Re-Recruitment - Fevered Dreams - a Modern Pathfinder 1ed game


Recruitment

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Hello folks, due to loosing half our motley crew over the last couple of years we're re-recruiting for up to three positions in Fevered Dreams.

Fevered Dreams is a modern campaign, set in today's world. Your character is fully aware that magic exists, as they have some of the supernatural about themselves. Perhaps they have no idea as to the wider realities of such things, and perhaps they're a fully trained spellcaster who has been taught to fight the the dark things that prey on unsuspecting mortals. Either way, you're about to learn a lot more.

Strange things have been happening in Fever, with a Fey Knight looking to devastate the town, a strange house being take, a new king of the town being crowned and a modern Warship retrieved from another dimension. A creature made of rippling fluid has been seen repeatedly, growing in numbers as it comes and goes.

There's no sign that things are going to get more normal.

For more details to our Website

Recruitment will close on October 12th at 23.59 GMT, unless things stop before then.

Character Build:

Due to the episodic nature of the game, players will often swap characters after each section. The three remaining players are still deciding on there own characters, so create the kinda character you want to play. If we end up with a gang of Monk's I'll adapt the game.

Level: 7 plus a CR +1 Template. If you like, you can swap a level out and make it a +2 Template. If you choose a template which increases in CR at a later level we will discuss then any balance issues that might arise. Please note that any level restrictions remain in place, but alignment restrictions are removed so long as it makes sense.

I should note that picking a Template simply to make yourself awesome isn't the best plan here. I would suggest choosing one that fits the character, not fitting a character around a Template.

Stats: 25 points buy. You also get an additional +1 from 4th level.

HP: Full at first level, half +1 or roll after that.

Race: Any race that can pull off looking human is acceptable, or otherwise going unnoticed in a modern world that generally doesn't know magic exists. This needs to function at all times, without equipment or duration limits.

Class: Most classes are acceptable. However, classes that walk around with wild animals or unusual creatures may have some difficulty in getting around. The Vigilante is also an effective choice, as most of the game will remain in the town of Fever.

Divine based classes should choose a favoured weapon that makes sense for there personal religious leanings.

Books: All Official Paizo products is good, with the exception of the Sacred Geometry feat. That thing was evil.

Stuff from Super/Rogue Genius Games is fine, with the exception of the Eldritch Godling.

The Spheres of Power rules system by Drop Dead Studios is accepted merrily, and even encouraged. Those who have access to the Spheres of Might early access may use it, on the understanding that you will need to update as it does.
Pack Magic by Radiance House is also acceptable.

​You may also use Psionics and Path of War by Dreamscarred Press.
Other Third-Party material on request. I will need some way to review it, however.

Starting Funds: $12000. You can find some interesting toys on the Equipment or just covert GP to $ for Pathfinder equipment.

Other Rules: Both Background Skills and Automatic Bonus Progression are in use.

Traits: Two traits, one from the cunningly crafted list below, or three with a Drawback.

I will also consider Christina Style’s Major Drawbacks in exchange for a bonus feat or two more traits, but it will really have to be a drawback for you. No sneakily taking Magically Inept as a Fighter.

Campaign Traits:

Arcane Battery
Ever since you were a child an excess of magic has caused sparks in your life. Valda taught you how to master this ability, and save money on batteries.
Benefit: ​You can recharge electrical items, a surprisingly useful ability, and additional add 1d3 electrical damage to melee attacks.

Business Associate
You have worked for a time with Valda, and it comes with a few benefits.
Benefit: You gain an additional $1000 plus $500 per level at each level up.

Former Student
Modern spellcasters need to deal with a camera in every person's pocket. Valda made sure you know how to, occasionally, you need to be a little more stealthy.
Benefit: Gain 1 Modern skill as a class skill. Once a day you may cast a spell as though you have both the Silent and Still spell metamagic feats.

Local
You know the town of Fever, and some of the secrets within.
Benefit: Gain a +2 to Knowledge (Local) and make it a class skill.

Old Family
Your family has an old connection the Other. Regardless of the situation with your family, Pride in your blood stiffens your resolve
Benefit: Gain a +1 to Will, and an additional +1 against Charm and Fear effects.

Touched by the Twilight
For whatever reason you have an odd connection to the Twilight, and can see into the ruined landscape among other things.
Benefit: Three times per day you can see through up to one foot of stone or other material, or into the Twilight.

Final Notes:

A few final notes and quirks, to scare of those who remain.

Social interaction, both between party members and NPC's is a must. I will occasionally detour into characters personal stories, run one-on-one games and other oddities. Having your character be a 2d poster that only blends into life when there is something to murder will leave you bored a lot, and less likely to be chosen.

One of the things you'll note is that keeping the Other Side secret is a big thing in this game. Yes, I have listed Rocket Launchers as a weapon. And other unpleasant weapons. But you'll need a way to smuggle those through town if you want to use them. The same applies to monstrous, dragon-like pets, glowing eyes, angelic wings...if you can't look like a business man heading for a jog, you might want to rethink.

I will be basing applications on writing and character first, mechanics second. This means two things - one, I won't be looking to fill traditional roles. If the party rolls out with six monks, then the Monks Strike Back we shall play. Create the character you want, not the roll you think I'm most likely to pick, and I'll accommodate the game to make sure the party is at least functional. Secondly, make sure you create a real live character rather than AmNumbers.

You might make the finest cluster of numbers possible, but I'm less likely to pick you if that's all I see. I would suggest either the usual Appearance, Personality and History, the 10 Minute Character Background or a combination of the two, but however you think will make your character come alive.


I remember this one!

Not quite sure what I'll make, but with a setting as cool as Fever and toys like Spheres to play around with, I'm sure I'll settle on something.

Edit:
My current idea is a Thaumaturge with the Unseen Horror archetype. Would you allow the Haunted One template? The general theme is very ghosty and paranormal, with a normal guy haunted by several spirits. I might ask to be able to control both the host and the rider, though obviously playing out the dichotomy between the two.


I had a Haunted One player in another game, and it was a blast, so I'd love to see another one.

Grand Lodge

dotting


This sounds like an interesting premise. Count me interested.


Dotting for this, very interested. Will get something together soon!

Grand Lodge

noobish question...what CR+1 templates? never used them before

Grand Lodge

ignore my last question... had a brainfart...


Haven't settled on a concept just yet, but here's a question: instead of taking 6 levels and a +2 template, could we take 6 levels and two +1 templates?


Possibly. I will say I won't allow two of them that boost your stats, however. Taking Giantkin and Ogrekin to give yourself a +10 Strength and +8 Con isn't on the cards, for example. If you really want abilities from two templates and both boost your stat we can discuss it, but I'll probably just tell you to choose one.


That makes sense. Good to know the options, though.


Dotting


So, the idea I'm working on right now is a Slayer with the Implacable Stalker template. A few questions have come up during the building process:

1. Any issues with using the Implacable Stalker template? Seems in line with creation guidelines, but always a good idea to check.
2. Would I be able to use the Ifrit race provided I take the Transformation feat choosing Anthropomorphic? That way I can shapechange into a human without a limited duration, which would allow me to pass as a business man heading for a jog just fine. This would also suppress the fear aura from Implacable Stalker so I'm not scaring people around me all the time.
3. Speaking of fear aura, does that aura also affect my teammates?
4. If I take the Shadowstuff Armament feat, can I make my ABP weapon/armor attunement bonus apply to the shadow items I generate?


A quick question on the Business Associate trait do you gain the bonus $1,000 plus a bonus $500 times your level in starting funds or gain the bonus funds later in-game?


dwilhelmi wrote:

So, the idea I'm working on right now is a Slayer with the Implacable Stalker template. A few questions have come up during the building process:

1. Any issues with using the Implacable Stalker template? Seems in line with creation guidelines, but always a good idea to check.
2. Would I be able to use the Ifrit race provided I take the Transformation feat choosing Anthropomorphic? That way I can shapechange into a human without a limited duration, which would allow me to pass as a business man heading for a jog just fine. This would also suppress the fear aura from Implacable Stalker so I'm not scaring people around me all the time.
3. Speaking of fear aura, does that aura also affect my teammates?
4. If I take the Shadowstuff Armament feat, can I make my ABP weapon/armor attunement bonus apply to the shadow items I generate?

For 2., why not just take the Mostly Human alternate racial trait? I’m considering a Mostly Human Sylph myself.


dwilhelmi wrote:
1. Any issues with using the Implacable Stalker template? Seems in line with creation guidelines, but always a good idea to check.

Hmmm. It's extremely strong, even for a CR2 template, with a lot of abilities. I'm not opposed, but I may ask for some of the abilities to get toned down a bit if they become disruptive to play.

dwilhelmi wrote:
2. Would I be able to use the Ifrit race provided I take the Transformation feat choosing Anthropomorphic? That way I can shapechange into a human without a limited duration, which would allow me to pass as a business man heading for a jog just fine. This would also suppress the fear aura from Implacable Stalker so I'm not scaring people around me all the time.

That should work. You could also take the racial trait that Mostly Human.

dwilhelmi wrote:
3. Speaking of fear aura, does that aura also affect my teammates?

I think we'll rule yes, but the aura can be turned on or off. Limiting how much the aura without disrupting the team can be used would certainly be a restraint on some of your more impressive abilities.

dwilhelmi wrote:

4. If I take the Shadowstuff Armament feat, can I make my ABP weapon/armor attunement bonus apply to the shadow items I generate?

Yeah, that sounds fine. It's not like you'll be able to make an infinite number of magic weapons.

Xyndar Illambra wrote:
A quick question on the Business Associate trait do you gain the bonus $1,000 plus a bonus $500 times your level in starting funds or gain the bonus funds later in-game?

My bad. It's $1000 to start with, an an additional $500 every level up, but since the part has gone up a couple of levels since it would start at $2000.


Ouachitonian wrote:
For 2., why not just take the Mostly Human alternate racial trait? I’m considering a Mostly Human Sylph myself.

For two reasons - one, I really like the idea of a full blown freaky inhuman ifrit that is super intimidating, goes with the template I want. And two, I didn't know it existed :D.

JonGarrett wrote:
Hmmm. It's extremely strong, even for a CR2 template, with a lot of abilities. I'm not opposed, but I may ask for some of the abilities to get toned down a bit if they become disruptive to play.

Fair enough, I'm down to tweak as we go.

JonGarrett wrote:
I think we'll rule yes, but the aura can be turned on or off. Limiting how much the aura without disrupting the team can be used would certainly be a restraint on some of your more impressive abilities.

Turned on or off how? I was planning on relying on Transformation for turning it on and off, but I can easily adjust. We can also just suss out the details if I get picked.


Use a swift action to activate or de-activate the aura. I'll leave it up to you what this looks like.


JonGarrett! I knew there was a reason I never deleted my original submission to your awesome Fevered Dreams campaign. Joseph Zaidel was updated to add an additional level, and include automatic bonus progression and background skills.

That being said, could I submit an additional character if I wanted?


Sure, why not?


I’m still putting some finishing touches on mine, but it’s coming together nicely. It’s going to be a Sylph Aerokineticist with the Aerial template and the Arcane Battery trait. All the air and electricity. Mostly he’ll work as a ranged blaster, but he also has a lot of skills and some healing ability (Taking Kinetic Healer via Aether as his expanded element).


Heh. Zaidel. Maybe I should bring a young Lucas into this? Dotting while I figure out what that looks like.
Human Gunslinger. Need to look through templates still.


Ok basic chassis on a shadow creature ankou shadow stalker. Very flavored and still working on background crunch etc


Instead of a template could we use a full-blooded Azlanti for a human instead?


Those are some interesting characters, I'll take a peek later.

You can do an Azlanti if you wanna. Honestly, compared to most templates it's pretty tame.


This is dwilhelmi's submission, Maqej the master of fear ifrit. I am using Hero Lab with lots of adjustments to build, so let me know if anything in the character sheet doesn't make sense or if you have any questions.


Zorin Blitz wrote:
Instead of a template could we use a full-blooded Azlanti for a human instead?

Keep in mind that this is a modern Earth campaign. Golarion isn't a thing. I'm not sure what angle you're going for with the Azlantii human, but I thought I'd mention it.


Maybe they're from Atlantis instead. It'll be fun to find out.


Florencio Lluvias resembles any latino male out of Arizona though he could more easily pass for a light skinned Spaniard with a slighter than average build. He has short-sleeve, bluish tattoos covering his arms and torso with complex, stylized cloud motifs. He keeps his tan hair highlighted with blue streaks, and he usually dresses in light, airy clothing.

Florencio is a Sylph with the Seelie template.

He is a consummate firefighter though he is often called to serve as a smokejumper or hotshot during fire season. He is in town looking for work with the FD and would happily take a job with the substation nearest The Sanctuary. Or if that doesn't work out, he would make a great florist or a Forista (a forest service worker).

Florencio drives a modified 2001 F350, 7.3 diesel, 4x4, DRW. It is a large truck that he has retro-fitted with a 1937 Chevy panel van body that he uses as his home. RV life, ese. He keeps it filled with herbs, spices, and microgreens, though his art supplies and PPE take up lots of room.

He fills his spare time with taking care of his plants. He often can be found in crowded areas, drawing or painting, while "listening to the wind."

Florencio is a druid.


Interesting. I'll try to pull something together for this. :)


This is what I am going to try if it is okay:

Race
Lapith (https://www.d20pfsrd.com/races/3rd-party-races/rogue-genius-games/lapith/)

It says they can pass for human, and they are from one of the publishers you mention. I imagine part of her backstory will include not feeling free to switch into her other form very often, for fear of being found out.

Class
Archon (https://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/arch on)

I often play bards, trying to get a mix of combat and spells, so this looks like an interesting class to try with some similarities, but more combat than spells rather than the other way around.

Template
Mutant (https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-cr-1/)

(Nothing that would change my appearance.)

Let me know if you have concerns with any of those, and I will make changes as needed while building the character. (I know the story is most important, but wanted to make sure you don't think any of this is problematic.)


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No problems with any of that, no.


Animal Lord looks like a really fun template. I kinda want to build another character with that and choosing Common Cat as my animal, build up a Minerva McGonagall style animagus :D


GrinningJest3r wrote:

Heh. Zaidel. Maybe I should bring a young Lucas into this? Dotting while I figure out what that looks like.

Human Gunslinger. Need to look through templates still.

Totally. Check you private messages.


Ooooh, collaboration. Sounds interesting.


Alright Adney is ready


dwilhelmi wrote:
Animal Lord looks like a really fun template. I kinda want to build another character with that and choosing Common Cat as my animal, build up a Minerva McGonagall style animagus :D

I had considered a dog-based Animal Lord myself, early on. It does sound like it could be a fun build.


Ouachitonian wrote:
dwilhelmi wrote:
Animal Lord looks like a really fun template. I kinda want to build another character with that and choosing Common Cat as my animal, build up a Minerva McGonagall style animagus :D
I had considered a dog-based Animal Lord myself, early on. It does sound like it could be a fun build.

Maybe we should all rebuild as dog-based Animal Lords and spend all of our non-adventuring time as dogs in a pack. We could even pick monstrous races that only leave dog shape when we're not around normals. Fun would be had!


1 person marked this as a favorite.

...I've heard of worse ways to derail a campaign.


Question on languages that I didn't see on the associated website (sorry if I missed it).

Since we are playing on Earth, should we choose modern languages such as German, Japanese, etc. as well as Pathfinder languages such as Goblin, Dwarven, etc.?

If so, does English=Common in this context?


Yes, all real and Pathfinder-fantasy languages are in play. English is the stand-in for common.

Incidentally, I played a PC that is the last person alive to know how to read and speak Rongorongo. It didn't come up in gameplay at all, but it was a fun contrivance. :)


Jennifer Buscema wrote:

Yes, all real and Pathfinder-fantasy languages are in play. English is the stand-in for common.

Incidentally, I played a PC that is the last person alive to know how to read and speak Rongorongo. It didn't come up in gameplay at all, but it was a fun contrivance. :)

Cool, thanks for the additional information. :)


I’m probably not going to submit. Might, but don’t wait for me. Just got a lot going on right now.


So, just for fun, I went ahead and built her, and it ended up pretty awesome I thought! I might even like this character better than my first submission, but unsure. If you'd allow a second possible entry, or just want to be entertained a little in the wait time, please take a gander at Professor M, Alteration-sphere specialist incanter! She has an Implement of Power (previously SoP Staves, but they updated them to something more generic that can take on other shapes as well, so hers is a wand) that is her Focused Casting drawback focus object, and can swift action transform into a tabby cat and back at will.

Sidenote: I discovered that officially the ABP weapon enhancement can be applied to the Implement of Power's CL enhancement bonus (source).

Appearance:

Professor M is an older lady with wrinkled light skin, graying black hair, and sharp and bright green eyes. She is most often seen wearing long dresses, a hat of some sort, and a small pair of glasses. She has a stern look to her, the result of years of trying to wrangle students and push them to greater heights. She has extra wrinkles around her eyes, frown lines for sure; but she also has a smattering of laugh lines as well. This is a woman who has glared and frowned often in her life, and found little enough time to laugh.

The Professor is able to shift forms into that of an ordinary looking tabby cat at will, a thin cat with silver hair and black markings and striking green eyes. The cat's long tail often flicks around her as she daintily walks around the neighborhood around Ridgeview College.

Personality:

Professor M is a stern older woman, not given to frivolous fancies, but keenly focused at the task at hand. Unless you know her well (which few do), you would assume that she has no sense of humor whatsoever and almost never gives in to any lazier tendancies. You'd be right about the latter, but incorrect about the former. If you see more than a simple smile out of her, it is a sign that she trusts you enough to let her guard down.

She has a love of magic for the sake of magic, a fascination with what it is and how it works that few other exceed. She also has an educator's heart, longing to pass the knowledge of her passion on to others who are interested in learning (and maybe a few who don't actually care but patiently listen to her anyway). In particular she is enchanted by the ability of magic to reshape reality into new forms. Alteration is her first and foremost subject of study, and she has learned to manipulate matter in all sorts of interesting ways.

History:

M was born in a small village in the Scottish Highlands, and learned the art of magic from her mother. It may not surprise you to learn that Europe in general, and Scotland in particular, is a little more willing to believe in magic and allow for the teaching and education thereof than most of the rest of the world. It still isn't exactly common, and the majority of people would probably still tell you that magic doesn't exist, but it isn't unheard of there either. Her mother was able to get her a wand (9 and a half inches, fir, with a core of dragon heartstring) very early on, and this wand has been in her possession ever since. It is the focal point of her magic, and it is almost impossible for her to cast without it; the wand is also a connection to her mother, who has long since passed on.

When M came of age, her mother and father had saved up enough money to send her off to Ridgeview College in Fever, a place known in the supernatural community as one of the finer schools of magic in existence. She dove into her studies with a ferocity and intensity that tended to drive off the people around her; she didn't care, though, as what drove her was the magic. It was incredible! Everything she hoped it would be and more. She quickly advanced within Alteration studies in particular, finding the mechanics of altering the shape of things came naturally to her. Eventually she became so skilled at this that she even learned to control her own shape without straining her magical limits at all, and became able to take the form of a small tabby cat at will. This proved to be remarkably helpful in many different ways, not least of which was that she found a surprising ability to converse with and even have a modicum of control over any other felines she encountered.

After graduating, she tried making it out in the real world, but at the end of the day she found herself drawn back to Fever. After all the things she had seen and learned to do, she couldn't imagine returning to life in the "normal" world. So she sought after and received a teaching post at Ridgeview, and has been happily teaching there ever since.

Stats:

Professor M
Human (doppelganger-spawn) incanter 6
NG Medium outsider (native, shapechanger)
Template Animal Lord (Common Cat)
Init +4; Senses Low-Light Vision, Scent, Perception +14
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+1 deflection, +4 Dex, +1 enhancement)
hp 44 (6d6+18); shapeshifter’s renewal (3 HP)
Fort +6, Ref +7, Will +10 (+1 to Will saves against Charm and Fear effects)
Weaknesses focus casting, somatic casting, somatic casting, verbal casting
--------------------
Offense
--------------------
Speed 30 ft.
Melee
2 claws +6 (1d2+3), bite +6 (1d3+3)
destructive blast +6 touch (3d6)
Special Attacks battleshaping
--------------------
Statistics
--------------------
Str 16 (12 from point buy, +4 from Animal Lord)
Dex 19 (15 from Common Cat, +4 from Animal Lord)
Con 16 (12 from point buy, +4 from Animal Lord)
Int 27 (18 from point buy, +4 from Animal Lord, +2 from ABP, +2 from human, +1 from level)
Wis 16 (12 from Common Cat, +4 from Animal Lord)
Cha 20 (16 from point buy, +4 from Animal Lord)
Base Atk +3; CMB +6; CMD 21
Feats Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Shifting Disguise, Silent Spell, Sphere Focus
Traits Favored Curse (Animalistic), Old Family
Skills Bluff +11, Climb +7, Diplomacy +11, Fly +13, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (nature) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +14, Profession (teacher) +12, Spellcraft +17, Stealth +8; Racial Modifiers +4 Climb, +4 Stealth, Shifting Disguise
Languages Catfolk, Celestial, Common, Dwarven, Elven, French, German, Scots, Scottish Gaelic
SQ agile transformation, alter, animalistic transformation, avian transformation, casting, create, destroy, destructive blast, drowning blast, easy focus, effects, extended range, fire blast, illusion, invisibility, mass alteration, ranged alteration, repair, shapeshifting, size change, specialization (sphere specialization [alteration]), twisted transformation
Combat Gear Attendant Alteration Implement (wand) +1 (ranged alteration talent); Other Gear eyes of the eagle, 1,000 gp
--------------------
Special Abilities
--------------------
Alteration: Agile Transformation Traits: Dodge, Initiative, Evasion, Uncanny Dodge
Alteration: Animalistic Transformation You can give your shapeshift target the quadruped form
Alteration: Avian Transformation You can give your shapeshift target the avian form
Alteration: Mass Alteration You can shapeshift additional targets
Alteration: Ranged Alteration (2) You can shapeshift targets from further away
Alteration: Shapeshifting (3 traits, 5 targets, DC 23) You can bestow the Blank Form
Alteration: Size Change (+/- 2 size cat.) You can change the size of your shapeshift target
Alteration: Twisted Transformation 4d6 Spend 1 SP to have shapeshift damage targets who fail to save against it
Battleshaping +1 (Bite, 3/day) (Su) You can grow a natural weapon as a swift action
Casting (CL 6, MSB +6, MSD 17, Concentration +14, DC 21) You can cast sphere effects.
Creation: Create You can create objects
Creation: Destroy 1d4+3 Damage an object for 1d4 +3 hit points
Creation: Repair 1d4+3 Repair a damaged object for 1d4 +3 hit points
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Drowning Blast (DC 21) (Bull Rush +14) Destructive Blast deals bludgeoning damage and can nauseate target
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Fire Blast (DC 21) Your destructive blast deals fire damage and can ignite targets
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Focus Casting (DC 23) You must make a concentration check to use magic without your focus item
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Illusion (DC 21) Create illusions that may fool observers
Illusion: Invisibility (DC 21) You can make creatures or objects vanish from view
Shapeshifter’s Renewal (3 HP) (Su) You can heal yourself when you shapeshift
Shifting Disguise (Su) As a full-rd action, alter your body to mimic another creature your size (+10 to Disguise)
Silent Spell Cast a spell with no verbal components. +1 Level.
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Focus (Alteration) Gain +1 DC with abilities from chosen sphere
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF

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Presenting Ross Kelver and Zaoth, haunted thaumaturge and eldritch possessing entity, respectively!

Stats:

Ross Kelver
Male Haunted One Human Thaumaturge (Unseen Horror) 7
Chaotic Neutral Medium Humanoid
Init +2; Senses vision type range; Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+X armor, +2 Dex, +1 deflection)
hp 66 (7d8+28)
Fort +7, Ref +5, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Weapon +X (XdX+X/x2)
Melee Weapon +X (XdX+X/x2)
Special Attacks Weapon XdX+X (X/time range) (dc XX)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 18, Int 24, Wis 14, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Extra Invocations, Extra Unseen Augmentation, Extra Unseen Augmentation, Extra Magic Talent, Minor Charm Specialist
Traits touched by twilight, pragmatic activator
Skills
Diplomacy +8 (4 ranks, +3 class, +2 cha)
Intimidate +12 (7 ranks, +3 class, +2 cha)
Perception +9 (7 ranks, +2 wis)
Knowledge (arcana) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (dungeoneering) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (local) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (nature) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (planes) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (religion) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Spellcraft +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Use Magic Device +15 (3 ranks, +3 class skill, +7 int, +2 untyped)
Background skills:
Knowledge (engineering) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (history) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Knowledge (geography) +19 (7 ranks, +7 int, +3 class skill, +2 untyped)
Languages English, Spanish, Aklo, Celestial, Infernal, Aramaic, Latin, Sumerian
Other Gear Gear Item Name, XX GP, XX SP, XX CP
--------------------
Special Abilities
--------------------
Invocations (12/day)
Lingering Blessing
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level for 1 round per thaumaturge level.
Lingering Pain
At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to become sickened for 1 round (Fortitude negates).
Meditation
At 1st level, the thaumaturge may reroll a failed Knowledge check. The thaumaturge may only use this ability once for any given Knowledge check.
Empowered Attack
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
Empowered Defense
At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.
Channel Punishment
At 7th level, if the thaumaturge suffers backlash when using forbidden lore, he may use an invocation to pass the penalty off to another creature within 30 feet. If that creature is unwilling, they are allowed a Will save to negate this effect. On a successful save, the thaumaturge suffers the effect of the backlash as normal.

Forbidden Lore +3
Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect.
Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.

Occult Knowledge +2
Listed bonus to Knowledge, spellcraft, and UMD

Lurking Forces (Su)
At 4th level, an unseen horror summons an unseen force that lurks around him, and is capable of giving it mental commands as a free action. This force is an invisible, mindless entity that can perform simple tasks anywhere within 20 feet + 5 feet per 5 class levels of the unseen horror, such as lifting or moving items, opening doors, or lightly tapping someone on the shoulder. It can perform only one activity at a time, but may repeat an activity if desired. It has an effective Strength score of 2, allowing it to lift 20 pounds and drag 100 pounds, moving any object it carries up to 30 feet per round. It can trigger traps and similar devices, if its strength is adequate to do so. It cannot perform any task that requires a skill check with a DC higher than 10 and is considered untrained in all skills. It cannot attack in any way, but also cannot be killed or destroyed, though it ceases to exist if he dies, only reappearing if he is resurrected in some manner. In addition, he gains one unseen augmentation listed below.

Unseen Augmentations:
Reaching Fingers
Increase reach to 15 feet, can additionally slip through thin cracks
Twin Forces
Get a second unseen force
Whispering Wraith
Can make and mimic sounds

True Lore 2/day
+20 insight on a single knowledge check
Vision 2/day
vision as a spell-like
--------------------
Spheres
--------------------
Spell Pool: 17
Casting Tradition:
Mind
Casting Ability Modifier: Intelligence
Drawbacks: Emotional Casting, Rigorous Concentration
Boon: +1 spell point, +1 per three levels in casting classes.

Spheres:
Mind:

Talents:
Expanded Charm: Target any creature type w/ charms

Fear:
Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates).
Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.
Powerful Charm: This is the same as the greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still shaken for 1 round per caster level.

Telekinesis:

Talents:
Telekinetic Crush: 2d6
When using your telekinesis on a target, you may crush it with your grip. Every round you maintain concentration you may deal 1d6 bludgeoning damage and an additional 1d6 per 5 caster levels. Alternatively, you may attempt a Strength check to break an object you are holding with your telekinesis, using your casting ability modifier instead of your Strength modifier and adding the size modifier from the largest-sized object you can lift with telekinesis. You may use this on sections of a larger object than you can lift with your telekinesis, allowing you to punch holes through walls or rip down doors so long as you can lift the targeted section.
Telekinetic Maneuver: +14
You can use telekinesis to manipulate a target with more finesse than a Hostile Lift. You may target a creature with telekinesis to perform a bull rush, drag, reposition, trip, dirty trick, or grapple (upgrades to pin if the target is already grappled) combat maneuver against a target, ignoring size limitations. Use your caster level plus your casting ability modifier as your CMB. If grappling, your CMD is your telekinesis CMB + 10 and the target is allowed to attempt a Will save each round after the grapple is initiated to negate the effect, just as they can with Hostile Lift. These maneuvers do not provoke an attack of opportunity from the target. If grappling, you do not gain the grappled condition, and you cannot be knocked prone by failing a trip check.


Background:

Ross Kelver was an ordinary child, really. He had a love of scary stories and an overactive imagination around Halloween, sure, but what 10 year old boy doesn’t?

It was strange, his neighbors and parents said, that as all his friends grew out of their fascination with ghosts, ghouls, and gremlins, Ross never did.

School was hard on him. He was smart, excelling in his studies, acing tests like they were nothing. It never called to him. What did any of it really mean, compared to what could lurk beyond the veil. That wasn’t even to mention the bullies. A small town in southwestern Kansas isn’t kind to those who stand out as different. It was just Ross’ luck that he was the stray hair in his high school’s graduating class of ninety-three people.

All the while, the mysteries of what lay past the gates of mortality tempted him. He flirted with occult rituals, Wicca, Goetia, Kabbalah. None worked. None brought him closer to the ultimate mysteries of life and whatever lay past it.

His path took him to rural New England, to an old college north of Boston whose name matters little anymore. He fared better there. People were stranger, like him. None, though, approached his fervor for the mysteries of the supernatural.

It was on a cold night, the biting kind of chill that only comes in a late New England winter, that Ross found his fate.

On a loose scrap of paper tucked into an old tome, hidden in a forgotten corner of the oldest library on campus, Ross found instructions for...something.

The hour struck midnight on the winter solstice. The black candles were lit, the offerings made, the dense, harsh recitations said thirteen times over.

On that night, Ross looked into the void. Something looked back. He felt it wrap around him, seize his mind and body and very being. If it wanted, it could control him totally, or break him utterly. It didn’t.

For a time it lurked within the deep recesses of Ross’ mind as his academics spiralled downwards and the few friends he had grew ever more distant. Then, a single word. Fever. Fever. Fever.

It called him west, to a town called Fever. It was on this journey he began to feel something. Powers he never could’ve imagined. He could move things with his mind with barely a thought. He could influence the minds of others to do what he, or perhaps what the entity, wanted. Never, in his journey, was he alone. Emissaries, perhaps, children, or simply lesser forms of whatever the entity was, accompanied him always. Invisible, unknowable, yet ever-present, they were his wardens, his guides, and his constant companions.

It was a long, meandering route. The entity, it seemed, had a liking for roadside attractions, the kind that perpetually seem decades out of date. It was in a distorted mirror under the light of an old, flickering funhouse bulb that he first saw it.

He still cannot describe exactly what it was, but he knew it was a creature of unimaginable strangeness, of an intelligence impossible to understand. It called itself Zaoth, speaking in a whisper that threatened to grind his very being to dust. It had a purpose, one that Ross could not fathom. He knew, though, it had stolen his destiny, taken his mind and body and soul hostage. As long as Ross cooperated, Zoath’s wrath would be withheld. If not, it would destroy him.

Ross found himself in Fever some weeks, pulled by Zaoth’s will. There, he waited in a dingy apartment above a loud orcish dive bar for whatever his dark controller would command of him next.

Appearance and Personality:

Ross is a slim, pale human dressed in a shabby gray suit. His chin’s adorned with a perpetual five-o-clock shadow, and his brown hair is fairly shaggy from a lack of any sort of recent personal care. His voice is soft, and weary in a way that doesn’t fit his youthful appearance.He walks with a slouch, as if a weight were pressing upon his shoulders at all times.

When Zaoth is dormant, or at least not actively in control, Ross is fairly genial. He does his best to be friendly and approachable despite the dark presence that lurks deep within him. In particular he has a love of puns and long, elaborate jokes. In truth, he appreciates anything that can take his mind off of the burden that is Zaoth’s presence, off the otherworldly power he’s had forced upon him. He’s quite smart, knowing at least a little of just about everything. At times, the knowledge surprises him, able to speak languages that have been dead for millennia, know things that have been forgotten for generations. While he can use his powers, he tries not to unless in a situation of extreme duress. Every time, Zaoth’s influence grows, and the spectral forces that haunt him grow bolder.

Everything about him changes when Zaoth asserts it’s dark control.

His eyes roll back into his head, and his face contorts into a sickening, empty grin. The exhaustion drains from his voice and it’s accompanied by an alien, guttural voice, on occasion switching to a language that sounds like the death of something beautiful and the moment that hope finally fades. He stands rigidly straight, moving as if every part of his body were resisting against itself.

Zaoth has no qualms about using Ross for everything he’s worth. There is no caution, no anxiety, no fear of death, for how can something fear death when it simply has always existed? The spectral forces that follow him act as grim messengers, and his mental powers manipulate the world to his whims. Whatever Zaoth’s goal is, it is beyond imagining, and most likely sinister.

Ross should be mostly done, though I’ve yet to add gear.


Ouachitonian wrote:
I’m probably not going to submit. Might, but don’t wait for me. Just got a lot going on right now.

Sorry to hear that, but hopefully things do change.


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If there's still room, I'll throw in a dot. First thing that popped into my mind was trying to make the Narcoleptic Casting drawback work out for Spheres of Magic, but that may just be because of the name of the campaign. I'll need to read more setting details before I figure out if "FANTASMO, THE DREAM MASTER!" or something is tonally appropriate.


Hola Ryujin. I mean, it'll be fun to see a spellcaster that occasionally falls asleep. And Fantasmo would make a great stage name.


Quick question, would you consider the Tier 2 version of Somnambulance from the Scout Sphere to be sleep immunity for the purposes of being incompatible with immunity to sleep for Narcoleptic?

Somnambulance:

Your acute senses have been trained to their peak, making you difficult to catch unaware even while sleeping. You no longer increase the DC of Perception checks made while you are sleeping, and falling unconscious or going to sleep no longer causes you to lose martial focus. In addition, you are no longer considered helpless while sleeping as your heightened senses allow you to react to threats your conscious mind is unaware of.

You may take this talent a second time; the second time you take this talent, you no longer suffer most negative limitations of being asleep; this is functionally similar to immunity to sleep, though rather than staying awake when targeted by a sleep affect your subconscious mind and instincts simply take over, allowing you to continue fighting unimpeded, though you still cannot perform any Charisma, Dexterity, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Narcoleptic Casting:
Your magic has a pacifying effect that can lull you to sleep. At the end of any round in which you spend 1 or more spell points you must succeed at a Fortitude saving throw with a DC of 10 + 1/2 your magic skill bonus (minimum DC 11) or fall asleep standing up for 1 round. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature without dealing damage is a standard action (an application of the aid another action). Creatures immune to sleep cannot gain this drawback; if a creature later becomes immune to sleep after gaining this drawback, they must immediately retrain it for another drawback or lose it, recalculating their spell points as appropriate.

This counts as 2 drawbacks when determining the number of spell points gained.

I could see it swinging either way (either "functionally similar to immunity" is enough, or not being able to cast spells or concentrate on existing spells is still considered enough for a drawback), so wanted to make sure if it was cool with you or not.


I assume that the combination was designed to work together, and it's effectively two Spheres to only partially negate one drawback plus get some other utility. Plus the idea of a character randomly falling asleep, smacking someone, and waking up the next round confused as to why ther enemy is now down is vaguely amusing to me.

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