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Old Jan 1st, 2023, 03:56 AM
Maya Conti Maya Conti is online now
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Strange Aeons

Game NameStrange Aeons
Game SystemPathfinder
ThemeFantasy, Survival, Horror
FlavourH.P. Lovecraft Cosmic Horror
Plot Summary

AdvertisementIt is said none survived the Thrushmoor Vanishing. Almost 700 years ago, all the residents of Thrushmoor, a simple Ustalavic village on the coast of Avalon Bay, disappeared. None can say what one day caused every living thing in town to simply vanish. In the centuries since, those who resettled the land have seen much and learned to be suspicious. An evil haunts the tales and memory of Thrushmoor, and the people know it as the Briarstone Witch.

But in 4596 AR, Count Haserton Lowls I, the newly lorded count of Ustalav's Versex County, sought to put an end to such foolishness. In a bid to erase the history of fear and witchcraft plaguing his county, Count Lowls invited the church of Pharasma to perform an elaborate, showy exorcism upon Briarstone Isle, the setting of so many tales of strange disappearances. While the Pharasmins found no evidence of undead or hauntings, Lowls vociferously declared the island cleansed of evil. Soon after, with the aid of Rozenport's Sincomakti School of Sciences, he funded the construction of Briarstone Asylum on the foundations of an old, half-built fort. With that, Lowls claimed a victory for enlightenment and declared the time of fear and superstition in Thrushmoor was closed for good.

Yet, while such might have been the case for Haserton I, ancient evils act subtly, and over time, their methods give rise to new nightmares.

Start this adventure as a team of adventurers who will find themselves with no recollections and memories of their past, waking up in an asylum where they will be thrown headfirst into horror beyond their imagination.


Rules
Important: This campaign will contain disturbing subjects like horror and gore. If you are not comfortable with them, then this game isn't for you.
  • Party: The party will consist of four players, starting at level 1.
  • Races: All core races allowed. For other races, please ask first. Core races are more likely to be selected, though your non-core race character may get selected if it looks interesting.
  • Classes All core, base, hybrid, unchained and occult classes allowed, except gunslinger, samurai and ninja.
  • Alignment: Good or Neutral. No Evil alignment, unless if you can provide a compelling reason why you should play an Evil character. Even then, there's no guarantee your character may get chosen.
  • Ability Scores: 25pt buy system.
  • Starting HP: Maximum starting HP, roll after.
  • Starting Wealth: Maximum starting wealth.
  • Level Progression: Milestone.
  • Availability: Anyone can apply regardless of whether they have read the AP or not, though even if you have read the AP, please do not meta-game.
  • Background Skills: We will be using Background Skills system, allowing you to have an additional 2 skill ranks per level, which must be spent on background skills (Appraise, Artistry*, Craft, Handle Animal, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, Lore*, Perform, Profession and Sleight of Hand).
  • Retraining: Is allowed at Level 2 and up.
  • Alternate Racial Traits: Allowed.
  • Archetypes: Archetypes published by Paizo are allowed. You can only take one archetype per class.
  • Feat Tax Fix: No.
  • Posting Rate: Be consistent and be able to at least post once every two - three days. If you are unable to keep playing, your character may be made into NPC before leaving the party so that a new character can take your character's place.
  • Closing Date: Application will be closed on 14th January, 2023.

*New skills from Background Skills system


Application is now CLOSED. (closed on 14th January, 2023)

ApplicationName:

Race:

Class:

Alignment:

Description: Provide a good description of your character and/or the character's picture.

Personality: Outline the personality of your character. Unless stated otherwise, your character's amnesiac self is pretty much the same before the amnesia, personality-wise.

Background: Describe your character's background and past. Your character will not remember most of their past (knowledge and skills are unaffected).

Traits: Due to the nature of this campaign, your character will gain three traits (one campaign traits and two additional traits).

Drawback:


Campaign TraitsYou awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.Driven by Guilt
Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.Enduring Stoicism
You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You'll take the fight to them. You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther's gibbering or an intellect devourer's confusion). In addition, whenever you're confused and roll to determine behavior in a given round, subtract 10 from the result.Foe of the Strange
You awake with a strange sensation beyond the frightening experience of extensive memory loss. Full recollections of the experience, like so many others, have been wiped from your mind, but at some point in your past your mind was swapped with that of a yithian, an alien being from beyond time and space. You don't remember details of your experiences wandering the yithians' peculiar city in a foreign body, and even worry whether this might be some strange hallucination, but every so often, a flash of insight strikes you as a result of this experience. You know that you can rely on these alien flashbacks during your investigation into your current situation, as it gives you greater perspective into an otherwise confusing world. Once per day, you can reroll one Knowledge check that you have just failed. In addition, you can attempt untrained Knowledge checks with DCs up to 20 instead of 10.Formerly Mind-Swapped
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation. Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules.Methodical Mind
You awake in the asylum with sore muscles and bloody knuckles, as if you were recently in a fight. You even have a vague feeling that you won. You can't explain it, but you know that you’ve always been easy to set off, and your first instinct when pressed into a corner is to lash out. Stuck in the asylum sets you on edge, and you not only want to figure out what happened to you, you want to free yourself and find whoever did this to you, and make them pay. You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round.Pugnacious
You awake with a sense of purpose and a tingle of magical power. Though it's unsettling that you can't recall your past, you have a hunch that if you and your companions do everything just right by following the correct steps and order, and the answers will reveal themselves and you will be free of your condition. You get the feeling that you've always fallen back on careful planning and time-tested evidence in the past, but a nagging sensation also tells you that you used these skills in less-than-kind ways all too recently. Choose one 0-level spell. You can cast this spell once per day as a spell-like ability with a caster level equal to your character level. The spell-like ability's save DC is Charisma-based. In addition, you gain a +2 trait bonus on all skill checks when performing occult rituals.Ritualistic
You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation. You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.Sensitive Mind
You wake from your recent ordeal with a sense of shame, as if you had sinned deeply against your morals and beliefs. However, you feel a bit of relief as well, as if your god had granted you a second chance. You not only have a drive to figure out what happened to you, but an urge to fight back against the unspeakable forces of evil. If, during the course of your investigation, you discover that you took part in unsavory activities that would normally be opposed to your faith or alignment, this event no longer has any impact with your standing in the eyes of your god due to your renewed righteous convictions. Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day. There is a 20% chance that this attempt is successful. In addition, select one domain or inquisition you have. You can use the first granted power of that domain or inquisition one additional time per day. You must have a good alignment and be class capable of casting divine spells in order to select this trait.True Devotion
Your first thought upon awaking in the asylum isn't confusion over why you can't remember anything clearly, it's a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you're always ready to react. You have a hard time staying still, and you're constantly surveying your surroundings. Maybe you are paranoid, or maybe it's just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1trait bonus on Reflex savesTwitchy


Additional NotesJust so you know, you will need to do lots and lots of Will saves. Make sure that your Will saves aren't shitty if you want to stay alive. Make use of the additional traits to ensure that your character's Will save is good enough. Or not. It's not really mandatory, though it'll help you a lot in the campaign.

Also, I'm looking for a balanced party composition. For example, I'm not going to choose characters that share the same niche. Just keep that in mind


Player Character Class Race Campaign Trait Role/Niche Status
Admin Dirk Inno Minate Oracle (Divine Herbalist) Human Driven by Guilt Healer/Support Finished
Grimmard Regmyr Orcbane Monk Dwarf Enduring Stoicism Martial-Oriented Finished
CatCanCook Gammelion Gharzâkh Occultist (Panoply Savant) Half-Orc Pugnacious Martial-Oriented Finished
smeowlin Amelli Ashdown Arcanist (Aeromancer) Human Methodical Mind Magic-Oriented Finished
triedtherest Dougal Fastblade the Third Unchained Rogue (Phantom Thief) Human Enduring Stoicism Skill Monkey Finished
Togot Skurvin Blackmane Summoner Human Ritualistic Magic-Oriented Finished
LeoByron Kaine Steele Mesmerist (Spirit Walker) Half-Orc Enduring Stoicism Skill Monkey Withdrawn
Icereach Victor Harker Magus (Kensai) Skinwalker (Bloodmarked) Enduring Stoicism Martial-Oriented Finished
Exhibit A Kara Wolfblood Ranger Half-Orc Sensitive Mind Martial-Oriented Finished
Ermine Mina Witch (Synergist) Human Formerly Mind-Swapped Healer/Support Finished
OneDarkness Naxori Druid (Green Scourge) Tiefling Foe of the Strange Martial-Oriented Finished
OsmundCinderholt Prismara Vatinus (Sister Poena) Vigilante (Masked Maiden) Human Formerly Mind-Swapped Martial-Oriented Finished
Exeter Vishk Esh Faelin Investigator (Empiricist) Elf Methodical Mind Skill Monkey Finished
Airroneous Jhanda Vadekar Cleric (Herald Caller) Human Foe of the Strange Heal/Support Finished
Norse Randall Black Bard (Dwarven Scholar) Dwarf Methodical Mind Jack-of-All-Trades Finished
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Last edited by Maya Conti; Jan 14th, 2023 at 12:57 AM.
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Old Jan 1st, 2023, 08:14 AM
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Name: Inno Minate
Race: Human
Class: Oracle (Life/healer): Potentially, Dual Cursed/Divine Herbalist
Alignment: Lawful Good

 

 

 

Traits: Driven by Guilt, Exalted of Society, and Rescued
Drawback: Occult Bargain (for RP fun) or Meticulous (fits the personality).
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Old Jan 1st, 2023, 10:30 AM
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I have not read this AP but am interested in applying with a character. Is it safe to assume that being as we would be waking up in the asylum, we would be starting with no gear?

Last edited by Grimmard; Jan 1st, 2023 at 10:30 AM.
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Old Jan 1st, 2023, 10:34 AM
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Quote:
Originally Posted by Grimmard View Post
I have not read this AP but am interested in applying with a character. Is it safe to assume that being as we would be waking up in the asylum, we would be starting with no gear?
You will start the campaign with no gear in your person, but afterwards, you will get back your gear that you have listed in your character's sheet.

So, just list your character's gear and whatever items you have. You will get them back shortly afterwards.
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Old Jan 1st, 2023, 10:53 AM
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I also have never played or read this AP before. I am interested in applying with a Character. I'm thinking of a Rogue skill-monkey with the Phantom Thief Archetype.
One question about the Drawback. Do we have to include one, or is it to gain an additional Trait (for 4 in total?)
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Old Jan 1st, 2023, 11:02 AM
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Quote:
Originally Posted by triedtherest View Post
I also have never played or read this AP before. I am interested in applying with a Character. I'm thinking of a Rogue skill-monkey with the Phantom Thief Archetype.
One question about the Drawback. Do we have to include one, or is it to gain an additional Trait (for 4 in total?)
Yes, you need to include one, because drawbacks are going to be useful for me as a DM to create more horror elements in the campaign.
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Old Jan 1st, 2023, 11:50 AM
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I ran Strange Aeons for my IRL group, from beginning to end. Took a little under 2.5 years but it was a blast. I utilized some rules from Call of Cthulhu at times to really ramp up horror since once you reach a certain level in PF horror doesn't really work the same way.

Anyway if you like cosmic horror and pathfinder, +1 from me, you should apply!
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Old Jan 1st, 2023, 12:43 PM
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I'm curious about your rule set options boundaries.

Is starting wealth average for each class, rolled, or max?

Would retraining be an option? In particular at level 2+ if someone (especially with a large hd, d10 or d12) blows a hit point role, they would probably love to be able to reroll.

Do you allow alternate racial traits (e.g. a tiefling swaps sorcerous spellcasting for a prehensile tail, etc.)

Do you allow all paizo archetypes? Do you allow multiple archetypes?

Do you ban chained summoners, synthesist summoners, and master summoners. (Many people do.)

Would you allow spheres of might or power, or path of war? (I should assume no unless you are ready to drastically revise a core module to rebalance.)

Would you use the feat tax fix? (It benefits martial types hugely, so it relatively sets back casters.) It's fairly popular on this site but not universal.

Per the campaign traits, there are already occult themes in the game. Would you allow Occult classes? They don't represent the substantial power up-tick of the other mentioned sphere and path options.

Last question for now. Would you allow psionic classes?

Last edited by CatCanCook; Jan 1st, 2023 at 07:06 PM.
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Old Jan 1st, 2023, 02:04 PM
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Name: Regmyr Orcbane
Race: Dwarf
Alignment: Lawful Good
Class: Monk
Description:
Regmyr is a broad shouldered dwarf with a bald head and a burnt red beard kept in neat braids. Regmyr stands tall for a dwarf at over 4ft. His broad hands, thick limbs, and barrel chest suggest a lifetime of hard work that his lightweight clothing does little to hide. Regmyr wears comfortable but form fitting clothing, that are reinforced in key areas to allow for martial combat. He prefers earth tones to anything flashy, and he still wears thick heavy boots that one would typically find on an adventuring Dwarf. He wears a slim backpack on his back and one sword on his hip, both tightly secured to prevent them from becoming a hindrance when moving.

Personality:
Regmyr is studios and methodical, approaching situations with a curios mind and unending thirst for knowledge. He studied history for most of his life and appreciates the reasons for why things have been made the way the exist. He finds history to be a valuable tool, after all, things happening today are simply tomorrow's history. He prefers to keep his opinions to himself when they are negative, feeling that dwelling on mistakes does little but cause them to repeat themselves, however learning from those mistakes is critical of a job well done. Regmyr does have an angry side, which is usually always brought out by Orcs and Goblins, which he feels are the cause of most of the issues that have happened throughout his life.

Background:
Regmyr was born to be a warrior, hailing from a long line of warriors in the mountain dwarf societies. When Regmyr was young, he went out for his first patrol with his father and a band of Dwarves, where the encountered a group of Orcs that had been amassing on the southern borders of the mountain. Regmyr was still learning to properly move in armor and lost his footing while trying to scout out the numbers of the Orc band, which resulted in alerting the Orcs to his presence. A bloody battle broke out in which Regmyr performed admirably but while attempting to regroup with the Dwarven Patrol, Regmyr was knocked from the mountainside by a large Orc's swing of great club.

Regmyr woke the next day to find that he had been left for dead at the bottom of a gorge, he had to remove his armor in order to climb his way back out. When he reached the top, he found the entire Dwarven patrol lay dead along with the Orcs that they set upon. Regmyr returned to the mountain kingdom but never could find his way back to the aspiring warriors, giving up wearing that clunky armor and seeking refuge in the kingdom's libraries. Regmyr took up with the Lorekeepers of the kingdom and took on an apprenticeship there, finding solace in continuing to practice his martial skills in the quiet of the library depths. He found passion again in the study of history and discovered ancient fighting styles that were passed down from scholars and Loremasters whom didn't bother to wear. They found ways to defend themselves when necessary without having to rely on the armor of their military brethren, and so Regmyr studied and practiced.

Traits: Enduring Stoicism, Indomitable Faith, Deft Dodger
Drawback: Scarred
Character sheet:

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Old Jan 1st, 2023, 02:50 PM
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Gammelion Gharzâkh applicationName: Gammelion Gharzâkh
right-aligned image


Race: Half Orc

Class: Occultist (Panoply Savant). [Role: melee, backup caster.]

Alignment: LN

Description Gammelion is a half-orc, with green skin and tribal tattoos across his massively muscled body. He has mismatched tusks, one chipped from a brawl in his youth. He bears a greatsword of fine quality. He tromps around in clanking armor. Yet he has a studious expression or distracted expression. He often has books at hand, as well as jumbles of odd trinkets and curios. He wears spectacles for reading and close work.

Personality: Gammelion is motivated by a desire to find order (having been raised the chaos and abuse of slavey). He has a strong sense of right and wrong. But for him is a matter of principles and not personal relationships. In his profession, he strives to impose order on occult forces. The spirit world is something to be rationally understood. mastered and controlled.

He follows Abadar - a god of civilization's order over nature and barbarism. While he bears the tattoos and an ancestral blade of tribal orcs, he rejects the stereotypes of orcs as uncultured, primitive. He does, however, retain orc-kind's propensity toward violence.

Gammelion is brilliant, a scholar of budding distinction, despite having come from an extremely disadvantaged environment where half-orcs were treated as pariahs. That has contributed a degree of alienation where he misperceives others emotions; and when he expresses negative emotions they most often pugnacious campaign traitcome out as anger-- no matter what he is actually feeling. A scholar of the occult, Gammelion falls back on elaborate and sometimes academic speech, having a distant and abstract manner that others find Low charismacold and off-putting.

Background: Suffering now from amnesia, Gammelion does not remember that his father led a slave uprising, killed his family's captors, stole back the family traitancestral greatsword, and fled a long distance. His family -- the Gharzâkh's -- were hunted and recaptured by law-enforcers. But rather than being extradited back into slavery, they came under wardship of the knights of Abadar. There, they were set back to honest labor, but as free men. Gammelion was so inspired by the knights as to take up the faith and the practice, and and pursued a blended martial and scholarly path.

Traits:
  • +1 to luck bonusesFate’s Favored (faith)
  • Free masterwork weapon of s special material (cold iron), and +1 to hit with weapons of tha materialAncestral weapon (regional) . The weapon's name and Gammelion's family name is Gharzâkh, which means Dwarf-bane.
  • Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.Enduring Stoicism

FCB: +1/6 Focus ability

Racial:
  • +1 luck bonus to saving throwsSacred Tattoo orc alternate racial trait in lieu of orc ferocity.
  • Pariah
  • Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating. Source PZO9470Dragon Sight

Feats: Extra Mental Focus.

Drawback: Mark of Slavery. You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. . Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Stats:
Str 16 (typically boosted to 18 via focus)
Dex 12
Con 14
Int 18 (+2 racial bonus)
Wis 12
Cha 7

Saves:
Fort: +2(class)+2(con)+2(luck)+1(resistance) = +7
Ref: +0(class)+1(dex)+2(luck)+1(resistance) = +4
Will: +2(class)+1(wis)+2(luck)+1(resistance) = +6 (+2 racial vs fear) + (2 trait vs fear or emotion)

 


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Last edited by CatCanCook; Jan 6th, 2023 at 01:33 AM.
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Old Jan 1st, 2023, 02:57 PM
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I'm a little rusty on my Pathfinder knowledge and it's been a couple years since I've posted here, so let me know if I've messed anything up.

Application
right-aligned image

Name: Amelli Ashdown
Race: Human
Class: Arcanist (Aeromancer)
Alignment: NG
Descirption: Amelli stands at slightly below average height for a human woman. Her coppery, red tresses tumble down past her shoulders and she tends to maintain her appearances rather meticulously. She has an slender physique with milky-white skin and silvery-blue eyes underneath her neatly plucked eyebrows. Her slightly upturned nose rests between her high cheekbones and above her roseate lips.

When traveling, she wears a voluminous, deep blue cloak embroided with her family crest - a great bird with a sword and hammer crossed in front. She favors tunics and blouses along with leather trousers over dresses and other finery.

Personality: Amelli is generally pleasant with a few hints of noble snobbishness, though her patronizing behavior bleeds through more when she's strained. Though she presents herself as somewhat arrogant, her self-confidence is easily damaged by any self-perceived failures. She's always out to prove herself, and she's well-spoken to the point where it's obvious she'll pepper complex words into her sentences from time to time to make herself sound more intelligent. Despite her flaws, she'd readily put herself in harm's way to protect those she trusts.

Background: Despite being born of an affair her father had, Amelli was raised as part of a noble family with a strong, magical bloodline. Unfortunately, she never quite showed the same level of aptitude for it as her half-siblings. While she was struggling with cantrips, her younger brother was able to conjure forth his own invisible servant. Her lack of potent magical affinity along with the circumstances of her birth had developed a rift between her and her family that only grew wider as she grew older. Growing frustrated at her lack of arcane growth, she turned towards the more traditional way of learning magic through study, and eventually discovered that there was a way to enhance the power of her magical bloodline through it. Though magic now came much easier to her, Amelli's family did not approve of her methods, and believed that her methods were twisting and diluting the purity of her magic.

Though she had spent all of her life up to that point in Molthune, she decided it was finally time to strike out on her own. Though the reasoning she gave was to study magic abroad, she most certainly had finally reached her breaking point at never being good enough for her family. Eventually her travels led her to Ustalav, and it's a bit of a blur after that...

Traits: (Campaign) Methodical Mind, (Magic) Aeromantic Affinity, Reactionary
Drawback: Oppressive Expectations

 


Last edited by smeowlin; Jan 4th, 2023 at 04:40 PM.
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  #12  
Old Jan 1st, 2023, 04:19 PM
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Name: Dougal Fastblade the Third

Race: Human

Age: 25

Class: Unchained Rogue (Phantom Thief Archetype)

Role: Jack-of-All-Trades

Alignment: Chaotic Neutral

Character Sheet Link: CharacterSheet

Physical Description: This long-haired albino gives every impression of being a pampered fop, he usually likes to dress well, though obviously not at the beginning of our story, and has the frame of someone not used to physical labour.
This appearance is not by accident, as Dougal realised early on that spoiled brats are easy to underestimate, so made every effort to look like one, to give himself the upper hand. His hands are quite course, with various faded burns and stains from the various chemicals he has handled over the years, which is why he prefers to wear gloves when amongst high society.

Personality: Money-focused! In his previous life he called himself a "Merchant" or an "Entrepreneur", but he is prepared to do just about anything that will bring him wealth. He is unfailingly Charming to just about everyone he meets, though this is ultimately a self-serving tactic, after all he never knows if he might want a favour from somebody (or to sell them something!)
Much like Calistria, the Goddess he and his family hold most dear, he harbours grudges against those who have wronged him,even more so if they have somehow benefitted from the act!

Background:
Dougal Fastblade III is a third generational member of the Helping Hands Thieves Guild, based out of Daggermark, grandson of it's Founder, and son of the current Guildmaster. He spent his youth being surrounded and protected by some of the toughest criminals in the River Kingdoms, and while his involvement in underworld activities was both expected and encouraged, he was kept away from anything too dangerous. Knowing that the older Fastblade's would never allow him to get involved in any of the more extreme (profitable) activities of the Guild, so he threw himself into Poison and illegal Spice production. After a few years of making a tidy sum of coin through the Guilds own Black Market Connection, Dougal wanted to try opening up new markets in different cities, and he thought that Katapesh would be a good place to start.
Dougal is usually a smart man, but this decision turned out to be stupid.....!

 

Traits: Enduring Stoicism, Precise Treatment, Patient Optimist
Drawback: Power hungry

 


Last edited by triedtherest; Jan 13th, 2023 at 06:48 AM.
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  #13  
Old Jan 1st, 2023, 09:02 PM
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Name: Skurvin Blackmane
Race: human
Alignment: Lawful Neutral
Class: summoner


Description: Skurvin is on the shorter side at five six and does not have an athletic build. He prefers to wear well-made clothes and tasteful jewelry to display his wealth and nobility. He meticulously grooms himself; his short dark hair is always well combed and his goatee short and trimmed. He has sharp dark eyes that pierce through those they gaze upon and a tight serpentine smile.

Personality: Skurvin is a cold and calculating manipulator who is always seeking to improve his position. He sees other people as useful tools to win over, or dangerous obstacles to be removed. While he will always put his own interests first, he is not a fool. He will help his allies in order to keep their loyalty and will not betray them unless his life depends on it. He understands that he is not a strong person, and so he relies on the strength of others to achieve his goals.

Background: born the third son in a minor noble family, Skurvin was the spare of a spare and as such was given the scraps his two elder brothers didn’t want. Seen as the runt of the family, young Skurvin was often bullied by his brothers and the other high-born children. Skurvin made the mistake of trying to fight them only once. The beating he received taught him a valuable lesson; he couldn’t win playing their way, so he resolved himself to win playing his own way.

He focused on academic studies, spending most of his time in the family library with his nose in books. He perfected his social skills with the staff and learned the value of a favor. He learned how to lie, and how to threaten, not with violence, but with the revealing of their secrets, for he found that everyone had one. The maid who pocketed neglected coins to pay for her sick son’s medicine. The stable hand who had a drug addiction. The butler who had stolen his sister’s undergarments. Soon all became puppets dancing at the end of Skurvin’s strings. But it wasn’t enough. Despite having his minions, Skurvin was still nothing more than the third son of a minor noble. Skurvin longed for freedom and yearned for companionship. That’s when he heard the voice.

She whispered in his ears when he was alone in his bed drifting off to slip. She made many pretty promises of power and love. Skurvin wondered if he was losing his mind, but he answered her, and she began to teach him such secrets. He learned to cast magic. He learned to summon monsters to do his bidding. And finally, when she had earned Skurvin’s trust, she taught him how to perfume the ritual. The spell gave the voice form, and what a beautiful form it was. Blue skin, powerful claws, red hair, she was otherworldly. The two were together at last, but his happy moment did not last long. When his father saw her, Skurvin was accused of consorting with devils, and disowned. Now he wasn’t even the third some of a minor noble, he was a vagabond. But despite this he did not despair for he had the two things he wanted. Freedom, and companionship. And so, he set out into the world, determined to make something of himself. To prove his family and the world wrong.

Traits: ritualistic, convincing liar, diabolic dabbler

Drawback: power-hungry
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Last edited by Togot; Jan 1st, 2023 at 10:13 PM.
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  #14  
Old Jan 1st, 2023, 10:05 PM
Maya Conti Maya Conti is online now
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Quote:
Originally Posted by CatCanCook View Post
I'm curious about your rule set options boundaries.

Is starting wealth average for each class, rolled, or max?
We start with maximum starting wealth.

Quote:
Would retraining be an option? In particular at level 2+ if someone (especially with a large hd, d10 or d12) blows a hit point role, they would probably love to be able to reroll.
Yeah sure.

Quote:
Do you allow alternate racial traits (e.g. a tiefling swaps sorcerous spellcasting for a prehensile tail, etc.)
I'll allow it.

Quote:
Do you allow all paizo archetypes? Do you allow multiple archetypes?
I'll allow all Paizo archetypes. You can only take one archetype per class.

Quote:
Do you ban chained summoners, synthesist summoners, and master summoners. (Many people do.)
Hmm... I'll go with 'not allowed' for this game.

Quote:
Would you allow spheres of might or power, or path of war? (I should assume no unless you are ready to drastically revise a core module to rebalance.)
No.

Quote:
Would you use the feat tax fix? (It benefits martial types hugely, so it relatively sets back casters.) It's fairly popular on this site but not universal.
There will be no feat taxes fix in this campaign.

Quote:
Per the campaign traits, there are already occult themes in the game. Would you allow Occult classes? They don't represent the substantial power up-tick of the other mentioned sphere and path options.
I'll allow it.

Quote:
Last question for now. Would you allow psionic classes?
I'll go with a no.

Thank you for the questions. I'll be revising the rules a little to reflect what I have just given to you.

Last edited by Maya Conti; Jan 2nd, 2023 at 07:37 AM.
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  #15  
Old Jan 2nd, 2023, 07:23 AM
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Quote:
Originally Posted by Maya Conti View Post
W
There will be no feat taxes in this campaign.
I suspect, but I cannot be positive, that this answer to the "Feat tax Fix" question probably means the opposite of what was intended.

Could you clarify, Maya, your intent on feat taxes and the proposed fix?

 
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