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Old Dec 12th, 2020, 03:05 PM
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Rise of the Old Ones

=== CLOSED ===

Game NameRise of the Old Ones
Game SystemPathfinder
ThemeRedemption, Intrigue, Saving the World
FlavourGothic Horror, Epic Fantasy






The space between worlds had begun to thin. The fabric encapsulating each one had been stretching now for several years and things had begun to seep through the gaps. Something, or mayhap, things, pushed against the folds of time and grotesque bulges appeared to those who dared to gaze beyond the threshold of time and space and threatened to push their way onto the world of Origin.

The first to pierce through the veils between worlds had been Baalzebub, Lord of Flies and Lies, Lord of the Seventh, Archduke of Maladomini. He brought forth legions unto the vale of the northern plains and there faced the Guardians of the North, Heroes of Gaia herself. The Fallen One had been thwarted, at least for a time.

But Others continued to press onto our continuum, threatening the very integrity of time itself. War raged across the land, though it was, for the most part, a secret war. The Githyanki had come from their fortress cities in the Astral Plane to wage their war against the massive subterranean lands of the Illithid and had taken it upon themselves to conquer the surface world of Origin to secure their foothold in this world.

Emperor Kaine, benevolent tyrant to some and unfair dictator to others, had ruled Origin for five hundred years of relative peace but had now begun to squeeze the populace for blood and treasure. Uprisings appeared, springing from the north, recruiting from secret networks across the lands while the Emperor's Overseers and Wanderlords vied to crush the rebellion while simultaneously waging a secret war against their Astral invaders.

Most eyes remained fixed solidly upon these worldly conflicts and did not see the threat emerging from that place beyond the stars where darkness swallowed light and madness ruled. Some few had seen the truth and knew the real dangers now facing our reality and our very existence. Would they rise above the din of war and strife and stop the Old Ones from devouring the place between worlds?

Who will be brave enough to oppose madness itself?

Four have already stepped through time itself to oppose the Rise of the Old Ones. A mother and her daughter, small and meek, but touched by madness of their own and stitched from the stuff of nightmares... Yet a heart of goodness remains seeded within Veronica, mother of Vivian, and she strives now for the redemption of the daughter whose madness has slipped further than her own. Wuzruz, powerful Orc shaman, has taken upon himself the duty to protect his little family though his strangeness leaves most questioning if he might be mad... They have traveled between worlds together in their quest to find answers and perhaps to find a way to heal the rift between the worlds...
Veronica, Vivian, and Wuzruz have returned to Origin, having fought and bled for another world who had nearly succumbed to the threats which now faced Origin. They could not save that world but they vowed to redouble their efforts to save Origin. Ulfgar Strafgen had called for heroes to thwart a Troll invasion which turned out to be so much more. Baalzebub had come through the rift and brought forth his armies. The Guardians fought beside the Dzid army and repelled the ruler of Maladomini, but the world has begun to thin in many places and this may not have been the last they see of him.

Valejo, sanctuary in the north, has fallen to the Githyanki. Much of the natives were saved, however, transported by Greywolff and Delvron in their magnificent flying ship to the newly founded city of Northvale. Dolthane, Dwarven capital and seat of power of Grimgarr the Bold, faced a furious onslaught which the Northvalians helped repel, but the war is far from over. Red Dragons have joined the fight in never-before-seen numbers and the Twilight Struggle will not remain in the shadows much longer. Word of the falling north has begun to spread. The people fear for their very existence.

Prophecy has spoken of two twins who were born of the Emperor's seed who will rise to save the world of Origin from destruction. Delvron has learned that Hiram Dabun, former master of Veronica and her family, has located the twins and has gone after them. Hiram Dabun, it was revealed, was secretly in the service of Emperor Kaine himself, an Overseer and spy for the Imperial Legions. The Emperor wants those twins dead and Delvron has tasked the Guardians of the North with finding their location.

Veronica, Vivian, and Wuzruz, he has entrusted the task of seeking out Hiram himself to capture him to learn what he knows and bring him to justice for his betrayal of the people of Valejo. Rumours have surfaced that Hiram was spotted in the small town of Strathwood, one hundred miles from the Gith-held town of Valejo.

Our story begins a few days after the trio have left the safety of the valley to seek their prey out into the wider world.
The players will be joining this tale somewhere near its middle. The events described above have already occurred and the Players must insert themselves into world events to oppose the coming disaster.

Two NPC's will accompany the player characters in the form of Veronica and Vivian as they seek to oppose the coming evil. Wuzruz, played by Unforgiven, has already been invited to play, as has EvilTedzies' character, Nemo.

I will need 1 or 2 players to join them in this tale. I have outlined various factions below that could serve as a springboard for the other player characters. I am looking for creative players with decent writing skills who could find a way to fit their character into this story. The PC's could come from any of the following factions:

FactionsThe Guardians of the North: Heroes of Gaia, sworn to defend the world from all threats to the natural order. A PC from this faction would have perhaps received a message from Gaia herself to go forth and oppose the coming of the Old Ones. They are currently based out of the northern City-State of Northvale, led by Delvron, Helena, and Greywolff.

Wanderlords: Adventurer mercenaries in the direct employ of Emperor Kaine himself, serving as scouts, messengers and elite special forces for the Imperial Army. PC's from this faction could either have defected from the elite order of Wanderlords or perhaps have been sent on a secret mission by the emperor to investigate the occurrences in the north.

Githyanki: The Githyanki have their own reasons for coming to Origin, but PC's from this faction would have somehow gleaned the true nature of the threat to this, and all worlds, and would have either abandoned his duties to the Lich Queen or perhaps been sent by her in an official capacity to investigate.

Athalonians: A mutated form of Murlock hailing from the fabled Ruins of Athalon, the Athalonians are the only remaining civilization with access to the ways dating prior to the Millennial War. They have access to advanced technology that other races do not even remember to have once existed.

Dzid: Dzid are an insectoid race who were created by the Demi-God Dzidvidzias. They are allied with the Guardians of the North and hail from the new City-State of Northvale, seat of the rebellion which opposes the Emperor. There are several subspecies of Dzid, but only one is playable, calling themselves merely Dzid.

Other: Perhaps another world faction of the player's creation could have some reason to join the fight and oppose the coming of the Old Ones. I encourage world-building and creativity!
All Paizo material is allowed. Spheres of Power is allowed. Occult Adventures are allowed. Pactmaker from Spheres of Power is allowed. Path of War is banned. Dreamscarred Press psionics are banned. Akashic Magic is banned. Firearms of any kind are bannedUnless the Athalonian Race/Faction is chosen. Gunslinger and Advanced Firearms become available for members of this Faction/Race only.*.

Banned Classes: Bard is banned. Gunslinger is banned (Exception for Athalonian Race; see below.) unless you select an archetype that does not use firearms. Vigilante is banned. Summoner is banned (Unchained Summoner is ok.) Synthesist Summoner Archetype is banned.

Banned Feats: Leadership Feat (Leadership Sphere is ok), All Shikigami Style Feats, Sacred Geometry.

Class caveats: Unchained versions of classes are ok but you can use basic versions as well (except for Summoner).

Gestalt: We will be using Gestalt rules from 3.5 D&D, with the following Caveat: You cannot combine two "tier 1" classes in your build. Example of Tiers here.

Sanity: We will be using Sanity rules.
  • Characters will be built using 30 point buy.
  • Maximum starting stat with point buy is 18, before racial and level adjustments.
  • Any Paizo race from Core, Standard or Advanced are allowed, as well as the Athalonian, Dzid, and Githyanki custom races found here. The Mythos Ghoul from the Pathfinder Cthulhu Mythos book is allowed, but no other races therein are allowed. I may allow others on a case-by-case basis.
  • Characters will start with 34,000 XP, using Fast Advancement, so will be level 8.
  • Characters will have 3 tiers of Mythic or Mythic Spheres. Actual Mythic options must be approved by the GM and must be limited in power. (See the don't break the game rule below.)
  • Players will create Gestalt characters, but they do not choose 2 classes that would be considered Tier 1. See above.
  • Multiclassing can be done as normal or as Variant Multiclass.
  • As per Gestalt rules in Unearthed Arcana p. 72, only 1 side of the build can gain Prestige Class levels at a time. (if applicable)
  • Characters can have 2 Character traits, 1 Drawback, and 2 Flaws. Flaws from other sources may be approved on a case-by-case basis. A Drawback buys a 3rd Trait as normal.
  • I may approve Campaign Traits on a case-by-case basis.
  • Starting Gold will be standard WBL for 8th level characters (33,000 gp.).
  • An additional 17,500 gp is allotted for your character's preferred items. These can be any two items of your choice but there must be some special explanation for their source in your character's background. You can choose to spend all this bonus gold on a single item or spread it however you want between 2 items. You cannot transfer funds between your normal wealth and this bonus or vice-versa.
  • Noble Scion Feat increases starting wealth by 2 levels (62,000 gp), in addition to its normal benefits. This does not affect the bonus item amount.
  • Item Creation: One Magic Item crafting Feat will grant +25% WBL (8,250 gp or 15,500 gp if Noble). Two or more will grant +50% WBL (16,500 gp or 31,000 gp if Noble). This extra wealth must be spent on items the character could have crafted with these Feats. Bonus wealth remains unaffected, unless you selected Legendary Item ability "Upgradeable," in which case you can get 25% more if you purchased the Legendary Item with your bonus wealth. (21,875 gp rather than 17,500 gp) This is the only way to increase this bonus amount. Note: You get extra wealth for crafting feat(s) but must still pay full market price for items you take. You are getting extra wealth rather than paying half price for crafting.
  • Once the game starts, you will keep only 25% of any remaining wealth above 1,000 gp. For example, if you have 2,000 gp remaining, you will keep only 1,250 gp [ ((2,000 - 1,000) * 0.25) + 1,000 = 1,250 gp ]
  • Fractional BAB and Saves apply. This will also apply to Caster Level for Gestalt Sphere Casters.
  • Max HP for every HD with best HD per Gestalt level used.
  • Oath rules are allowed but remain optional. Oath must be approved by GM.
  • We will be using the Elephant in the Room Feat Tax Fix.
  • We will be using Background Skills.
  • Optimization level of the character can be high, but don't break the game. Use your judgement.

 

 

 
Applications should follow a fairly standard format with, at minimum, the following info:

Name:
Race:
Classes (Side 1):
Classes (Side 2):
Intended Role: (Damage dealer? Skill monkey? Tank? Crafter? Blaster? Summoner? Debuffer? Buffer? Battlefield Controller? etc...)
Source of Mythic Power: (Deity? Item? Other?)
Faction: (Guardians of the North, Athalonian, Wanderlord, Dzid, Githyanki, Fire Gray Elves, Other?)
Alignment:
Traits: (Max of 2 traits. A drawback buys you a 3rd. Only 1 trait from each category allowed as normal)
Drawback: (Must provide an actual disadvantage for your character.)
Flaws: (2 Flaws. Any from the 3.5 Unearthed Arcana are allowed. Others approved on a case by case basis from the link above. Must provide an actual disadvantage for your character.)

Image: Please include an image for your character. I will create a token to represent your character and I need an image to represent him or her. If you do not want an image of your character, simply offer an alternate image you would like to use instead. If you like I can merely use your character's name in text on the token but please say so somewhere on your application if that is the case.

 

 

 

 

 

The format need not follow the above example but should be easy to read and contain at least that much information. I would ask that spoiler tags be used for lengthy descriptions. I am looking for good role players with interesting stories to tell.

Posting Rate: Posting rate will be 2 posts per week, minimum. This may be more during combat or if all players are willing and able to keep up a faster pace.

I will require mostly completed character sheets from every applicant. Please leave a post with a link to your application once you feel it is ready for review.


=== CLOSED ===
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Last edited by LeoByron; Jan 9th, 2021 at 01:16 AM.
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Old Dec 12th, 2020, 03:06 PM
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Applications so far
 
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Old Dec 12th, 2020, 04:24 PM
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Current Character BuildsSome information about the current characters:

Veronica Bliss is built using Spheres of Power. She focuses greatly on Telekinesis, Mind, and Creation. She creates weapons made of force and wields them with her Telekinesis and can also enthrall and paralyze foes with her mind control.

Vivian, Veronica's daughter, has also been built using Spheres of Power. She is a Spheres Bouda Witch Gestalted into an Unbodied Wraith. Vivian typically uses Passive Possession to enter Veronica or Wuzruz, buffing and protecting them with the Ancestor Path, Protection Sphere and Life Spheres. She can serve as healer or be tweaked out of the Life Sphere if someone desires that role.

Wuzruz is a large, Butchering Axe wielding Orc focused somewhat on a Vital Strike build with some spells from his Oracle Class with some help from his Sphere Summoner Class which he uses to summon a strange one eyed aberration with a passing resemblance to a beholder.

Nemo is not completed yet, but seems to be focusing on the Dark Sphere from Spheres of Power with some emphasis on trapping enemies in a pit of watery darkness and drowning them and other pleasantries.


 
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"Death, so called, is a thing which makes men weep,
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Old Dec 12th, 2020, 10:33 PM
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Interested... if we can maintain twice a week postings... and if you'll have me.
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Old Dec 12th, 2020, 10:43 PM
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I expect to post at least once on weekdays and once on weekends at a minimum. I live alone and will be working evenings as of January.
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Old Dec 13th, 2020, 01:19 AM
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The Universal Soldier
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Name: Mikhail Asimov
Race/Align: LN Ancient Athalonian
Classes (Side 1): Runesinger
Classes (Side 2): Incanter
Amalgam (Both): Improvisor, Lv8
Intended Role: Buffer, Crowd Control, Trapfinder, Ranged DPS, Off-Heal
Factions:Athalonian Loyalist, Guardians of North Ally
Source of Mythic Power: MYTHIC TRADITION: Universal Soldier
Drawbacks: Oathsworn, Burden of the Master (Construct)
Traits: Supervisor, Emotionless
Boons: Beloved(Athalonia), Expertise (Technician's Invention)

Always, and forever, loyal to the Athalorian cause, Mikhail is one of the few recovered units that has regained functionality in the modern age. Though passably human, tell-tale traits of his scars and etchings showcase he is of ancient Athalonian Tech, giving distinction to the few New City survivors that he is beyond reproach for his loyalty. Though he is able to navigate his way through social situations with an air of grace and distinguishment, it is all programming, emotionless and far more complex than is able to be replicated with modern primitive means. Though he has no memory files of the complex technologies of ancient Athalor, he has functional knowledge of what he perceives as basic tech to assemble field devices using whatever material and tools are at his disposal. He has an in-built function for those of Royal Ancient Athalorian heritage to take control of his functions when necessary, for diplomatic or emergency override purposes

MYTHIC TEIRS
1: Mythic Feat (Muscular Reflexes), Hard to Kill, Mythic Power 9/day, Surge +1d6, Sphere Mastery: Enhancement, Mythic Combat Talents +2
2: INT+2, Amazing Initiative, Incanter Specialization (Enhancement)
3: Mythic Feat (Mythic Rapid Shot), Recuperation, Mythic Casting (Conjuration/Protection)+2CL
Ancient Tech
Traits: Trap Finder, Clever Wordplay(Diplomacy), Cunning Liar
Drawback: Burned - Disadvantage, because fire is common
Flaw1: Cold-Blooded - Disadvantage, further vulnerability to common fire and heat
Flaw2: Unreactive - Disadvantage, because Initiative can be everything
Oaths(10): Half wealth always, excepting Bonus Stariting Equipment. Quote from DM: "The bonus amount for preferred items cannot be altered in any way"Offering(7), Celebacy(1), Loyalty(1) - Nikholai Pietrovka, Athalonian KingdomNote, Ritual(1) - Daily Report to his Superiors via LinkNote
Boons(10): Bonus Talents(3), Inhuman Resilience(1), Immortality(2), Enhanced Abilities(2), Skillful(1), Skill Superior(Perc)(1)

Mikhail is much more passably human than modern members of his race, having survived from millennia before new athalonians began to adapt to their underground sanctum. He is darker and much stockier than typical, and his ears are as rounded as the norm for other humans. Heavily scarred and burned from the destruction of his ancient city, years trapped under rubble and rock after fiery conflagration has rendered him permanently damaged and susceptible to heat and fire, causing him to physically and mentally recoil at the sight of flames.

Physical tells of his artificial nature lie in the elaborate seams and sigils that channel his magi-tek energies when his bare skin is exposed, and his strange unreactive nature to dangerous situations. And there is something else rather odd in the way he will look at a new person, overtly long in silence while processing how to act. Otherwise, he seems to be a charming fellow, always coming up with the right thing to say or an insightful, well thought-out analysis after momentary reflection. Often through use of equipment he dons magical disguises and tries his best to blend into a crowd, but in his natural form he finds himself more comfortable dressed in ancient athalonian attire, out of time from the past and seemingly futuristic at once. A dark shadowy overcoat, a simple t-shirt and "sneakers" are his mainstays of choice.



 

 

 

 
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Old Dec 13th, 2020, 01:59 AM
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Can I combine the Gravity Glaive with the Heirloom Weapon trait, to let me finesse wield it like it were an Elven Branched Spear? I see these guys have some jumping bonuses, so I feel like I'd like to focus on Dex to make a servicable Dragoon.
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Old Dec 13th, 2020, 03:03 AM
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Quote:
Originally Posted by SelfAwareNPC View Post
Can I combine the Gravity Glaive with the Heirloom Weapon trait, to let me finesse wield it like it were an Elven Branched Spear? I see these guys have some jumping bonuses, so I feel like I'd like to focus on Dex to make a servicable Dragoon.
I am not sure how the Heirloom Weapon Trait lets you wield the Gravity Glaive as a Finesse weapon.
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Old Dec 13th, 2020, 03:04 AM
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What was Valejo like? What race, religion, culture, and government did it have?

My character will be someone from Valejo who's wife and children were murdered by Hiram's betrayal.

The world may burn, but the traitor will pay. Emperor be damned.
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Old Dec 13th, 2020, 03:31 AM
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Quote:
Originally Posted by ranmaga View Post
What was Valejo like? What race, religion, culture, and government did it have?

My character will be someone from Valejo who's wife and children were murdered by Hiram's betrayal.

The world may burn, but the traitor will pay. Emperor be damned.
You can find some information about Valejo here.

Most religions are practiced on Origin, but the most prominent in Valejo was the Worship of Gaia. Most of the central empire tends to worship Jove, a sun god not unlike Pelor.

I will be providing more information soon in the game thread as I get things organized for the game, but some info about the setting can be found here.
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Last edited by LeoByron; Dec 13th, 2020 at 03:39 AM.
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Old Dec 13th, 2020, 03:45 AM
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Okay, great. How much time has transpired in game since the fall of Valejo?

My character was a laborer in the tar pits and shale deposits when the attack happened. Is there enough time for him to level to 8 from 1 after the fall? If not, he'll need to have reached level 8 somehow before retiring to settle down in Valejo.

Thanks for the response. The game looks very interesting.
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Old Dec 13th, 2020, 03:52 AM
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Approximately 1 year has passed since the fall of Valejo. Since then there may have been plenty of opportunities for characters to train and engage in skirmishes with Gith, Trolls, Devils or Drow.

At the time that Valejo fell, Dzidvidzias' Dzid armies were preoccupied waging another war in the underdark against the Drow of Ched Nasad, which is why they were not available to assist the citizens of Valejo. There would have been plenty of opportunities to participate in raids or battles against them as it continued to wage for approximately 6 months after.

Eventually the Drow city fell and the Dzid claimed it as their seat in the underdark beneath Northvale.

Nortvale has also been engaging in networking activities to seek out disgruntled citizens in the wider empire who might wish to escape from under Emperor Kaine's thumb to join their rebellion. This is another possible adventure hook characters could have undertaken.
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Last edited by LeoByron; Dec 13th, 2020 at 03:54 AM.
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Old Dec 13th, 2020, 03:57 AM
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Ok, great. That's what I need to get to work. Thanks again.
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Old Dec 13th, 2020, 04:07 AM
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Quote:
Originally Posted by LeoByron View Post
I am not sure how the Heirloom Weapon Trait lets you wield the Gravity Glaive as a Finesse weapon.
It doesn't. I just wanted to see if I can get a house-rule to dex-wield it using a proficiency gained with the trait, or find some other means of finessing it.

But it's not a big deal now. I've done a bit more reading and I think I've going with a sniper build instead. But thank you for replying.
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Old Dec 13th, 2020, 04:07 AM
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Name: Sergey Geysikov
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Race: Athalonian

Mythic Path: Spirit-Warrior Leader (custom, see below)

Classes (Side 1):
Level 1: Conscript
Level 2: Herald Caller Cleric
Level 3: Herald Caller Cleric
Level 4: Herald Caller Cleric
Level 5: Spellslinger Wizard
Level 6: Conscript
Level 7: Conscript
Level 8: Unchained Monk (Drifting Lotus)

Classes (Side 2):
Level 1: Empyreal Sorcerer
Level 2: Empyreal Sorcerer
Level 3: Empyreal Sorcerer
Level 4: Empyreal Sorcerer
Level 5: Mystic Theurge
Level 6: Mystic Theurge
Level 7: Mystic Theurge
Level 8: Mystic Theurge

Intended Role: Monster Summoner / Ranged DPS / Utility spellcaster

Faction: Athalonian

Alignment: NG.

Traits: Outsider Ties: Archon (Magic), Steel Body (Combat), Life of Toil (Social)

Drawback: Oppressive Expectations Effect: When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Flaws: Inattentive (-4 perception checks: it's a disadvantage because Perception is the most used skill), Feeble (-2 penalty on Str, Dex, Con, -based ability checks and skill checks: it's a disadvantage because it hurts a ton of skills some of which he'll sometimes need.)

 


 


 


 


 
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Last edited by CatCanCook; Jan 6th, 2021 at 05:52 PM.
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