll have to think about armor a bit. Plate certainly isn't really a thing in 1840. Let me get back to you on that.


Sounds very interesting. Will come up with something.

Question: if playing a female character, do we need to stick with gender roles of the period? Will we be at a disadvantage in some areas, or is this an alternate history where women could be doctors or professors, etc. with some equality?

Contributor

Very interested. Thinking about maybe playing a witch or an oracle. I'll think it over.


Dotting in with an idea for the grandson of an old African slave (the slave trade only ended in England in 1807) with a penchant for lore, herb magic, and the stories his Babu (Swahili word for Grandfather) used to tell him. He doesn't recall much of his youth, but when his Babu died, he gave (Character name) two items of great personal value, one from the old world, one from the new, said to be imbued with magic from the now-dead Medicine Man. The weapon is currently listed as a longsword, but if guns are prevalent enough for that to be viable, I may switch gears and go Dex-based instead. If I do that, it'll be a dueling pistol, and I won't take dual-talented, so I can snag point-blank/precise shot at lvl 1.

Putting the stat-block here since I don't want to create an alias yet (due to name/patient number, etc.)

Statblock:

Human Occultist (Panoply Savant) 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +4

Defense
AC 14, touch 11, flat-footed 13 (+1 Dex, +2 Armor, +1 Shield)
hp 11 (1d8+2 +1 FCB)
Fort +5, Ref +2, Will +3
Defensive Abilities Warding Talisman +1

Offense
Speed 30 ft.
Melee Longsword +4 (1d8+4, 19-20)
Ranged

Special Attacks
Occultist Spells Known (CL 1; concentration +3)
0 – Resistance, Message
1st – Shield, Liberating Command

Statistics
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8

Base Atk +0; CMB +3; CMD 14

Feats Simple/Martial Weapons, Light/Medium Armor, Shields, Extra Mental Focus

Traits Pragmatic Activator
Skills
Craft +7 (1 rank, 3 class, 3 Int)
Knowledge (Arcana) +7 (1 rank, 3 class, 3 Int)
Knowledge (History) +7 (1 rank, 3 class, 3 Int)
Knowledge (Religion) +7 (1 rank, 3 class, 3 Int)
Perception +4 (1 rank, 3 class, 0 Wis)
Sense Motive +4 (1 rank, 3 class, 0 Wis)
Spellcraft +7 (1 rank, 3 class, 3 Int)
Use Magic Device +7 (1 rank, 3 class, 3 Int)

Languages English, French, Swahili, Spanish

Special Qualities
Mental Focus (6/6) 4 points in Weapon, 2 in Shield (+2 Str, +1 Resistance to saves)
Abjuration Implement (Babu’s Shield) +1 Resistance Bonus to saves per 2 focus, max 1 +1/4 levels
Mind Barrier Swift action, spend 1 focus, prevent 2 damage/level (immediate Action for 2 pts)
Transmutation Implement (Babu’s Owner’s Cavalry Saber (Longsword)) +2 Enhancement bonus to physical stat per 3 focus (max +2, +2/6 levels)
Legacy Weapon Standard action, spend 1 focus, give a weapon an enhancement bonus +1, +1/6 levels, 1 minute
Sudden Speed (Transmutation Focus Power) Swift action, spend 1 focus, +30’ move speed for 1 min.
Dual-Talented +2 Str, +2 Int, no bonus feat or extra skill

Other Gear X, 140gp minus the weapon/armor/shield

About Me:

My name is Richard, I’m a 30-year old nerd living the US in Idaho. I work as an administrative/support staff for two call centers, where I handle their staffing/scheduling/logistics. I’m currently in a couple of F2F Pathfinder games, and aside from gaming, I read a ton, write more, and do a little bit of open-mic stand-up comedy.


Awesome. I'll get my character finished up tomorrow.

With guns being commonplace, I'm thinking most melee combat these days is fencing or battling with a bayonet or saber on the battlefield. Not sure about armor - Kevlar isn't exactly a thing yet. Maybe lighter armors that can be concealed would be normal?


I am looking at a Witch, should have everything together tomorrow.

GM Aest wrote:
Guns Guns are commonplace. I’m working on a feat that would simulate the gunslinger’s gun training for other classes to reduce reliance on that class for damage.

In the interest of making firearms more viable for everyone, would you also consider combining Point Blank Shot and Precise Shot, or giving one for free? The feat tax of using ranged weapons at all during the early levels is pretty rough.

Grand Lodge

The Swashbuckler would be a decent class to use here, I might try for one of those.


Zanbabe's Submission
Along with the following there is some gear and lists of reference stuff for the character inside the alias. I think I got everything, but if you are curious about anything that isn't stated, or I missed anything that you asked for, just let me know.

Stats:

Studious Librarian Bard 1 | HP 10/10 | AC 13 T 11 FF 12 | Fort +1 Ref +3 Will +3 | Initiative +1 | Perception +5

Str 12 = +1
Dex 12 = +1
Con 12 = +1
Int 12 = +1
Wis 12 = +1
Cha 16 = +3

AC 13 / Touch 11 / Flat-Footed 12

HP 10

Saves Fort +1 / Reflex +3 / Will +3

CMD 12 / CMB 1

Initiative +1

BAB 0

Longsword
+1 Attack / 1d8+1 Damage / 19-20 x2 Critical / Slashing
Shortbow
+1 Attack / 1d6 Damage / x3 Critical / Piercing

Skills:

Acrobatics +3 |+1 Dex +2 improvisation
Appraise +3 |+1 Int +2 improvisation
Artistry +3 |+1 Int +2 improvisation
Bluff +5 |+3 Cha +2 improvisation
Climb +3 |+1 Str +2 improvisation
Craft +3 |+1 Int +2 improvisation
Diplomacy +7 |+3 Cha +1 rank +3 class skill
Disable Device +3 |+1 Dex +2 improvisation
Disguise +5 |+3 Cha +2 improvisation
Escape Artist +3 |+1 Dex +2 improvisation
Fly +3 |+1 Dex +2 improvisation
Handle Animal* +5 |+3 Cha +2 improvisation
Heal +3 |+1 Wis +2 improvisation
Intimidate +5 |+3 Cha +2 improvisation
Knowledge (Arcana) +6 |+1 Int +1 rank +3 class skill +1 Bardic Knowledge
Knowledge (Dungeoneering) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (Engineering) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (Geography) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (History) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (Local) +6 |+1 Int +1 rank +3 class skill +1 Bardic Knowledge
Knowledge (Nature) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (Nobility) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (Planes) +4 |+1 Int +2 improvisation +1 Bardic Knowledge
Knowledge (Religion) +6 |+1 Int +1 rank +3 class skill +1 Bardic Knowledge
Linguistics +5 |+1 Int +1 rank +3 class skill
Lore: Ancient Texts +5 |+1 Int +1 rank +3 class skill
Perception +5 |+1 Wis +1 rank +3 class skill
Perform: Oratory +7 |+3 Cha +1 rank +3 class skill
Profession: Librarian +5 |+1 Wis +1 rank +3 class skill
Ride +3 |+1 Dex +2 improvisation
Sense Motive +3 |+1 Wis +2 improvisation
Sleight of Hand +3 |+1 Dex +2 improvisation
Spellcraft +5 |+1 Int +1 rank +3 class skill
Stealth +3 |+1 Dex +2 improvisation
Survival +3 |+1 Wis +2 improvisation
Swim +3 |+1 Str +2 improvisation
Use Magic Device* +7 |+3 Cha +1 rank +3 class skill

Languages
Common, Thassalonian, Elven

Trait, Feats, Abilities:

Trait
Untapped Potential [Once per day, you can cast detect psychic significance or telekinetic projectile as a spell-like ability, with a caster level equal to your character level.]

Feats
Fast Learner [extra favored class bonus each level]
Improvisation [+2 bonus on all skills with no ranks / can use all skills untrained]
Scribe Scroll [bonus feat]

Abilities
Bardic Knowledge [Adds half my level to all knowledge skills.]

Spells:

Spell-like Ability:
Once per day either Psychic Significance or Telekinetic Projectile

Spells per day: 2

0th Level
Detect Magic
Light
Mage Hand
Read Magic

1st Level
Cure Light Wounds
Unseen Servant

Character Appearance and Brief Childhood Background:

Appearance
Patient X is about 5'8" with dark hair and Hazel eyes. She wears her hair back to keep it out of her face, and occasionally mismatches her clothes when distracted.
Childhood
X traveled around a lot with her family as a child. Her dad started out as a soldier of fortune in a local skirmish to make money, but when he had a child, he got into the much less dangerous business of peddling, first traveling extensively, but then when X got to be school age, in a bookshop in a smallish town with an academy, where he would sell mainly to the students. X grew up with books, and they became her best friends, at first because it was hard to make friends with all of the traveling, but later because they were also more interesting than most people. She would always read books before they were sold, and sometimes even hide them so that she could take notes. Her father eventually owned the shop, and most of the time he would pretend he didn't know she was doing it, unless he thought it might endanger a really important sale. X started helping out in the shop when she was 10 or so, and that's where she discovered the ancient texts and sometimes seemingly magical writings that she became enamored of. She often daydreamed of attending the academy and becoming a librarian so she could read all day and not have to sell the books. :)

Player Information:

I'm Suzanne.

I was born in California, but moved to Colorado when I was 4. I have lived in several places in the west (Bachelor's Utah, Mission Montana/Wyoming, Master's Arizona, back to Colorado for a while, then moved to New York for work, and now I live in Missouri (same job).

My first job out of college was a Technical Writer, and I was a Technical Writer and Editor for many years. I got my Master's in Education and then wrote curriculum and taught General Education and Writing/Lit classes for some colleges for a while.

Then, kind of out of the blue, a website where I had been active in the community called me up and offered me a job in New York. I took it and have been with the website (large question and answer site) since then. Over the years I have become the head of content and the head of community for the site. Which might sound "powerful," but it really isn't.

For fun, I usually read (favorite genre Science Fiction), and write (have two blogs and also write short stories sometimes), play games, or Watch television. I love Board Games and Doctor Who and LEGO and other kinda geeky stuff. :)


Dotting for extreme interest


Strange idea, how would you feel about me putting forth a Lubovitch Rabbi?


Okay, here is my submission. I'll hold off on making a profile until I find out if I'm been chosen, since my profile will have a patient number instead of the name. This is Timothy Bowen, a Kineticist who doesn't know how he got his abilities.

Crunch:

Timothy “Lightfingers” Bowen
Male human aerokineticist 1 
N humanoid (human) 
Init +3; Perception +4 
Favored Class: Kineticist 
FCB: +1/6 Extra Wild Talent feat 
-------------------------------------------------------------- 
DEFENSE 
AC 16, touch 13, flat-footed 13 (+3 armor+3 Dex) 
HP 14 (1d8+3 Con+3 Toughness) 
Nonlethal damage 0; Burn 0/6 
Fort +5, Ref +5, Will +0
-------------------------------------------------------------- 
OFFENSE 
Speed 30 ft 
Melee kinetic blade +3 (1d6+1, x2, electricity, touch) 
Melee dagger +3 (1d4, 19-20/x2) 
Ranged kinetic blast +3 (1d6+1, x2, 30 ft) 
Ranged dagger +3 (1d4, 19-20/x2, 10 ft) 
Infusions Known – kinetic blade 
Kinetic Blasts – electric blast 
Utility Wild Talents known – basic aerokinesis 
------------------------------------------------------------- 
STATISTICS 
Str 10, Dex 16, Con 17, Int 10, Wis 10, Cha 8 
Base Atk +0, CMB +0, CMD 13 
Traits Criminal (Sleight of Hand)
Feats AP (light), Toughness, Weapon Finesse, Weapon Proficiency (simple weapons) 
Skills (ACP -1) Acrobatics +6, Disable Device +3, Heal +4, Perception +4, Profession (butcher)* +4, Sleight of Hand* +7, Stealth +6
Languages Common
SQ Burn, elemental focus (air), gather power 
Other Gear dagger, studded leather armor, kineticist's kit (backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin), bed roll, clothes; Money: 1 pound, 50 pence

Backstory:

Timothy Bowen was born in the district of Whitechapel, in London’s East End. His father, Harold, was a butcher, an honest man who did his best to make a living and care for his family, while his mother, Lizzie, tended to the home and children. Due to Whitechapel’s rampant poverty, crime was high, and his father’s shop was one day robbed. Because of this incident, Timothy decided that it was better to be the robber than the victim, and began working along Whitechapel High Street, picking the purses of those who had money. By the age of 14, he had joined a gang, and, thanks to his small stature and nimble fingers, began joining the others breaking into wealthier businesses to rob their gold.

As an adult, Timothy is shorter than average and slender. He isn’t particularly strong and has never been one to look for a straight-up fight, preferring to run away or catch opponents unaware.


Alright here's Peyton, a psychic detective who does not remember her first name.

Crunch:

N medium humanoid
Init +2 (2 dex)
Perception +1+1+3+2=+5 (1 rank, 1 wis, 3 class)
STR: 10 DEX: 14 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 13 CHA: 8

DEFENSE:
AC 14 (10 + 2 armor +2 dex )
T 12 (14 - 2 armor)
FF 12 (14 - 2 dex )
hp 10 ( 8 + 1x1 (con) + 1x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 4 (2 base +2 dex)
Will 5 (2 base + 1 wis + 2 feat) Special: +2 trait against emotion and fear
CMD 10 (10 + 0 Str + 0 BAB)

OFFENSE:

Speed 30 ft
Melee Dagger 1d20+0 (0 str + 0 BAB) (1d4/19-20/x2) 1d4
Range Shortbow 1d20+2 (0 str + 2 DEX) (1d6/x2) 1d6
Space 5 Reach 5
BAB 0
CMB 2 (2 DEX +0 BAB)

TRAITS::

Campaign

Combat:
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.

FEATS:

First: Iron Will
Race: Point Blank Shot (Stealth)

SKILLS:

6 per level + 3 Int bonus + 1 race 2 background
Class Skills are

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Note: Acrobatics, Climb, and Perform removed due to Archetype.

Adventuring Skills

Acrobatics +2=+2 (1 dex)
Bluff -1 (-1 cha)
Climb +0=+0 (0 str)
Diplomacy -1 (-1 cha)
Disable Device +1+2+3=+6 (1 rank, 2 dex, 3 class)
Disguise -1 (-1 cha)
Escape Artist +2 = +2 (2 dex)
Fly +2 = +2 (2 dex)
Heal +1=+1 (1 wis)
Intimidate -1 (-1 cha)
Knowledge (arcana) +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (dungeoneering) +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (local)
Knowledge (nature)
Knowledge (planes) +1+3+3+1=+7 (1 rank, 3 int, 3 class)
Knowledge (religion) +1+3+3=+7 (1 rank, 3 int, 3 class)
Perception +1+1+3=+5 (1 rank, 1 wis, 3 class)
Ride +2=+2 (2 dex)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+7 (1 rank, 3 int, 3 class)
Stealth +1+1+3=+5(1 rank, 1 dex, 3 class)
Survival
Swim
Use Magic Device +1+3=+4 (1 rank, 3 class)

Background Skills

Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics +1+3+3=+7 (1 rank, 3 int, 3 class)
Lore
Perform
Profession
Sleight of Hand

GEAR:

Ranger's Kit 9 gpb
Mapmaker's kit 10 gpb
Compass 10gpb
Thieve's tools 30 gpb
Caltrops 1 gpb
Worn:
Leather Armor 10 gpb
Adventurer's outfit (free)

Wielded:
Shortbow 30 gpb
Dagger 2 gpb

20 arrows 1 gbp
20 arrows blunt 2 gbp

0 GP leftover

Special Abilities:
Race:

Extra Feat
Extra Skill Point

Class:

Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.

The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spell Casting:

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.

She can cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.

The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

Spells:

Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
Spell Slots per Day
1st: 1+1= 2 (1 level, 1 int bonus)

Knacks (DC 13) 10 + 0 + 3 int
Telekenetic Projectile
Grave Words
Mage Hand
Detect psychic significance

Level 1 (DC 14) 10 + 1 + 3 int
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.

Color Spray
Mind Thrust

Background:
Peyton was born about twenty six or so years ago as the precocious youngest daughter of a wealthy family near the port town of Ipswich.

As a member of the landed gentry her family could afford to give her an education, and, as the youngest of her family, she had no particular familial obligations.

Thus her curiosity and thirst for knowledge were indulged by the rest of her family. She grew up happy and mischievous but as she explored the darker corners of the family estate and the surrounding lands she had a growing sense that things were not as they seemed, that there was a whole world that was hidden just out of her view

A few quick notes, she's very much a skill monkey and utility kind of character. Is it possible to replace 'hand crossbow' with 'one handed firearm' as one of the investigator's weapon proficiencies? It's thematic I think. Otherwise will spend a feat for Martial Proficiency at some point.

Thanks for the consideration!

What are your thoughts on Automatic Base Progression also GM?

Edit: Oh yeah!

Player Background:

Hi, so I'm a computer programmer and father of two boys in Toronto. I used to be heavy into videogaming but my free time at home dropped to approximately nil with even one kid let alone the second. Still couldn't help but back the recent Kingmaker CRPG Kickstarter though.

So about three years ago now I fell into playing Pathfinder on forums as an outlet for gaming and I'm lucky enough to be able to post from work (as long as I get my work done of course). The asynchronous nature of pbp really lets me have fun with fantastic stories and interesting characters which is what I like best about videogames anyway.

I've actually never rolled a d20 in real life!

I've played so much that I've actually become a GM on the boards and am running two games as we speak. I'm excited about Starfinder.


Oh, shoot, I forgot the player background part. Resubmitting with that.

Crunch:

Timothy “Lightfingers” Bowen
Male human aerokineticist 1
N humanoid (human)
Init +3; Perception +4
Favored Class: Kineticist
FCB: +1/6 Extra Wild Talent feat
--------------------------------------------------------------
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor+3 Dex)
HP 14 (1d8+3 Con+3 Toughness)
Nonlethal damage 0; Burn 0/6
Fort +5, Ref +5, Will +0
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee kinetic blade +3 (1d6+1, x2, electricity, touch)
Melee dagger +3 (1d4, 19-20/x2)
Ranged kinetic blast +3 (1d6+1, x2, 30 ft)
Ranged dagger +3 (1d4, 19-20/x2, 10 ft)
Infusions Known – kinetic blade
Kinetic Blasts – electric blast
Utility Wild Talents known – basic aerokinesis
-------------------------------------------------------------
STATISTICS
Str 10, Dex 16, Con 17, Int 10, Wis 10, Cha 8
Base Atk +0, CMB +0, CMD 13
Traits Criminal (Sleight of Hand)
Feats AP (light), Toughness, Weapon Finesse, Weapon Proficiency (simple weapons)
Skills (ACP -1) Acrobatics +6, Disable Device +3, Heal +4, Perception +4, Profession (butcher)* +4, Sleight of Hand* +7, Stealth +6
Languages Common
SQ Burn, elemental focus (air), gather power
Other Gear dagger, studded leather armor, kineticist's kit (backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin), bed roll, clothes; Money: 1 pound (gp), 50 pence (sp)

Backstory:

Timothy Bowen was born in the district of Whitechapel, in London’s East End. His father, Harold, was a butcher, an honest man who did his best to make a living and care for his family, while his mother, Lizzie, tended to the home and children. Due to Whitechapel’s rampant poverty, crime was high, and his father’s shop was one day robbed. Because of this incident, Timothy decided that it was better to be the robber than the victim, and began working along Whitechapel High Street, picking the purses of those who had money. By the age of 14, he had joined a gang, and, thanks to his small stature and nimble fingers, began joining the others breaking into wealthier businesses to rob their gold.
As an adult, Timothy is shorter than average and slender. He isn’t particularly strong and has never been one to look for a straight-up fight, preferring to run away or catch opponents unaware.

Player:

I'm a Sysadmin in the Eastern US, and for the most part my fun takes the form of tabletop gaming, both in person and here on the boards, as well as the occasional video game. I also enjoy reading and watching movies/TV, particularly hockey and (American) football.


Outlook:
Jack O´Bannon is a young man with coppery red hair cut short in a monks cut, with clever green eyes and small lips. His body is rather slim and he wears glasses to read.
His hands show the calluses of labour, but not that of a true member of the labour class.

His youth:

He was born in Ire, in a small hamlet not far from Dublin, but his father a catholic priest took him and his 4 other siblings and their mother to china, on a mission in the vicinity of Kanton. While living close to the other Gwai lohs, he was never very much respected, as his family was catholic, he still had a better live than most. The Portugese community of clerks and lawyers was very accepting. At the age of 10 he was sent to Macao, to the jesuit school, in recognition of his bookish sorts.
The school was hard, he was neither portugese, not halfblood, but he prevailed and learned hard.

About me:

Hello, my name is Florian and I live in Bavaria, Germany.
I am married with an almost three years old daughter, with a dashing smile and a temper. I work for an american company selling electronic parts as a specialist, taking care of all the shores necessary that others can work. In my spare time I do roleplaying games, every thursday, try to go to the cinemas as often as possible (not very) read a lot and spend my evenings with my wive watching a new episode of (Legion, Preacher, GoT, Fargo....) During the weekends we usually try to visit friends or invite them over for a boardgame evening. Three times a week I am in the local swimming pool doing laps to stay fit and loose weight. Necessary as I love to cook. I am Bachelor of Business, but also studied chinese and speak a few more languages.

Contributor

Here is my submission, a Heaven Oracle with the Deaf curse. I am holding off on most of my gear until guns/armor are settled, and still narrowing down my spells. The rest should be done.

As written, she has some tenuous connection to Black Butterfly, but I've intentionally left it vague and can easily take that out if it causes trouble.

Background and appearance:
(Name) is little over 5 feet tall, of average build and dark brown skin. She has long braids about halfway down her back, usually put up in a bun or high ponytail.

(Name) had always been a strange child with strange hobbies. She enjoyed things that others found peculiar, and things that she was told were unladylike. Horror stories and occult mysteries fascinated her. Perhaps most of all however, she was captivated by the mysteries of the stars. She worked hard where she was able, cleaning mostly, until she had finally saved up to buy an old second-hand telescope for her 14th birthday.

But while studying the stars, she discovered something strange. A space between stars where there shouldn’t have been one, in the shape of a butterfly. But by the time she looked away and checked again, the stars had returned. Another mystery for her to delve into.

Stats:
Female Human Oracle
CG Medium humanoid (human)
Init -3; Perception +6

Defense

AC 11; Touch 11; Flat-Footed 10; (+X armor, +1 dex)
HP 10 (1d8+1+1)
Fort +1; Ref +1; Will +4

Offense

Speed 30 ft
Space 5ft; Reach 5ft
Melee
Ranged

Statistics

Str 10, Dex 13, Con 12, Int 10, Wis 14, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Martial Weapon Proficiency (Starknife), Extra Revelation
Traits Sacred Touch
Skills Diplomacy r1 +7, Kno (Religion) r1 +4, Perception r1 +6, Sense motive r1 +6, Survival r1 +6
Languages Common(English)
Combat Gear Starknife
Other Gear
Class Features
Oracle Curse – Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.
Oracle Mystery – Heavens
Revelations:
Coat of many stars:
You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
Interstellar Void: You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

About me:
A freelance writer/editor from the East coast U.S., getting ready to relocate to the West coast in a couple of months. Outside of Pathfinder, I play Magic the Gathering, some video games, and I'm a big fan of comics, although I don't have the budget to keep up with them regularly.


@Zanbabe: I think it'd make the game more interesting if female characters played with at least some of the gender roles of the period. That being said, I don't think this is going to be as rigid in terms of what gender roles are acceptable for women. Talent rises, but it takes an exceptional talent to rise very far, and to earn respect.

@Havocprince: I wouldn't be opposed to a character of faith. That being said, the AP begins with the characters having, essentially, no information on who they were as adults.

@Guns and Armor: This part seems pretty tricky. I'm spitballing here, but I might do something like Base Attack Bonus, but for armor, where it scales up similarly to how your class gains BAB. As far as guns go, I'm not opposed to giving 1-handed firearms as proficiency in place of crossbows where crossbows appear. I'll think more on whether free feats are needed to compensate for the increased presence of firearms as a combat style.

@Submissions: Thanks. Keep them coming, and remember that the background doesn't need a lot of information.


Thanks. Yeah, that makes sense. I was planning on some flavor, and I chose a profession that would fit with the time somewhat, although of course not being married would make her an outcast in some respects... but since we don't remember our adult lives, no real need to worry about that for now. :) I've been reading up on the period some, so if I find some cool things, might tweak it a little. And of course, if you see anything in the character that doesn't really fit with the story, just let me know. Not familiar with Strange Aeons.


If you need some ideas for a scaling bonus for armor class, both the old WotC Star Wars d20 and Wheel of Time d20 RPGs used defense bonuses in place of armor. If you have either of those books, you might be able to base the bonuses on them. If not, I have both, so I can give you examples they used in each for you to consider.


It would make sense to me that monsters with high Touch AC or other ways to combat bullets would be the ones that thrive more in a world with commonplace guns while slow armored brutes would quite quickly start going extinct!

Amulets of bullet protection and gunfighter ponchos and dusters would also be more common I think.

Monks would do well too. They're perfect counters for gunners. High Touch Ac, high movement speed. Easy access to Deflect Arrows...


I think the concern may be that classes that get armor proficiency would be getting a sort of pseudo-stealth-nerf by giving everyone scaling AC, and it could upset Wealth progression, etc. - is it possible to simply reskin existing armor in the form of dusters and reinforced vests and other, Victorian-looking accoutrements?


Star Wars handled it by making armor provide DR instead of defense bonus. Wheel of Time gave the Armsman (Fighter) an ability that let them add half their armor bonus to their defense bonus so they could benefit from armor.

Unfortunately, neither world leans heavily towards magic items the way Pathfinder does, and most improvements to AC/Defense and Attack come through your class's stats, ability scores, and feats. Neither provides a good, straight conversion to a high-magic item system like Pathfinder, but could work as bases

Automatic Bonus Progression would do away with a lot of the Wealth progression issues - and I think fits the theme of magic being mostly obscure. After all, if a lot of people still associate magic with the witch burnings, Ye Olde Magick Shoppe isn't exactly going to be either easy to find or advertise itself well.


I think you're right about WoT/D20 Modern/Star Wars having their own solutions to the armor issue, and PF being a different beast because of the reliance on magic items.

Automatic Bonus Progression is a viable option - it still assumes mundane armor, though.

I wonder - with the occult feel of the world, perhaps armor heavier than, say, studded leather is somewhat rare, and is represented by some manner of preternatural protection? Perhaps a spirit bound to some sort of item, protecting your body in exchange for you allowing it to feel through your senses again? That way you have a physical, purchasable item, and the ability to enhance it using standard costs/progression, while still not looking like big, clunky armor.

Certainly a cool, flavorful idea, and opens up RP possibilities if you're willing to entertain it. Might fit with the Strange Aeons vibe, but also could be too much magic for the world you're envisioning. Just tossing ideas out.


Dotting for interest. This character started another Strange Aeons game but it barely got off the ground before the GM had to leave it. This character was a Time Thief, which is an interesting 3rd party class, but I will probably shift him to unchained rogue for this setting.

How Far I got in the AP:
Basically, we got past the strange dreams/memories and work up and fought a shape shifting baddy or two, managed to get up a level to a hall and were just starting to explore the rooms in the first hall. That's all the further we got. You can click on this PCs posts to get some flavor for how I was playing the character. I was working with the idea that he was sort of a leech who charmed his way into rich families and milked the situation and then made off with what he could. So it this strange situation where he doesn't exactly remember how he got here, he slips pretty easily into inventing a persona and a past for himself, kind of like it was a survival instinct. I realize that might not prove to be exactly correct, but that was guiding my role playing choices until then.


Jack o´Bannon:

About Jack o´Bannon
male human Psychic 1 (faith)
neutral good humanoid (human)

Init +1; Senses Perception +6

DEFENSE
AC 11, touch 11, flat-footed 10 (+0 armor, +1 dex)
HP 8 (1d6 + 1 Con + 1 FC)
Fort +1, Ref +1, Will +4
Special Defenses

OFFENSE
Speed 30ft
Melee dagger +0 (1d4, 19-20/x2, S)

Special Attacks

STATISTICS
Str 10 (+0), Dex 12 (+1), Con 13 (+1), Int 16 (+3), Wis 14 (+2), Cha 10 ()
BAB +0, CMB +0, CMD 11

Feats
Proficiencies: A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Traits

Skills 2 skill points/level +3/level (Int) +1/level (human)= 6
Knowledge (Arcane, history, religion) +7, Linguistics +7, Perception +6, Sense Motive +6, AC Penalty 0

Languages
English, Latin, Ancient greek, Gaelic, Chinese

Racial Abilities
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

SQ
A psychic casts psychic spells drawn from the psychic class’s spell list (see page 69). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook). The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks:
Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su): 3
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications:
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Faith
Deity (Ex): Catholic
At 1st level, choose a deity to worship. Your alignment must remain within one step of your deity’s or you lose access to all this discipline’s bonus spells and discipline powers.

Divine Energy:
You can channel spell energy into cure or inflict spells. This ability functions similarly to the cleric’s ability to spontaneously cast cure or inflict spells, and the type of spells you can convert depends on your alignment in the same way. The cure or inflict spells don’t count as being on your psychic spell list for the purposes of any other effects. Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

Spells Known Caster Level: 2 Concentration +4
1 (3/day) - Charm Person , Sleep, Bless
0 (at will) - detect magic, guidance, light, mage hand,

GEAR
Holy Symbol, Monk robes, satchel, Holy Bibel, Notebook, Rosary, Pen
Penknife

Other Gear

Money


You can use the armor attunement bonus on normal clothes, so that helps a bit. I think it would be interesting to see what sort of character submissions come into the game. When you start talking commonplace guns, I think players tend to gravitate towards lightly armored, high-Dex characters more than heavily armored characters. It's an interesting thought.


As you didn't want a profile yet, I put all the character information under this profile. The character's name is Genevieve, a rebirth psychic.

About Me:
I work as an aerospace engineer at the space center and live in sunny (Though its pouring down rain as I type this) Orlando, FL. I'll be celebrating my 1 year anniversary in December and enjoy Sci-fi and board games. I no longer find I have the time to sit down at a table and play RPGs so I have been expanding into the PbP world.

Let me know if you need any further information.


Armored coat comes to mind. And yeah, normal clothes can get enhancement bonuses but fighters really rely on wearing heavy stuff, but that would be out of place. Scaling armor based on class sounds good.

Also for guns, why not just add to Amateur Gunslinger that you get proficiency with a single firearm?

Subject: Unknown:
Male Human Spiritualist (Fractured Mind) 1
NG medium humanoid (Human)
Init +4; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +0
+1 trait bonus on Reflex saves
--------------------
Offense
--------------------
Speed 30 ft.
Ranged:
Melee:
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 16 (+2 Racial)
Base Atk +0, CMB +0, CMD 12
Feats: Emotional Conduit (1st), (open) (Human)
Traits: Twitchy, Peace Maker
Languages Common
SQ: Etheric tether, knacks, phantom, shared consciousness, Emotional Spellcasting
--------------------
Skills: Hide

(4 class + 2 Int + 1 FC + 1 Human) = 8
ACP = -1
[]Bluff (Cha)
[]Climb (Str)
[]Craft (Int)
[1]Diplomacy (Cha) +8
[]Fly (Dex)
[]Heal (Wis)
[1]Intimidate (Cha) +7
[1]Knowledge Arcana (Int) +6
[1]Knowledge Dungeoneering (Int) +6
[1]Knowledge Local (Int) +6
[]Knowledge Nature (Int)
[1]Knowledge Planes (Int) +6
[1]Knowledge Religion (Int) +6
[]Sense Motive (Wis) +6
[1]Spellcraft (Int) +6
[]Use Magic Device (Cha)

Background:
[]Artistry (Int)
[1]Knowledge (engineering) (Int) +4
[]Knowledge (geography) (Int)
[]Knowledge (history) (Int)
[]Knowledge (nobility) (Int)
[]Linguistics (Int)
[1]Lore (Psychics) (Int) +4
[]Profession () (Wis)

Modifiers:
+1 trait bonus on Diplomacy

--------------------
Gear: Hide

--Equipped--
--Backpack-- 2

70gp

--------------------
Racial Abilities: Hide

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

--------------------
Traits and Feats: Hide
Peace Maker: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Twitchy: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves

Emotional Conduit: You gain familiarity with a number of additional spells based on the emotional focus of your phantom. These spells are added to both your class spell list (if not already on that list) and your list of spells known; they are in addition to the normal number of spells known for your level.

Fear: 1st—heightened awareness, 2nd—scare, 3rd—fear, 4th—feast on fear, 5th—nightmare, 6th—frightful aspect.

--------------------
Spiritualist Special Abilities: Hide
Weapon and Armor Proficiency: A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

Emotional Spellcasting (Su): A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, a spiritualist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist's spell equals 10 + the spell level + the spiritualist's Charisma modifier.

A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Charisma score.

A spiritualist's selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist's choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Charisma score. The numbers on Table: Spiritualist Spells Known are fixed.

Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows.

In effect, the spiritualist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points.

The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.

While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life.

A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche.

Fully manifested phantoms can wear armor magic items [see FAQ] and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.

A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom's master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist's consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section for more information.

Shared Consciousness (Su): At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.

Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect.

Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.

When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.

---------------------
Spells: Hide

--Spells Known--
0th level:
Telekinetic projectile
Light
Mage hand
Detect magic
1st Level (2/Day DC 13):
heightened awareness
cause fear
shield

---------------------
Ectoplasmic Phantom: Hide

The Nightmare
N Medium Outsider
Init +2; Senses: Darkvision; Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 10 (1d10)
Fort +0, Ref +4, Will +2
DR 5/slashing
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee 2 Slams +2 (1d6 + Horrifying Strike)
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
BAB +1; CMB +1 ; CMD 13
--------------------
Feats:
Stealthy:You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Weapon Focus (Slam): +1 to attack.
Skills:
[]Bluff (Cha)
[]Craft (Int)
[1]Fly (Dex) +6
[1]Intimidate (Cha) +5
[]Knowledge (planes) (Int)
[1]Perception (Wis) +4
[]Sense Motive (Wis)
[1]Stealth (Dex) +6

SQ: Darkvision, Link, Share Spells, Horrifying Strike

---------------------
Ethereal Phantom: Hide

The Nightmare
N Medium Outsider/incorporeal
Init +2; Senses: Darkvision; Perception +4
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DEFENSE
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 dodge, +1 Deflection)
hp 10 (1d10)
Fort +0, Ref +4, Will +2
incorporeal traits
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OFFENSE
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Speed 30 ft. fly 40ft (Good)
Melee 2 Slams +2 (1d6 + Horrifying Strike) (Only vs incorporeal)
--------------------
STATISTICS
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
BAB +1; CMB +1 ; CMD 13
--------------------
Feats:
Stealthy:You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Weapon Focus (Slam): +1 to attack.
Skills:
[]Bluff (Cha)
[]Craft (Int)
[1]Fly (Dex) +6
[1]Intimidate (Cha) +5
[]Knowledge (planes) (Int)
[1]Perception (Wis) +4
[]Sense Motive (Wis)
[1]Stealth (Dex) +6

SQ: Darkvision, Link, Share Spells, Horrifying Strike (Ex), Incorporeal Flight (Su)

Childhood:
Subject: Unknown looks like an average man off the street. He is thin but not malnourished, well kept, with dark hair and brown eyes. He has a number of unconscious, nervous habits though, including but not limited to foot tapping, hand ringing, fidgeting, tapping, and others. The only time these stop is with extreme focus or fear. What he remembers of his childhood is mostly overshadowed by a period of time about a year long where he had extremely vivid nightmares. Nightmares that awoke him every night either in a cold sweat or screaming. His parents tried many scientific approaches to reduce the night terrors, therapy, alchemy, magic, but nothing worked. At wits end, they sought a so called psychic. The man took a look at their son, did something, then ran screaming from the house. He had no more nightmares after that and his childhood continued as per normal. However, at about the age of 10, people began to avoid him for reasons he can't explain. One day they are friends and the next they want nothing to do with him. Unfortunately, he cannot remember after about the age of 14 and if he had ever figured out what people found so repulsive.

About me:
I am a 27-year-old, data analyst in the US.
This is what I mostly do for fun along with video games (Dark Souls is my favorite), board games, reading (books and manga), and a lot of other nerdy things. I started a few years ago with Dnd 4.0. Hated it and went back to 3.5 then over to Pathfinder. Haven't yet expanded to other table top RPG's yet but I like what I see from Star Wars and Warhammer.

Scarab Sages

This seems pretty interesting. I wonder if I can find a way to make a revolver-toting witch viable. Ideally, I'd want to incorporate the gun as a useful part of the character, whether that be hex bullets, or... something. I'll have to do some digging.

Any ideas that fit that theme are welcome :D


Raisse wrote:

This seems pretty interesting. I wonder if I can find a way to make a revolver-toting witch viable. Ideally, I'd want to incorporate the gun as a useful part of the character, whether that be hex bullets, or... something. I'll have to do some digging.

Any ideas that fit that theme are welcome :D

A Hexcrafter Eldritch Archer Magus could work, and fits that feel.


Single level dip into spell slinger wizard means that you can deliver all your witch's debuff spells via bullet and I think that's pretty cool Raisse

Heck you could deliver a Cure Critical Wounds to someone from range which would be pretty hilarious.

Or Cure Critical Wounds a zombie for massive extra damage. Hrm.... Now I have a character concept for some completely other game!


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"Hold still."

"Why wha...WHY ARE YOU POINTING YOUR GUN AT ME?"

"I am trying to heal you."

"THAT IS NOT HOW YOU HEAL PEOPLE."


"You just have to pray I don't crit and you'll be fiiiine"

Scarab Sages

HedwickTheWorldly wrote:
Raisse wrote:

This seems pretty interesting. I wonder if I can find a way to make a revolver-toting witch viable. Ideally, I'd want to incorporate the gun as a useful part of the character, whether that be hex bullets, or... something. I'll have to do some digging.

Any ideas that fit that theme are welcome :D

A Hexcrafter Eldritch Archer Magus could work, and fits that feel.

Ooh, that does work out quite nicely, and doesn't require a dip or anything. I'll keep investigating other options, like the spellslinger/witch idea, but the hexcrafter magus seems like the front runner for now.


Patient K is a feral-looking young woman, with tanned skin and matted black hair hacked at more or less shoulder length. Her black-in-black eyes show no white at all, and in a certain light she seems to have no eyes at all, only two pits yawning in her skull. The ragged clothes she wears don't do much to hide her scrawny figure, the skin stretched taut over sinew and bone, here and there marked by bruises and scrapes.

She should have been killed at birth, the little abomination, cursed child. The most ancestral rules of her gypsy tribe demanded it, but her mother didn't have the heart. She ripped out her hair, beat her chest with her fists and wailed at her husband until the man relented. They abandoned her instead, left her to die on a moor in northern England one chilly February night. The pack of wild dogs that happened upon her soon after expected her to be easy prey, a tender morsel. They were left instead with their throats ripped out, blood and tufts of fur scattered all over the frozen ground. Slowly, the child made her way south, picking up a smattering of humanity on the way.

Patient K wants to be a bloodrager when she grows up (aberrant bloodline).

Kittenmancer is a video game developer living in the Netherlands. I play a lot of video games, read (fantasy, sci-fi, comics), play boardgames and tabletop RPGs and recently I've picked up antkeeping. Only today I captured two queens, for which I am very excited.

Scarab Sages

Hmmm, what about using False Focus with storm of blades along with Eldritch Archer's Ranged Spellstrike to shoot swordbullets (of Jesus)?


Raisse wrote:
Hmmm, what about using False Focus with storm of blades along with Eldritch Archer's Ranged Spellstrike to shoot swordbullets (of Jesus)?

That's....

I mean....it's....

AWESOME.

Of course, you can't do much about Adamantine DR, but your false focus saves you on all the pesky cold iron/silver you need.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Dotting for interest. Have you decided on a day you are closing recruitment yet? I need to think about what might fit in 1840.


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I hope you don't mind. I made a list of submissions. Mainly so I can see what classes have been submitted. Please do let me know if I've missed anyone.

HedwicktheWorldly - Occultist (Panoply Savant)
Patient X - Studious Librarian Bard
Phntm888 - human aerokineticist 1
Azih - Psychic Detective
Helikon - Pshychic (Faith)-Background Crunch
Michelle AJ - Heaven Oracle
Slayde77 - Rebirth Psycic
Zayne Iwatani - Spiritualist (Fractured Mind)
Kittenmancer - Bloodrager aberrant bloodline

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