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  #1  
Old Oct 16th, 2023, 03:23 PM
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Hidden Truths

Game NameHidden Truths

Game SystemPathfinder 1e

Themeexploration; physical, social and spiritual

Flavourmystical, occult, connections

Plot SummaryThe emergence of something quite unexpected prompts the leaders of Wavegate -- a small town or large village, depending on who you ask -- to send a group of locals and outsiders to investigate. For starters, there are no other specific objectives, aside from the hinted worry that it might be dangerous in some way.

The island was definitely not there last time anyone arrived from the open sea, and now there it is, according to the crew of two separate ships. The primary goal here is to return alive and share the discovery with the lord and his advisors, so that they can devise a longer term plan to deal with whatever there is on the island.

Setting (UNDER CONSTRUCTION)¤ Usslav / Usslavyik - similar to Russian
¤ Nordland / Norden - similar to Viking
¤ Lappuula / Lappuulai - similar to Finnish

Wavegate is a village/town on the southern arch of Icebreak Bay, on the eastern coast of the Continent. It is not officially a part of either Usslav, Norden or Lappuula, and is a small melting pot of all the cultures and races of the Continent. Ships usually arrive skirting the coast southward from Norden, northward from Usslav, and westward on the ??? from Lappulai. Trade is relatively slow but very steady, comfortably supporting the thousand or so long-term inhabitants.

There's considerable traffic of travellers, either for some specific purpose or just looking for new aspects of the world to discover. The locals call these travellers Seekers, whether they want this title or not. It is neither derogatory nor praising in itself, just a short word to refer to these people in general.

¤ ¤ ¤


The Deep-Dwellers, the Svirfneblin were here first. They watched the first humans arrive on rafts, a few thousand of them barely warm enough not to freeze, with nothing to eat, nothing to fight with, nothing to build with. The latter are a favorite of the Svirfneblin, so they left a lot of those for the humans during the first night they spent here. At first they had no idea who helped them out, but the deep-dwellers sent envoys and started to teach the newcomers the ways of the land, of winter and spirits.

However, it didn't take long for the humans to make weapons and war, among the tribes. They made no attacks on their benefactors, which astounded those to no end. But they never complained, and peace always stayed between the two. Some tribes went further inland and gave up their warrior ways, instead communing with the spirits and each other, their shamans encouraging contests that don't end in death. Thus, the Lappuulai nation was born, out of weariness of killing.

Others went south, into the forests and marslands with less harsh winters. They did not give up war, however, but they fight more on the individual or small family level than entire tribes decimating each other on a large battlefield. They, however, became gruff and less joyful than their Norden ancestors over the generations, and nurse their grudges dearly. If you insult an Usslavyik however slightly, get ready for animosity for generations from the whole family.

Around the time Usslav became known as a nation, the Norden discovered a system of enormous caverns under their lands, and proud as they are, despite all the warnings from the Deep-Dwellers, they dived in headlong to conquer this new territory for excitement and glory more than anything else. And, eventually, they awoke something dark that should have been left undisturbed. The ravenous blood-drinking spirit was released into the world of mortals, creating spawns from them to go out and bring it its craved sustenance, and these spawns spread out quickly, bringing death and sorrow wherever they flooded. The Lappuulai were ready, however, thanks to their Svirfneblin friends' warnings, and stopped the onslaught on the borders of their territory. The Usslavyik were not so lucky, and actually suffered more than the Norden. This is the base of the national grudge and comtempt they hold for all things and beings Norden.

After several centuries of bitter fighting, the Norden priests managed to conduct a ritual, costing thousands of lives in sacrifice, that collapsed and sealed the caverns and stopped the creation of new blood-drinkers. However, by this time a large number of despised half-breeds of the monsters and humans were spawned, now released from the rule of the ancient spirit. These dhampirs, who were capable of living like normal humans, mostly chose to do so. Slowly and gradually, over a few generations, they were accepted as part of both nations, although still not fully. The Lappuulai nation, however, rejected these people, their shamans ever wary of what might happen if those rash Norden again release the blood-spirit.

During these long, long decades of desperate fighting, the Usslavyik found an unexpected ally in the marshlands and forests, the rat-kin who lived and skulked there. They hated and feared the blood-taker spawn as much as the Usslavyik, and fought side-by-side with them on countless occasions. When the Lappuulai noticed their presence, they sent envoys to talk to them and find out their history and wisdom. It is rather simple, though, Survival of the race at any cost. The only thing about their origins the envoys could find out, however, is that they 'Came from the sea, the all-path'. The ratfolk either can't or won't tell any more about this. No matter where they are from, they are masters of subterfuge and tenacity, and never understand what could be wrong with such efficient tools of survival. They trade, 'acquire', spy and go unnoticed almost anywhere they want to.

When the Lappuulai shamans were preparing to fight the blood-spawn, they asked nature spirits to help them. Those told them how to invite them into a vessel made of natural materials, and so the first wyrwode came into being. They don't have blood, thus making them unsuitable targets for the spawn, and effective warriors of flexible vines and sharp stones. They fought to keep out the spawn, out of mutual respect with the Lappuulai. Several Lappuulai warriors, however, also wanted to participate in those fights, and decided to occupy wyrwode vessels themselves. However, mortals are not purely spiritual beings, and can't just jump in and leave, so they had to be bound into the vessels. There is a parting rite ever since then in Lappuulai culture when a member leaves behind its human body to become a wyrwode. They also brought this practice to Usslav, where, not surprisingly, the ratfolk accepted this way of ultimate sacrifice for the race's survival, and many joined the ranks of mortal wyrwodes.

Seeing the efficiency of the wyrwode warriors, the Norden priests gathered in great numbers and held a conclave to decide how they could make use of something similarly practical. They, however, found a different way, which involved ritual combat and death. Even before the ceremony, the warriors had to be prepared, and had to die fighting the blood-takers. These warriors couldn't be made blood-spawn, and their retrieved bodies were used in the final part of the ritual to invite back the original spirit to continue the fight. Thus, a new kind of half-dead, half-living being was born, and ever since then the practice remained, even if the threat is mostly gone.

Sketch: fetchling are the newcomers, encountered by the Lappuulai when they were looking for an escape from this world through the Umbra in case the blood-spawn couldn't be pushed back

ChargenRACE
  • spell-like abilities should be re-flavored as occult spells
  • upgrade your chosen race to 24 RP
  • human - any
  • fetchling (17 RP) - Lappuulai
  • wyrwode (20 RP) - Usslavyik, Lappuulai
  • ratfolk (9 RP) - Usslavyik
  • dhampir (11 RP) - Usslavyik, Norden
  • obitu (22 RP) - Norden, Lappuulai
  • svirfneblin (17 RP) - Lappuulai, Norden
  • you can combine any culture with any race for your character, but if the combination is not listed above, you won't have a local community of your race -- you might be a single member or maybe living with a family member/friend or two

CLASS
CAMPAIGN TRAITS
  • stone is my friend: +2 to initiative in rocky environment
  • Lappuulai spearmaster: start with spear, +1 to attacks and CM with spear
  • shameful hatred of the Norden: +2 melee damage vs. undead
  • shrewd trader: +1 to appraise, and bluff or sense motive
  • wise of the [tribe]: +1 to one knowledge skill, always class skill
  • popular witch doctor: +100 gp (as gifts, not money), +1 to knowledge (arcana) with nature spirits, +1 to profession (herbalist)
  • nighmares of mine: +2 bonus to will saves from fear
  • the marsh is my home: +2 bonus to dex saves on wet terrain (swamp, marsh, bog, fen, etc.)
  • this is a cold land: +2 bonus to fort saves vs. cold effects
  • cunning survivor: +2 to survival to find 2 of food / water / game / herbs
  • wyrwode deflection: +1 AC vs. bludgeoning, piercing or slashing damage
  • ancestral whispers (obitu): choose a knowledge skill each midnight, one use +5 bonus and skilled until next midnight

OTHER
  • level 1
  • 15 points for ability scores (standard fantasy)
  • +10 Hp
  • one trait, flaws
  • two extra feats
  • background skills option used
  • feat tax rules

Game Parameters
  • level 1
  • 3-4 players
  • 2-3 posts per week
  • apply until: Oct 31

ApplicationAre you a Local or a Seeker?
If the former, what keeps you in Wavegate? If the latter, what keeps you travelling?
Why do you participate in this exploration?
What makes you excited and curious?
What makes you nervous?
What makes you content?
What makes you angry?
What makes you sad?
What do you miss in life?
Name, age, race, class, gender, abilities, equipment, etc.

Last edited by junction; Oct 28th, 2023 at 05:57 AM.
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Old Oct 16th, 2023, 05:40 PM
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Only those classes listed? No hybrids i.e. slayer, warpriest etc.
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Old Oct 16th, 2023, 05:44 PM
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'Only' those, as I'd like to see some occult classes in actual play. Occult classes are the spellcasters of this setting.

For 3-4 players, there are about a dozen occult variations, including occult magic-user archetypes and there are some for fighter, rogue and cavalier, too.

EDIT:
I added brawler and slayer, as they don't use spells.

Last edited by junction; Oct 16th, 2023 at 05:51 PM.
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Old Oct 16th, 2023, 07:07 PM
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Quote:
Originally Posted by junction View Post
'Only' those, as I'd like to see some occult classes in actual play. Occult classes are the spellcasters of this setting.

For 3-4 players, there are about a dozen occult variations, including occult magic-user archetypes and there are some for fighter, rogue and cavalier, too.

EDIT:
I added brawler and slayer, as they don't use spells.
Many years ago, I created a race. Kind of a mix of Ewoks in Squirrel bodies. They had flaps and could glide, but not fly. Their culture resembled Ancient Chinese Qin Dynasty. Would that be possible? Their magic would be alchemical in nature.

Last edited by Cardassian; Oct 16th, 2023 at 07:08 PM.
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Old Oct 16th, 2023, 09:25 PM
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I'm looking at a Fey Trickster Archetype of the Mesmerist class. Definitely interested. I'll get an application worked up as soon as I can. I think he/she will be a deep gnome.

Application
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Name: Panitari "Pan" Brioshi

Age: 28 years

Race: Adv. Fetchling (24 RP)

Class: Mesmerist - Fey Trickster Archetype

Gender: Female

Alignment: CG

Appearance: Panitari looks like a spirit made flesh. Her skin is pale like she'd been underground for her entire life. The woman's hair is white as if bleached from all color much like her skin. Pan is tall and thin as a rail, her eyes have an odd golden hue to them. She looks as if a strong wind would carry her away. Her clothing is simple yet practical and always fit for travel or adventure. Many shades of green and brown make up most of her attire. Sturdy dark brown boots adorn her feet. The lithe woman normally has a smile upon her face but mean people almost always make her frown.

Personality: Pan is passionate and wears her feeling on her sleeve at times. Mostly with those she has learned to trust. She often tries to see the good in others even when they don't see it for themselves. There are times when this leads her to trust when she really knows better. But don't most folks deserve a second chance? The pale woman likes to think so whether it's true or not. She is not above manipulation if it will help her achieve her goal at the time. Panitari has a caring soul and she want's to help everyone but she has a limit. She has learned to look after herself first then help others when she can.

Background:
  • Born and raised on the plane of shadow.
  • Learned early on that her parents were cruel and tended toward evil ways.
  • Stole weapons and coin from her parents and ran away.
  • Was tricked into traveling to the fey world.
  • Pan was a 'guest' of the fey until they decided to let her go.
  • The world was pleasant at first but she found it to be just as cruel as her original home.
  • Found a way off of the Fey world. Uncertain if they let her go or not.
  • She found that this world was not nearly as cruel as the plane of shadow or the fey world.

 

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Last edited by ricktur63; Oct 25th, 2023 at 11:01 PM.
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Old Oct 17th, 2023, 02:43 AM
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I have some ideas for a Human Spiritualist, refluffing the Improvisation Feat to say that the Spirits of the departed are the ones giving him skills that he has no business knowing anything about, rather than him figuring things out by himself.

A couple of questions:

1) Is the Feat Tax Rule in effect?
2) Are Background Skills being used?
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Old Oct 17th, 2023, 04:06 AM
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Harri Keogh - Town Weirdo!
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Name: Harri Keogh
Race: Standard Human Traits (9 RP)
Outsider (native) (3 RP)
-Native outsiders have the darkvision 60 feet racial trait.
-Native outsiders breathe, eat, and sleep.
Advanced Wisdom (4 RP)
-Add +2 to Wisdom Ability Score
Fast Healing (6 RP)
-Regain 1 hit point each round
Static Bonus Feat (2 RP)
-Toughness
Strange Human
Class: Spiritualist
Alignment: True Neutral
Age: 28

Physical Description:
 


Personality:
 


Background:
 

 

 

Character Sheet


Last edited by triedtherest; Oct 21st, 2023 at 12:33 AM.
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Old Oct 17th, 2023, 06:14 AM
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Welcome, Everyone!

Race Building
That 24 RP (originally 20) was meant to be the final cost of your personalized race. So, choose one from the list, and upgrade it to 24 RP, as stuff learned during early life.
@Cardassian - I might choose a single character with a different race than those listed, but don't count on it. My list has quite unusual ones that are tied to the setting, so I'll prefer those.
@ricktur63 - the srd has more than one svirfneblin, check my link please. Your link is exactly at the 24 RP limit, so it's fine as well.

Class
@ricktur63 - You picked the one archetype that reverts back from occult spells, which I'm not very happy about. I'll prefer casters who use the occult spells, so there's little chance that I'll choose the character this way.

1) Is the Feat Tax Rule in effect? nope
2) Are Background Skills being used? that's ok

Last edited by junction; Oct 17th, 2023 at 06:33 AM.
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Old Oct 17th, 2023, 08:30 AM
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Thanks for the reply. A couple more questions:

1) How many Traits (if any) would we have, and are there any Background Traits specific to this Campaign?
2) What would be the Starting Gold?
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Old Oct 17th, 2023, 08:34 AM
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It just grants a few spells that are cast as occult spells. The majority of spells will still be occult spells if I’m not mistaken. I can choose another archetype if I’m wrong. I’ll look at it again after work today.
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Old Oct 17th, 2023, 04:22 PM
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Quote:
That 24 RP (originally 20) was meant to be the final cost of your personalized race. So, choose one from the list, and upgrade it to 24 RP, as stuff learned during early life.
So, if you pick ratfolk you can add 15pta of add-ons to character race build?
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Old Oct 17th, 2023, 04:40 PM
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A Father's Grief
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Name: Giovanni (Geo) Petto "The Poppet Master"
Race: Wyrwode (Former human)
Class: Occultist, Haunt Collector
Alignment: Lawful Neutral
Age: 3 / (56)
Current Role: Tank / Healer (Great up front construct HP)
Future Role: Nuke / Healer / Crowd Control (Poor endgame HP)
(Theme Song)

Physical Description:
 


Personality:
 


Background:
 



 
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Last edited by JonnyGulliver; Oct 31st, 2023 at 05:56 AM.
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Old Oct 17th, 2023, 04:51 PM
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To add to triedtherests question:

If you are allowing traits, are you allowing drawbacks for an extra trait?
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Last edited by JonnyGulliver; Oct 17th, 2023 at 04:51 PM.
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Old Oct 17th, 2023, 07:35 PM
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How many Traits (if any) would we have, and are there any Background Traits specific to this Campaign?
One trait is ok. No campaign-specific ones as of now, but it's a good idea to make some. After sleep.
No drawbacks, though, I don't like them.

What would be the Starting Gold?
Standard.

So, if you pick ratfolk you can add 15 RPs of add-ons to character race build?
Yes, exactly.

Quote:
Originally Posted by Nature's Lure
Rather than casting psychic spells from the mesmerist spell list, a fey trickster casts divine spells drawn from the druid and ranger spell lists, in just the same way as a hunter does.
I haven't checked how much this is essential to the class' later features, we might be able to change this, because I like the feel of this archetype.

Last edited by junction; Oct 17th, 2023 at 07:38 PM.
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Old Oct 17th, 2023, 08:02 PM
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Quote:
Originally Posted by ricktur63 View Post
It just grants a few spells that are cast as occult spells. The majority of spells will still be occult spells if I’m not mistaken. I can choose another archetype if I’m wrong. I’ll look at it again after work today.
This ^ was another archetype I was looking at.

You are correct that this one changes spellcasting to Divine. If you would allow it we could allow him/her to pull from those lists as well as the mesmerist list and call them all occult spells. I don't believe it would affect the later abilities.

I was also looking at the Enigma archetype but I didn't like it as much as this one. I may need to choose another race the -4 Cha is tough to swallow.

So lets say I wanted to use the fletching race and upgrade it to 24 rp.

I would want the Advanced Ability Score Modifier Quality (4 RP). Would they just override the standard abilities?

Also I think the Spell Resistance, Greater (3 RP) would fit with this archetype.
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Last edited by ricktur63; Oct 18th, 2023 at 01:11 AM.
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