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Old 12-27-2018, 01:08 PM
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Strange Aeons

Game NameStrange Aeons
Game SystemPathfinder
ThemeHorror, Madness, Dreams
FlavourConquering fear, Horror and Gore, H P Lovecraftian
Plot Summary
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Welcome to Briarstone Asylum

700 years ago, the town of Thrushmoor simply vanished. The residents all just disappeared one day, not just the citizens, but the animals as well. The most common rumor was that a witch stole the people to eat and feed her magical power, though this remained unproven. This was a common rumor until Count Haserton Lowls I, newly lorded count of Ustalav's Versex Country, decided to put an end to such foolish ideas, wanting to erase this thought of evil witchcraft causing the country to be in fear. Having invited the church of Pharasma to perform a mass exorcism on the town, the Pharasma exorcists spent days cleansing the town and searching for the source of the evil. After many days, the Count declared the town was cleansed of all evil haunts and spirits, the town slowly becoming re-populated. For enlightenment over the town, the Count, with the aid of Rozenport's Sincomatki School of Sciences, constructed the Briarstone Asylum, claiming the the time of superstition and fear would end, as the people could now seek help against their fear. The hospital became notorious for it being a safe haven against mental illness, with trained doctors and assistants to try to cure the worlds issues.

The party shall begin the adventure together in a mysterious city, on the hunt. Though they will wake up afterward in an asylum, with no memories in tact!


Rules
PLEASE NOTE:
This game is full of horror aspects and gore. If this isn't your cup of tea, I hate to say, but you may want to look else where

  • Party shall consist of 4 players, starting at level 1
  • All core races allowed! Base races need to be requested first (I will most likely say yes but just in case)
  • All core classes allowed! Base classes need to be requested first
  • No Evil alignment (Unless you can convince me otherwise, but it most likely would be no)
  • Will be using 25pt buy system
  • We welcome those who haven't read the AP. If you have, please refrain from meta gaming
  • Have a very consistent post rate, at least once every two - three days, unless we are on pause for someone's emergency. If you cannot keep playing, I will NPC your characters until they can leave the party.
  • We will have a Discord channel for communication. If you cannot access it, please tell me.



ApplicationName:

Race:

Class:

Alignment:

Description: Provide a good description or a picture

Traits: Choose 1 trait, and 1 trait from the list below (Also adapt it into your backstory)

Drawback:

Backstory: Describe the past of your character and how they got to how they are! Does not need to be massive, but enough that we get an idea. I request you supply any fears or traumatic events, as the campaigns story can use them.

::TRAITS::
  • You 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).
    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—follow the correct
    steps and order—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
    10 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.
    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 +1 trait bonus on Reflex saves
    Twitchy

REQUESTS
  • Paladin - YES
  • Oracle - YES
  • Inquisitor - YES
  • Investigator - YES
  • Tiefling - YES
  • Occultist - NO


Deadline Janurary 12
User Name Race Class C.Trait Status
Alphaeus Elijah Roy Johnstone Peri-blooded Aasimar Wizard (Spellslinger) Enduring Stoicism Finished
Shadesoul N/A N/A N/A N/A Interest
Lentil Sponge N/A N/A N/A N/A Interest
NICODELRICO N/A N/A N/A N/A Interest
Vaerdis Cheryl Obryn Cynth Human Inquisitor (Monster Tactician) Driven By Guilt Finished
Loganic Sule Kan'she Human Oracle (Warsighted) Driven By Guilt Finished
The Good Doctor N/A Tiefling (?) N/A N/A Interest
Torack Thorudall Half-Orc Ranger Enduring stoicism Finished
Runetide Gaspard Chastin Half-Orc Jistkan Artificer Magus Foe of the Strange Finished
Mrjoegangles N/A N/A N/A N/A W I P
Norrock Khuddeak Flintbraid Dwarf Druid Twitchy Finished

Last edited by Krow Nest; 01-13-2019 at 09:11 PM.
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Old 12-27-2018, 03:44 PM
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Elijah Johnstone
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Name: Elijah Roy Johnstone, Major in the Lone Wolf Division
Race: Peri-blooded Aasimar (Scion of Humanity and Replaces Racial SLA
Dice PF Aasimar Trait Table:
1d100 15
"Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious."
with alternate trait)
Age: 29
Gender: Male
Class: Wizard ArchetypeSpellslinger
Traits: Rich Parents (Social, PF); Enduring Stoicism (Campaign, Strange Aeons)
Drawback: Haunting Regret
Alignment: Taking the "equal parts opposites"/centrist perspective, rather than the "neither/nor" perspective.True Neutral
Deity: So far in life he hasn't taken the time to pay attention to any of them.

Description/Personality:

Elijah is naturally a somewhat imposing person. Strong "commanding" features placed on a six-foot-three frame are just the foundation -- his sparkling amber eyes speak of well-honed intellect that is as useful as it is dangerous. He is not charming per se, so much as you simply realize you're around someone who knows who they are and what they are doing...and that you had best not get in the way. At his core, he is still just a good-hearted young man with a bit of a "my life, my way" attitude. The problem, of course, is that he has long practiced overriding this core, which means that most of the time you'll feel the side worn into him by the service. In this case, that means someone that doesn't see life as all that valuable, who dismisses tragedies without compassion, and whose only prevalent goal seems to be whatever suits him the most. On the flip side, the fact that his "outer shell" is a result of military service also means that he highly values close friends (even if he doesn't entirely trust them), is absolutely committed to a goal once he actually sets one, and ultimately considers self-sacrifice as part of the job.

His clothes are what he's taken with him from the job, and are also gifts from his parents. Greyscale Snakeskin chaps with attached boots, fur-trimmed officer's trenchcoat with gold thread on the cuffs, silk vest, and wide-brimmed hat with matching cold thread...he finds it comfortable, but it also sends a message about the type of person he is and the type of job he has. As does the gold pendant he wears -- a simple chain with a wolf's head, the symbol the Lone Wolf division of the military. His second, wider belt holds his pistol, too -- at a glance just a fine pistol, but there is something strange about it you can't quite peg...or perhaps it's just the aura of the man himself. The pale skin and bright amber eyes have -- along with the reputation he has among people that recognize his pendant -- suggested to some he might not actually be human after all. Then again, anyone who watches him closely would notice that behind the rough mask, the heart of him does show through. He's prone to place a lot of value on the small things, never really being one to care if he gets credit. Finding a child's lost toy, feeding a stray dog, mending an old man's hunting rifle, or even just putting a wounded butterfly on a flower in the sunlight. The strange, spontaneous little actions that, if truth be told, likely mean more than the carefully calculated actions for which he feels so conflicted.

Backstory:
Spoken late one night...
It haunts me, you know? Sometimes...sometimes I wonder where the line between good and bad is. I was a smart kid, and probably a bit of a trouble maker, but in the end I was still a good kid. Parents gave me a better life than most, I got trained in the best schools, and then sent to the military academy. My folks have always been military as far back as anyone bothers to remember, and I was rowdy enough for it to appeal to me. I always had that kind of camaraderie with the guys, and people tend to look up to me. Honestly I can't remember a damn thing from the first couple decades of my life I really regret. I made do with standard military, but we were just stationed at the capital, so I was in my home city anyway.

Problem was when we were sent active duty during a minor conflict. Simply put, my superiors hated my whole personality but loved my talents. I was already in a specialist unit that used firearms, but I found a way to use my gun that went far beyond anything anyone else could do. So, I was trained to be one of their "Lone Wolf" soldiers. Long story short, I was happy until I found out it was a fancy name for someone sent to do the work they couldn't officially send anyone else to do. First few years I was a total mess. Oh I did the job, don't get me wrong, but I handled it like paper handles fire. Time and habit, though...they can do something.

I didn't go the route of some people in my job. Some of the guys I knew...they were just monsters on a leash. They enjoyed their job far too much for any sane person. Others I knew, rest their souls the stress got to their heads and broke them. Me? I learned to detach. No matter what I saw, no matter what I did, I could wrap a wall around my mind and soul and keep things down to just doing what I did. The problem though...the problem is that it doesn't really work entirely. I've been doing this job for nine years. Nine years.

You know, sometimes I just wonder if I'm actually doing the right thing? I like to think I'm still the good guy, but sometimes being the good guy in this job doesn't seem good at all. That's the whole reason I'm on leave right now. First time I've taken leave for more than a couple days. I've been in the service as active duty for ten years total -- one year in the conflict before I was re-assigned -- so in honor of ten years of service they agreed to give me off for as long as I wanted to get my head straight. I just...I've got ghosts, you know? I drink too damn much, smoke whatever the local apothecaries and herbalists recommend. Helps keep me clean of the ghosts. Not the real ones, of course -- not sure if I believe in them, because if vengeful ghosts exist I'd probably be dead by now, or maybe I'm just loaded with blind luck. But after this much time, the walls I built for my mind have been worn down in places. When I'm awake I try to keep busy or at least occupied with whatever will keep my mind from wandering out of it's safe little box, but sleeping is another matter. I can't maintain the walls then.

It's not trauma. I've seen men who jump at the sound of a fork on a plate because they think someone is pulling a knife on them. Seen people who jolt out of sleep looking for assassins that are never there. I'm not that guy. I'm not the best, but I'm good at what I do, and have tricks most people wouldn't dream of. Nah, for me, I guess it's guilt. I think some deep part of my knows that there is no way some things I've done are good, and I hate it...but I can't undo it. I can't keep myself from seeing innocent faces, ruined lives, chaos...because of me. Sure, I'm supposedly keeping order and peace and law, but...still.

Anyhow, that's the whole reason I'm off now, really. Damn my tenth year of service, I don't care. I like fighting. Problem is you can't really call what I've been doing "fighting" or "soldiering" at all, and when you start to question the morals, motives, and nature of your superiors and orders...it's time to slip off the insignia and get yourself straightened up. Unfortunately...this happened. Whatever the hell "this" is. I've seen some crazy stuff in my days, but this tops them all. It's weird, because it's all like some kind of messed up dream. I'd call it a nightmare, but like I said. I've got too many of my own ghosts for something like this to get to me. I guess when you deal with demons it starts taking more than hell to scare you.

Besides, I'm a soldier, right? That's the whole point. Get these cobwebs out of my head and get back in the field. In my job we don't have time for fear. I remember reading a poet somewhere wrote a line I used to live by: "Theirs is not to reason why, theirs is but to do and die." If this...thing...that happened turns out to be part of something new I'm gonna be dealing with, perhaps shooting it out with some real monsters will be just the thing the doctor ordered. After all, when is the last time getting all worked up helped anyone?

Overall Party Notes
Role: Ranged Damage + Primary Caster

Elijah is a wizard, with wisdom as a low stat. He's not an "actual" gunslinger -- instead he combines the role of Ranged Damage and Primary Caster into the same person. That said, he is primarily a Ranged Damage character who happens to have casting too. My focus is more towards that role largely due to the school limitations and simply the intent of the character. I'd like to end up going Eldritch Knight (if the campaign runs that long/it's allowed) to take advantage of a better BAB progression. Dip into Urban Barbarian for a nice floating boost on demand and the weapon proficiency.

The reason he can actually do good damage despite his BAB is twofold.

1) Sacrificing spells = +1 enchantment/spell level for minutes/spell level. I can add actual enchantments as well. This is the most efficient way to do things at low levels since the gun is more dangerous than any spell at level 1. It's already a masterwork gun, and he's got decent attack, so all told he'll most likely hit (esp against touch AC), and then slap on the pistol damage plus XYZ enchantment. Something like 1d8+1d6 is a decent lvl 1 damage, and that effect would last for 1 minute, so instead of a single spell I could do that for a whole encounter if I needed to (or multiple encounters). Obviously as I get more/higher level spells this becomes more useful.

2) Shooting spells: he literally shoots all ray, ranged touch, cone, and line spells through the gun. Based off the text this doesn't make them all attack rolls (although ones that do need attack rolls get a boosted crit multiplier), but what it DOES do is boost the DC by the gun's enchantment. So since I'll just be sacrificing a spell to boost the gun anyway, essentially while I'm already boosting attacks I can further boost my spells for free. Works out rather nicely. Especially by low-mid levels when I've manually enchanted the gun so I get it passively.


Also, the nice thing is that unlike other ranged characters he NEVER has to worry about ammo. The spells Blood Money and Fabricate Bullets means that he can literally just cut his palm and turn his blood into bullets, which is probably the most badass thing about this whole archetype. Sure, it's not the most efficient way. But that right there is COOL. (As a side note, without needing STR Blood Money is an easy answer to most component problems, even with Eschew Materials).



Last edited by Alphaeus; 12-30-2018 at 02:47 AM.
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Old 12-27-2018, 05:21 PM
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Interest post too. I'm tempted by a Paladin/Oracle as a first choice. *Requested*
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Old 12-27-2018, 06:59 PM
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Cheryl Abryn Cynth
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Name: Cheryl Oberyn Cynth

Race: Human

Age: 19

Class: Inquisitor ArchetypeMonster Tactician

Alignment: Chaotic Good

Deity: Shelyn

Description: Standing at an average height of five foot eight, with shoulder-length, chestnut brown hair and hazel eyes. As a Varisian, her skin is lightly tanned. Furthermore, as a devout follower of Shelyn, her appearance is well-kempt and her face, if not for the subdued beauty of her figure, she is a soft sight for sore eyes. She is dressed in rather boyish attire, consisting of pants, boots and doublet, all made of leather, the boots and sleeveless doublet, however are dyed a darker tone than her breeches. Under the doublet is a fitted linen shirt, bleached impeccably white. To adorn her outfit, the buckle on her belt as well as the amulet about her neck are the songbird symbols of Shelyn. Carried with her is a well-made glaive, covered in a leather blade-sheath.

Traits: Blade of Mercy and True Devotion

Drawback: Vainglory

Backstory: Cheryl is a native to Ustengrad and, in the early years of her life, her family had moved to settle in the town of Thrushmoor seeking opportunity in making a claim as one of the first merchant families in town. They were not the only ones, but they did compete in the selling of cloth goods, for how much the market needed them. As a child, Cheryl was the youngest member of her family in town, and she had two older brothers to compete with the vie for the attentions of her perpetually busy father and mother.

In the efforts to seek attention, Cheryl and her brothers oft got into small fights that she had no chances of winning. There were times too where she wandered outside her household on her own. That is when she had witnessed a dire rat lurking the streets within town. She followed it for a time being to a nest, and from there she ran, but the beasts had not given chase. She, while growing up and exploring town, had seen more of such beast, but had been unharmed in these encounters fermenting more fascination rather than fear.

Years later, during adolescence, her parents, seeking a use for a girl that now showed an interest in monsters, if the drawings under her bed were any evidence, decided it would be best to send her away to some church for schooling. And, outside the provinces of Ustlav she was sent, seemingly at random to a church of Shelyn. Typically artists whom have lost their inspiration sent themselves to learn from the Eternal Rose. There was some confusion as a merchant's daughter, not an aspiring artist came to their beacons of culture.

Abandoned there, Cheryl learned. Her gift with drawing was poor, her paintings lacked spirit and she could hardly carry a tune. But she was patient, and the priests were patient with her. She learned how to tell stories and how to give speeches. She was taught how to wield a spear the way a painter wields a brush. Many summers had passed since she was abandoned to the possibility of becoming a divine muse. Instead she, through revealing some controversial stances on beasts and other monsters in regard to their beauty, she was taken in by reformists, taught a gentle touch on how to not harm living creatures with the work of the blade and how to persuade, at the very least, sentient beings how to channel their energy in more constructive ways. By the end of her training she was seemingly beholden to no vow or guidelines. She became an inquisitor of Shelyn as a grown woman.

With the ink barely damp on the marks the recognized her as a low-ranking official within the faith, Cheryl received a missive from home. Her eldest brother had died, and the middle child had gone missing. So now she returns home to Thrushmoor to attend her brpther's funeral and to visit her family. Or at least, that was the plan...
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Last edited by Vaerdis; 12-28-2018 at 10:37 PM.
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Old 12-27-2018, 07:56 PM
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Tech level, I'd say firearms would work, though realize that I will make ammo scarce. If I were to pick something to match the time, think of Bloodborne

I will allow those classes
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Old 12-28-2018, 08:37 AM
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Lovecraft meets Pathfinder? Count me interested Any day! If possible, I'd like to request either Alchemist or Investigator - someone who uses "science" to combat such unknowable horrors.
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Old 12-28-2018, 02:12 PM
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I accepted Investigator already
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Old 12-28-2018, 02:34 PM
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My apologies, i missed that somehow, hectic morning lol
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Old 12-28-2018, 03:07 PM
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Any word on feat tax removal rules being used, or leaving everything PFS-like?
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Old 12-28-2018, 03:21 PM
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Quote:
Originally Posted by Vaerdis View Post
Any word on feat tax removal rules being used, or leaving everything PFS-like?
... tax what?

EDIT: Looked it up and thought about it for a while. I'm new this this rule but i guess i'll allow it

Last edited by Krow Nest; 12-28-2018 at 04:10 PM.
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Old 12-28-2018, 04:08 PM
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Posts: 6,259
Quote:
Originally Posted by Krow Nest View Post
... tax what?
Essentially what is written here.

Edit: Thank you, this will make a cleaner character sheet.
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Last edited by Vaerdis; 12-28-2018 at 04:24 PM.
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  #12  
Old 12-28-2018, 05:18 PM
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Lentil Sponge Lentil Sponge is online now
Cleaner of the Royal Butt
 
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RPXP: 699
Lentil Sponge Lentil Sponge Lentil Sponge Lentil Sponge Lentil Sponge Lentil Sponge
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Putting down some interest, though unsure about what I'm going to play. I'll have to think, but I do have some ideas.
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  #13  
Old 12-28-2018, 05:40 PM
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NICODELRICO NICODELRICO is offline
Juvenile Dragon
 
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ooooh, i love me some horror!! definitely interested!!
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  #14  
Old 12-28-2018, 06:40 PM
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loganic loganic is offline
Juvenile Dragon
 
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loganic
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Sule Kan'she
left-aligned image

Name: Sule Kan'she
Race: Human (Silver Tongued)
Age: 20
Class: Oracle (Warsighted)
Alignment: Lawful Good
Deity: Apsu

Description: Stands on the short side 5’4. Her hair is light chestnut, shoulder length . Her milky cataracts stand out over her blue eyes. She tries to dress stylishly, and practically, but generally failing. She’s always upbeat, but it’s clear she’s not all there.

Traits: Magical Knack and Driven By Guilt

Drawback: Unlearned

 


Last edited by loganic; 12-30-2018 at 05:55 PM.
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  #15  
Old 12-28-2018, 06:53 PM
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TheGoodDoctor TheGoodDoctor is online now
Bowties are COOL...
 
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Really interested in this game, as I am excited about the general theme, expected posting rate, and discord server use. I want to submit an app, and am wondering if your would allow Occultist and Tiefling?
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