Victorian Strange Aeons, Round Two


Recruitment

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The huge oaken double doors shut surprisingly softly for such massive pieces of wood, blocking your view of the well-dressed man who brought you here. Turning, you take in the room he left you in; marble floor, white-tiled walls, and a spiralling staircase. You only have a moment to take it in before your arm is gripped, gently but firmly, by a large, dark-haired man in a white tunic and pants. ”This way, please. We haven’t gotten you admitted quite yet.” He leads you through a door into an oak-paneled room with a wide desk and a comfortable armchair. Behind the desk sits a man in a long coat, while nearby stands a woman in a blue dress with white apron holding writing tablet and pen. The man speaks.

”Name: Unknown, see documentation. Profession: Unknown. Place of Residence: Polperro, Cornwall. (Not far from here.) Malady: Amnesia, possibly trauma-induced? Make a note to check up on that, Miss Savoy.” The woman in the blue dress scribbles furiously. ”Person of Responsibility:...None Listed. Who were you, and why are you here now?” The doctor looks at you again, then smiles winningly. ”Doctor Lossandro. I’m sure we’ll be good friends. York?” The big man who led you into the office nods. ”Please take our newest guest and the others to the D Wing to finish up their admission process. And while you’re there, could you bring Zandalusdown? I have an idea on how to get him to talk again.”

= = = = = = = = = = = = = = = = = = = = =

Welcome to my second recruitment for a Victorian Strange Aeons: In Search of Sanity. My first recruitment ended with a death in the family, which forced me to cancel well before submissions were closed and while ideas and concepts were still being discussed. Over the past couple of weeks, I’ve had the opportunity to think about some things I hadn’t realized would come up, and I think my grasp on the game is stronger for the break. So, without further ado, here are the character creation rules.

Character Creation:

Patient Number: Please don’t name your character. Instead, give him or her a 5-digit patient number, beginning with either M or F. For example, a female character could be F-74291. If you choose to have your character remember their name or nickname, you can add that to your character’s profile as follows: F-74291 “Mary” or M-14597 “Squints”.
Character Concepts: I’m looking for 4 or 5 characters between 25 and 35 years old. These characters can know 1d3+1 of the ten things on the following list, but the rest of their backgrounds are a mystery. 1. His or her first name or a nickname. 2. Where he or she was born. 3. What he or she wanted to be when he or she grew up. 4. A crime he or she committed, whether he or she was caught or not, but not the consequences of his or her crime. 5. How many siblings he or she had. 6. What faith his or her family followed, if any. 7. How much schooling he or she had, and where, up until age 16. 8. The first name of his or her first love, but not what he or she looked like. 9. Two injuries, and a hunch at how he/she got them. 10. His or her favorite childhood book. None of these memories cover adult life (16 and older). Other than three of those ten things, your character only knows he or she was recently committed to Briarstone Asylum near Polperro on the Cornwall Coast of England, his or her patient number, and that the year is 1841. Do not write a background. Instead, put together a list of these things.
Alignment: Since your characters have no recollection of their pasts, I anticipate a lot of partially-neutral alignments. However, any alignment will work, as long as your character is capable of working with others, isn’t insanely grimdark, and isn’t a loner by nature.
Races: Human. I’ll allow a trade-out of any one racial ability or trait from another core race in exchange for either the bonus feat or extra skill point.
Classes: In my mind, the classes that would work the best are Occult and Mundane classes (non-spellcasters). Therefore, the only classes I’ll allow are classes and archetypes without arcane casting, with the exception of bard. Additionally, I’ll only be taking one divine caster at most. See Setting Considerations for more details.
Guns: For all classes, replace hand/light crossbow proficiency with 1-handed firearms. Replace heavy crossbow proficiency with 2-handed firearms. Guns are considered commonplace, with the changes to price and availability that entails, though advanced/modern firearms are a rarity at this time.
Armor: In order to not break Victorian fantasy and avoid having characters clomping around in full plate, I’ll be using the following system. One-half-BAB classes (psychic, etc) do not gain bonus armor as they level. Three-Fourths-BAB classes (rogue, mesmerist, etc.) gain 1 bonus armor every 3 levels. Full-BAB classes (fighter, barbarian, etc.) gain 1 bonus armor every 2 levels and start with 2 bonus armor. Additionally, only light armor is available. This might have an impact on balance, but I think it’ll be okay.
Point Buy: 15, no greater than 17 in any ability after racials, and no more than one ability below 7. You’re not superheroes, you’re amnesiacs trying to find out about your pasts.
Hit Points: Maximum at level 1, half+1 for each thereafter.
Equipment and Gold: As your class average, but only equipment.
Traits: One. Do not pick a Strange Aeons campaign trait. You’ll be assigned one shortly after the AP starts.
3PP: Please, no 3rd party products. I’m not familiar with them, and the amount of options in Pathfinder alone is overwhelming.

Setting Considerations:

Gender: In spite of Queen Victoria’s reign, this period was not by any means a golden age for women. As a game setting, I’m going to remain true to this reality, while also acknowledging that it’s a fantasy role-playing game. As such, female PC applicants are not only not discouraged, but welcomed, but be aware that the setting will impose unique challenges upon said PCs, and may not react well when those PCs choose not to follow societal norms.
Magic: Arcane magic, with its flash and showiness, doesn’t feel right for the setting. Divine is more relegated to the Church and to a handful of ‘hedge witches’ that possess a connection to the Divine through whatever means.

As such, most of the magic in this setting falls into the Occult. Whether the result of a pact with an unholy power, the shattering of a mind through trauma, or simply an accident of birth, the Occult has been a force in European society for centuries, and is at the core of many a witch-hunt or inexplicable event. For most people, the Occult doesn’t have any impact on their lives except to enthrall children with stories of Baba Yaga and Morgan le Fey. However, there are those who see it as a path to power. The legendary predictions of Nostradamus, the skills of the Yogi of India, and the trepanned skulls of the Tartars...all speak of the power to be attained if one is willing to sacrifice. Whether that sacrifice be sanity, wealth, or parts of one’s body, great things are possible.

I'm tentatively planning on leaving recruitment open for two weeks, but may go a touch longer. Thanks for stopping by, and feel free to ask questions/PM me.


Let me dig up my notes on Rouvin Tzefenyahu Bakst the Lubovitcher. I will have him posted in a bit.


I'm interested.

Background roll: 1d3 + 1 ⇒ (1) + 1 = 2


Woops.no names, forgot that.


Right, think I'll make an Ectoplasmatist. Also, by "only equipment," am I correct in guessing you mean we get no actual starting gold, just whatever equipment we choose to start with?


I'll dot in. Definitely interested.


Most certainly interested. Are alchemists or investigators allowed?


Usmo here, a work in progress currently, will likely finish it tomorrow.


Definitely rolling a Psychic.


Memories: 1d3 + 1 ⇒ (3) + 1 = 4


One question;
Languages.

Should we invest in real-world languages? Will things like Celestial or Infernal still be viable?


I would like to submit Prisoner M-31415 for your consideration

Concept:
He knows that he was born in Madrid, that he and his family are devout Catholics and he has read the Bible.

Crunch:

Prisoner M-31415
Male human swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
CG Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +5 (1d6+3/18-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
dagger +4 (1d4+1/19-20) or
heavy mace +2 (1d8+1)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Slashing Grace[ACG], Weapon Focus (cutlass)
Traits courageous
Skills Acrobatics +4, Climb +2, Linguistics +1, Profession (soldier) +4, Swim +2
Languages English, Spanish
SQ swashbuckler finesse
Combat Gear alchemist's fire (3); Other Gear lamellar (leather) armor[UC], buckler, cutlass, dagger, dagger, dagger, dagger, dagger, heavy mace, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

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Are druids allowed? Considering either a barbarian, or an anarcho-druid with a touch of lycanthropy.

Memories: 1d3 + 1 ⇒ (3) + 1 = 4


From the top!

@Usmo: You can buy as much equipment as you'd like with the standard amount of gold, but will have 0 gold once the game starts.

@The Sesquipedalian Thaumaturge: Alchemists and investigators are allowed.

@Real-world languages will be used (though I won't be google-translating everything, just occasional words maybe). Celestial, Abyssal, and Infernal are loosely tied to Latin, but specialization in those languages isn't a bad thing either.


How do you feel about Ki points in this setting?


Dotting for interest. Have been wanting to get into a Strange Aeons campaign for a while.

Memories: 1d3 + 1 ⇒ (1) + 1 = 2


Hmm, I'm quite intrigued.

Memories: 1d3 + 1 ⇒ (1) + 1 = 2


1d3 + 1 ⇒ (2) + 1 = 3 Memories

Glad to see things are going well for you and condolences again for your loss GM. Here's my re-submission F-54831 'Peyton' a psychic detective who does not remember her first name but does remember an odd nickname

Crunch F-54831 'Peyton':

N medium humanoid (possibly trending NG)
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

Languages: English (free), Int bonus French, Latin, German, Lingustic one of Celestial, Abyssal, or Infernal, as apporpriate for the game. If my choice than Celestial.

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

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: Hide

Background F-54831 'Peyton':

3 memories

1.Nickname: Peyton
2.Place of Birth: Ipswich
3.Level of Education: Well educated. Indicates well off status.

Recently committed to Briarstone Asylum near Polperro on the Cornwall Coast of England, patient number F-54831, and that the year is 1841.

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.


Excellent!

Memories: 1d3 + 1 ⇒ (2) + 1 = 3


This should be pretty much done:

Crunch:

Male N Human Ectoplasmatist, Level 1, Init 3, HP 10/10, Speed 30
AC 16, Touch 13, Flat-footed 13, CMD 13, FCMD 10, Fort 4, Ref 3, Will 5, CMB 0, Melee Attack Bonus 0, Ranged Attack Bonus +3

Weapons and Armor:

Hide Shirt +3 AC, +4 Max Dex, -1 ACP

Caster level: 1

Weapons Finesse
Weapons Focus(Lash)(Bonus Feat from Human)

Class Abilities:

Ectoplasmic Lash
Knacks

Spells:

Level 0(Save DC 13)(Infinite castings per day):

Detect magic
Stabilize
Light
Telekinetic Projectile

Level 1(Save DC 14)(2 castings per day):
Cure Light Wounds
Protection from Evil
Skills:
Acrobatics +2
Bluff +3
Climb -1
Diplomacy -1
Disable Device +2
Disguise -1
Escape Artist +2
Fly +2
Knowledge Religion +4
Perception +4
Perfom -1
Profession +3
Ride +2
Sense Motive +7
Sleight of Hand +2
Spellcraft +4
Stealth +2
Survival +3
Swim -1
Use Magic Device -1
Errything else is 0

Equipment

Outfit
Backpack
Cantoon
Paper x 5
Charcoal x 2
Flint and Steel
Rations, trail x 1
Spell components Pouch
Waterproof Lantern
Whistle, signal
Alchemist's Fire

Weight carried: 33lb

Trait:

Resilient

Fluff:

He knows his first name is Charles, he knows the schools he attended in Polperro up till the age of 16.


The Sesquipedalian Thaumaturge here submitting M-10389.

Stats:

M-10389
Male Human Investigator (Empiricist) 1
N Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 [+1 armor, +2 Dex]
hp 9 (1d8+1)
Fort +0, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6/18-20)
Ranged shortbow +2 (1d6/x3)
Investigator Extracts Prepared (CL 1st)
1st - heightened awareness, polypurpose panacea
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 17, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 12
Feats Extra Inspiration, Weapon Finesse
Traits Tireless Logic
Skills Craft (alchemy) +7, Disable Device +6, Heal +5, Knowledge (engineering, geography, history, nature) +7, Perception +5, Ride +3, Sense Motive +5
Languages English, French, German, Latin
SQ alchemy +1, trapfinding +1, inspiration 6/6
Equipment rapier, shortbow with 20 arrows, padded armor, scholar’s outfit, traveling formula book 5/50, journal, ink, inkpen, lamp, 4 pints of oil (total weight 30 lbs)
Formula Book 1st - comprehend languages, crafter’s fortune, cure light wounds, heightened awareness, polypurpose panacea

Memories:

1) When M-10389 was a child, he wanted to be an explorer who discovered another continent.
2) M-10389 has or had one sibling, a younger brother.
3) M-10389 had a quite extensive education.


If (combat) druids are allowed:

F-80586 stats:

Female human druid 1
CN Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) or
. . spear +4 (1d8+6/×3) or
. . unarmed strike +4 (1d3+4)
Ranged sling +2 (1d4+4)
Druid Spells Prepared (CL 1st; concentration +2)
. . 1st—shillelagh (DC 12), summon nature's ally I
. . 0 (at will)—create water, detect magic, light
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 7, Wis 13, Cha 8
Base Atk +0; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Toughness
Traits beast bond
Skills Handle Animal +4, Knowledge (nature) +4, Perception +5, Ride +2, Survival +3
Languages English, Celtic (druidic)
SQ nature bond (horse named Wildstar), nature sense, wild empathy +0
Other Gear hide shirt, dagger, sling, spear, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, spell component pouch, trail rations (5), waterskin, 47 gp, 1 sp, 10 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

F-80586 memories:

2. Born in Bolventor.
3. She wanted to become a horse breeder.
4. A crime she committed - arson, was not caught.
5. Does not remember siblings, but she remembers a particular horse.

_________________________

If no druids:

F-80586 stats:

Human (Varisian) unchained barbarian 1 (Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 18 (1d12+6)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee greatclub +4 (1d10+4)
Ranged sling +3 (1d4+3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 8, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Raging Vitality[APG], Toughness
Skills Acrobatics +1 (+5 to jump), Handle Animal +2, Knowledge (nature) +3, Perception +5, Survival +5
Languages English, Varisian
SQ fast movement
Other Gear hide shirt, greatclub, sling, 65 gp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

F-80586 memories:

4. A crime she committed - pickpocketing, was caught.
5. 6 siblings.
7. She hasn't gone to school.
9. Whip marks on her back and broken fingers in the left hand, probably as punishment for her crime.


Submitting F-11385, a torch singer (Bard)

Memories: 1d3 + 1 ⇒ (1) + 1 = 2
She knows that she always wanted to be a singer, and that she stopped going to school when she was 13 to pursue that career.

Note: I haven't completed the equipment list yet.


I didn't actually roll for Memories, I thought your post just said three so here we go.
Memories: 1d3 + 1 ⇒ (3) + 1 = 4
So he was born in Madrid to a Catholic family, has read the Bible and is pretty sure his first name is Sandoval.

I have a question about the Armor bonus. Is it a dodge bonus? How does it effect Touch and Flat footed ACs?


GM Aest, would you be open to using Variant Multiclassing? I've got an interesting concept rolling that could be even better using the VMC for Rogue levels (alongside a spiritualist base). I'll build it regardless as I have it so far, but I figured I'd ask since it could add to the character.


I actually have two concepts for this game/type of game.

The first is a bleeding heart leper who doesn't remember who or what... it... he... she is... I want to play the (possibly horribly underpowered) Metamorph archetype for the Alchemist. They lose all extracts and bombs, but instead gain a scaling summoner-style (like how they get summon SLA) alter self/monstrous physique. Every time he takes off the wrappings he's ... someone new. This greatly complicates the whole amnesia aspect. I imagine by the time the character gains access to shapes other than human, we will have -met- things other than human. The character is neutral or possibly chaotic good, reflecting the knee-jerk reaction to help people. I would also be very pleased to have an incurable form of leprosy and even start with a little con and or charisma damage. I am mostly leaning towards standard human with catch off guard as a whole combat style, but the character is a skill-monkey/master of disguise/infiltration. Letting the character be a kitsune with thousand faces is probably overkill.

The second is a Mutagen Mauler. The character believes he is afflicted with lycanthropy, and seeks an asylum and 'medication', which he at least partially supplies. The character could easily be done as a human, but it would be quite spiffy if I could do a Skinwalker for it. The mutagen is his 'medicine', and I'd spend quite a lot of time and effort doing alchemy anyway so I could eat wolfsbane/belladonna by the bundle, using the 'poison drenched' trait. Without his memories the character is a coward, until he 'forgets to take his medicine'... or possibly takes the wrong one... or is pushed too far.

If either of those tickles your fancy let me know and I'll write them up. Both have secondary reasons for needing to be institutionalized as well as their bump-to-noggin.

Liberty's Edge

Oh, what a delightful idea to set the AP in Victorian England. Definitely interested!

Memories: 1d3 + 1 ⇒ (3) + 1 = 4

M-96960 crunch:

Human Occultist 1
(details later)

M-96960 fluff:

——————————————
Patient: M-96960
Sex: Male | Age: 29
——————————————
Patient M-96960, assumedly of Prussian origin. According to patient’s own words, born in Berlin, it the year of the Lord 1812. Besides this, the patient fails to remember much, not even his own name. He claims he studied in Goethe gymnasium, and completed his Abitur. But whether he continued in university or chose some other career to pursuit, remains a mystery. The amnesia could have been caused by trauma from cranial injury. The patient clearly has bruises over his throat, as well as on the side of his head. We have no prior medical records on the patient, so the origin of these wounds is unknown. The patient believes he got them in a fight, but fails to specify where, when, or with whom.

Interesting note is that the patient reacts strongly to a one specific book - a children’s book called “Evening Star”, by Johann Gottfried. Perhaps it is linked to his childhood, and could be used to unlock more of his memories.
——————————————
Signed: Doctor Lossardo, Polperro 1841


I have an idea, but I wanted to ask, are Kineticists cool? Not like a waterbender, but like the creepy girl with powers mostly under control, and when she's stressed there's frost around her feet.

1d3 + 1 ⇒ (2) + 1 = 3


Hopefully this should answer the unanswered questions!

@Kittenmancer: Nice name. Druids are fine, but I'm not sure if I'd lump them under divine and restrict how many I take or not.

@SkaTalon: I don't mind ki points as long as you can justify it somehow. With minimal background, that could be difficult, but foreigners aren't unheard of in England.

@Kertuffle: The armor bonus is going to be treated as if the character were wearing armor. Used for Flat-Footed, treated as Armor bonuses, and will stack with light worn armor. Flavor will be dealt with in-game.

@Loup Blanc: VMC is fine. If that affects other builds, please feel free to change them.

@Purplefixer: I'll have to think about them. Being institutionalized (specifically for this reason) is the main hook of the game, and character backgrounds are sort of predetermined by the AP, which is why I'm having things be a bit vague.

@TheSilverDreamer: Kineticists are fine with me. I'd imagine them more as Carrie or the girl from Firestarter, both by Stephen King, rather than as a airbender or waterbender, but they're fine.

Thanks for the submissions. Keep 'em coming!


Dotting for interest.

Memories: 1d3 + 1 ⇒ (1) + 1 = 2


Dotting and going full on random

Memories: 1d3 + 1 ⇒ (1) + 1 = 2

mem: 1d10 ⇒ 3

What he or she wanted to be when he or she grew up.
mem: 1d9 ⇒ 4

How many siblings he or she had.


Can I go hermaphrodite?


Dotting.


Another question;

Under Races, their Attribute modifiers are listed as Traits. Does this mean I can give up my bonus skill point per level to gain, say, the Dwarven racial attributes modifiers in addition to my floating +2 from being a Human? Or are you restricting that trade out to a non-attribute trait? Either way is all right of course I just want to be clear!


GM, would you be OK with usage of the Bushwhacker archetype for Gunslingers? It's a Kobold-only archetype, so I figured I would ask.


Presenting Gideon. I decided to present his memories as a sort of patient history, just cuz I liked the idea :p I think everything should be right, let me know if you have any questions!


Dotting for a female Mesmerist. I have indeed been warned, and should have her up shortly.

1d3 + 1 ⇒ (3) + 1 = 4


Okay here is my submission:

F-11235
Female Human Mesmerist 1

Combat Info:

STR 10
DEX 16
CON 12
INT 10
WIS 8
CHA 18

HP 9
AC 13 Touch 13 Flat-Footed 10
BAB 0
Init +3

Fort +1
Ref +5
Will +1

Speed 30'

Melee Attack: +0 to hit
Ranged Attack: +4 to hit

Skills:

Bluff r1 +8/9, Diplomacy r1 +9/10, Intimidate r1 +8, Sense Motive r1 +3, Sleight of Hand r1 +7, Stealth r1 +7

Feats: Spell Focus (Enchantment)

Traits:

Charming (+1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures).

Alternate Racial Features: Dual Talent

Class Features:

Archetype (Cult Leader); Insidious Personality, Hypnotic Stare (-2), Fanatical Stare (+1); Tricks (5/day): Slip Bonds

Spells:

(DC: 14+Spell Level; +1 for Enchantment Spells)

0: Daze, Detect Magic, Prestidigitation, Touch of Fatigue

1st: Murderous Command, Forbid Action

Equipment: None to start with, other than clothing.

Things I remember:

A crime I committed: Sedition (I was caught).

Where I was born: Dublin, Ireland.

How many siblings I had: Three (all sisters).

Favorite childhood book: Where the wild things are.

Appearance:

Dark red hair that tumbles off her shoulders like water, eyes the color of jade, fair skin, and a staggeringly beautiful smile. She is beautiful and obviously knows it, but something about her seems approachable, even compelling. She stands about five and a half feet tall and weighs maybe one hundred pounds.


Voluntarily taking the minimum number of Memories. Knows he is a Lubivitcher and also knows his name is Rouvin.

B-36613 Rouvin:

Race: Hebrew Class: Arcanist(White Mage)
Str 10
Dex 10
Con 10
Int 17
Wis 13
Cha 14

Racial: Extra skill point, Focused study

Feats: Skill focus(Know Religion), Eschew materials
Skills: Know(history, Religion, Arcana, Local, Nature) Spellcraft, Linguistics
Languages: English , Liturgical Hebrew (Aschkenasi), Yiddish (Slav), Belerusian

Equipment:Talit, Tzitzit, Wool suit, Kippah, Sefer Torah, Personal Prayer Journal (Spell Book), Magen David.

Will flesh out a profile if chosen.


@GM - Any chance of higher starting cash? For a lot of classes, even with the reduction in firearm costs, average starting wealth still isn't enough to purchase a firearm. Obviously there are a couple of traits that could provide workarounds, but I figured I'd ask!


@Cucumbertree: I'll have to think on that for a bit. I'm not sure how Victorian society would deal with that. For now, let's go with a maybe.

@Dodekatheon: I hadn't even checked to see if those were listed as traits. I mostly meant the traits other than size, movespeed, ability scores, etc. So, for example, your human could take Elven Magic instead of the extra skill point.

@TerminalArtiste: I don't see any reason why not to allow it. There's nothing that has to do with tails, or anything like that.

@YoricksRequiem: I'll think about it for a bit. I might, instead, have some firearms as early loot.


Cool, If so, then my sibling I remember would be my identical twin. Also I think what I would be when I grow up is an angel. That said I think I'll go with an oracle of some bent. I'll write something up soon


Gotcha, Aest. I'll have to change some stuff around then, but will.


This sounds great. Dotting. It sounds like the perfect setting for me to finally put together a kineticist. Are they allowed? if so, I'll have one ready in a couple days. Just need to get my laptop with Herolab up and running.


X-00001:

Human Oracle (Psychic Searcher) Level 1
N Medium humanoid
Init +8; Senses: Perception +7; Low-Light Vision
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 ( armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft

Melee

Ranged

--------------------
Statistics
--------------------
Str 11, Dex 14, Con 10, Int 12, Wis 12, Cha 16(+2 racial)
Base Atk +0; CMB +0; CMD 11

Feats:
Improved Initiative
Additional Traits

Traits:
Reactionary

Diplomat
You gain a +1 trait bonus on Diplomacy and Sense Motive checks.

Blood of Dragons
Gain low-light vision

Skills
Total=Rank+CS+Stat+Trait+Misc

5 per level

Diplomacy 8 =1+3+3+1
Perception 7 =1+3+1+2
Use Magic Device 7 =1+3+3
Sense Motive 6 =1+3+1+1
Knowledge (religion) 5 =1+3+1

Spells:

1xFCB
Orisons

mage hand
ghost sound
Detect Magic
Enhanced Diplomacy
Guidance
Mending
Spark

1st Level 4 slots

Cure Light Wounds
Shield of Faith

Oracle Mystery(Time)

Curse:

Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known

Revelations

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Class Skills: An oracle with the time mystery adds Fly, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.

psychic searcher

Bonus Spells: Augury (4th), locate object (6th), divination (8th), permanency (10th), find the path (12th), disintegrate (14th), discern location (16th), foresight (18th). These bonus spells replace the oracle’s normal mystery bonus spells at these levels.

Inspiration (Ex)
At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. Wisdom modifier, not Intelligence .
This ability replaces the mystery spell gained at 2nd level.

Psychic Talent (Su)
At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list.

Skill Racial Traits (Switched for Skilled)
Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Background:
I have a identical Twin
I always wanted to be an archangel from the Bible.

Just need to spend equipment money


TheSilverDreamer wrote:

I have an idea, but I wanted to ask, are Kineticists cool? Not like a waterbender, but like the creepy girl with powers mostly under control, and when she's stressed there's frost around her feet.

1d3+1

Haha I also wanna play a Kineticist, but more like a pyro. If we both get chosen it would be cool to have a connection maybe. Fire and Ice.

My concept is a character who has burns and is actually afraid of fire at first. But he doesn't know why, so he has to overcome that as he gains more control of his powers. Then becomes more infatuated and mesmerised by fire. I think that could be fun.


Updated Gideon to be correct statistically.


I'm going to be dropping this recruitment as well, for a similar reason. My brother was killed by lightning while mountain-biking, and I'm putting gaming on hold for the time-being. Apologies to all those who've submitted to either game.


That's terrible, I'm so sorry for you loss. Best wishes for you and your family in getting through this.


My condolences. I am so sorry and I hope the best for you and your family.

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