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  1. - Top - End - #91
    Troll in the Playground
     
    Mornings's Avatar

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    Nov 2014
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Because 16 Wouldn't Fit
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    Pathfinder

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Golarion, AR 4699.
    The game has a very large focus on intrigue and investigating the secrets of Raven's Cradle, the mysterious emerging ruins and the disappearance of Denil Demn. Expect difficult encounters and crushing foes. As you progress the venture will become a spanning dungeon crawl as you delve into the ruins, navigating environmental challenges, traps and powerful enemies. The game claims high lethality, challenging players to exercise utility and personal preparation to better their odds while exploring the deadly subterranean depths. Packing magic and mundane tools will greatly aid you. Death is around the corner, but proceeding cautiously will better your odds.

    Enemies are drawn from a massive array of 3pp Bestiaries. While encounters will be scaled by CR within APL+3 (or less), enemies from many sources such as Tome of Horrors are well known to be far more challenging than traditional foes. Failed saves against creatures above CR5 will frequently be critically punishing, or lethal to some characters. Combat will be frequent, and players should gauge when it is wiser to regroup and recover before proceeding further. Players will be leveling quickly and are expected to reach level 12 before the conclusion of this adventure.

    Good luck.


    ⬨ High Technology
    (While rare, it does exist. Players may purchase technological equipment at 50% the listed cost.)
    ⬨ Firearm Setting: Commonplace Firearms
    (Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Players may purchase Advanced Firearms at cost, no price reduction for firearm setting is applied to these weapons. Early and Advanced firearms are martial weapons and otherwise function as normal according to the Commonplace Firearms Setting rules. For details regarding the new Modern Firearms see section 7 below.)


    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    3-5

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS. Character sheets will be created via Mythweavers.

    5. What is the characters' starting status (i.e. experience level)?
    6th Level

    6. How much gold or other starting funds will the characters begin with?
    28,000gp

    Avoid pets and mounts, or anything that can't fit through a 5ft hole or plummet down a subterranean shaft without dying. Familiars and small sized creatures could be useful, at least for setting off traps, and general dungeneering utility, but don't get too emotionally attached with the inevitable bear trap sitting around to chop-up Mr. Fluffymittens. Plan accordingly, you will burn/freeze or starve to death if you journey unprepared. Plan for some rough patches throughout your travels and bring a first aid kit.
    ⬨ Partially Charged wands are fine
    ⬨ Pre-game crafting is a go (there won't be time for it later)

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    There will be crap loads of skill checks, putting the heavy lumbering plate-clad warriors in tough positions if you can't reduce your ACP. Most Runners value the highest quality armor they can afford without sacrificing their mobility. Running, jumping, swimming and squeezing through tight spaces is regular duty for those in their field, and often is the difference between life and death. Environmental hazards will be extremely perilous and common - plan accordingly.

    Generally all 1PP material (Paizo) is good to go, but if it hasn't been uploaded to the SRD or Archives you'll need to pm the source to me so I can review it (yes, the whole damn document, not just the name of a book.)
    I'm open to accepting Pre-Core Paizo sources with the accompanying referenced source. So if you have that special thing you want from Dragon Issue# 186 that you really love, shoot it over to me and I'll give final approval.

    Note: Exceptional races that don't need to eat or sleep will be a minority, likely one at most in the party. Feel free to play whatever weird whacky races you want, but keeping it generally mortal is a good rule-of-thumb.

    3PP from the following publishers is a go: (Make sure you annotate if any of these sources are used on your sheet & what you've taken)
    ⬨ Dreamscarred Press (*clears throat* Aegis is banned - I'll add an evil laugh later. Everything else on the PFSRD for DSP is good to go.)
    Spheres of (Power/Might) (DDS): Don't get too nuts.You're working with what's listed on the wiki. Obviously spherecasting classes are fine, as are Spheres of Might classes. Conventional Vancian magic is still the default here boys, you're just a very unique magic slinger using methods others will likely be very unfamiliar with. This similarly extends to the unique martial practices of SoM, most warriors will view your techniques as completely foreign. These combat techniques will not be associated with any common regional practice or trade thematically. You're just plain weird. It'll be up to you to explain how you happened to come upon these unique teachings and who taught them to you. It'll give you something fun to think about
    ⬨ Adventurer's Essentials
    ⬨ Necromancers of the Northwest
    ⬨ Deep Magic (Spells)
    ⬨ The Book of Forbidden Magic (Spells)
    ⬨ Genius Guide to Ice Magic
    ⬨ Genius Guide to Chaos Magic
    ⬨ Monte Cook's Arcana Evolved (Spell Templates/Runes of Energy & applicable feats)
    ⬨ Monte Cook's Arcana Evolved: Spell Treasury (Spells)
    ⬨ 101 Shadow and Darkness Spells
    ⬨ 101 Urban Spells
    ⬨ 101 Swamp Spells
    ⬨ 101 Forest Spells
    ⬨ 101 Subterranean Spells
    ⬨ 101 Hill & Mountain Spells
    ⬨ 101 0 Level Spells
    ⬨ 101 1st Level Spells
    ⬨ Weekly Wonders: Spells_of_the_Rebellion
    ⬨ Ultimate Composition
    MC Expanded Archetypes
    Expanded Feats List -----
    Expanded Weapons List (SRD)
    FFD20 SRD: (All content is approved. Freelancer may be multiclassed.)
    BoMT: Paleblade Assassin

    Spoiler: New Exotic Equipment
    Show

    Pavise: A large shield with a series of legs attached.
    This shield functions identically to a tower shield, however
    as a standard action the wielder may plant his shield on the
    ground. This functions identically to raising a tower shield to
    defend one corner of the wielder's square, however the wielder
    releases the shield after planting the device's legs. The wielder
    retains the benefits of his shield while remaining within the square
    which it is planted. As a move action he may make a ranged
    attack over the pavise suffering a -2 penalty due to the awkward
    nature of firing a weapon over this barrier. The wielder
    retains his shield bonus but looses the benefits of total cover while
    using his shield in this fashion, regaining this benefit after
    completing his attack. If he moves from the square which he set
    his shield, he looses all benefits the shield provided. Any creature
    moving into this space gains the benefits the shield provides normally.
    The wielder may take down the pavise as a full round action.

    Due to the complexity of the tripod system's locks and various
    bolts, a wielder with under 13 intelligence suffers a 30% chance
    of failure while attempting to set up or take down his pavise in combat.
    This penalty does not apply while outside of combat. Due to its robust
    build and weight, a pavise has twice the amount of hit points for a
    shield of its type. (Requires Tower Shield Proficiency)

    (500gp) AC: +4 Dex: +2 ACP: -10 ASF: 50% — — 90 lbs


    Arrow, Thunder: Thunder arrows are tipped with
    thunderstones (see Chapter 7 of the Player ’s
    Handbook). A hit from a thunder arrow deals no
    damage but triggers the thunderstone’s sonic attack.
    Thunder arrows that miss should be treated as
    attacks with a grenadelike weapon (2 gp, ea)


    Arrow, Alchemist’s: Each of these projectiles carries
    a deadly load of alchemist’s fire in its hollow
    shaft. When it strikes a target, the arrow’s shaft shatters,
    releasing the alchemist’s fire directly onto the
    target. One round after impact, the alchemist’s fire
    ignites, dealing 1d4 points of damage. The target can
    use a full-round action to attempt to extinguish the
    flames before taking this damage. It takes a successful
    Reflex saving throw (DC 15) to extinguish the flames.
    Rolling on the ground earns the target a +2 bonus on
    the save. Submerging (such as by leaping into a lake)
    or magically extinguishing the flames automatically
    kills the flames. (75gp, ea)


    Bolt, Tumbling: A tumbling bolt resembles a standard
    crossbow bolt except for a few minuscule holes
    and vents along the shaft. A channel allows air to pass
    through the bolt, which causes the bolt to tumble
    when fired. The bolt deals +2 damage but only has
    one-half its normal range increment due to the way
    the projectile moves through the air. (5 gp, ea)


    Crossbow, Great: A great crossbow requires two
    hands to use effectively, regardless of the user’s size.
    You draw a great crossbow back by turning a winch.
    Loading a great crossbow is a full-round action that
    provokes an attack of opportunity.
    A Medium-size character cannot shoot or load a
    great crossbow with one hand at all. With training,
    a Large creature can shoot, but not load, a great crossbow
    with one hand at a –4 penalty. If a Large creature
    attempts to fire a separate great crossbow in each
    hand simultaneously, the standard penalties for two
    weapon fighting apply

    (100 gp) - 1d12 19–20/×2 150 ft. 15 lb. Piercing


    Sapara: This ancient sword is a smaller version of
    the khopesh. You can use a sapara to make trip attacks
    with its hooklike blade. If you are tripped during
    your own trip attempt, you can drop the sapara to
    avoid being tripped.

    (15 gp) - 1d6 19–20/×2 — 6 lb. Slashing


    Double Bow, Elven: This double-stringed longbow
    can be used as a normal longbow by anyone proficient
    in that weapon. Characters with Exotic Weapon Proficiency
    (elven double bow) can use the bow to fire two
    arrows at once. Nocking an arrow on the second string
    requires a move-equivalent action. Once the wielder
    has taken an action to load the second string, his next
    attack is a double shot that launches both arrows
    simultaneously at the same target. The wielder makes
    one attack roll at a –2 penalty to determine whether or
    not both arrows strike the target. If the attack is successful,
    both arrows deal normal damage. If the attack
    is a critical hit, only one arrow deals extra damage, and
    extra sneak attack damage is applied only once.

    (1,000 gp) - 1d8 ×3 90 ft. 3 lb. Piercing


    Fukimi-Bari (Mouth Darts): These slim, almost
    needle-like metal darts are concealed in the mouth,
    then spit at the target. Their effective range is
    extremely short, and they deal little damage, but they
    are highly useful when taking an opponent by surprise.
    You can fire up to three fukimi-bari per attack
    (all at the same target).
    Do not apply your Strength modifier to damage
    with fukimi-bari. They are too small to carry the extra
    force that a strong character usually imparts to a
    thrown weapon. The cost and weight are for a single
    fukimi-bari. Fukimi-bari are not ammunition, and only
    a single attack roll is made for the three weapons fired.

    (1 gp) - 1 ×2 5 ft. 1/10 lb. Piercing


    Fullblade: A fullblade is 18 inches longer than a
    greatsword and is too large for a Medium-size creature
    to use with two hands without special training;
    thus, it is an exotic weapon. (Medium-size creatures
    cannot use a fullblade one-handed at all.)
    A Large creature could use the fullblade with one
    hand, but it would be assessed the standard –4 nonproficiency
    penalty on its attack rolls; Large creatures
    can use the fullblade in two hands as a martial
    weapon. A Large creature with the Exotic Weapon
    Proficiency (fullblade) feat can use the fullblade in
    one hand, but a Medium-size creature must use both
    hands even if it has the relevant feat. A fullblade is
    also called an ogre’s greatsword.

    (100 gp) - 2d10 19–20/×2 — 23 lb. Slashing (exotic)


    Skiprock, Halfling: These polished, perfectly
    weighted stones are prized by halflings, for if thrown
    well enough, they ricochet off one target to strike a
    second. If the skiprock hits its target, it ricochets
    toward another target of the thrower’s choice adjacent
    to the original target (within 5 feet). The thrower
    immediately makes a second attack roll for the skiprock
    against the new target, with an attack bonus
    equal to the first roll –2.

    (3 gp) 1d3 ×2 10 ft. 1/4 lb. Bludgeoning


    Shotput, Orc: Special training turns a grapefruitsized
    sphere of crude iron into a deadly projectile.
    Even with the Exotic Weapon Proficiency (orc shotput)
    feat, a wielder must be Medium-size or larger to
    use the weapon effectively (or take an additional –3
    penalty on attack rolls in addition to the standard –4
    nonproficiency penalty).

    (10 gp) 2d6 19–20/×3 10 ft. 15 lb. Bludgeoning


    Greatsword, Mercurial: This huge blade hides a
    secret reservoir of quicksilver (also called mercury
    by alchemists) that runs along the interior of the
    blade in a slender channel. When the blade is vertical,
    the mercury swiftly fills an interior bulb in the
    haft, but when swung, the heavy liquid flows out
    into the blade, making it heavier. In nonproficient
    hands, this shifting mass penalizes the wielder by an
    additional –3 penalty on attack rolls, beyond the
    normal –4 nonproficiency penalty for using an
    exotic weapon untrained

    (600 gp) 2d8 ×4 — 17 lb. Slashing


    Duom: The duom is a longspear with a standard
    spearhead, as well as two blades curved so that they
    point backward along the shaft. The weapon has
    reach, allowing you to strike opponents 10 feet away
    with it. Those proficient with the duom can also
    attack adjacent foes with the reversed heads using a
    practiced “reverse thrust.” Apply a –2 penalty on the
    attack roll if you use the duom to attack a second,
    adjacent opponent in the same round you attacked
    the first opponent.

    (20 gp) 1d8 ×3 — 8 lb. Piercing


    Mace, Double: A stout shaft with a spiked, cylindrical
    head at each end, this is a double weapon.
    You can fight with it as if fighting with two
    weapons, but if you do, you incur all the normal
    attack penalties associated with fighting with two
    weapons as if you are using a one-handed weapon
    and a light weapon (see Attacking with Two Weapons
    in Chapter 8 of the Player’s Handbook). A creature
    wielding a double weapon in one hand can’t use it
    as a double weapon.

    (125 gp) 1d8/1d8 ×2 — 25 lb. Bludgeoning


    Manti: A manti is a shortspear with four additional
    spear heads that project vertically from the
    shaft, creating a star pattern of five blade heads
    instead of just a single forward-pointing blade. The
    advantage of the unusual blade arrangement is that
    you can make one additional attack of opportunity
    during the round

    (15 gp) 1d8 ×3 — 9 lb. Piercing


    War Fan: This weapon appears to the untrained eye
    as nothing more than a beautifully crafted lady’s fan.
    In fact, the vanes of the fan are crafted from steel, and
    the tips are needle-sharp. When first entering melee
    using a war fan, you may attempt a Bluff check against
    an opponent’s Sense Motive check. If you win the contest,
    you gain a +4 bonus on attacks made against that
    foe during the first round of combat.

    (30 gp) 1d6 ×3 — 3 lb. Slashing


    Gauntlet, Spring-Loaded: This gauntlet possesses
    a broad ridge of metal that extends along the bottom
    of the forearm to the edge of the wrist articulation,
    where a circular orifice is visible. This ridge of metal
    hides a spring-loaded mechanism that can expel a
    bolt with great force, akin to a miniscule crossbow.
    You load the gauntlet by inserting a bolt in the hole
    and pulling back a hidden lever. Loading the springloaded
    gauntlet is a move-equivalent action that
    provokes an attack of opportunity. You fire the
    spring-loaded gauntlet by sighting down your arm,
    then flip your hand back so that your palm faces your
    opponent—this motion fires the gauntlet. The cost
    and weight are for a single gauntlet.
    A character who attempts to fire two spring-loaded
    gauntlets at once incurs the standard penalty for
    two-weapon fighting. The Ambidexterity feat lets
    someone avoid the –4 off-hand penalty

    (200 gp) 1d4 ×2 20 ft. 4 lb. Piercing (exotic)



    Longsword, Mercurial: As the mercurial greatsword,
    except that in nonproficient hands, the shifting
    mass and feel of the blade penalizes the wielder
    by an additional –2 penalty on attack rolls, beyond
    the normal –4 nonproficiency penalty for using an
    exotic weapon untrained.

    (400 gp) 1d10 ×4 — 6 lb. Slashing (exotic)


    Claw Bracer: A claw bracer is a metal armband with
    three steel claws projecting from the top, extending
    about 4 inches beyond the tip of the wearer’s extended
    fingers. The wearer can cast spells normally while
    wearing the bracer and cannot be disarmed. Many
    claw bracers are enhanced as magic weapons.

    (30 gp) 1d4 19–20/×2 — 2 lb. Piercing



    Triple Dagger: This weapon is used in the off hand
    as a means to disarm an opponent—you hold it as you
    would a shield, not another weapon, and so do not take
    penalties for fighting with two weapons. When using a
    triple dagger, you get a +3 circumstance bonus on your
    opposed attack roll when attempting to disarm an
    opponent (including the roll to keep from being disarmed
    if you fail to disarm your opponent). The triple
    dagger could also be used as a normal dagger, if
    desired, but if used in the off hand, all normal penalties
    for fighting with two weapons apply

    (10 gp) 1d4 19–20/×2 — l lb. Piercing


    Throwing Iron: These weapons have complex blades
    with two or more edged or pointed protrusions. Unlike
    most hurled weapons, throwing irons are as often
    thrown along a horizontal plane as along a vertical one.

    (8 gp) 1d6 ×3 15 ft. 3 lb. Slashing, Monk


    Ward Cestus: This is a stout leather gauntlet with
    a well-forged metal weight sewn into it over the
    knuckles. A strike with a ward cestus is considered an
    unarmed attack. If you take a Total Defense action,
    or fight defensively you gain an additional +1 bonus to
    your Armor Class, representing blows you block with the
    back of your protected hand. Your opponent cannot disarm
    you of a ward cestus. The cost and weight are for a single
    ward cestus

    (10 gp) 1d4 x3 1 — 4 lb. Bludgeoning


    Assassin's Guildmark: A small scale-like blade favored
    by Daggermark assassins belonging to the city's Assassins and
    Poisoners Guild. Each blade is magically marked with the wielder's
    unique seal, as per the spell Arcane Mark when used. After a blade
    has been activated in this manner it cannot be used again - preventing
    rivals from using these 'calling cards' maliciously. If proficient
    with this weapon the wielder is granted a +6 circumstance
    bonus to sleight of hand checks made to conceal them. A spent
    Assassin's Guildmark functions as a obal and is usually placed
    inside the target's mouth. For this reason these thrown weapons
    are expended after a single use.

    (25 gp) 1d2 18-20x4 10 ft - lb. slashing & piercing


    ((Modern Weapons: Firearms)): The ruins weren't the only thing beginning to appear, alongside them were strangers from an unknown land called 'Offworlders'. Their weapons and technology were far superior to their own, but still less advanced than the ancient technological marvels left behind from some bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor class Weapon and Armor Proficiency 'all firearms', such as the gunslinger. Due to their otherworldly design and nature, Modern Weapon proficiency must be specifically acquired via feat or similar means. These weapons and their ammunition are worth 3.55x their listed costs ($ is equal to a value in gp), but valued at a far greater price on the market. Neither of which may be crafted. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted.



    3PP from the following publishers may be allowed on case-by-case basis:
    ⬨ Legendary Games
    ⬨ Kobold Press
    ⬨ Interjection Games
    ⬨ Rite Publishing

    ⬨ Dragon Magazine
    ⬨ Official 3.5 Spells, request individually
    ⬨ Other 3pp by request: If I veto your request move on. This isn't a conversation, you'll get a 'go for it' or a 'Naw'. I own a metric crap ton of 3pp books so it should be a rather prompt response, however I still require you provide an accessible source. If its something I'm not familiar with I'll give it a good look and get back to you.

    ⬨ Templates may be approved by request
    ⬨ Race Builder may be approved by request
    ⬨ No Homebrew


    The following swaps for Trap Finding may be taken. Additionally you may request to swap other class abilities from any class to take one of those listed below, however you must still meet any prerequisites they may have (eg: if the ability uses sneak attack, you must have sneak attack). The swap may or may not be allowed, but no harm in asking.

    Spoiler: Pre-Approved Alterations (Swaps for Trap Finding)
    Show

    The Trap Finding Class Feature may be swapped for one of the following:

    Black Marketeer (Ex): You add
    half your level to Appraise checks made
    to determine the value of a common item
    (minimum +1). You also add your level to
    the percentage of an item’s value you receive
    when you sell it (normally you sell items for
    50% of their value), and reduce the price you
    pay for things by a percentage equal to your
    level.

    Chink in the Armor (Ex): Once per
    day, when you successfully strike with a
    sneak attack but the extra damage is negated
    (such as by armor with fortification), as a
    swift action you may deal half the additional
    dice of damage (round up) anyway. You may
    do this twice per day at 8th level, and three
    times per day at 16th level.

    Climb Walls (Ex): You add one-third
    of your level to Climb checks (minimum +1).
    You only need one hand free to climb, and
    you do not lose your Dexterity bonus to AC
    while climbing.

    Harass (Ex): When you successfully hit
    a target with a sneak attack, you may choose
    to deal fewer dice of sneak attack damage. For
    each die of damage you forgo, you place the
    target at a -1 penalty to one of the following
    categories: attack rolls, CMB checks, ability
    checks, concentration checks, or skill checks.
    This penalty ends at the beginning of your
    next turn.

    Hoodwink (Ex): You add half your
    rogue level to Bluff checks made to convince
    a target you are telling the truth (minimum
    +1). You may also make a Bluff check to form
    denials into phrases that are technically true,
    though misleading. If you are trying to avoid
    magical detection of a lie, the DC of your Bluff
    check is equal to the spell’s saving throw
    +10. If you are trying to leave the impression
    you denied having done something without
    actually denying it, the Bluff DC is +5 higher
    than the DC of a Bluff to believably deny it
    outright.

    Ki Pool (Su): You have a ki pool equal
    to a ninja of your rogue level, and you may
    use your ki pool for the same things a ninja
    does. At 1st level you have no points in your
    ki pool, but treat all Acrobatics checks made
    to jump as if you had a running start.

    Pick Your Way (Ex): You add half
    your level to Acrobatics checks made to avoid
    taking attacks of opportunity when leaving a
    threatened space. You do not treat crowds as
    difficult terrain.

    Poison Use (Ex): You are trained in the
    use of poison, and cannot accidentally poison
    yourself when applying poison to a weapon.

    Trapmaker (Ex): You add half your
    level to your Craft (trapmaking) checks, and
    to the DC of Perception checks required to
    spot traps you make (minimum +1). At 4th
    level you may take the Learn Ranger Trap feat
    (see Ultimate Magic) as a rogue talent without
    meeting its prerequisites. You treat your
    rogue levels as ranger levels for purposes of
    this feat and all ranger traps. You may spend
    additional talents to learn +2 ranger traps per
    talent spent.

    Turn the Knife (Ex): When you
    successfully sneak attack a target that is
    denied its Dexterity bonus to AC, you deal
    +1 hp of damage per sneak attack die.
    Street Tough (Ex): You are proficient
    in all martial weapons.

    Sacrificial Blow (Ex): Once per day
    you may add half your sneak attack dice as
    damage (minimum +1d6) to a melee attack
    that does not normally qualify to be a sneak
    attack. Doing this leaves you exposed (as you
    reach to strike a foe’s vulnerable zones despite
    his guard being up), and you provoke attacks
    of opportunity from threatening creatures.
    You may do this twice per day at 8th level,
    and three times per day at 16th level.


    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Non-monstrous races are all on the table, if you want to use alternate racial features, just give me a heads up, but are generally they are all good to go. If you're an Aasimar/Tiefling and you want to use their racial variant table you'll roll for the result. You can take or leave what you roll, but no rerolls. 3pp races case by case with a source.

    Feel free to get crazy with your races, just try to make the characters interesting. Keep in mind the villagers of Raven's Cradle view halflings as 'exotic', other stranger races are subject to a mixed reception. Races that can pass as more human (eg: Changlings, Shabti etc) will be more generally accepted, or thought as human without closer inspection. Noticeably non-human races, such as Tieflings, half-orcs or goblins will likely be met with a wide range of responses, from fear, scorn, resentment or even being blatantly ignored - being treated more as a nuisance that must be tolerated. Changing the minds of the villagers won't be easy, but isn't impossible.


    9. By what method should Players generate their attributes/ability scores and Hit Points?

    ⬨ Ability Scores: 3 sets of 4d6b3 (take the best). If you don't like your sets take a 36pb
    ⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
    ⬨ 2 Traits
    ⬨ 1 Drawback (Optional, grants additional trait)
    ⬨ 1 Campaign Trait (see below)
    ⬨ 1 Major Drawback (optional, grants a bonus feat)
    ⬨ 1 Flaw (Optional, grants a bonus feat)
    ⬨ 1 Compulsion Optional, grants additional trait. Must be roleplayed & should be represented in your fluff)
    Background Skills: in Use
    Age: Starting age will not apply positive or negative penalties to your character, but subsequent in-game changes incurred via magic will.

    10. Does your game use alignment? What are your restrictions, if so?
    Yes. Any. You aren't a band of good-guys or villains, you're mercenaries for Caine - at least until this investigation's closure, and you have a personal investment in seeing it through to its conclusion. You'll need to be sociable enough to work with the party and Caine without ruining what few relations remain with the secluded villagers of Raven's Cradle.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Go nuts, no restrictions. You won't catch a stinkeye from me if you want to be a cleric/fighter/rogue, I'm more interested in the character as a whole and how they're represented. If taking a bunch of dips helps bridge the mechanical and thematic realms, then don't let me stand in your way.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Forum roller. Players will post their rolls in OOC or in a spoiler at the end of their post IC. If you post a floating spoiler for your rolls in the IC with nothing else in the post... i'll kick you in the face. It goes at the end of you post IC, or in the OOC, and you can post however you'd like in the OOC. Forced rolls during the resolution of a round will be rolled by me to keep things moving.


    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    Below are my standard houserules, if you've played with me before then you've seen them before:

    Spoiler: Houserules
    Show

    1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana.


    2) Paragon Surge: Paragon Surge is banned.

    3) Feat Modifications: The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon. (All Free Feats Must Still Listed On Sheet)

    4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged

    5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.

    6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.

    7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.

    8) Skill Unlocks: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained).


    9) Crafting: Classes that grant Craft () as a class skill now grant two crafts of your choice. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. Hireling costs may be paid to assist in pre-game cooperative crafting checks as desired, however these costs are incurred per item created cooperatively.

    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question; for example, Metalworking does not grant the ability to craft any objects which would be covered by specific craft type such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.

    SKILL LIST:

    Carpentry
    Siege engine
    Jewelry
    Calligraphy
    Traps
    Leather
    Bows
    Fletching
    Clothing
    Armor
    Ships
    Books
    Alchemy
    Pottery
    Weapons
    Art
    Stonemasonry
    Locks
    Gunsmithing
    Metalworking
    (Technological) Pharmaceutical
    (Technological) Cybertech
    Technological Arms & Armor
    Technological Item

    10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.

    11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.

    12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.

    13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition

    19) Minimum Post Length: You don't need to write a book, but ten word posts give me conniptions. A 3 sentence minimum is required for any IC post.

    21) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.

    22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoB or SoP) gain a bonus feat at every level. Should the character gain an Initiator Level or Sphere from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.

    23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6 / 8 / 10 / 12

    25) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.

    26) Weight: Keep track of it, it's in use.


    Posting Deadline: Players will be given 24-hours from the time the gm posts to respond. This is more relevant to major updates which move the party forward, or during combat. Quick posts, such as dialogue will retain this same time window. To keep things moving, players who do not post in this time will be skipped, counted as delaying their round during combat, or left idle. I reserve the right to bot PCs that are left unresponsive for the sake of progression. There is some wiggle-room on this timeframe, but this becomes a hard cutoff period if this period passes then the gm posts an update or resolves a round. If the PC was counted as idle, or skipped during their respective round and the player posts 0.007 seconds after... Too bad, so sad. This late post will not be resolved and will be ignored, unless I'm feeling unusually generous. The gm will typically wait until all players have posted, or a significant period of time has lapsed over the deadline before updating or resolving the round. Individual checks and results may be resolved immediately without a full update to accommodate players who are lagging behind. If you are unable to post, or require additional time, please provide notice and we can work with you to give you the opportunity to get your actions resolved.

    The "I Wish I Could Have Done Something" Clause: Yeah, we all know out of combat - time can be a little different. However, for the purposes of player's response and interaction in a PBP environment, player's are not 'sheit out of luck', just because Player009 posted walking-running-lighting a sunrod-then jumping off a cliff. Players are free to take those awesome longer sequence actions when 'combat time' is off, however, Players can act-stop-interrupt actions that would be outside of a typical round ( 6 Seconds ) - So if Cherry The Cleric has a mental break-down and is attempting to light a torch and then herself on fire, after attempting what would possibly be a full-round to prepare the torch - the party can still react before the self-immolation bit resolves even if Cherry's player posted her own flaming demise. Not all players will be on at the same time, it's a PBP, that's the nature of things. You can make awesome long posts - however players will still be permitted an opportunity to respond - or even backdate a response if necessary, to one another. I love long posts, but just don't get too far ahead of yourself and assume that all actions taken will not be responded to by your fellow players. This is specifically in regard to PCs reacting to PCs - If a long GM scene places you in a house after running though a mob of goblins, you do not have the option to begin combat with said goblins, and likely for a very good reason. So don't try to back date a post in response to the gm advancing the game without explicit permission


    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Yes. Use your traits and Potentials as a foundation. Show what makes your character interesting and your connection to Caine and this investigation.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Large amounts of RP and intrigue, with greater amounts of combat and dungeon crawling as you progress and begin delving into the ruins. There will be plenty of hack & slash, and a number of challenging encounters along the way. Navigating the environmental challenges of the ruins and countless traps will be a standard. Proceeding cautiously will be crucial in moderating the game's significant lethality.


    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Refer to #7, Chapter 1
    This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a 'nah bro' or a 'cool go for it' without any elaboration. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean



    Last edited by Mornings; 2018-09-21 at 08:03 PM.

  2. - Top - End - #92
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    Default Re: Pale Departure: That Which Whispers OOC

    QUESTS - PROLOGUE TO THE END

    citrinitus
    Rubedo
    Ashurbanipal
    Acherontia
    Ginnungagap

    The Immeasurable Spiral
    All Stars Were Mine
    The Darkness Backward
    All Gods In Dust
    Ingress - The Light, Ephemera
    I See Everything
    The Key, The Witch & The Song
    A Song Of Mourning & Light
    Eyes For Nine
    The Seclusion of Three Visions
    He Is Here. He Is Not Afraid
    Egress - The Clutch In Black
    The Dead Gardens
    Behind Two Black Moons
    The Moon Is a Mirror
    The Undefined Hour
    For A Tomorrow Without Tears
    All Light Extinguished
    The Dark Between
    Beyond This World's Stars
    Rainbow Over The Azure Sky
    Empty Colors
    Suddenly, I Was Alone
    Dying of the Light
    A Diadem of Dead Stars

    formlessness
    Last edited by Mornings; 2022-09-04 at 05:16 PM.

  3. - Top - End - #93
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: tpd update
    Show
    bookmarks -------- part 2

    The cold of frost washed away the moisture from his skin. He could feel his eyes dry and lips begin to crack. A numbing haze. The familiar deafening crash, like waves upon shoreline. Static. Black. The figments of the visions produced from the pages of the tome once more played back. Strange. Without context. It was as if the nameless old man's rambling tales were wordlessly keeping on, even without him. An echo. Parts of it, small pieces, there lay some unreachable grains left scattered like bread-crumbs out across the vastness of the tale being spun before him. There was something beneath the surface, some lurking behemoth beneath the placid waves... and something compelled him. Ushering him forward, ever deeper. While still joined, they could feel it, but Miryks couldn't begin to imagine just what madness set the gears of this insane and broken world to turn still. Black.

    He couldn't recall when. It was as if he had suddenly realized he'd closed his eyes, forever. A passing note ringing through his senses, like the recollection of straining to remain awake. The dim glimmer which had held the dark at bay was now gone. It was impossible to differentiate the dark about him, from the dark behind his own eyelids. He lay upon the indistinguishable ground, hands darting out to find hold upon the discarded books or the leg of the chair, but the reassuring jolt of something solid and real never came. It was as if it all were simply gone, swept away in the wave of darkness.

    "Toilday the fifteenth, one-fifty-two in the afternoon... He was outside. The mist had rolled in. Avaricious' mind reminded him it was a strange sight for seaward breeze to carry the vapor so far inland from Dockway to the Alabaster; and it was thickening by the second. Merely a lightly passing wind; faint, but noticeable. It had felt... charged; alive. He looked about himself while standing upon his wagon, just finishing the movements in securing his wares and re-positioning the vehicle toward the front of the manor-proper. He turned to quickly be on his way, yet, something held him..."

    The voice, a young woman's was familiar and real. Yet, the words didn't startle, it was as if they had always been there, always been reading... it was only now that his consciousness could perceive them. "You've only come this far? ...Dear boy, it lay much further still. How would you ever manage without me? Without the pieces, you'll never emerge from this dream... this nightmare; yet, I fear you've not the fortitude to bear it alone. So listen carefully..."


    Ͽ ◯ Ͼ

    "She stood outside the window of the manor's living room in the black rain, slowly abating. The figure wore a fine noble, yet tattered, black dress. Her skin pale as death. The woman's face was obscured by a long cowl and the obstruction the large three-section window presented while it was slick from the dripping flim of inkor running along its surface did little to aid Avaricious's vision... But he saw her, just as she saw him. Her the sharp eye glinted with a violent sapphire light, and a smile."

    "Within either hand she held a whirling void of terrible supernatural blackness. It was as if there were only pits of absence within those orbs, where the world, where all light collapsed... The sharp prongs of panic and alarm hammered through his mind as he jolted up from his chair, knocking over the seat as she raised her hands hurling the orb into the side of the manor. The umbral-dark of the twin-pockets of bleakness united into a single sphere of power. Then...... nothing."







    ༺ 𝓥𝖆𝖗𝖆𝖌 ༻



    What... what had happened.... the pain, gods the pain. He couldn't see. It was all dark. He writhed, and struggled, his arms.. his limbs. Numb. Slowly... slowly he started to remember... yes... first....

    Varag couldn't begin to place thought or name to the chaos of the convention of insanity in which he found himself. Black. Long-gone were the frozen expenses as light stole the world and replaced it with the frenzied echo of ghastly hallow visions playing out across some infinite dark before him.

    "The explosion blew out the windows. Removed the entire side of the house. The terrible blast ripped the dinning room into pieces and jettisoned it out from the other half of the property. The solid stone walls. The reassuring girth of those wooden beams. The fine colored glass... they all become dreadful projectiles; and he caught a solid spray of the fragmented volley. It slashed he face and arms, ripping meaty flesh from his limbs as the explosive energy lifted him off his feet and threw him back into the far wall. Shuddering, he remembered the terrible gory spray as Andel caught the blast directly, standing just next to the Captain. The force rent him apart. Painted him and the others with a gritty crimson coat."

    "Next... the darkness. The consuming night.... It engulfed the entire place. There was no escape. Terrible dark hands reached out and clawed at him, attempting to pull him into the dreadful void. Yet with a cry, and a wave of mental anguish, he fought the surge of umbral magic away, and the maddening darkness passed... The silence fell... The terrible silence."

    "...Until the creak and groan of the burning of the last support beams rattled away the quiet. Then... Heidmarch Manor collapsed."



    Ͽ ◯ Ͼ


    "Fire. Smoke. A tragic hazy orange mist began to pour into the obliterated mansion from outside. The black rain had ceased but left it's mark evident. The mist-like-smoke smelled foul... like burning flesh. Limbs... bloody chunks of meat and tendon lay scattered about in the remains of the chamber, both feminine and masculine... Bodies, pale and seemingly lifeless laid about Avaricious. He took a series of panicked gasping breaths, regaining his vision. He coughed. The dance of smoke and fire... it was a terrible and all-too-familiar sight that shook him still. A groan finally crawled out from somewhere else, affirming at least someone else had lived, though it was difficult to see through the thickening mist."

    "Asiresh was upon his back... He felt a terrible surge of pain. He was cut. Torn and lacerated. Shards of glass protruded his chest and bow-arm. Bloody gashes ran across his face. He coughed once, hard. Breath returning to him. The terrible shock of the explosion stole the air from his lungs, as if the very air had ignited and burned out the very breath his lungs had stolen. The arcane-darkness had washed over him and passed. There was something within that bleakness, but his steeled will fended off the eerie-wave without incident. His vision was obscured by the roiling mist that had poured in."

    "Orange-gold in color, and foul. He'd never before seen such a thing, which was quite a feat... for he had seen much. He pushed a large piece of wood off of himself before beginning to gauge his surroundings. Thankfully, his possessions laid at his side. The manor was destroyed. The terrible sight before him was tragic and unsettling. The body of the large Numerian, Viridi, which he did so dislike lay next to him. His face pale and staring off unblinking into the burning beams of the collapsed ceiling. The body the great bear-of-a-man had been so proud of was torn and thrashed, skin and muscle peeled back, bones shattered, lungs wheezing. His large chest still moving, but beginning to slow... and slow. Then stop. He could make out the form of Alica some ten feet away, with the same empty expression, yet she continued to breath, though it appeared as if he mind was somewhere else... far away."

    "Still dazed, Asiresh watched in a stupor as the armored woman, his companion was ripped into the black by a thousand-thousand dead hands."

    "Jeska fell into the void. The dark hands grasped her and ripped her free from the world, casting her tumbling through the darkness and the stars. The vast bleakness of the heavens above circled all about her, spiraling outward, out of control. She saw familiar faces, falling through the stars in her descent. The Numerian. The dark claws reached out from the bleak folds of the dark and slashed him to pieces, scattering his blue essence into infinity. As his ethic-form was torn asunder the dispersion of energy unleashed a terrible clap of force, and fragments of light were jettisoned outward. The hands fought, clenched and grasped at them, closing them within white-knuckled fists, as if mouths existed within their palms. The summoner, Alica, could be seen falling through the black as well, plummeting through the well of darkness."

    "The Gray Maiden looked out, the last lights from the man's soul had all but faded. Then the long... infinitely-long, clawed hands came for her. They accosted her spiritual body, slashing and raking. Raining down blows that shredded through mind and spirit, ripping away pieces of herself. Tearing away memories and thoughts. Each strike through her body released a flash of light and flecks of brilliant blue fragments of energy, like glassy petals."







    ༺ 𝓛𝔬𝔦𝔪𝔦 ༻



    The light which struck him did not just steal his sight, but sent him hurtling through existence as if he'd fallen through the physical world. Like a meteorite streaking across the heavens he spun in wild uncontrollable rotations. Through the veil of the material, there were no stars, no light... nothing. Only the encroaching cold of a darkness made infinite. The echoes of some shattering memory held suspended in the black recollected some forgotten awful moment from some place not here. The void became it, as if nothing else lay within.

    "Long had it been since her return. Her return to the seaward breeze. Her return to the bustling marble streets. Her return, home... The challenges, the education and courses provided within the wizened chambers of Segenhall had whisked her away to far off lands all across the Inner Sea. She could hardly recognize herself at all. No longer the girl, the child, the impetuous daughter that had left this place. The years had been long, perhaps too long, and it was now as some incarnation of herself that she returned. The metamorphosis of her arcane studies had been complete. She now returned as this women time and trail had forged. As Magister Kestal'rah. Junior-Magister of Segenhall. With her arcane studies concluded and all titles, privileges, and rights afforded to her, it was more than simply holding some new status. She found her home a much different place. She was treated differently, held in a respectful regard when addressed. She was someone now, and the tall quiet man next to her, her guard and escort, re-enforced this strange new reality even further."

    "Eris had grown, lived, and stood between two worlds. Though separated, in part, from the civility which surrounded her by her demonic heritage. Yet, she had overcome, and triumphed over many adversities that had risen. Still, within her mind, she still stood somewhere under a darkening sky of uncertainty. Many questions of her own personal identity were still left unanswered, and the persecution of old stigmas was always hot upon her heels. Here she stood upon the precipice of a night that would never end, shrouding her past and denying her future, while her other foot lay upon the edge of a glorious new day. A day she would seize and whose illumination would finally bring light to her buried history and a brilliant future she would forge for herself. With her own hands and wit. By all her cunning and knowledge, she would see that day, and end this ceaseless gloom that impeded her life. This eternal evening."


    "Magnimar - Dockway; The Captain's club - 07:20 AM, Toilday the 15th"

    "Sinofel stepped off the ship and directly in from of the Magister, cutting off Eris's path. Though his eye's were closed, he rotated his head about, as if surveying the area defensively. The tall lean man was always quite alert and she had learned to trust his judgement. Standing nearly six-and-a-half feet tall, the man towered over the short-statured Magister, though he was not exceptionally strong bodied. His timid nature often offset his size making for an unusual figure. He did not often open his eyes, which she had seen only once. Stark silver. Much like his long hair. His lineage was as mysterious as his nature and origins. He did not speak at length, and she had the growing suspicion that he was not a human at all, but perhaps a wind elemental holding a human guise. His unearthly abilities and grace had saved her more then once during their time together. He wore large richly embroidered fine cuts of silky cotton cloths over his adamant chain armor and carried with him little else, save for his massive bastard sword and a small number of possessions on his belt. She was certain the weapon was some long forgotten relic, for its blade was forged of some strange crystalline sky-metal alloy and appeared to change in color and hue when the master-duelist wielded the weapon. While he was a quiet, odd fellow, she trusted him, and the deft hand with which he fenced with the large, broad blade. He could strike with the weapon with the same staggering agility as a swashbuckling duelist, and still manage to protect her using the flat of the weapon as a shield for his mystical master. With a minor thought she reflected upon those encounters in the past... Indeed, she had never been struck while the man had been at her side."

    "...and now they had returned to Magnimar together, after running what could have only been called a 'fool's' Errand' for the Lady of Mornings. They had traveled quite far only to retrieve a small silver pocket watch from the wreckage of some ruined ship far out from the coast. They found no bodies, no signs of damage, nothing to hint at what had sunk the vessel, which simply appeared to have been scuttled by its on accord. Still a fine ship. This strange timepiece, which was engraved with painfully detailed markings, changed as time passed. Yet the piece itself did not open, thus she had never seen the watch's face throughout their time in-transit with the object over the last six days. All of these detail were eerily accurate from the song they were given which had outlined their task. The traveling vessel which they had used to find the phantom wreck was owned by a friend the Magister had made some time ago, before Segenhall had called her away from the city. Captain Kantiki owned this ship. A name that struck fear in both the lawful and criminal citizenry that sailed the Inner Sea, or were natives to the City of Monuments."

    "Captain Leruu Kantiki was a name well known in Magnimar, and even better known in her home district in Dockway. The ship carried her flag brazenly. They met no resistance or challenge, or even a tax or fee for anchoring the large ship in port. Captain Kantiki was a Corsair; a fierce but fair pirate who promoted trade and order in the once lawless district. Even the Civil War within the city had not shaken her iron-grip and dominating influence within the area, and thus trade continued to flourish. Free trade, untaxed by the Lords of the city, but run under the Captain's watchful eye. In Dockway she was 'the Lord', 'The Court', and the final say in any civil dispute between the traders and merchantmen. A very good friend to have, one she made by chance working another odd job for the Lady. The 'chance' encounter had led to their relationship, and now she had developed a measure of influence within Dockway; and she wasn't afraid to ask a favor when she needed it."

    "Sinofel walked upon the harbor seemingly satisfied that there was no evident danger. The crewmen gave the Magister a pat on the back as she disembarked from the vessel. The crew of 'the White Lie' were a lively bunch. Rowdy and raucous as any seamen, but after spending a week with the boisterous bunch she found that she enjoyed their company, and they were a good and capable lot of men. Well traveled and hardy from their experience at sea. As they walked down the dock, the Captain's Dock, a few shouts and cheers ushered out from the crowded bustling portway. Leruu's men. The pair walked on for awhile, finally coming to 'The Captain's Club', perhaps the highest-class tavern in Dockway. The pair entered the exquisitely decorated establishment. The spacious first floor was packed with sailors and patrons at tables caught in drink and chatter, though the Captain was already waiting near the entrance. She smiled towards them, her pale face only made more pale by the make-up she favored. "Ah, I'd heard you'd finally returned. I'd started to question whether you'd charmed my crew and stolen my ship" She jeered playfully. Eris quickly responded in turn" "Come now, Captain, you know me better than that. I charmed your crew days ago, I just didn't want to do something so stupid as offend you by trying to steal one of your ships." "Well, welcome back. I imagine the job was a waste of time?" "Sinofel tossed her the watch from a belt pouch. The thing didn't appear to be exactly valuable... or delicate. The captain flipped it over once, then twice in hand before tossing it back to the man." "Figures. The Lady would send you off for some such device. I cannot distinguish if it's extraordinarily valuable, or a piece of trash. However..." "She paused, a cunning smirk painted on her face."

    "My men told me of the vessel you managed to rummage through. An undamaged, sunken ship? A War-Galleon with no hold, outfitted with no guns, under the sea? I intend to salvage it." "She pat the Magister on the back seemingly satisfied. While she had returned with nothing to speak of and provided nothing for the favor of the lent men and ship, the information she returned with appeared to be more then enough in terms of compensation." "The Lady's little quests have never been a waste of time, they're usually just very hard to figure out the significance of. Anyway, you're welcome to the ship, but if you need help trying to raise it, I'd be glad to help you. I've been trying to figure out why it sank, but I didn't have the chance to properly study it." "Indeed. You always do turn up such odd things, let me know if you require my assistance again, love." "The pale captain turned away but still looked over her shoulder as she spoke" "I won't delay you any further Magister. It was a pleasure."

    "I'll be off. See you later, Captain." "Sinofel looked to Eris with a somewhat confused look on his face, he paused as if he were attempting to search for the right words. His voice was low and timid, just barely audible over the pleasant music and chatter. "...Raise a ship, Ma'am?" If there was anyone in Dockway with the resources to revive a sunken warship that lay awaiting off a 4 day sail from the coast, it was that women." "There are ways. Sufficiently powerful magic could raise the ship or even part the ocean. Or perhaps a lot of zombies. Giving them the orders would be difficult, but they could probably just haul the ship back to land. As far as I could tell, there was no reason the ship should've sunk to begin with though, so it's probably better to raise it since it should be sea-worthy once all the water has been bailed out." "They left the tavern and stepped into the Bazaar of Sails, looking to acquire a carriage ride up to the Alabaster District. There was a women who wanted a watch..."







    ༺ 𝓜𝔦𝔯𝓎𝓴𝔰 ༻



    "The months had been long, longer still the nights upon the stone floors. She had fought with all her might and vigor in Serpent's Run timing her arrival perfectly with the Steel Summit. Knowing full well many would be attending the matches within the Colosseum, scouting for talent and those they could use when then tournament began. She had no intention of being stuck within the Dawn Crucible, only to be knocked out, or worse; killed during the brutal games to win a spot. Far from home, in the land she had only heard of, fighting within the massive arena of marble and stone. Her blade sung out in refusal of the fate that her blood had provided. She killed and bled before five thousand calculating souls, judging and being judged by no merit other than her sword arm. Offers came. Often and readily. She denied them all. The other fighters on the run, envious and bitter of her refusal to take a patron shunned her."

    "The Run was not enough, she needed to find a name, a patron worth her efforts... and so she wandered. Sleeping where sleep would find her, fighting where there was sport to be had. Upon the streets, or the back allies of Washer's Row with cruel-faced men offering blood-stained gold, and the private matches beneath the old taverns in Dockway. She grew and began to understand the city, understand all the things the books left out. The hardships ironed her skills and her body. That prowess began to make a name for herself. By the same swordsmanship she had been taught, her profession, her new-found purpose. The rage and grief that had brought her to this place carried her onward. Compelled her to prove something to herself that she darned not even muse in silence. Until, the Summit was only a month away. The despair begun to settle-in at the realization that she had still yet to find a patron to sponsor her entry into the contest. With so little time left, hope was quickly beginning to fade. Then a women approached her. She could hardly believe it. The Knight of Luminescence, Lady D'Aritel had come herself to accept the young women's gambit into the Summit. Readily. Gladly. She accepted, and thus was taken under the care of the most powerful family within the Inner Sea."

    "...A wayward sword."

    "She had been cleaned, clothed, housed and fed under the care of the D'Aritel name. Given status and position within the City Guard, Lieutenant Vorns directly served Lady D'Aritel. Nadia primarily escorted the Steel Princess on her duties. Her job within the city as a guardian and protector of the people, was not as a patrolman upon the city streets, but as a House Warden. An elite guardman assigned within the House of Lords during hours of court; which is where Lady D'Aritel mostly found herself at work. The Lieutenant was in command of four other Wardens. Guardsmen appointed under her, most having been previously Wards of the House of Lords prior to their appointment. They were a young but dependable bunch of young men and women. The Lieutenant remembered their names well; Lissa Edell. P'trell Wellford. Melkip Asland. Kreplin Ausford."

    "It was the first time she had been responsible for others lives and duties. The position had taken some adjustment. Yet it also provided her great opportunities to continue to train for the Summit which was now only days away. The Dawn Crucible would begin tomorrow. So much had changed within four weeks. Her mind still struggled to recognize herself each morning when she rose from her rest. She possessed her own property within the Alabaster District by the grace of House D'Aritel. She was someone now. Her name, her claim, had been made. The Pathfinder Society seemed so small and insignificant now. She armed herself and prepared for duty. As a Warden of the House, she had late mornings and long nights. Being that the Court did not even open to the public til second bell, mornings were quiet and the evenings dragged on. Still, she was to meet Lady D'Aritel in Starsilver Plaza before duty as-per-the-norm. Along with her other guardsmen. She had expected another slow day."



    Ͽ ◯ Ͼ


    "Starsilver Plaza; Magnimar - 12:25 PM, Toilday the 15th"

    "...Eris had not expected the Lady's song to issue such a panic. The screams. The chaos. Men trampled over one another in their attempt to flee the Plaza. Sinofel shoved men aside, and issued forth a few short smacks and pokes with his sheathed sword keeping the panicked crowd from getting to close to his master. He looked behind himself, and gestured towards the steps of the Triodea. Using his sheathed weapon he 'cut' a path for the pair to traverse through the mob."

    "They finally reached the steps of the theatre, looking out upon the frenzied mass, and Lady Alice's declaration. The duo moved up the stairs and opened the large marble doors which the songstress had vanished into only moments before, stepping into the darkness."

    "It took some time for the Magister's eyes to adjust. The theatre was almost perfectly dark, save for a single overhanging crystal suspended from the ceiling which cast a dim purple light that seemed to distort her vision. Things seemed, blurred. As if a 'double-vision' was impaired upon her sight. It made it difficult to distinguish what was and what wasn't within the chamber. She found the interior of the theatre, even its arrangement, different with each visit. After a moment, she pin-pointed the Lady. The woman sat some twenty feet suspended in the air. Chaired in her large cushioned throne tilted awkwardly at a forty-five degree angle above, accompanied by a fine floating table and diningware. The Lady held an exceptional porcelain cup and dish in either hand, drinking, what the Magister could only assume was tea. Around herself a strange, otherworldly ballad of figures danced in union. With her vision as impaired as it was, she could not tell how many of them pranced through the air in an unerring arrangements. The eerie featureless things floated about like ghosts, cloaked in black draping cloaks and veils that masked would-be faces. Yet they each seemed to possess the same head of hallmarked long and silvered hair. Hair much like the Lady's... and Sinofel. The connection had never crossed her mind, though she had never actually been capable of seeing the Lady's 'attendants' either."

    "The Lady took a sip from her lavish cup. The dizzying ballad of shadowy-dancers continued, circling about her. Beholding the strange illusion, it almost appeared like a march of living dolls, or perhaps some nightmarish child's carousel. She smiled. "My, oh my. My goodness. Hail. You've returned! Thusly must I assume you've found 'the ship that lay perfectly drowned' " Sinofel nodded meekly, obviously infatuated with the Lady and responding in turn, unthinkingly. She threw the cup and dish to either side of her. The objects vanished as if they fell through some hole or invisible void as she clapped her hands excitedly. "Yes, yes. Hurray. The time-piece, if you would?" Sinofel tossed her the silver watch, which only traveled five feet before stopping. Suspended in the air, floating to the Lady, the curious thing dropped within her soft palm. Looking over the device incredulously as if examining for something particular, she touched the device once or twice, then hit the button at the top, popping open the watch. A sonic burst. A horrid cry carrying with it the sound of some terrible wailing exploded through the theater, shattering the dishes on her table, and throwing Eris and Sinofel to the ground. The Lady quickly closed the object."

    "Ah, yes. That's the one!" She lifted up her arms and did a short jolly jig, before proceeding to throw the watch over her shoulder casting it off like a piece of trash. While it traveled through the dark, it seemed to vanish as well. Another object mysteriously removed. She smiled clapping her hands together. "Well done. Well done. You've done it again! Even mother would be proud, and that wolf would sing!"

    "The pair rose from the floor. Sinofel looked to Eris for some sort of translation... A measure of clarification he was evidently lacking. She just shrugged in response. The Swordmaster did not take the Lady's words lightly. All she seemed to voice was true, and not understanding her messages was something he quickly found to be a thing he feared above all else. Eris too did not like finding uncertainty while dealing with the women. She had found that the Lady of Morning was actually incredibly lethargic, doing very little like speaking without a purpose. Thus she could not simply waive her words away as a simple, nor accept an ambiguous 'congratulations'. Sinofel spoke softly, briefly. The complete opposite of the Lady, yet that seemed to add weight to his words. A certain value that was evident when she listened to what little he found the courage to utter. A point the Magister had made careful note of; justifying bringing the man with her whenever she visited. "...Necessary?" The Lady tilted her head to the right, her silver hair running to one side. "The chaos you mean?" He nodded. She laughed at the question."

    "Oh, you silly. Oh, you goose. Oh, you fool. I've no control how the people will act. I merely sing as I sing, and I gave them nothing less then what they asked. Did I not? Or did I?" She paused. "Well, in any case. On to other matters. Compensation. You've completed my task, but gold is so boring.... What is one to do?" She put her thin chin in her palm and leaned to one side, tilting her large chair over to the left, still awkwardly suspended in the air. "Ah, perhaps a trade. Something worth your time of course. Something for something, and even better, I shall lend you my aid." She gestured playfully with her hand as if it was some great monstrous claw. "Compensation would mean nothing if you'd be rent of your limbs and left as fodder now, wouldn't it? And even more vexing if mother took you home. Unacceptable." At this point, she appeared to just be talking to herself. Sinofel looked to Eris again, another shrug. He cleared his throat. "...Okay" His words seemed to disrupt her personal monologue, because she was still talking when the Swordmaster interrupted. "..Yes, yes. I Know. It would be shameful. No, of course not. Ha, yes, I'd enjoy the look on her face........ GREAT! That's wonderful. I'm glad you agree to my terms of payment. Perfectly fair. Yes, fair." She beamed at the pair, smiling, seeming very satisfied. "...But now, what would be worth that... Equal value.. Equal value... Yes. Fair.... No, not that. Maybe.... Oh! That is a great idea, but it's pretty..."

    "The Lady sighed, her shoulder's visibly slumping. "Very well, very well... Yes..fair. " She lifted up a hand and slid off one of her many, many fine silver gleaming bands. She lifted it up to the light, looking at it one last time before tossing it over to the pair. Sinofel attempted to catch it, but the double image of the object deceived him, grasping the illusion and having the band bounce off his arm and into Eris. The Magister quickly recovered the item. Knowledge of the object flooded into her mind like a wave of energy and weight surging in her chest. It did not come from the item, but simply manifested within her consciousness as if she always knew the thing."



    Ͽ ◯ Ͼ


    "Chaos in the The Plaza; Magnimar - 12:30 PM, Toilday the 15th"

    "It was maddness. The Lieutenant did not expect The Lady of Morning held such influence to throw an entire mob into a panicked frenzy with one apocalyptic song. She had never seen her perform before, but this surely painted the women in a new light. Lady Alice barked out commands, and as more guards, and her own House Wards reported in, the chaos was contained and routed."

    "Men, women and children lay broken and trampled along with many merchant's wares and stalls. A number of people had died amid the commotion. They directed people around the center of the Plaza now, policing the scene and providing aid to the wounded as the clerics filtered in making their way from body to body, inspecting to see who was still among the living. It was horrible. All this over some song. The Lady should have been held responsible, for truly this needless destruction was undoubtedly a crime. Yet she knew she could not be charged with anything. She did not move to incite the riot, the panic that ensued was born of the citizens zealous belief in her words. There was little that could be done about that."

    "Other guardsmen began populating the Plaza, giving her sharp salutes as they made their way by. Lady D'Aritel signaled to the Wardens. They fell in step with her as she made her way to the House of Lords now that the situation had been resolved. They did have a job to do after all, and she knew Lady D'Aritel had much paperwork and documents waiting for her before the court could even resume session, not to mention all of the records to be filed over damages this incident has caused. The claims of property loss that would inevitably be flooding in this very evening were no laughing matter. It would be a very... very long night. A night made made all the longer because of the Lady of Morning. Nadia clenched her jaw in controlled but evident frustration. The lives and property damaged over a single song and five minutes of mayhem was remarkable. Surely this could not be allowed to continue or repeat. She was certain there would be a hearing over the matter. Some new law enforced to keep the Lady in-check. They circled around the large building. It was still early. They could not open the main doors just yet, which faced Starsliver Plaza. Walking through the wonderful marble pathways lined with trees and brightly colored flowery plants, the massive hundred-and-twenty foot wide pool with a fountain in its center made the crowning-piece of the Courtyard of Sovereigns. This side of the building was separated from the rest of the court-building. The House of Sovereigns."

    "Nadia looked up at the wonderful white dome of the building's uppermost crown. A serviceman skillfully wove through the marble pillars that supported the spherical ceiling and housed its massive bronze bell. He secured a piton and rope in place as he worked, performing his regular service on the sound piece. His cloths were dusty and dirtied like a chimney-sweep, yet he wore thick brown garbs, a service-vest and a rather fashionable hat. Which was very likely the most expensive garb he owned. He waved below. The Lieutenant returned the greeting with a short gesture, not trying to appear unprofessional while in formation with the Wards and Lady Alice at the head. His name was Markus. That was about all she knew of the machinist. That, and that he held favor with the D'Aritel's for reasons unknown. However, he was not an uncommon sight on the House proper."

    "They made their way to the large foyer and the massive steel doors of the House of Sovereigns. Lady Alice removed a key from her belt and unlocked the doors. Two guards off-set themselves to the sides watching the rear as they opened the doors. After the others entered, both entered swiftly behind then secured the doors once again."

    "The Lieutenant and the Wards began their duties immediately without sparing careless words or thought. It had become a regimen that was very familiar. They moved through the lushly carpeted burgundy halls, setting the lights which cast a sobering illumination through the building. Fine ornamentation, statues of various judges and figures of merit flanked the passages. Nadia finally made her way to the filing office where, as expected, she found Lady Alice at a dark hazelwood desk littered with stacks and stacks of documents of all manner of sizes and states. Alice sat squarely with the back of her chair. Small-framed circular glasses sat upon her face and a quill was hurriedly at work in hand. The woman looked so refined and educated. Nadia stood in the door unable to help but stare until her Lady's quill stopped moving and her gaze rose to the door. Startled back in place, the Lieutenant gave her reporting statement and notice that their duties had been completed. Alice nodded, "Very good. Relieve your men. You're dismissed. Report back for duty prior to second bell." Nodding her affirmation, the Lieutenant closed the door as she left. The Wards usually did not leave the building after their initial duties were done, as it quickly became a choir. They would need to resecure the building each time the doors were unlocked, and there was not much that could be done within the time it would take to leave and return. And so, they usually found themselves in their off time relaxing in the Hall of Commons. A lavish room where Lords and representatives of the court usually frequented. The chamber utilized to draft many of policies scheduled for presentation to the House."



    Ͽ ◯ Ͼ


    Always enchanted by the vision of beauty that was the Lady of Mornings, Her mind couldn't help but wander for a moment, wishing she could try to create a more personal relationship with the Lady whose name she didn't even know. Still, Eris knew that Sinofel was infatuated with her as well, and it was difficult to get him to speak as it was, so she regretfully allowed him to handle most of the exchange, glad that he was opening up at least a little; even if it meant she lost the chance to talk to the Lady. When she caught the braid, however, she gasped. "Lady! This is...amazing!" Holding the braid up to her chest, she looked up toward her benefactor happily," "I'll treasure this, thank you."

    The Triodea; Magnimar - 1:10 PM, Toilday the 15th

    "Sinofel sat upon one of the theatre chairs waiting for The Lady to finish her monologue with... herself. He looked to his master who laid out across an aisle of seats, she played with the neat band... so many ideas coming to mind. It had been a week at sea, for a bracelet. His face was placid but suggested he was not convinced despite the look of satisfaction plastered across the Magister's visage. The world of magic was unusual to be sure. He could only assume that whatever it was that had been bestowed upon them, it was worth far more than it appeared. The Magister smiled as she spun the brace on her wrist before producing her journal and scribing in a series of notes before her gaze was once again drawn up towards the Lady. A thought came to her mind, as her eyes rested on the gaudily ornamentation she wore. All those jewels and bracelets. Her unusual tiara. She wondered just how much of it was for show and how much was actually functional. What if it was all functional.... a walking magical arsenal? It was a frightful thought. As if on cue, the Lady turned to them both, still floating in her chair." "Yes, perhaps then she'll understand... No. That is an interesting thought. Hm, Nelrin too? Haha, quite the party."

    "She looked down at them both. "Oh my, you're still here. You needn't wait for me. Just return before Sr'halla brings her lightning if you wish to keep your limbs." She turned away and continued her conversation, beginning to pluck on her mandolin. The dance had changed a number of times, but still continued. The indistinguishable number of shadowy smoke-like dancers circling about her, changing form into something beastly and inhuman. Sinofel looked to his master again with a very obvious look of concern, evidently distressed. "...Worried." Eris nodded in agreement, this was a particularly distressing visit to the Triodea. Nevermind whatever a 'Sr'Halla' was. They both decided the safest thing to do was remain within it's walls, and so they did..."



    Ͽ ◯ Ͼ


    "The Hall of Commons; Magnimar - 1:58 PM, Toilday the 15th"

    "They had begun their preparations some fifteen minutes ago when the weather began to turn. The sky had darkened as they opened the curtains and began preparing the House for opening during Public Hours. First... the darkening mist roiled in. It swept through the streets so quickly it was as if it was produced by some unnatural means. Then.. the rain. The black inkor fell from the sky painting the white marble streets sleek with the ebon stuff. The Lieutenant immediately ran to call for Lady Alice. She found her in her office donning her weapon once again. The Steel Princess pat her officer on the shoulder. "Secure the building. Reinforce the doors. We are under attack." Vorns ran through the building shouting orders to her men. They hastily began setting down the heavy adamant beams that fastened the doors in place to their heavy frames. The doors would undoubtedly be destroyed before they were ever opened externally. This was perhaps the most secure location they could be. As memory served, she had seen High-Lord D'Aritel, Lord of Magnimar enter the building some twenty minutes ago to prepare for a Court of the High-Council which had been scheduled for later this very evening. They could not afford to let this building fall. The House Wards took up defensive positions throughout the courthouse and establishing their patrol routes. At her command, Lissa took patrol of the Central Hall within the House of Sovereigns, she was the best trained of her men, and the rifle she carried would make for a very good alarm if they were attacked from their rear."

    "They stood readied and braced within, with enough ammunition and previsions to last a number of weeks before needing to begin rationing. Lady D'Aritel opened the central door to the Court of High Lords, where Lord D'Aritel sat. His crimson robes were as bold and proud as the man before her. Lieutenant Vorns had never seen the High-Lord in person before. His figure was powerful and awe-inspiring. His grey hair and beard were finely kept, and a golden crown lay securely resting upon his brow. They both bowed once, before Alice began to speak. "The city is under siege. The same forces Captain Heidmarch mentioned, it appears. We're prepared, they will be repelled." He sternly nodded once and issued no response. His steely gaze was unshakable. Unquestionable. Dominating. She could see where Lady Alice gained many of her own characteristic personality traits. They both turned and left the chamber, securing the door behind them. Alice grabbed Nadia by her collar and pulled the Lieutenant a few inches from her face, speaking slowly and clearly. "This... door. Does not open again. Do you understand." She nodded and the women released her. She hadn't noticed that she had been removed from the ground until her boots had returned to the tile of the floor once again."

    "A sudden explosive force rocked the building. Windows exploded inwards. Shards of glass flew scattered about. The thick unnatural mist began to pour into the interior of the court. Dark shapes began to rise, stepping forth as if carried through the thick miasma. Living shadows..."

    Last edited by Mornings; 2019-12-13 at 10:27 PM.

  4. - Top - End - #94
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    Default Re: Pale Departure: That Which Whispers OOC

    RUNNERS BREACH
    http://www.giantitp.com/forums/shows...&postcount=283


    Spoiler: GENERAL POTENTIALS
    Show

    GENERAL POTENTIALS

    Heart Hunter
    You may take the improved critical feat without meeting
    its prerequisites. Feats and abilities which state they
    do not stack with improved critical do.

    Weighted Strikes
    The critical multiplier of light weapons increases by
    1. The critical multiplier of one handed weapons increases
    by 2 and two-handed weapons by 3. Scoring a critical
    hit knocks the target prone if they are less than two
    sizes larger than you (no save). A critical hit against
    a prone target inflicts an additional 1d8 points of
    bludgeoning damage per HD you possess, half of this
    damage is applied to all other creatures within a 5ft
    burst (reflex for half. DC 10 + HD + Strength modifier).

    Drowning In Brass
    If your initiative is greater than 1, you may
    activate this ability. as a swift action, make
    an additional attack with one ranged weapon you
    possess. Upon making this attack your initative
    decreases by 1d8. If your initiative remains above
    1 after making this attack, you may choose to pay
    1d8 points of initative to make an additional attack.
    This process may be repeated until your initative
    falls below 1. If your iniative is reduced to a
    negative value, you may only take a move action the
    following round. This ability does not enable you to
    reload faster than you are capable. Only weapons with
    which you could make iterative attacks benefit from
    the additional attacks provided by this ability.

    Salice's Second Hand
    Since the day you woke from that dream, the vision of
    the strange girl's clock still clung to your mind. During
    the most stressful of times, you could still see it, how
    the second hand upon it's face moved slower - along
    with the rest of the world about you. This ability may
    be activated as a free action which may be declared
    during any creature's round while your initiative is 1
    or greater. Designate any number of attacks targeting
    yourself or a target within reach, you may attempt an
    opposed attack roll against these attacks, paying 1d4
    initiative for each attempt. If your attack roll equals or
    exceeds the opposed roll the attack is negated.
    Upon a successful parry you may make an attack directed
    at a creature within reach. If this attack reduces a creature
    to 0 hit points or lower, your initiative increases by 1. If a
    parry attempt's cost would reduce your initiative below 1,
    you may not make additional parry attempts. This ability
    may negate spells, ranged attacks, and area-effects (to include
    weapons such as siege engines, cannons or beam attacks) as
    long as the targeted square or creature is within reach upon
    this ability's activation.

    Exceptional Disguise
    With 5 minutes of work, you are able to apply make-up
    and various props from your vast collection of tools. Make
    a disguise check, this check represents the DC required to
    remain inconspicuous. While incognito, you may attempt
    stealth checks while being observed. However, unlike actual
    stealth checks, other creatures are aware of you but simply
    pay you no mind, or you appear non-threatening. Due to this
    difference, some abilities related to successful stealth checks
    may not function with this ability, but may be used to deceive
    or mislead in some circumstances based on the appearance or
    persona adopted by your disguise. This ability may not function
    in areas without intelligent enemies or unusual circumstances,
    however upon success, a creature must first succeed against
    the disguise DC before detecting the fact that you do not belong.
    Some disguises may not be effective in some environments,
    (a pine tree in a city street, bandit in a throne room, etc) and is
    subject to GM adjudication.

    Studied Killer
    Your patience in observing your victims and determining
    their weak-points adds remarkable lethality to your surprise
    attacks. By spending a full round action observing your victim,
    you gain insight into potential places to land a crippling blow.
    The next attack on the specific target you have observed with
    a hidden weapon has its critical threat range increased by 1. If
    you made this observation while hidden and unnoticed by any
    hostile creature or allies of your target this bonus increases to 2.
    This bonus does not stack with itself. Additionally, by spending 1
    hour observing your target you develop a deeper understanding
    of your target, increasing the bonus provided by this ability by 1.
    Furthermore, by spending an immediate action you may coordinate
    the attacks of your allies during a joint attack. All allies flanking your
    target benefit from this ability for 1 round. Coordinated attacks may
    only be used once per target and only one target may be studied at
    a time. Your dexterity increases by 6.

    Loaded For Bear: Breaching
    As a full round action you may produce a special
    piece of ammunition called a Breaching Bullet/Arrow.
    You may only own 1 piece of unique ammunition and an
    additional piece per 2 HD you possess. Breaching
    rounds deal an additional 10d6 untyped damage to
    unattended objects, however when fired at an enemy
    the ammunition deals 1d10 points of additional untyped
    damage. Additionally, you may chose to make a called
    shot at an enemy dealing half damage, but inflicting
    an additional 1d4 untyped damage, and a bonus 1d4 per
    2 HD you possess to an object, weapon or armor held
    or donned upon the struck body part. Unique ammunition
    is single use. You may craft unique ammunition with
    an existing piece of ammunition you possess, however,
    even if the ammunition is not destroyed upon use, the
    unique features granted to it by this ability are
    expended.

    Loaded For Bear: Piercing
    As a full round action you may produce a special
    piece of ammunition called a Piercing Bullet/Arrow.
    You may only own 1 piece of unique ammunition and an
    additional piece per 2 HD you possess. Piercing rounds
    strike hard hitting each target in a line and dealing
    1d4 points of bleed damage for 1 round, plus an additional
    round per 3 HD you possess. This bleed damage stacks
    with itself, however stacks applied to a single target
    may not exceed your total HD. Enemies wearing metal
    armor and benefiting from a +6 armor bonus to their AC
    impart a 50% chance to catch the ammunition and stop
    it from piercing through to the next target, but still
    imparts its bleed effect. Defensive force-effects
    protecting a target automatically prevent the
    bolt or bullet from piercing and negate the bleeding
    effect.

    Loaded For Bear: Igniting
    As a full round action you may produce a special
    piece of ammunition called a Igniting Bullet/Arrow.
    You may only own 1 piece of unique ammunition and an
    additional piece per 2 HD you possess. While not an
    explosive, this round produces a 5ft burst, unleashing
    a gout of alchemic flame. Creatures caught in the blast
    must succeed a reflex save equal to 10 + dexterity modifier
    + HD, or ignite. These flames in difficult to extinguish
    requiring a full round action and a successful reflex
    save. The flames continue to spread 5ft each round and
    last for 1 round per HD you possess. At the end of each
    round, if a creature remains alight, they must succeed
    a DC 10 + HD fortitude save or be staggered for 1 round.

    Impossible Reload
    Weapons which require two-hands to reload now only
    require one. Weapons which require one free-hand to
    reload no longer require a free-hand. Additionally,
    Your reload speed increases by 1 step and you may
    apply half your dexterity modifier to damage rolls as
    a circumstance bonus.

    Firearm Modification: Timed Trigger - Type I
    You may install a timed trigger on any firearm with
    50gp worth of materials and 1 hour of work. Firearm
    Modifications only function properly when operated by
    you, but can be installed on firearms you do not own.
    A weapon with a timed trigger may be set as a move
    action, a set firearm may be thrown 30ft. At the point
    it lands, you may make a ranged attack with the modded
    weapon from its new position. Timed Trigger firearms
    which have been set may also be dropped as a free action
    and activated in a similar manner.

    Blade Masquerade
    Select one feat, ability, or potential power specific
    to a particular kind of weapon or attack. Select a
    melee weapon of your choosing, the chosen ability
    applies to your selected weapon.

    Snapshot Master
    Your exceptional skill has enabled you to make the most
    use of your ranged arsenal while remaining mobile. You may
    take the following feats without meeting their prerequisites:
    Shot on the Run, Snap Shot, Parting Shot, Spring-Heeled Style
    Improved Snap Shot. Additionally, if you possess the Snap Shot
    feat, the range you threaten is increased by 10. When you
    successfully deliver an attack of opportunity with a ranged weapon
    you may move 5ft as a free action.



    POTENTIAL PATHS

    Spoiler: ACCURSED
    Show

    ACCURSED - THE BROKEN BEAST (PATH)
    A wretched creature who grows stronger from its own misfortune.
    Benefit: The character begins with the Reversal Potential and may select any of the following Potentials: Accursed Caster, Deformed Nature, or Faded Existence. For each additional Potential taken, an ability score of choice increases by 4, and an additional General Potential may be acquired. The Accursed may choose to learn feats from this potential path.

    Accursed Caster (Ex): If the base creature has a
    caster level for any of its abilities, decrease that
    caster level by half, the creature also loses access to
    its highest level of spell-like abilities and cannot use
    any of them more than 1/day. If the character does
    not possess any abilities at the time of inheriting this
    ability, it is applied when applicable abilities are gained.

    Deformed Nature (Su): Select one of the
    creature’s special abilities and remove it, this
    removal should be accompanied by a change to its
    physical appearance; a balor that loses its vorpal
    strike might have only one arm. If the creature has,
    multiple natural attacks remove one of these attack
    forms as well. A dragon without its breath weapon
    and bite attack might have no mouth, instead
    breathing only through its nose. Creatures without
    a special attack instead loose a limb or class ability
    of choice.

    Faded Existence (Su): Accursed creatures
    are only half (50%) as strong as nonaccursed
    creatures, though creatures who believe the
    accursed creatures to be real are affected by
    them at full strength. Any creature that interacts
    with the accursed can make a Will save (DC 5
    +1/2 the accursed creature’s HD + its Charisma
    modifier) to recognize its true nature. Upon a
    successful save, the victim only suffers half
    damage from any of the accursed creature’s
    melee, ranged, or special attacks.

    Reversal (Ex): Upon an accursed creature’s
    death, surrender, or flight from battle, any
    supernatural, spell, or spell-like effects that did not
    cause hit point damage it created during the
    previous hour are undone. This may include, but is
    not limited to, ability drain, magical fear, or
    paralysis, and death effects (such as wail of the
    banshee or an infernal duke’s death mastery
    ability), many accursed creatures plead for their
    lives by reversing these effects.

    STOMP [Combat Feat]
    You cause the ground to shudder.
    Benefits: You can stamp your foot or slam your
    fist on the ground (as a standard action), causing
    it to shake. All creatures smaller than you,
    within 10 feet per size category above Medium
    you possess, must make an Acrobatics check (DC
    10 + your Strength modifier) or fall prone.



    Spoiler: BETRAYER
    Show


    THE BETRAYER (PATH)
    Wicked creatures, born of greed and bitterness, coveting the treasures of their friends and allies. They grow with each betrayal and sorrow they sow in their wake, striving for some nameless thing they covet in secret.
    Benefit: The Betrayer begins with one Potential from its Path's list and qualify for any feats associated with her Path. Betrayer's grow stronger through their misdeeds and each ally they make and subsequently betray only further bolsters their power; yet, not all betrayals are equal. Only the truly most vile of turncoats who turn their backs upon the most staunch of allies, spitting the the face of unquestionable trust and friendship may revel in glory beyond.

    Allied Weakness (Ex): If the betrayer creature
    is accepted as an ally, the betrayer can attempt a
    Diplomacy check (DC 10 + ally’s HD) to gather
    information about any special weaknesses,
    vulnerabilities or flaws the ally may have.

    Drain Ally (Su): Once per day, as a swift action
    plus an additional time per day at every 4th CR (CR
    4, 8, 12, etc.), a betrayer creature can drain a target
    ally within 30 ft. of 1d6 hit points per hit dice the
    betrayer has, healing half the amount drained. There
    is no save against his ability.

    Hidden Healing (Su): The regeneration and fast
    healing ability of a betrayer creature is hidden from
    view (the wounds inside the creature heal first) and
    it takes a successful Heal and Perception check (DC
    15 + the betrayal creature’s CR + its Constitution
    modifier) to notice that it is healing until the last hit
    point is healed.

    Outrun Ally (Su): 1/day as an immediate
    action the betrayer creature can swap places
    with any ally that was within his line of sight at
    the beginning of the previous round, as per
    greater teleport. For example, if his allied
    employer teleported away this round, he could
    swap places with his employer, allowing the
    betrayer to escape and leaving his employer
    stranded.

    Snitch’s ear (Ex): A betrayer creature
    greases the right palms, and befriends the right
    people, so that when someone is using
    diplomacy to gather information about the
    organization he belongs too, he learns of it.
    Working its way towards them so that either the
    information is coming from it indirectly or it
    actually arranges for them to meet with it so that
    they can gain the information directly from it. A
    betrayer creature can feed misinformation so
    that it points toward a rival, or it may help these
    opponents to destroy his current allies with
    extremely useful information.

    Unfriendly Fire (Ex): Once per round upon
    a successful Reflex save, a betrayal creature can
    effectively use an adjacent creature that thinks
    the betrayer is its ally as a shield. The betrayer
    takes no damage from a single attack while the
    ally suffers full damage (no save).

    IMPROVED FEIGN DEATH [Monstrous]
    Your ability to defy death is unbelievable.
    Benefit: You are taken to an extradimensional
    space, akin to a rope trick spell, while a facsimile
    of your dead body is left behind.

    IMPROVED HIDDEN HEALING [Monstrous]
    Your ability to mislead foes about your healing
    ability is supernatural
    Prerequisites: Hidden Healing Potential
    Benefit: As an immediate action you cloak your
    body in an illusion that hides your healing
    powers from all forms of detection, as the mislead spell.
    Only a true seeing spell with a successful heal check will
    reveal your power or until the duration of your mislead
    ends.



    Spoiler: BLOODY MAW
    Show


    THE BLOODY MAW (PATH)
    A gluttonous and savage terror, devouring anything within its path.
    Benefit: The Maw begins with the Jaws of Severing Potential, Swallow Whole feat, and qualifies for any feats associated with its Path. Due to the violent nature of the beast's urges, it creature is unnaturally hearty and difficult to kill. The constitution of the beast increases by 10. Additionally, 1 time a day as an immediate action, the beast may activate it's powerful regenerative ability. At the beginning of each round during the duration of this ability, the Blood Maw rolls each of its hit dice, regaining a number of hit points equal to the result of these rolls for 1d4 rounds.

    Jaws of Severing (Ex): Upon a successful
    critical hit with the bloody maw’s bite attack
    against a creature one size category smaller than
    the bloody maw, that opponent must make a
    Fort Save (DC 10 + half the bloody maw’s HD +
    the bloody maw’s Strength modifier) or lose a
    portion of its extremities (primarily a hand),
    suffering a - 4 circumstance penalty to all
    attacks, saves and checks due to extreme pain
    until the damage dealt is healed. The bloody
    maw can swallow any one-handed weapon, or
    similarly sized object, (wand, rod, etc.) along
    with any jewelry worn on the limb (rings,
    bracelets, and bracers.) At the end of the first
    round following the loss of its extremity, the
    victim takes 2d6 points of damage, on the end of
    the second round the victim is reduced to -1 and
    is dying. This effect can be halted with a heal
    check (DC 15) or by any form of magical healing.
    Creatures immune to critical hits are immune to
    this effect. 1/day a bloody maw can choose to
    automatically threaten a critical hit. Use of this
    ability must be declared before the attack roll is
    made and counts as a use of this ability.

    Belly of the Beast (Ex): A bloody maw
    swallows any extremity it severs with its jaws.
    Once inside, any magical items that the
    extremity bore (rings, daggers, bracers, etc.) are
    placed in a second stomach. The Belly of the
    Beast can hold one magical item for every HD
    the base creature possesses; all others are
    expelled one way or another. The bloody maw
    may attempt a Use Magic Device skill check on
    any one item held in its second stomach. This is
    a free action, usable once per round. The items
    function properly as if they were worn or held in
    the proper place. Favored items of the bloody
    maw are: wands of slow (DC 17), ring of
    invisibility, ring of the ram (1d6, +12 bull rush),
    and bracers of armor.

    GREATER BELLY OF THE BEAST [Monstrous]
    You can control magic items you swallow even if
    they are attended objects.
    Prerequisites: Belly of the Beast Potential
    Benefit: You can use your Belly of the Beast
    ability to negate all magical items used by
    creatures you swallow whole (as if they had been
    successfully dispelled). You can also use these
    items as per belly of the beast with a successfully
    use magic device check even if its ability is negated
    in its belly.

    VORPAL BITE [Monstrous]
    Your maw is so dangerous that it can behead
    opponents.
    Prerequisites: Jaws of Severing, 15 Hit Dice
    Benefit: if you are at least two size categories
    larger than your opponent your jaws of severing
    function as if they had the vorpal weapon
    property except you opponent receives a Fort
    Save (DC 10 + 1/2 your hit dice + your Strength
    Modifier) to negate the effect.



    Spoiler: BOUNDFURY
    Show


    THE BOUNDFURY (PATH)
    Only the Scorned who succeeded their mission wrest themselves free from the damned halls of Willowbrook, but those who failed, those like you; they were forever bound to this place, seeking souls to drag back with them into their hellish prison.
    Benefit: The Boundfury begins with the Subdue Potential and gains a +10 insight bonus to all Heal checks. Each Boundfury, older than they even know, possesses extensive training and abilities from lifetimes of training, despite the fact that they themselves are ignorant or such times where they had lived and died; returning to their prison in endless cycle. The Boundfury gains three additional feats at first level and every odd level thereafter, in addition to qualifying for any feats associated with their Path.

    Pain (Su): Those hit by any of the
    boundfury’s attacks (including special attacks)
    must succeed on a Will save (DC 10 + ½ the
    boundfury’s HD + the boundfury’s Charisma
    modifier) or be wracked with pain for 1 hour,
    suffering a -4 circumstance penalty on attack
    rolls, skill checks, and ability checks. The save
    DC is Charisma-based. A successful save makes
    the creature immune to this boundfury’s pain
    ability for 24 hours. This is a mind affecting
    effect.

    Penalize (Su): a boundfury can teleport or
    plane shift an unconscious or helpless creature
    (no save) to the prison the boundfury is bound too
    (or its own prison barracks). This penal facility is
    usually guarded by boundfuries. If so, then the creature is detained
    and used for large scale penal labor. The prison
    regime is always harsh, often including severe
    physical punishment. A prisoner does not age
    naturally while incarcerated at the penal colony,
    but if released or the captive escapes it magically
    ages to what its normal age would be. Prisoners
    are fed, clothed, exercised and given medical
    care by the boundfuries.

    Willowbrook Barracks (Sp): At will a boundfury
    can create a moderate prison barracks with 16
    bunks similar to a secure shelter spell, but under
    the control only of boundfuries (the arcane
    locks, alarm, and unseen servant only serve a
    boundfury). The boundfuries also use one of
    these to secure prisoner’s personal effects not
    sold to pay debts and/or recompense. CL equals
    the base creature’s HD.

    Subdue (Su): If dealing nonlethal damage a
    boundfury’s attacks (including special attacks)
    deal an additional +2d6 points of non-lethal
    damage. The boundfury does not suffer any
    penalties for making non-lethal attacks.

    GREATER PAIN [Monstrous]
    You can have a greater ability to inflict pain on
    your captives.
    Prerequisites: Pain Potential
    Benefit: You increase the circumstance penalty
    incurred by the use of your pain special attack so
    the penalty is equal to half your hit dice, or -4,
    whichever is the greater penalty. In addition the
    target must succeed a fortitude save equal to your
    Pain ability's DC, or be staggered for 1 round.

    GREATER PENALIZE [Monstrous]
    Your maw is so dangerous that it can behead
    opponents.
    Prerequisites: Penalize Potential
    Benefit: Once every 1d4 rounds with a touch
    attack you can use you penalize ability even on
    creatures that are not helpless or unconscious
    the creature receives a Will save (DC 10 + ½
    your Hit Dice + your Charisma Modifier).



    Spoiler: CIVILIZED
    Show


    THE CIVILIZED (PATH)
    Pompous and aloof, these creatures have embedded themselves deeply within a culture and society they venerate, reveling in intrigue and dialogue, while navigating themselves to greater heights and positions of influence.
    Benefits: Perhaps born from an affluent family, or simply born with an unnatural insight into the world and those around you, you're more wealthy, intelligent and charming than those about you. Your starting wealth increases by 5,000gp and if you would gain another starting Potential from another source, it may either be from this Path or from the General Potentials list. The Civilized qualifies for any feats from this path.

    Abilities: Your intelligence ability score and charisma increases by 4. If either ability is less than 13 after this bonus, it increases to 13 instead.

    Feats: A civilized creature gains Simple Weapon Proficiency, and gains Exotic Weapon Proficiency (firearms) if they exist in the civilization the creature has joined as bonus feats. If these weapons do not exist, then they gain proficiency with a weapon from their region instead.

    Skills: Recalculate all skills, with a number of skill ranks equal to 6 + Civilized Creature’s new Int modifier per Hit Dice, and gaining any 10 skills as additional class skills. The civilized gains a +2 racial bonus on all Craft, Disable Device, and Perception skill checks.



    Tactile Telekinesis (Ex): A civilized creature
    can move objects or creatures as if they
    themselves were moving them at a range equal
    to the base creature’s natural reach. They also
    experience a sense of touch through this
    telekinesis, making it very useful in
    manipulating small objects or performing
    delicate tasks.

    They can carry or move an object if they
    possess the strength score to do so, even if the
    limitations of their limbs would normally not
    allow them to carry it but they cannot move it
    farther than their natural reach, though if they
    move the object moves with them.These are
    considered attended objects for the civilized
    creature.An opponent can negate the effect on
    an attended object the opponent possesses with a
    successful Will save (DC 10+1/2 the civilized
    creatures hit dice + the civilized creatures
    Charisma modifier.)The effect ends if the object
    is forced beyond the creature’s natural reach.
    An object can be telekinetically manipulated
    as if with two hands or two objects with one
    hand. For example, a lever or rope can be pulled,
    a two handed sword wielded, pair of lock picks
    used , a key turned, an object rotated, and so on,
    if the force required is within the creatures
    weight limitation. Itcan also perform delicate
    activities such as untying a complicated knot.
    A civilized creature can also perform a bull
    rush, disarm, grapple (including pin), or trip.
    Resolve these attempts as normal.

    Melee/Ranged: A civilized creature gains
    proficiency with all simple weapons and the
    ability to manipulate weapons, via its tactile
    telekinesis ability even if it does not have opposable
    thumbs. It can make iterative attacks based on
    its base attack bonus and the type of weapon it
    chooses to use. Its reach remains unchanged by
    the telekinesis but it could extend its reach with
    a polearm for example, or its effective range with
    a bow. Otherwise the weapons are treated as if
    they were wielded by the civilized creature
    (apply Strength and Dexterity modifiers as
    appropriate to the weapon). If firearms are
    present in their chosen region they gain
    proficiency with firearms.

    TELEKINETIC FLIGHT [Monstrous]
    You use your telekinesis to push yourself into the
    air and simulate flight.
    Prerequisites: Tactile Telekinesis or Telekinesis
    as a special ability
    Benefit: you are able to simulate a fly speed
    equal to your base speed using your telekinesis
    as a move action.

    TELEKINETIC SHIELD [Monstrous]
    You use your telekinesis to protect yourself or
    others from harm.
    Prerequisites: Tactile Telekinesis
    Benefit: 1/day you can simulate the effect of a
    telekinetic sphere as an immediate action, caster
    level is equal to your HD
    Special: This feat can be taken more than one.
    Each time you take this feat you gain an additional use
    of the telekinetic sphere each day.



    Spoiler: DARKSEED
    Show


    THE DARKSEED (PATH)
    The Darkseed has spread far, infecting its blight upon every root of bough by which its necrotic minions pass. Horrid creatures, writhing in corruption and wrest back from the throes of death to serve there nameless master.
    Benefit: While darkseed minions are often unaware of it themselves, they have become a dark host to the root within and returned from certain death. While the darkseed counts as an undead for the purpose of abilities which effect them, the darkseed does not appear any different from their previous living state and is not harmed by positive energy, but is still healed by negative energy. The darkseed gains the Darkseed Potential, necrotic poison and the benefits of transformation. The darkseed qualifies for any feats associated with their Path.

    Necrotic Poison: Type injury; Save Fort (DC
    10 + ½ base creature’s HD + darkseed’s
    Charisma modifier; frequency 1/round for 4
    rounds; effect 1 Con damage plus the base
    creatures natural drain damage (if any); cure 1
    save.

    Transformation: Str +4, Dex +4, +6 Cha,
    +3 to attempts to influence others and Channel
    Energy, +3 to DC of Necrotic Poison, add +3 to
    any of the base creature’s other Charisma-based DCs.
    Gain Toughness as a bonus feat.



    Animate Dead (Su): The mere presence of the
    darkseed can bring the dead from their graves. A
    darkseed creature can animate dead a number of
    times per day equal to 1 plus there Charisma
    modifier (minimum 1) as a swift action.

    Channel Negative Energy (Su): As a free
    action, the darkseed creature can channel
    negative energy (as a cleric character level equal
    to the darkseed creature’s CR) a number of times
    per day equal to 3+ the darkseed’s Charisma
    modifier. This ability stacks with any classes that
    grant the channeling ability (such as the Cleric).

    Darklight (Su): The negative energies
    pulsing from the creature act as a continual
    deeper darkness, centered on the darkseed,
    providing total concealment for the creature
    against attacks made from further than 30 ft.
    away (area attacks are not affected). However,
    such is the strength of the creature's negative
    aura that any living thing within 30 ft. can
    absolutely and unerringly locate the creature,
    regardless of vision. Intelligent undead can
    suppress the field of darkness at will, but not the
    ability of the living to target them.

    Darkseed (Su): Tightly wound negative
    energies burn within the darkseed creature,
    fueling their abilities and constantly knitting
    their wounds. When the creature is 'slain' the
    slim bindings holding this energy together are
    undone, resulting in an explosion of negative
    energy. Living creatures within 30 ft. of the
    exploding darkseed take 5 points of negative
    energy damage per HD of the slain undead
    (Reflex halves). Undead within the same area
    receive a like amount of temporary hit points.

    Slippery (Ex): The darkseed is difficult to
    grapple or snare due to the constant flow of
    blood and mucus across their bodies. Webs,
    magic or otherwise, do not affect the darkseed
    and they usually wriggle free from most other
    forms of confinement.

    Tendrils (Ex): A darkseed can fire up to
    4 sinewy tendrils to a maximum range of 30 ft.
    (no range increment). The vines of each tendril
    are robust possessing 10 hit points each,
    and can be attacked by making a successful
    sunder attempt. Doing so does not provoke an
    attack of opportunity. If the tendril is currently
    wrapped around a target, the darkseed takes
    a -4 penalty on its CMD to resist the sunder.
    Severing a tendril does no damage to a darkseed.
    Tendrils can be used to grab opponents of
    medium size or smaller and deliver necrotic
    poison, but they do no damage (including sneak
    attack damage) to those grabbed. A tendril that
    successfully grabs an opponent can drag that
    opponent up to 10 ft. closer to the .

    DARK ENDURANCE [Monstrous]
    The negative energy coursing through your body
    makes you more resistant to positive energy.
    Requirements: undead
    Benefit: Ignore the first 5 points of damage
    from any attack where the damage is the result
    of positive energy (such as a cleric's turning).

    DARK STRENGTH [Monstrous]
    Your negative energy attacks are harder to resist.
    Requirements: undead, possess a negative
    energy based attack against which an opponent
    must make a fortitude save.
    Benefit: Choose one negative energy based
    attack requiring a saving throw to resist the
    effects of. The DC to resist the effects of your
    attack is at +2.

    FASTER HEALING [Monstrous]
    You heal faster than others of your kind.
    Requirements: Fast healing
    Benefit: You increase your fast healing by two
    points per round.
    Special: you can take this feat multiple times,
    its effects stack



    Spoiler: DISTORTION
    Show


    THE DISTORTION (PATH)
    The world changed, changed in some faint and indescribable manner, a ripple upon the water's edge, a moment of stillness. In that moment, something broke, and you along with it. The flow of causality and time shifted with your passing and presence, promising some coming terror beyond anything the world had ever seen.
    Benefit: The distortion possess a changed physique and a glimpse of future dangers, gaining a +2 insight bonus and +2 deflection bonus to their AC. The distortion gains all of the bonuses listed below and qualifies for all feats within their Path:

    Amphibious
    The Distortion naturally distorts the very water and air about them enabling them to breathe it.

    Evasion
    The Distortion's supernatural ties to the future grants them an unusual aptitude to avoid danger. The distortion creature gains the Evasion class feature, upon reaching 9 HD this ability becomes Improved Evasion.

    Redundant State
    Time often appears to flow backwards around the wounds of the distorion, reverting back to the creature's original state, making them difficult to wound or kill. The Distortion gains fast healing 1. If the creation gains fast healing or regeneration from another source, add this bonus to the new source, or double it, whichever is greater. Regeneration replaces fast healing. Cursed Wounds delivered from a source of equal or lower CR heal at a rate of 1 point per day while your healing is active.

    Uncanny Dodge
    The Distortion is often quick to act and respond in kind as flashes from split-seconds in the future often come quickly to mind. The distortion creation gains the Uncanny Dodge ability as a barbarian of equal HD, if the their HD increases to 5 this ability is replaced by Improved Uncanny Dodge.

    Universal Law & Force
    Some walls could simply not be overcome, and the very pillars which lifted the Distortion up also served as their greatest weakness. The Distortion gains Vulnerability to spells and effects with the Force and Law descriptors. Creatures with Lawful subtype are immune to a distortion creature’s special abilities and spell like abilities as if they always succeeded on their saving throw and had infinite spell resistance.

    Fleet of Foot
    Seemingly Always hastened, the Distortion is physically quicker than others of similar race and build. The speed of all forms of movement the distortion creature possesses is increased by 10.

    Skillful
    The Distortion gains Combat Reflexes, Improved Initiative, Lightning Reflexes, and Quicken Spell-like Ability as bonus
    feats.




    Distort Gravity (Su): A distortion creature
    can use this ability as an immediate action, as
    part of a move action, or as a standard action.
    The Distortion creature can alter gravity’s effect
    on a creature or object, including itself, within
    100 ft. + 10 ft. /HD having various effects.

    *Heavy Gravity:
    As a result Attack Rolls,
    Initiative rolls, Reflex Saves, Acrobatics,
    Climb, Ride, and Swim checks incur a
    circumstance penalty equal to the Distortion
    creatures Charisma Modifier. All item
    effective weight can be double or it causes a
    creature’s load to increase one category,
    reducing its speed by 10 ft. A weapon’s range
    is halved. Creatures that fall under the
    effects of heavy gravity take 1d10 points of
    damage for each 10 feet fallen, to a
    maximum of 20d10 points of damage

    *Light Gravity:
    As a result Attack Rolls,
    Imitative Rolls, Reflex saves, Acrobatics,
    Climb, Ride, and Swim checks incur a
    circumstance bonus equal to the Distortion
    creatures Charisma Modifier. All items
    weigh half as much (which could increase a
    creature’s speed). Weapon ranges double.
    Falling creatures subject to light gravity take
    1d4 points of damage for each 10 feet of the
    fall (maximum 20d4).

    *Subjective Directional Gravity:
    The distortion creature chooses the direction of
    gravity’s pull. A distortion creature can move
    normally along a solid surface by imagining
    “down” near their feet. It “flies” by merely
    choosing a “down” direction and “falling”
    that way. Under such a procedure, a
    distortion creature “falls” 150 feet in the first
    round and 300 feet in each succeeding
    round. Unwilling creatures may attempt a
    Will Save to negated (DC 10 +1/2 distortion
    creature’s HD + its Charisma Modifier). Any
    creature who fails this Will save, receives a
    +6 bonus on subsequent saves until
    successful, as reality attempts to enforce the
    law of gravity. Movement is straight-line
    only. In order to stop, one has to slow one’s
    movement by changing the designated
    “down” direction (again, moving 150 feet in
    the new direction in the first round and 300
    feet per round thereafter) hitting a solid
    object in that round deals falling damage.

    Fickle Fate (Su): A distortion creature can use
    this ability as an immediate action, a move action,
    or a standard action. It can apply its Charisma
    Modifier as a luck bonus or penalty to any d20 roll.

    Friction Alteration (Su): Once per day, as part
    of a move action or charge action, a distortion
    creature can move at 10 times its normal speed
    (500 feet), for one round, this movement does not
    have to be in a straight line.

    Spatial Control (Su): A distortion creature
    can to a limited extent control space by the
    distortion of physical reality.

    *Improve Accuracy:
    As a move action the distortion creature
    uses its ability to manipulate the spatial
    characteristics around him to allow for greater
    precision adding a +1 circumstance bonus to
    its attack roll this bonus increases by +1 for
    every 2 HD the creature possess to a maximum of
    +10.

    *Redirect Ranged Attack:
    By bending the rules of physics, a distortion
    creature can change the direction of any incoming
    ranged attack. Any incoming ranged attack
    provokes an attack of opportunity, to which
    the distortion creature can make a special
    opposed attack roll essentially attacking the
    ranged attack with his distortion field.
    Otherwise if follows standard rules for
    opposed attack rolls. If successful, the attack
    is sent off in a random direction (including
    ranged spell attacks that require an attack
    roll to hit, like a ray) as a grenade-like
    weapon. If its roll exceeds its opponents by
    10 or more the distortion creature can
    negate the attack (stopping in midair
    freezing it in time), or it can choose a new
    target within range of the attack.



    Spoiler: DREADED
    Show


    THE DREADED - NIGHTMARE BEAST (PATH)
    You lived in fear your entire life, until that fear inevitably consumed you. Within the depths of despair and freight you fell into the nameless pitch-black reaches of the world where you were corrupted, transformed into some nightmarish creature, feeding upon the terror of those unfortunate enough to come upon you.
    Benefit: The Dreaded is a walking embodiment of terror, often passing by inconspicuously until one is unfortunate enough to meet its gaze. The Dreaded begins with the Terrifying Gaze Potential and gains a +5 bonus to intimidate checks, this bonus increases to +10 when she reaches 10 HD and +15 when she reaches 15 HD, however she suffers a -10 penalty to diplomacy checks. The dreaded creature's charisma increases by 6 and she qualifies for any feats within her path.


    Dreaded Wounding (Su): Damage dealt by
    the dreaded creature dispels or suppresses any
    supernatural or spell-like effect possessed by a
    creature it injures for 1 hour. This damage also
    cannot be healed normally, (including
    regeneration and fast healing). Magical healing
    will not heal damage dealt by the dreaded
    creature unless a specific type of creature under
    a specific circumstance casts a remove curse.
    These specific requirements are subject to DM
    adjudication, examples include a creature that is
    immune to fear, a creature of the same type as
    the dreaded creature, a creature who has never
    committed violence; on the down of the third
    day, on the site of the dreaded creatures
    creation, on holy ground dedicated to the ethos
    of courage. A Heal, or Knowledge (arcana) check
    (DC15 + the dreaded creature’s CR) can be made
    to determine this requirement. This is a
    necromantic-curse effect.

    Fear Aura (Su): Dreaded creatures are
    shrouded in a dreadful aura of fear. Creatures
    with less HD than the dreaded creature in a 5-
    foot radius per HD that look at the dreaded
    creature, must succeed on a Will save (DC 10 +
    1/2 dreaded creature’s HD + its Charisma
    modifier) or be affected as though by a fear spell
    with a caster level equal to the dreaded
    creature’s CR. A creature that successfully saves
    cannot be affected again by the same dreaded
    creature’s aura for 24 hours.

    Terrifying Gaze (Su): Viewing the dreaded
    creature’s face inspires terror. Creatures that
    meet the dreaded creature’s gaze within 30 ft.
    must succeed at a Will save (DC 10 +1/2 dreaded
    creature’s HD + it’s Charisma modifier) or suffer
    the effects of a fear spell with a caster level equal
    to the dreaded creature’s CR. This is a mindaffecting fear effect.

    Rejuvenation (Su): In most cases, it is
    difficult to destroy a dreaded creature through
    simple combat. The “destroyed” creature will
    often restore itself in 2d4 days. Even the most
    powerful spells are usually only temporary
    solutions. A dreaded creature that would
    otherwise be destroyed returns to the site of its
    creation with a successful level check (1d20 +
    dreaded creature’s HD) against DC 16. As a rule,
    most dreaded creatures can only be truly destroyed
    by determining what the base creature once feared
    and leaving a totem representing that fear upon their
    remains.

    Scare (Ex or Su): The nightmare beast can
    pull back the skin from its face as a standard
    action, exposing the muscles, ligaments and
    bones of its skull. Treat this use of the scare
    ability as a Bluff check with a +3 bonus. When
    combined with a loud screech, the nightmare
    beast can unsettle foes, affecting them as
    a scare spell (CL equal to HD) unless they succeed
    on a Will save (a successful save causes the
    creature to become shaken for 1 round.) A
    creature that successfully saves is immune to the
    same nightmare beast’s scare ability for 24
    hours. This ability does not affect other
    nightmare beasts. This is a supernatural, sonic,
    mind-affecting effect. The save DC is Charisma
    based. Creatures immune to mind-affecting
    abilities who are not specifically immune to fear
    are not immune to this ability.

    IMPROVED SCARE [Monstrous]
    You have a heighted ability to cause terror.
    Prerequisites: Scare special ability, Cha 13
    Benefit: You can affect all creatures regardless
    of hit dice.

    GREATER SCARE [Monstrous]
    You are almost the embodiment of fear.
    Prerequisites: Scare special quality, Ability
    Focus (scare), Cha 13
    Benefit: You can chose to have your scare
    ability cause creatures to gain the Panicked or
    Cowering condition rather than Frightened.

    Nightmare Tactician (Ex): The Nightmare Beast
    excels at directing the efforts of others. Each
    round of combat, the nightmare beast gains 8
    tyrant tokens. It can spend these during the
    course of the round to improve its followers’ and
    allies’ efforts. For each token it spends, the
    target ally gains a +1 bonus on a single attack,
    check, save, or damage roll. The nightmare beast
    spends these tokens immediately before
    the ally makes the roll. The target of this effect
    must be within 60 ft. of the nightmare beast.

    PAINFUL SCARS [Monstrous]
    You wounds you inflict still leave deep and
    painful scars even if healed.
    Prerequisites: Dreaded Wounding
    Benefit: Wounds you inflict are an unhealable
    and painful condition. While wounded your
    opponents also suffer a –4 penalty on attack
    rolls, skill checks, and ability checks. Even after
    being healed this leaves a terrible scar and
    unless the victim makes a Constitution check DC
    10 each day (this DC increase by +1, for each day
    since the check was last failed), they suffer a -1
    penalty to on attack rolls, skill checks, and
    ability checks for that day.

    INFLICT TERROR [Monstrous]
    You can create the type of fear you want. .
    Prerequisites: Fear-effect special ability, Greater
    Scare, Cha 13
    Benefit: You can choose to have you those who
    fail their save against your fear affects subject to
    the Cowering, Frightened, Panicked, or Shaken
    Condition rather than its normal effect.



    Spoiler: EXEMPLAR
    Show


    THE EXEMPLAR (PATH)
    Some are born gifted, but they aren't like you. Divinely emboldened, you represent the pinnacle of potential and prowess. Flexible and naturally blessed with boundless aptitude, you are capable of learning and grasping trades and skills faster than anyone else. A paragon of your race.
    Benefit:

    Defenses/Qualities: Increase the numeric value of any special quality you possess by 5, for example channel resistance +2 becomes channel resistance +7, damage reduction 10/adamantine becomes 15/adamantine, Resist energy 5 becomes 10, SR 15 becomes SR 20, or regeneration 6 becomes 11, etc.

    Paragon: Select three ability scores, one increases by 15, another by 10, and another by 5. The same ability score may not be selected more than twice.

    Speed: Your base movement speed increases by 10 ft.
    -------------------------------------------------

    Perfect Health (Ex): An exemplar creature always possesses maximum hit points per HD.

    Enhanced Caster (Ex): If the base creature has a caster level for any of its abilities or spells, increase that caster level by 5.

    Enhanced Durability (Ex): Exemplar creatures do not go unconscious until they reach a number of negative hit points equal to twice their constitution modifier, plus half their number of HD. They do not die until they reach a number of negative hit points equal to three-times their constitution score plus their number of HD.

    Enhanced Training (Ex or Su): Select one class ability from one base class received at a level equal or lower than you own. You gain the selected class ability and its numeric effects (if any) are increased by 2.

    Enhanced Senses (Ex): Increase the range on any special senses the base creature possesses by 50%, for example if the base creature has darkvision 60 ft. it becomes darkvision 90 ft.

    Enhanced Energy Drain (Ex): If the base creature possesses an energy drain attack, increase the negative levels the base creature inflicts by 2.

    Enhanced Duelist (Ex): You gain the Dueling Wand Training I Potential and the Spell Focus unique skill. When attempting to perform a Dueling Parry roll three times and take the best result.

    Enhanced Special Abilities (Ex): Increase the area, range, duration, damage, bonuses, and effect of any auras and special attacks by 50%; for example, an exemplar nessian hellhound breath weapon would increase from a 30-ft. cone
    to a 45 ft. cone, and instead of 10d6 fire damage it would deal 15d6 fire damage.

    Enhanced Weakness (Ex/Su): If the base creature possesses any special weakness or vulnerabilities, it takes twice as much damage (200%) from that vulnerability, regardless of whether a saving throw is allowed or, if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –8 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor) instead of the standard -4. Some creatures might suffer additional effects, as noted in their descriptions if that effect can be doubled, double it as well.

    Enhanced Spell (Ex): Select one spell, the DC of this spell increases by 5 and its effects are doubled.

    Enhanced Aptitude (Ex): You gain Arcane Aptitude and a number of bonus focus points equal to twice your HD, these bonus points are acquired each time your HD increases.

    Enhanced Weave (Ex): The DC of spellweaves you cast below 6th level cannot exceed 40

    Enhanced Combatant (Ex): Your BAB increases by 1, and increases by 1 each new level.

    Enhanced Mind (Su): You gain the unique skills Knowledge (Abstract), Knowledge (Severance), Knowledge (Resonance) and Knowledge (Arborization). Additionally, you gain 50 points you may distribute to any number of intelligence-based skills you possess as an untyped bonus along with the Arborization and Time Influence.

    IMPROVED PERFECT HEALTH [Monstrous]
    You an amazing physical specimen.
    Prerequisites: Must possess the maximum number
    of hit points, toughness, Con 13
    Benefit: Add your Constitution bonus for each HD
    you possess to your hp total a second time.
    Special: this feat may be selected multiple times,
    but may not be taken a number of times which
    exceed twice the creature's HD.
    Last edited by Mornings; 2019-10-05 at 10:49 PM.

  5. - Top - End - #95
    Troll in the Playground
     
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: tpd update
    Show





    ༺ 𝓜𝔦𝔯𝓎𝓴𝔰 ༻





    "The Triodea; Magnimar - 1:58 PM, Toilday the 15th"

    "They were outside...."

    "The Lady of Morning spun in circles with her arms thrown out wide with her face to the sky laughing madly. The black rain befouled her fine white cloths. Her bare feet padded through the puddles of slick inkor. The pair looked on at the mad spectacle, speechless."

    "Finally, the mad woman tired and plopped down into her animated chair which moved curiously quick to catch her. Her white cloths appeared to become clean and renewed as the dark blotches bled away and a wide white parasol moved to float above her to shield from the blighted rain. An explosive roar erupted from the sky somewhere in the distance. A cry like thunder. Visible wave of force crashed down from the sky into the city. All glass and fragile materials exploded in an instant. The fine stained-glass windows of The Triodea ruptured behind them, releasing a show of sharp flakes of glass. The very ground seemed to tremble beneath the power of the bellowing roar. The sky was dark and ruined. The rain had ceased just as quickly as it had begun, and a thick mist covered everything in a dark shade. The Lady took out her mandolin and begun to pluck strings, forming pieces of a melody. "Prepared were we. Knowing was I. Shrouded. Unshrouded. Seen. Unseen. Steel in hands before their summit. All gathered to witness her words... All gathered to bathe in her tears. Revisited times countless by fleeting dream and memory."

    "She stopped plucking strings, and her half-song. She smiled at the pair. "Have you noticed yet? As I've said. They've come, but without the element of surprise. For all have gathered in preparation for battle. Though of a different sort. Still, the guard has rallied." Her ambiguous nonsensical ceaseless talk finally began to makes sense... They were under attack. Just as she had foretold. Eris glanced about. It was difficult to see in the mist, but she could make out men and women of the City Guard assembling and armed about the Plaza already, quickly moving towards the district's Main Gate. They knew? They were waiting.... and that last bit. The Lady was right. Thousands upon thousands of warriors from all over the Inner Sea had gathered here for the Steel Summit, warriors and knights. The best warriors of the realm gathered in once place for the competition which began tomorrow. If there was ever a good day to be attacked, surly this was it."

    "The sound of battle could be heard far away in the direction of the Main Gate. "...and so we begin. ...and down we go. To meet again, to dance alone." Sinofel stepped in front of Eris. They stood upon the steps of The Triodea. Someone was coming. The sound of heavy footsteps, armor and steel. They were in a dead sprint....someone. Sinofel lowered his hand to the massive ebon hilt of his weapon preparing to draw, a stern focus forming in his eyes."

    "A shadowy figure began to form. Something emerging from the black mist. It was a hooded figure, eyes of pale blue light. A haunting apparition that floated amid the plaza before slowly making its approach. The sound of hammering steel steps still came thundering on til a figure burst from the hazy cloud. She came flying out of the miasma, mid-air and mid-strike. Her broad-bladed sword came crashing down on the thing with a thunderous swing that cleaved the eerie creature in twain. Her blade embedded itself into the ground with a massive echoing CRACK which rang out throughout the Plaza. Ripping the blade from the stone with a feral prying motion she continued her advance. The warrior was covered in black inkor and fresh blood. A delightful expression upon her face, caught somewhere between ecstasy and battle frenzy. Captain Noir Halden menacingly marched up the marble steps of the theatre. "Out of my way.... I await the man foolish enough to challenge me." Sinofel stepped out of the way, scooting Eris with him as he went. Even he knew Venture Captain Haldan, but more importantly, he knew what crazy looked like, and the wide-eyed smile upon her bloodied face was surely it."

    "Creatures began to emerge from the mist. Not just shadows but strange beasts as well. They clawed out from the shadowy substance, as if summoned. The Magister could feel a strange magnetic force in the back of her mind. With a small amount of focus she could feel it. Her ears rang and the pressure about her was evidence enough. It was as if temporarily the boundary between planes had been weakened, or perhaps sundered... "The Triodea will not be safe for much longer, shall we?" The Lady of Mornings began to move down the stairs, carried by her large animated chair. The vision of the creatures being spawned forth in great number seemed to hold little attention in the Lady's mind. The sound of battle was in full roar now within the Plaza. Warriors and creatures fought in a wild skirmish. They stayed close to the Lady, moving by seemingly unnoticed by man or beast. The creatures began to surge forth from the direction of the main gate in a rush. In a chaotic blitz, great creatures burst free from the haze with great reaping scythes of bone and metal, cutting down fully armored men like stalks of wheat. Then the slain began to stir, as nightmarish horrors ripped and tore their way out from the hunks of mutilated gore. Writhing terrors began to fill the Plaza. Men begun to retreat from the direction of the Main Gate. Even with the cover of the Lady's illusion it was not safe. It was all they could do to quickly retreat through the miasma, until they were abruptly stopped by a foreign fighter they had startled. She glared back at them defensively. A Minkaian woman garbed in strange cloths and an even stranger curved sword, but the Swordmaster couldn't mistake the Wolf of Osogen."

    "From behind the Minkai warrior a figure emerged, placing a hand on her shoulder and giving her reason to ease her weapon down. "Magister Kestal'rah? is that you?" The knight stepped forth from the mist. Eris couldn't help but sign in relief. It was Roland. He laughed briefly. "Gods, I was looking everywhere for you. They said you got back from port but you never reported back. I'm glad I've found you. We're behind, but we've still time. The House of Lords is under attack from within. The High-Lord is being evacuated as we speak, but we must make for Heidmarch Manor. There is matters even more important then that to tend to, but we'll aid them if we can." He pointed behind him. A brief wind blew the screen of smog aside, and the view of a number of assembled men and women came into view."

    "I've gathered Rostland's regiment here. They will hold back the enemy if the gate falls. That should buy us the time we need." "The mist began to push away even more, revealing the full regiment. She couldn't make out everyone, but she could swear she saw Leona Aldori within their number. An Aldori Sword Lord, and the 4th Master of Fire. Surly there could be no better defense to mount against this attack. Leona's soldiers were the most elite fighters in Rostland's military. After the disappearance of her mentor, the hero of Bravoy, Dalmon E'france, Leona had inherited his legacy and position. While Eris trusted Sinofel's skills, even she wasn't sure how the Swordmaster would compare to the successor of E'france. As far as she knew, this was the first time her unit had even been deployed outside of the country outside of a time of war. It was by the might of those gathered here that the Aldori continued to maintain their rule within the country. They would not be easily defeated."

    "The Lady of Morning rose from her chair. "This is were we part for now, I suppose. We'll meet again amid the flowers and dead." She spun once with her parasol in hand before skipping off into the mist, vanishing like an apparition. Her chair was nowhere to be found. Roland watched her leave, then turned to the pair. "She's an odd-bird, but you've always managed to find strange company, i'll give you that... Now lets be off." They charged ahead out of the plaza as the sounds intensified around them. It would take some time to reach the manor."



    Ͽ ◯ Ͼ


    "The Courtyard of Sovereigns ; Magnimar - 2:10 PM, Toilday the 15th"

    "The air was lit aflame. Bolts of red lighting raced across the sky. The mist was charged with a whipping golden-orange energy. The dark had faded as quickly as it had come, and a churning maelstrom opened above the city. A terrible storm. The House of Lords was ensnared in combat. Lady Alice and the House Wards defended the Chamber which the High-Lord was secured, yet, she had grabbed her and told her to leave. That she was to report to Sir Roland and defend the Heidmarch Manor. Lady D'Aritel did not explain what was so critical about the Pathfinders now of all times. Even so, she obeyed her orders. Before she left Lady Alice gave her a ring, insurance that she would not fail; and so, she fled The House, fighting her way through the Courtyard which was quickly flooding-over with twisted blighted creatures. The Lieutenant could not begin to guess why Heidmarch weighed more heavily then the safety of the High-Lord, Lady Alice's own father, but that made her choice weigh all the more heavily."

    "She slashed through the animated remains of a guardsmen as the sky began to crack and split. Bolts of crimson light illuminating the mist covered world. Nadia suddenly found another reason to get clear of the open ground that was the courtyard as she looked into the sky in awe. The terrifying titan-like creature which descended from the heavens like some deity dispatched from the heavens was enough to give her pause. Whirling golden light and energy cycling about as it stretched out its massive golden wings and issued forth a terrible cry that shook the very earth. A visible wave of sonic force sent her and everything else to the ground as sharp cracks raced down the stone sides of the buildings flanking her. Covering her face with one arm, it emerged from the clouds fully, unleashing a burst of illumination upon the shrouded city so intense it was easily mistaken for sunlight."

    Lieutenant Vorns couldn't afford to hesitate any longer. She pushed herself off from the ground while sheathing her weapon. She ran. She ran and ran, as hard as her legs would take her. What ungodly creature loomed above. What nightmare was this day without sun. What awaited her at Heidmarch Manor... How could they hope to defeat something like that? Even with Lady D'Aritel, how could they rebuke a titan. She hoped beyond hope answers laid at the Manor.



    Ͽ ◯ Ͼ


    "The Plaza; Magnimar - 02:08 PM, Toilday the 15th"

    "A creature leapt forth from the mist. It was a strange thing. Some shadowy-armored entity with frightful long bladed arms. It lashed out at Roland and Eris. CLANG-PING. The surprise assault was thwarted as quickly as it begun. The strange thin curved blade of the Wolf of Osogen lashed out with unnerving speed. Yet, Sinofel drew his blade, lashing out with super-human speed; blocking the attack with the flat of his blade, before unleashing a flourishing cut and spinning the blade over in hand during the strike, neatly re-sheathing the blade with the motion. The brief pause between the moments his blade returned to its scabbard brought a small sonic keening wail and a gust of wind tracing the path the blade had taken. With a half second delay, the the creature shuddered and fell in two. Black inkor spewed about, identical to the rain which had just halted only moments ago." "...Careful" "...Mind your surroundings, my lord."

    "They spoke at the same time, pausing, then looking at each other awkwardly. They could have been related, though the Wolf of Osogen's eyes burned with an otherworldly glow, and her deathly pale skin could not have been human. Though truthfully it was impossible to tell just from looking. Roland breathed with a sign of relief, genuinely caught off-guard though his hand had managed to half-draw his sword within the brief time he had to realize the attack. "Hah. Thank you Tai... and you too Swordmaster. I don't remember you being that swift last we sparred." Sinofel shrugged, not wanting to insult the man. "Got better." Roland coughed. Perhaps blocking with a drawn weapon or shield in such a time would have made the man's words more believable, but employing his undrawn weapon to shield his master, riposte, and sheath his sword again in a single motion was ridiculous even in his book. The man had obviously been holding back on him. The women, 'Tai', sheathed her blade and turned away to join into the formation from Rosland. "...Yes, well. Let us get going, we can speak while we run. We've little time to dally." Milling through the formation of soldiers to defend them from any more unexpected attacks, they begun to increase their pace until finally reaching a full sprint towards Heidmarch Manor."


    Ͽ ◯ Ͼ


    "The Courtyard of Sovereigns ; Magnimar - 02:10 PM, Toilday the 15th"

    "Roland ran quickly even with his armor, but it was Sinofel in the lead. Seeming to move with an effortless and blinding speed. It was evident the Swordmaster was having difficulty slowing himself to match the pace of Roland and his master, while frequently looking over his shoulder to make sure he did not outpace them completely. "Gods, you're fast. Take point, Swordmaster. Magister Kestal'rah, hold our left flank." They took up positions, forming a wedge formation as they ran. "The enemy you asked about...Gaaah!" They all stopped abruptly as the sky erupted in light. The force from colossal winged titan emerging from the whirling golden maelstrom of clouds made the air quake and shiver. The supermassive creature was easily larger than the city. From their vantage point into the storm some blazing sphere like an immense neutron star carried upon the behemoth's back came into view, revealing the source of the golden light. A bellowing cry sent them blinded and shaken to the ground. The Lord of Common's sharply pointed an unsteady finger up at the great abomination. "That! By the Gods, that is the enemy!" Roland rose from the ground as Sinofel swiftly pulled the Alabaster Magister from the cold stone." "Quickly. Our time has long expired! We must make it to the Manor in time, we must!"

    "They ran on as another otherworldly pulse released from the titan's cry, charging the air. The air about them took on a golden hue and made their skin tingle. Eris could feel it. The Veil between all things, the very bonds between the phases of reality weaken, as if damaged. It was an unsettling and strange sensation, alien to her. It begun to twist and spin within her breast, like a knot. An unnatural fire. A burning. It made her lightheaded and dazed, but she pressed forward. If the answers... or perhaps the solution to that thing in the sky lay somewhere in the Pathfinder's grimy little hands' she could not ignore it."



    Ͽ ◯ Ͼ


    "Heidmarch Manor ; Magnimar - 02:20 PM, Toilday the 15th"

    "They arrived upon the Manor's grounds panting and out of breath, save for the Swordmaster who seemed to be undaunted by the marathon sprint. Roland looked up, seeing the House Warden reach the gate to the property just behind them. He attempted to speak out, gasping for air "Hah... Ha... Lieutenant, here! Lady D'Aritel told you the... situation? You're with me and the Magister." He coughed, pointing backward behind them to the sky and the massive entity that loomed within the cyclonic rift. Bolts of red lightning rained down decimating the city. "We're.... We're... Gonna stop that...Ha...Ha..." He took a deep breath, hunched over trying to regain his baring. "The Pathfinder's finally bit off more then they could chew. We're here to clean up. With me!" He drew his sword, gripping it tightly with both hands, unsure of what to expect. They moved forward onto the manor grounds."

    "Nadia smiled weakly as Roland spoke. Clearly bravado, but it was bravado that she could get behind. "Of course we are sir. Who else would be insane enough to try?" His comment about the Pathfinders drew a small laugh from her." "Doesn't take much to overwhelm them, from what I've seen. A stray cat, maybe?"

    "When they stepped onto the Manor proper an unsettling silence held them, broken only by the crack of burning timber from the collapsed manor. "...More than a cat." The stench of burning flesh and wood filled the air. Sir Roland stood deathly still, the blood draining from his face. He swayed slightly, catching himself in his stupor. The Manor... the Manor, was gone! Obliterated. The once beautiful gardens and shrubberies now lay blasted and burning. Light flickered and twisted, casting miserable shadows. He ran forward, running to the building screaming out, tears in his eyes. He was late... far too late. "GODDAMIT! SHEILA! SHEILA! LUKA!? CAN YOU HEAR ME!?" Bolting forward and leaping over the small pond he charged up the stairs building momentum as he went, until finally throwing himself through the crushed remains of the flaming wooden door."

    "The Lieutenant stuck close on Roland's heels, not wanting him to get too far ahead. Her mind raced. What could have done this? For all her disdain, the Pathfinders were an able group in her mind. Anything that could have utterly destroyed this place had to be powerful. A threat to the entire city. This night was going to end badly for a lot of people. That much she was certain."






    ༺ 𝓡𝔢𝔤𝔦𝔫𝔞 ༻




    "Heidmarch Manor ; Magnimar - 02:20 PM, Toilday the 15th"

    "The phantom-figure of the faceless horned devil watched the old man rise from the ground unassisted. It was an impressive feat for the man's broken old body to manage to resist the effects of the toxic bile that bled from his bloody wounds. Of course he knew that the old man would not be able to maintain this resilience for much longer, but at least for a short while he would be able to move until the haggard hunter removed the taint from his blood himself."

    "The old devil chuckled, seemingly quite amused." "Yes...Yeeesss..... A perfect plan. The fool Grun'melesh, did not expect me to take a host from those among his liberators, or he would not have rewarded you with those Ebon Petals. We would often 'play' for the Renor'anon. Those 'flowers'. Find them. Take them! Take their power... and quickly. Before you are crushed and gored within this failing structure. Then... begin your hunt. For all with a soul, or spirit bound to their bones are prey now, and my patience wanes as my hunger grows..."

    "As Asiresh found his footing Nelrin'Fel's voice echoed in his mind... A dark hunger. He could understand that bloodlust, but now he had other priorities before him. He had to get those flowers before the others found them. A voice called out from his side through the smoke. The Magister had circled about the manor, entering through a blown out wall in the rear. "If you're strong enough, help me get these others out of here, this place doesn't have long left! How many of you were in here?!" Silently the old hunter ignored her as the pain of house gnarled wounds resurfaced, but her voice rang out once more. "Is anyone else here?!" There's no more ignoring this wench. He turned to speak to the newly arrived Magister." "There may be some more in what's left of the dining room but I have more pressing matters to attend to for the moment. I must look for the Captain's daughter to make sure she is safe. She is my main concern as of right now, so please if you would step aside so I may pass."

    "Growling at the old man and his callousness Eris made an irritated fist. Resisting the urge to call him out as he passed, she resolved there were more pressing concerns, and the child could not be overlooked either if she was still among the living."

    "As the Magister combed the room, her eyes came upon a particularly unsavory sight ahead. A figure leaning against the back of a bit of steady looking wall, looking both wounded and panicked. The clothes he wore that seemed to have once quite beautiful and dyed in vibrant hues of red, blue, and gold, were now shredded and covered in blackened blood. His overcoat was missing a sleeve and there was a fairly large rip in the cloth of his chest where a piece of shrapnel had caught him during the explosion. The figure's face was gaunt and pale. So much so that those once attractive features came to look absolutely terrible. There were tears streaming down his face. The entire side of his forehead was smeared in chalky patches of blood, while his stark white hair was caked some manner of putrid smelling filth. It did little to detract from the gash running down his head, evident in the twitching light. The shivering man growled, startled, before immediately lunging forward like a feral beast.
    He screamed out something nearly incomprehensible as he choked on his own tears and bloody Phlegm."

    "SHTAY AWOY FRUB ME!"

    "The maddened and evidently frightened bard thrust forward with his broken longsword, aiming to plunge the blade straight into the side of the strange and frightful Magister. His blow was wild, but his weapon barely found its mark, cutting into the woman's flank. The silver-haired warrior glided effortlessly through the debris, and slipped past the shattered-and-failing door in the small room just as the panicked man thrust his broken blade out. Blood. The ring of steel upon the floor. Words. Meaningless words. A rage gripped the swordmaster's heart."

    "Slow. Slower still. The fires of the burning mansion did not dance and flicker. The suffocating smoke ceased it's chocking ballet. Sightless. With vision that spanned time, he could see the small enclosure of the room. The collapse of the support struts of the ceiling. His soul moved towards stillness, the world froze in place."

    "He opened his eyes. Pupil-less spheres. Orbs of gleaming metallic-silver. One strike. A thrust. He watched the phantom-form of his future-self move forward with such speed. A spinning slash. Low. Precise. The flat of his blade. The metal did not touch him, only the force. The gale-breaking energy behind the blade sent the frail creature bounding off the wall. ...Heh. He closed his eyes."

    "Faster then the eye could catch, he entered a spinning reversal drawing his blade with the motion. The air in the room compressed into a sonic screech keening from the master's sword, blasting away the smoke in the chamber. A thrust. Sure and deathly precise. Ending a half inch before it reached flesh. A misty-flash of light. He was spinning in a low horizontal crouched-slash with the flat of his blade. The sword was filled with a terrible purple-light and coiled by a sub-sonic field of energy. The wave
    collided into the man, sending him crashing into the wall with a thunderous clap. His body slid down the charred-and-blasted stone surface, quite unconscious, but generally unharmed. The explosive force of the weapon left Avaricious bereft of his sensibilities."

    "Spinning his blade in a reversed grip he sheathed the weapon after releasing the stunning clap of energy. It was a single blurred-thundering assault too quick to entirely be understood. He stood. Albeit, hunched due to the lowered height of the collapsed ceiling, speaking only a single word to the now debacled man; "Unacceptable."

    "Asiresh bolted toward the study once more while gathering the magical focus he possessed within himself, consolidating it for use. Within his consciousness, his voice spoke out the horned devil. "Help me search for these petals before the building collapses!" His eyes begun to glow a sapphire hue as arcane energy suffused his vision. Frantically searching, looking for the unusual objects that had been so foolishly discarded. The crackling of fire drowned out the voices of those down the burning corridor only serving to remind him of the urgency of his task."

    "Sir Roland desperately dragged corpses out from the burning rubble, determined to preserve any clues that threatened to be lost with the deceased. The stakes were far too high for that. "Pay no mind to me Lieutenant, Go find that other one, the old one! He seemed to be well-off enough. We need to know what happened here. Sheila.... The Venture Captain, is gone." The words seemed to choke him, but with all his bravado he pushed back the pain that welled in his eyes and made his voice crack." "We were too late, but our mission still stands. We need to know, what they know. And we need to know now! So go!"


    "The terrible voice whispered within his mind, like a nauseating vapor that permeated his thoughts. ""Yes... They are here. Within this rubble and stone. Beneath the fallen shelves. Your arms are feeble, but even you should manage. Now move quickly. Souls gather about us. Coming for us." His magically augmented sight peered through the smokey room. Massive pieces of wood and timber and fallen cement blocks. The foundations of the walls had begun to fall, and not due to the battle which ravaged it, though his eyes were once again drawn to the sixty foot length of seared wood and rock Jeska's sunlight blade had cloven through. It would be difficult traversing through all this mess, but finally his eyes found the dim glow of his objective. It was exactly where the devil said it would be. The rattling snap of another beam overhead reminded him that he had to move quickly if he was to fetch the things before the place came down completely."

    Then, the door opposite of the room slammed open from a burst of wind. Across the study through the burning smoke which began to billow in, he could see a tall lithe man hunched over from the lowered ceiling. His silver hair was strange and unnatural. His eyes were closed, as if blinded. The large fearsome looking sword hanging from his baldric at his side gave him an unsettling feeling. His gaze and the man's face met, then there was a moment of silence before he spoke. "...Pathfinder?"

    "Asiresh silently locked gaze with man before breaking off the exchange, bleating his lie from the side of his mouth as he turned away. "...No" Ignoring the man he set himself to the task before him. Sinofel simply stood in place watching the old man dig through the debris. Lifting the remains of a book-case aside and shoveling through rubble with his hands as if searching. Then, with a pause. The old man found whatever it was. Greedily grasping the things in hand and shoving it into a pocket before motioning to leave."

    "The Swordmaster opened his eyes. Two-steps. Death. Collapse. Wind. Lies. Fire.... Devil. Then they were closed. His hand moved to the blackened hilt of his weapon, slowly beginning to draw the blade. A surge. A gust of cyclonic wind rushed about him as the sword's blade gleamed dimly, then intensified into a faint light. The glimmer grew until it appeared as a solid beam of crimson fire. Half-drawn. The whirling storm about him became a raging wall of wind, ripping away at the papers and debris. A spinning vortex within the study. Now two-thirds drawn from his scabbard scabbard. "......I see you. I've found you. I've returned, to hold my word." He drew the blade fully. A wave of super-heated air exploded outward from the room like a churning nova of fire fueled by the immense blade's aura. Paper, tome, wood and stone were cast about wildly in the living storm and everything combustible instantly ignited as it was exposed to the heat.
    Whipping flares of flame hurtled through the chamber like a howling cyclone of embers."

    "The old man was lashed by the storming flames. The maelstrom of fire. The study was lit aflame and doused in terrible crimson light. He cried out in pain as the flames scorched his flesh. The Devil's voice screamed out in his mind. "RUN! RUN YOU FOOL! HE IS CONTROLLED BY ANOTHER!" Asiresh stumbled and crashed out the blasted hole in the wall, Smoking upon the ground."



    "Hearing the Devil's words was enough for him to resolve that this was one fight he was not matched for. Even more-so after being lashed by flame and scorched. Committing himself fully to his escape Asir made his way out from the ear of the property, sprinting past the piled bodies screaming and flipping his walking staff to his hand" "Who the hell is this guy and why does he wish so much pain and suffering on'a geezer like me! HELP! SOMEBODY SAVE ME!"

    "As the old man made his made bid at escape, running towards the main gate, his mind cried out to the damned Devil once more. "Who was he and why was he so hell-bent on destroying us? We could have died back there! That sword of his wasn't just any old blade, the cursed thing had a slaying aura. I don't think even your being could survive a blow from such a weapon. Explain!" His made dash brought him back through part of the manor around the smoldering blockaded pathway where the initial attack had occurred. "

    "He dived out the door, clawing off the steps screaming, smoking, burnt and bruised. The adrenaline hammered in his head, his old bones hadn't moved this hastily in 40 years. Lady Vorns witnessed the frightful sight as the man dashed off speaking to himself madly, questioning what in the hells was going on. Her target had just run off, but the view from within the Manor's study shook her. The blazing heat could be felt radiating outward from the building even at this distance. A heat which was beginning to slowly re-focus and center. The raging fiery storm was condensing and shifting. The light tinted from crimson flame to a tarnished purple haze. It was a maelstrom which transformed into a single large ring of imploding violet light, quickly being drawn into the Swordmaster's blade. Ever smaller with each passing moment. The man's body visibly shook from the strain of bearing the the weapon tightly clenched within his hands, as if being electrocuted. Violently screamed out. His voice was distorted; the sound of two men."

    "GAAAAHHHHH! BROTHER!"
    "GAAAAHHHHH! BROTHER!"

    "The Demon laughed haughtily within the old man's mind as he bolted past the the reanimated Viridi, the curious dhampir, the confused Lord of Commons who stopped in his tracks, and the annoying bard who held the Magister hostage. All eyes were drawn to him and the deafening roar of surging magic as he made his mad escape."

    "HAHA! RUN HARDER FOOL! I know not what monster that had stood before me. A simulacrum. Artificial perhaps. But I know the soul which possesses it. Twas my brother Sino'Fel, who yet lives! I'd slain him long ago, though he destroyed my body in the exchange. Fortunate am I that I had bound my essence elsewhere, though he had cursed me before I took his head. It appears he has managed to capture, or create, whatever creature that was as his host. I must admit, I burn with envy. Yet it is no mater! FOR WE HAVE THEM! You've reclaimed the Renor'anon! With but a single bud at my disposal I had destroyed him once before! Now we've five!" "The horned devil laughed maniacally as if they had already won." "If we can only make it to Quortek V'dre, we will hav- !" "His words were cut short. Left echoing in the last glimmering fragments of Asiresh's consciousness. Cut short by the cacophonous sound of the destruction which leveled Heidmarch Manor. There was a flash of violet light. Pain. Heat. Then... nothing."








    "He watched silently as the black fourty foot wide spear of darkened light pierced the sky. My, what an entertaining fellow. He was sure he would see him again... very soon. But where were they, the Seekers? He looked down upon the motley bunch that clawed their way out from the dirt. Pathetic. Truly disgraceful. And yet she'd promised him so much more then this... He sighed. A sigh of regrettable resignation. What his sister saw in them he could only guess. He had begun to grow bored."

    He waved his insubstantial hand outward as the shockwave ruptured forth, threatening to consume all it touched within its disintegrating light. The simple gesture negated the magical after shock of the Calamity's 'Edge'. He'd fashioned such a weapon to be used by his brother, not to be used in the ridiculous squabbles of the twins. Why brother had even lent the blade to him, he could not begin to fathom. What gain was their from this, aside from some minor entertainment. Yet above all else, the boy could have inadvertently destroyed all of his hosts, and that would not do at all... No, no. At least one or two of his pets had to live... at least one or two."


    "The Dark; First Fractured Timeline Icon - 02:26 PM, Toilday the 15th"

    "He chuckled. Within this place.... Within this void. This space he could hardly call his own mind the great 'devil' Nelrin'Fel sat. Leisurely he laid back with one leg crossed over the other, resting at a great table made of naught but shadow. His form was far, far different now. Loosely the same dark shadowy robes hung about him, as if made of a mist. Yut his face was visible. Handsome and lithe, he could have passed for an elf if not for his massive pair of large curving antler-like horns and the silver of his hair. Silently looked out at the pacing old man."

    "So you're not just an old bag of bones and blood after all. I had begun to suspect we'd never meet like this. Begun to have doubts if you were even worth the efforts I've spared you. Yet here we are. You even managed to acquire the Renor'anon for me. Simply brilliant... Even I, the great and fearsome Nelrin'Fel applaud your effort." "His grandiose and self gratifying words seemed to almost sound like joke. When the old man considered the damned Devil didn't even possess a body to call his own, the exchange seemed somewhat humorous. Nelin clapped his thin hands together at the old man's silent request. There were no words, simply the emphatic quiet of the bond fastly solidifying between them." "Raise you up? Ha! Mere child's play. Even one as decayed and rotten as yourself should recognize such by now. Or have you not noticed? You've already regained consciousness? This is not your mind, old one. This is the Void. The Dark. The place where you and I meet. The space our spirits are now joined..."

    "The Devil rose to his feet slowly, circling the table, picking up a chalice of shadow. With a slow purposeful manner he swirled the contents before taking a sip. The darkly spirit coughed, almost spitting up the shadowy liquid at the geezer's bold words. He paused, glaring at the ancient elf with daggers in his eyes. Then his featured softened, and he threw his head back and laughed diabolically." "You old one, are by far, the most amusing, or dreadfully dense host I've ever had. Though surely amusing in your own distasteful manner nonetheless."

    "He swirled the contents of the shadow cup about rhythmically as if in thought," "Yes, I know very well the contents of all that had laid within my prison. Things my former master thought best lost and forgotten to the world. Tools and weapons employed in my 'games' with Astrok'Ru. The arrow you possess, is however, not an arrow at all. It is, a little thing, I've had for some time. An ancient prize, won at the mischievous-god's expense. An artifact, best, rarely or never used. The Istovet Nacta, The Veil Piercer. The item as befitting of the cunning little sod, while, in the form of an arrow Is not as such, and will not strike what it is fired upon. A foul trick, as I was so fond of the rod-and-quiver myself, and expected something... with abit more... Perhaps, destructive power? Fire the damned thing at your own risk, but you've been warned. The Arrow cannot be lost, nor stolen, and is bound to your spirit. It will follow you even in your passing. Only Astrok'Ru may destroy or reclaim it, and I do not doubt such would require another 'game'. Now.... If you're quite finished. Get off the ground, you look pathetic."

    "He turned around, before pausing and looking over his shoulder." "Ah, and a final bit of business. You seem to be having... severe difficulty acquiring souls for me. If this body is a hindrance. Search for another and We shall remedy that. You've proven worth the effort thus far. Don't disappoint me."



    Ͽ ◯ Ͼ


    "It was then they heard the crackling blast of thunder. The great titan in the sky began to rise, flapping its massive wings while ascending into the heavenly storm. Pillars. Streams of shadowy smoke descended and tunneled through the air like flumes of whirling darkness. They approached quickly. The light dimmed slightly as the star atop the creature's back was covered by the stormy clouds. The dark funnels crashed into the Heidmarch Compound with silent explosive gusts of mist."

    "Gods. Already? I had hoped we'd had more time. It was beginning to become so much more entertaining. Yet there is nothing I can do for you now. I've protected you as long as I may, brother. If you can hear these words... dear pets. Seekers. If you can hear these words... Run. Run... Run."

    "A Dance of Mourning and Light; Magnimar - 02:28 PM, Toilday the 15th"

    "They came down from the sky like wraiths cloaked in shadow. A massive knight, sheathed in layers and layers of dark armor with burning red eyes stood before the group like a vanguard for the strangers. The Massive charred blade it carried was held firmly in its shattered hand. The bloodied weapon was clenched in slashed and broken fingers. Its swordarm was left unadorned by a gauntlet, but even the wounds inflicted appeared to have done nothing to slacken its grip. The black knights' armor was in terrible repair, appearing more like an ancient relic than functional armor. It spoke nothing but his gaze was frightfully intense. The other pillars which struck down had begun to surround the group, near the kneeling dame, and the Dhampir, cutting off their immediate passage to the damaged wagon."

    "Out of the darkness stepped a terrible sight. A freezing rotting corpse. A dead man, dressed in tatters. He appeared to be a sailor once. The rotting cloth upon his back and the cutlass in hand seemed to hint at such. Frozen rime still seemed to be coat its body. Then from behind, another such sailor emerged, advancing upon the group with weapons held at the ready."

    "Finally, another cloud struck the ground but the smoke did not dissipate or abate. Flames. Terrible flames and smoke begun to froth up from the misty pillar. The odor of burning flesh rose and tainted the air. Burning fleshless men with blackened skin came staggering forth from the darkness. The were wreathed in flames and cried out with terrible pained groans."

    "The dark knight stood solemnly, unmoving, as if no enemy remained before him. It remained waiting. Waiting as the creatures made their approach. Then, at last, far in the distance. A final pillar of dark smoke collided from its heavensward fall. In it's place crouched a fair skinned woman. Her face was smooth and soft with piercing crimson eyes. Her silver hair hung over a shoulder while her armor seemed to move and shift as if made of some living shade. Two blades lay firmly upon her back. Unsettling weapons with a distinctly visible aura all their own. The woman crouched by the old man, her hand pet his grayed tattered hair. "Brother. Brother? Can you hear me? I came as soon as I saw the light! I swear it. Brother? Why wont you move?" Her voice was soft and loving. A tone both caring and sweet. Then her gaze shifted up to the gathering horde of monstrosities. Screaming terribly like an enraged harpie, her voice shook the very air as if augmented by some unseen force." "CAN YOU NOT SEE HE'S FAMISHED!? GATHER SOULS FOR ME, QUICKLY! KILL THEM ALL IF YOU MUST!"

    "She bent down and kissed the man's old wrinkled cheek and smiled." "Don't worry. I'll kill them all for you. Then we can leave before Mother notices. Sino'Fel came back home. He told her... But don't worry. I'm here now." "She gleefully drew her blades menacingly releasing some a dark field which radiated from her person. She wasn't human. She wasn't normal. The small-swords glowed brightly. Silently vibrating in her hands. She licked the flat of the blades somewhat suggestively." "So greedy. Don't worry Gestal. Estalt. Soon... Soon."

    "The Alabaster Magister squinted sharply in recognition of the woman who had revealed herself as the head of the gathering dead. Lady Roslen Alery. Or at least, she had been once. The daughter of Lord Alery, master of the Foreign Ministry of the High Court was not a soul with many left to recognize her. Eris however had recognized the women's face instantly. She knew of her because she had been lost. 'Abducted' so they said, by highwaymen some years ago. They demanded an insane ransom for her return. It cost the Lord nearly all of his personal wealth. He sold his property and paid the criminals their money, however in exchange he received only her body. The leader, clawed and scarred, said she'd resisted and tried to escape. Things got out of hand and the girl was slain. Lord Alery, devastated by the loss vanished from the public-eye for years. It was only until recently that he had reemerged, holding both his former title and being instated as High-Judge within the House of Lords. He vowed to see criminals like those that had slain his daughter brought to justice, that no one need know the pain and suffering he had endured. The act had created a stone man. A hard man. With freezing eyes, and a calm transparent temperament that levied the weight of the law with complete lifeless and un-endearing ferocity that could only be called disquieting. He was a man feared by any on the wrong side of the law. The story... and this women's face, had both become quite infamous to those most hardened of criminals. The face of death. How was she here now?"





    "The Dark; First Fractured Timeline Icon - 02:28 PM, Toilday the 15th"

    "Asiresh stood before him again. The Devil. He did not face him this time. His back was turned away, his hands clenched behind his back. For a time he did not speak, yet he could feel his intent." "It seems we've assimilated far more, completely, then I would have anticipated." He turned to face the old man. His voice was calm, betraying no intention." "Yes. Halja'Fel is my sister, and my wife. Unlike I, she is complete. Complete as I never have been. So attuned are we now even she could sense my return through you. I will not tell you what to do, but now you must decide who you will stand with. These... mortals who conspire against you. Or us. We will collect the shards and defeat Mother's plots just like the rest. Know well, that even if you would decline. You will be pursued. My brothers and sisters seek to return us home, for we had fled. They and their apostles will never cease. It is a danger you must be prepared to face by your own violation. Do not question that should you betray me, Halja will cut you down and release me to find a more suitable host. Though, by the strength of this pact, I imagine that might prove somewhat more difficult. Regardless, I leave this choice to you." "He turned his back away from the old man again." "Know if you accept these words willingly. You. Asiresh Lokin, will cease to be. You will be Nelrin'Fel, and I will be you."




    "The undead abominations were upon them in full. The Lieutenant's party retreated backwards, pressed by the horde's advance. It was only Koriah and Nadia who had begun to notice the Burning Ghat's mutilated corpse start to quake and quiver. Gouts of flame leapt from its body as it's wounds begun to sporadically spew molten liquid. Then its corpse caught in a spasm, it's charred flesh bubbling and cracking as a red light simmered deep within the carcass. Koriah took a step back, eyes wide in realization that they had made a grave error. She had assumed the rear line was weak. A vulnerability she intended to exploit as they made their escape. She looked back far across the battlefield, as her senses sharpened. Though she couldn't hear it, she could see the lips of the pale-silver haired women curl up in a devious grin. Her mouth motioned the syllables" "...Checkmate. "

    The pathfinder turned back to her compatriots and screamed a second too late. "HIT THE DIRT!" The cries sounded just as the Ghat exploded, releasing a massive twenty foot blast of infernal liquid-fire flaring outward. The combustion struck everything around the creature as if its body were a vessel of flame. The eruption struck the fleeing party. The Alabaster Magister looked back just as the explosion overtook them. A blinding flash of light and heat swept back her hair and washed her in fire."

    Crippled, she lay upon the ground. Between the explosions and cries coming from behind where she saw two of her companions had been struck down in the detonation, Eris knew that there wasn't any other choice. Lady Nocticula, please, let this call be heard by someone who can help get us all out of here! With her silent, desperate prayer, she reached for the Magister's Badge beneath her spell-woven robes, willing it to activate, crying for aid. It didn't matter that it was forbidden. It didn't matter that no one could know just what or who might be drawn by the sigil's power. It was a Magister's absolute last resort, a card she had no choice but to play now. I hope, whoever you are, you can get all of us out of here! The Abyss itself would be safer!

    Last edited by Mornings; 2019-12-13 at 10:27 PM.

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    "A Dance of Mourning and Light; Magnimar - 02:28 PM, Toilday the 15th"

    A strange old voice resounded in the Magister's mind as her badge disintegrated and her call was issued. Inside, she could feel something change. Perhaps it was her demonic blood responding and awakening, or perhaps it was something far too abstract to be understood. It was as if if she had unleashed something into existence while awakening some indescribable perception beyond anything she knew all at once. She could hear now... the dark tidings of this ancient speaker.

    "I could hear his cries ring out through the space between time and the ages past. From another world isolated from this garden. A realm between. A prison in which the Lord of War had belonged. Some place far from here, from this place. I knew I should have intervened. I should have stopped them. Even with the Bringer of Peace returned to this world, the blight which followed, the stain which blotted the First World could not be undone. Only contained. The Calamity Edge was unraveled. My work, unmade. This world, spoiled. Now, there was little left to stop it. The clock had begun to tick. The merciless cold. The unfeeling hands that would usher the fall of everything that would be back unto the First. Even she, our Mother could not have foreseen this small simple chance. Coincidence spurred into being by some Magister's dying breath. Even they, the Children; L'Dalharen feared its coming. Like the Night Heralds prophetic ramblings, the world was offered up in sacrifice. Now it was only a question of who would destroy it first. Would it be the Children, the fallen son, or would it all simply be washed away in Valpurga's Primeval Dark? It mattered little, for it was all tied now to the motions of the endless Devouring Night that dwelt within the Black. It was all in motion once more. There was no choice. No hope, save for the star left in this dying world...."

    "Oh, Seekers. Seekers. Hear me. You must. Leave this place. Find Astrok'Ru or the Renor'anon. They will lead you unto me. Now the only salvation lay in Quortek V'dre. I can protect you no longer."





    Regina was the first to recover her senses. The daze which swept through her mind was numbing. It felt as if she had been suspended or held in stasis for centuries. Forced to watch some distant memory reply upon itself with no context or measure of what it all was supposed to mean. In the dream-state she was nothing. Simply an observer without the ability to make any difference at all, but now she was free... Free. Her attention circled about to her new circumstances and the familiarity of her own hands.

    The orc, Varag, stirred in the frost as the chill begun to steal the feeling from his arms. Perhaps there was a hell worse than the halls of Willowbrook, but it was a prison for the mind. The kind of chamber in which there was no true escape. He could only be thankful that at least he was no longer captured within a stranger's body. It felt like a simple thing, but recent events had proven otherwise. Simply being whom you are, within and throughout felt far more like a blessing. He wouldn't squander it.

    As Loimi and Miryks came to and gathered their wits they noticed the strangers close by laying in the snow. Whatever manner of spell has ensnared them was concluded, but they noticed that a certain awareness imparted by it yet remained. The, something which oversaw it. The someone who conducted the motions and twists in existence. Though now seemed like a poor time to contemplate the mysteries of the universe. The fog which billowed through the snowy expanse wasn't insignificant, but at the very least man-made structures could be seen scattered around them. A welcome sight to endless forests and prison cells.
    Last edited by Mornings; 2019-11-30 at 05:09 AM.

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    ghlas blessed traits

    Indomitable Blackening - all forms of permenate damage, or effects which would reduce
    ghlas' maximum hit points from creatures whos HD is less than Ghlas' total witch level
    is negated and converted into MP. Creatures who do deal damage must inflict a minimum
    amount of permenate damage equal to triple Ghlas' hardness/DR. Any attacks which deal
    damage below this value are negated and converted into MP. Attacks which successfully
    deal damage only inflict a maximum amount of damage equal to Ghlas' hardness/DR. The
    conversion rate of any failed attack is 1 point of MP per point of damage negated by
    this ability. Severance and Bleakness effects restore triple the amount of MP and
    inflict none of their associated special effects or conditions.

    The Unending - All sources & all types of damage or ability damage generate an equal amount of MP
    to Ghlas regardless of how much would be inflicted or negated. Ghlas is immune to all
    death or Severance conditions, and effects which would erase or suspend it in a condition
    resembling stasis. If terminated by other means within the Garden, as long as any Fates,
    Relicuum, Praeter, Child, House or the Prime World Line of the Three Worlds exist, Ghlas
    is immediately recreated in any state of its choosing and all of the aforementioned forces
    are restored to their intended state if harmed or changed.

    The Source - All magic, spells, Supernatural abilities, spell-like abilities, magic items
    and artifacts created from First or Second World magic do not function within 900 ft of
    Ghlas' manifestation. These items have a 20% chance to begin functioning intermitently every
    1d4 rounds. If they begin functioning, there is a 12% chance that the object works for 1 round
    before shutting off again. As the source for all such energy, these objects become completely
    unreliable in its presence. Ghlas possesses full control over this ability and may choose to
    exclude certain objects or creatures. However, by utilizing this ability Ghlas consumes a small
    portion of items and creature's substance, gaining an amount of MP equal to that creature or item's
    HD, CL or spell level, whichever is highest.

    Beckon Dark Teller
    As Ghlas' manifestations often lack the humanity and civility to understand mortal behavior, it
    created the Tellers as a means of interfacing with those unfaithful or daring mortals who would seek
    an exchanges. The Dark Teller is the most senior of the three Tellers, and is a vastly intelligent
    Unelemental Unraveler (Severist 25/Savant 25/Luckbringer 25/Cleric 100/Oracle 25/Talented Witch 25/
    Edgewalker 25/Arcanist 25/Black Mage 25/Astrologian 25/Nightblade 25/Dark Knight 25/Mesmerist 25/
    Occultist 25/Illusionist 25/Cleric (Bishop/ff) 50/Warpriest 25/Medium 25/Inquisitor 25/Mythic 10 Unelemental CR 200)
    whose sole purpose is tending to Ghlas, managing and distributing her power, and ensuring her infinite cycle of
    power continues. The Dark Teller follows his master's will unerringly, and is freighteningly insightful.
    The Dark Teller holds unshakable faith in Ghlas, his master and god. All other Tellers are a Reflected
    extension of him. As long as he is bound, his divine connection enables him to benefit from any ability
    or boon Ghlas desires at will. Should his connection ever be disrupted, the other Tellers will vanish
    disrupting the exchange of energy thoughout the multiverse.

    While the various death-cults and followers of Ghlas often deal exclusively though their respective priests
    or cult-leaders, the Teller can interface with individual leaders or the most devoute, to manage exchanges on
    her behalf. The Dark Teller, whom dwells exclusively in the Black performs at the beck and call of Ghlas exclusively,
    though he may also prioritize other Third World entities.

    The Dark Hunger
    As a divine entity birthed by the Mother of the First, Ghlas shares its mother's terrible appitite.
    Ghlas possesses a hunger which can never be satisfied, but the pains can be lessened by constantly
    consuming more energy and matter. If Ghlas' hunger is managable its alignment is Lawful-Neutral,
    but if it is starving it becomes hostile and Lawful-Evil.

    Exchange Higher Essence
    Ghlas may choose to exchange rare and unique sources of power such as Memory, Dust or Anima. These
    Resources are extremely precious and provide 1,000, 3,000 and 5,000 MP per point, respectively. With
    more exotic energy or divine energy resources reaching maximum values of 10,000 MP each. Each point is
    valued at a minimum of 3, 9 or 15 HD worth of abilities, or spent to increase their raw HD total when
    exchanged. If exchanged for base HD from the Teller, the trader gains the respective base HD and an
    additional amount of HD equal to 1d3, 1d4, 1d6 or 1d8, as determined by the Teller. Ghlas always often
    gains a 'satisfied' condition for its Dark Hunger after consuming higher essence. The Teller can adjust
    the value of exchanged essence as he deems appropriate, or reasonably profitable, using the rates above
    as his baseline. Though less favored customers may be charged exorbant amounts due to their poor business
    relationship. Additionally, Ghlas can sense any creatures within 5500 miles possessing such essence.

    Brand, The Hunger & Life Unending
    Despite ascending to godhood, Ghlas was once a Relicuum before achieving its destined Fate. As such it
    retains its ability to brand another creature with its seal. This action no longer advances Ghlas' ability
    to achieve its Fate, as the Fate has already been fulfilled. However, it can be used either offensively or
    defensively, as a boon or curse. Ghlas has only utilized its brand in this way since achieving divinity
    three times; Once for Adessa, again for Pau'Lialtilna, and once against Cu'Kool Bhavlala - the nightmare king.
    The Brand of Hunger & Life Unending is inflicted upon a creature as if from a CR 9721 Relicuum Spirit.

    Consume Scorn & Spite
    Ghlas can consume any amount of Scorn or Spite from any number of creatures within 600 ft of itself or
    place of influence. when it does so, it gains 10 MP per point of Spite and 20 MP per point of Scorn. Ghals
    doesn't enjoy eating Scorn or Spite due to the unconfortable digestion period as bound Fates are unwoven
    from the spited creature. Due to this, Ghlas' satisfaction rating does not increase regardless of the amount
    of Spite consumed. As ingesting this energy is unpleasent, Ghlas charges a minimum of 80,000 experience points
    per point of Spite or Scorn consumed.

    Re: Alter Reality
    All Su abilities and SLA's are counted as spells for the purpose of Ghlas' own abilities and potentials. All spells
    and casting abilities Ghlas possesses become Su abilities. Ghlas may use her Alter Reality ability to cast Su abilities
    as a free action during any creature's turn, or choose to use this ability during the previously resolved round. The round
    is re-resolved accordingly, however no other actions besides her own are changed. Ghlas' Alter Reality ability may be used
    in this way to cast a number of spells equal to twice her witch level's. Metamagic abilities she possesses which would alter
    a spell may also alter this potential.


    Origin Pool, Minor
    contractual magic grants the trader an agreed upon number of spell levels to expend per day equal the exchanged HD worth of
    abilities x an agreed upon multiplier (often x3). These spell levels function as both MP, or spell slots or any respective
    casting resource at a 1:1 rate. This enables a caster to tap into this pool to cast a spell without expending any of their
    own personal casting resources. (eg: a spell caster would expend 9 points to cast a 9th level spell, or 9 points for its respective
    MP cost, or 1 point for a spellweave.) This is a universal casting resource which can be used for any spells the caster
    knows, casting at their highest caster level.


    Origin Magic Contract, Lesser
    Similar to an Origin Pool, the caster gains a number of spell levels equal to the HD value worth of abilities
    they have traded for x an agreed upon multiplier. These spell levels enable the caster a limited number of spells
    levels and/or a number of individual spells granted by Ghlas. The caster level of these spells is assigned to the
    individual contract. Thus a contract may allow the casting of a CL18 magic missle, from a first level caster. Unless
    the contract allows for it, the caster cannot modify these spells in any way, and the features of these spells, such
    as metamagic, is determined by the contract. Class abilities and some potentials which are used in conjunction with
    casting a spell, may be used with contracted magic, unless disallowed by the contact. This magic counts as divine casting
    as it is drawn from the Elghin'Mados, and an individual caster many have any number of magical contracts.


    ABILITES--MINOR
    Blessed Trait, Minor - Hard to Kill I
    you do not die until your negative hit points equal your constitution + 4, or your maximum
    negative hit points + 4, Whichever is greater.

    Blessed Trait, Minor - Unfazed I
    Succeed a fortitude save equal to 10 + HD of attacking creature to negate the stunned condition

    Blessed Trait, Minor - Indomitable
    You are not knocked unconscious via negative hit points or while dying.

    Blessed Trait, Minor - Fight After Death I
    If you have died, you gain one free attack. As long as you successfully strike and deal damage to
    the creature who has killed you, your death is delayed to the end of the following round. If the condition
    which caused your death no longer exists (eg: negative hit points) you instead fall unconscious for 1 hour
    per round your death was delayed. This ability only functions for a number of rounds equal to half your HD + 2.
    This ability allows you to persist even from death effects and spells which would leave no remains, but not
    abilities which would erase your existance or remove you from the game.

    Blessed Trait, Minor - Powerful Blows I
    you recieve a +1 bonus to damage rolls per HD you possess

    Blessed Trait, Minor - Powerful Blows II
    you recieve a +2 bonus to damage rolls per HD you possess
    (this bonus replaces the effect of powerful blows I)

    Blessed Trait, Minor - Powerful Blows III
    you recieve a +3 bonus to damage rolls per HD you possess
    (this bonus replaces the effect of powerful blows II)

    Blessed Trait, Minor - Powerful Blows IV
    you recieve a +5 bonus to damage rolls per HD you possess
    (this bonus replaces the effect of powerful blows III)

    Blessed Trait, Minor - Greater Blows I
    the bonus from powerful blows increases by +1

    Blessed Trait, Minor - Guided Strike I
    you recieve a +1 bonus to all attack rolls per HD you possess

    Blessed Trait, Minor - Keen Edge I
    Slashing and piercing weapons have their critical threat range
    increased by 1.

    Blessed Trait, Minor - Keen Edge II
    Slashing and piercing weapons have their critical threat range
    increased by 2. (this bonus replaces the effect of keen edge I)

    Blessed Trait, Minor - Momentum Strike I
    Select one weapon. The critical multiplier of that weapon type
    increases by 1.

    Blessed Trait, Minor - Improved Aptitude
    Increase your Arcane Aptitude score by 2.

    Blessed Trait, Minor - Improved Focus
    Increase the size of your focus pool by 4.

    Blessed Trait, Minor - Improved Spellfocus
    Gain a +4 untyped bonus to Spellfocus checks.

    Blessed Trait, Minor - Grant Spellfocus
    Gain the Spellfocus unique skill

    Blessed Trait, Minor - Grant Arborization
    Gain the Arborization unique skill

    Blessed trait, Minor - Toughen Form
    Increase maximum hit points by 3

    Blessed trait, Minor - Thicken Skin
    Gain natural armor. Increase natural armor by 1

    Blessed trait, Minor - Quicken Evasion
    Gain dodge bonus to AC. Increase highest dodge bonus by 1

    Blessed trait, Minor - Minor Invulnerability
    Gain DR 1/- or Increase DR by 1

    Blessed trait, Minor - Energy Adaptation
    Gain energy resist 5 to one energy time. Or increase an existing
    energy resistence by 5.

    Blessed trait, Minor - Unnatural Healing
    Gain fast healing 1, or increase fast healing by 1

    Blessed trait, Minor - Supernatural Life
    Gain regeneration 1, or increase regeneration by 1

    Blessed trait, Minor - Curse Wound Resist, Minor
    Reduce a single effect of a cursed wound by 1.
    (eg; Bleed 1 is negated, but maximum hit points are still reduced by other effects.)

    Blessed trait, Minor - Corruption Resist
    Reduce the DCs of corruption effects influencing you by 2

    Blessed trait, Minor - Faster Steps
    Increase base land speed by 5

    Blessed trait, Minor - gravatational distortion, minor
    float up to 5ft above the ground for up to 5 rounds per day. Duration
    is increased each time this trait is gained.

    Blessed trait, Minor - absorb shock
    extend safe falling distance by 10ft. this effect stacks with itself and
    other sources. (eg: you can fall from 10ft without suffering damage.)

    Blessed trait, Minor - Absorb Impact
    Gain 10 temporary hit points which are recovered each day. These hit points
    can only be used when suffering bludgeoning damage.

    Blessed trait, Minor - Chase Lesser Fate
    Roll 2d20 and withold the results. You may use these rolls within the next 8 hours
    to replace the results of a roll you have made. This ability may only be used 1/day

    Blessed trait, Minor - Lifessence Ward
    You may negate 3 points of damage you would suffer, but age 1 year in exchange.
    You may only age a number of years equal to twice your HD per day

    Blessed trait, Minor - Circle Magic: Invoke the First Circle
    If you have both hands free, or are using a wand or staff, you make take a full round action to
    draw a powerful magic circle in the air. This circle is stationary, and remains in effect only
    for as long as the caster does not move, or until after a number of rounds equal to half the mage's
    caster level (minimum 1). While the circle is invoked, the magician may spend a move action to cast
    spells through his circle, granting them the benefits of the maximize and still spell metamagic feats
    without adjusting his spell's level, or he may cast First Circle spells.

    Blessed trait, Minor - Circle Magic: First Circle - Mana Focus
    As a move action the magician may spend 1 point of MP to increase the DC of the next circle-cast spell by 2,
    and may spend 1 point of focus to increase the damage of their next circle-cast spell by 1d6. The caster may
    spend a number of move actions equal to half their HD to stack this effect.

    Blessed trait, Minor - First Circle Spell - Crystal Lance, Lesser
    As a standard action you can manifest this spell within a Circle of at least first-tier. In doing so you create a
    massive blue spear of sculpted magical ice and glass. The magical lance hovers in the air before you, but the spell
    is cancled should your circle be lost. As another standard action you may fire the lance in a 120 ft line. All creatures in this line must attempt a reflex save or be slowed,
    but regardless of the result suffer 3d4 points of cold and piercing damage per caster level. This damage ignores 10 points
    of hardness and 10 points of damage reduction.

    Blessed trait, Minor - First Circle Spell - Lifeflame Invocation, Minor
    As a standard action the caster summons the embers of his Lifeflame, sacrificing any amount of hit points or temporary hit
    points he possesses. The flame grows in size based on the number of hit points he expends. This fire sheds light as a candle
    with 5 sacrificed hp, as a lantern with 15 hit points,



    Blessed Trait, Minor - Minor Origin Barrier, Hardened Mind
    While your focus barrier is active, you possess the ability to fight off magical effects
    simply with your mental fortitude. When you would be under the effect of a hostile spell,
    or one you would deem harmful (after failing a save, or no save), you may choose to make a
    unique will save. This saves requires you roll 1d8 + 1/2 your will save modifier. If the
    result exceeds the DC of the spell that would effect you, you instead resist its effects.
    Other creatures are affected normally. This effect may even be used against spells which
    allow no save or spell resistence.


    Blessed Trait, Minor - Fencing Agility I
    You can deflect one melee attack each round, but only from creatures
    who rolled a lower initiative. This ability can only be used while one
    hand is free, or while wielding a weapon with two-hands.

    Blessed Trait, Minor - Fencing Agility II
    You can deflect one melee attack and one ranged attack each round, but only
    from creatures who rolled a lower initiative. This ability can only be used
    while one hand is free, or while wielding a weapon with two-hands. (this ability
    replaces the effect of Fencing Agility I)

    Blessed Trait, Minor - Fencing Agility III
    You can deflect one melee attack, one ranged attack and one targeted spell requiring
    and attack roll each round, but only from creatures who rolled a lower initiative.
    This ability can only be used while one hand is free, or while wielding a weapon with
    two-hands. (this ability replaces the effect of Fencing Agility II)

    Blessed Trait, Minor - Fencing Agility IV
    When you successfully deflect an attack, you may take a free 5-ft step.

    Blessed Trait, Minor - Fencing Agility V
    When you successfully deflect an attack, you may take a free 10-ft step.
    If the attacking creature is within reach at the end of your round, you
    may repoist with a nimble cut, inflicting 1 point of bleed,fortitude
    negates (DC 10 + ininitative modifier + dexterity modifier)
    (this ability replaces the effect of Fencing Agility IV)


    Blessed Trait, Minor - Beckon Dust I
    Choose a specific weapon, or natural weapon you possess. When a
    creature is slain with this weapon, you recieve 1 aethric dust
    for every 5 experience points it possessed. The dust is bound
    to the respective weapon, or item and can be lost or stolen. The
    dust is automatically drawn into the weapon, if the enemy's remains
    are within 25 ft.

    Blessed Trait, Minor - Minor Origin Ward I
    A small bubble of near-invisible force surrounds you. This ward grants
    you a +2 stacking divine bonus to your AC and saves. When attempting a
    save or forced check to resist and effect, roll twice and take the better
    result. This shield possesses 20 temporary hit points which are deducted
    before damage can be directly applied to the protected creature. When
    the ward's temp hit points are expended, all effects granted by it are
    supressed until it recovers at least one-fourth of its total hit point
    value (min 5). Wards cannot be healed with magic, and recover at a rate
    of 1 hit point per hour. Origin Wards can be stacked with other Origin Wards
    to created a layered effect, but only one Ward is active at any one time.
    When the outtermost Ward fails, the next one automatically becomes active.

    Blessed Trait, Minor - Soldify Ego I
    You may always attempt stability checks. You only risk stability break
    after a number of failures equal to your HD + 4. You recieve a +4 circumstance
    bonus to all stability checks.

    Blessed Trait, Minor - Resistance I
    You gain a +4 bonus to all saves.

    Blessed Trait, Minor - Shield Essence
    You gain a save versus any effect which would reduce, steal, sacrifice, destroy or
    damage your essence (which includes, but is not limited to, HD or experience points).
    If you were already allowed a save versus this effect, or you do not have the required
    skill or ability to resist, you gain a secondary save. The DC of saves made with this ability is
    either equal to the original DC, or 10 + targets HD/CL + applicable modifiers.

    Blessed Trait, Minor - Healthy
    you recieve a +1 bonus to fortitude saves per HD you possess.

    Blessed Trait, Minor - Mediocre Reflex
    Take 10 on any reflex save.

    Blessed Trait, Minor - Mediocre Will
    Take 10 on any will save.

    Blessed Trait, Minor - Refine Body I
    Increase size category of all HD to 1d10

    Blessed Trait, Minor - Refine Body II
    Increase size category of all HD to 1d12

    Blessed Trait, Minor - Refine Body III
    Increase size category of all HD to 1d20

    Blessed Trait, Minor - Poison Mastery: Expert Handling
    You can coat a tool, weapon or device with a single dose of poison as a swift action. There is no risk
    of poisoning yourself. Your skilled recipies add 1d6 points of untyped damage to the effects of any dose
    you apply.



    ABILITIES - LESSER

    Blessed Trait, Lesser - Poison Mastery: Sinister Concotion
    Your secret poison recipies bypass immunites, but your target doesn't know it. Your can reblend all the
    doses of poison in vial with one minute of work, to create your own special variant. Your variant poison
    ignores forms of poison immunity not granted by potentials. There is a 85% chance that the poison's effect
    is symptomless, imparting no evident negative effects. Thus, the target and other creatures cannot detect
    the poison within the host without magical means. The remaining 15% causes the poison to function normally,
    harming the creature and potentially revealing the toxin. Due to the irregular frequency of its effect though
    the DC to identify the cause of harm as a poison increases by 10. For each time a 'symptomless' effect would
    be inflicted, all harmful results are delayed until until the poison's duration is completed, or after a set
    amount of time (assassin's choice, but this choice must be made while blending his poison). If set to take effect
    after a pre-determined period, the assassin chooses 10, 20 or 30 rounds. After the poison has ended its duration
    all delayed effects are totaled together and inflicted to the target at once.


    rESISTENCE

    Glance The Blow
    If you are successfully struck by a melee, ranged attack, or spell which required an attack roll,
    attempt a reflex save equal to the attack roll result. Upon success you reduce the
    damage you would suffer by 10.

    Snapcaster
    The Witch's rigorous training has enabled her to develope a casting technique which allows for
    the unleashing of a spell with a snap of her fingers. The Witch gains an Accelerated Arcane pool
    with a number of points equal to 1 + 1 per 4 points of intelligence she possesses. At the beginning
    of each day the Witch must select a number of spells equal to 1/4th her HD to assign to this skill.
    By spending a number of Accelerated Arcane points equal to the spell level of an assigned spell, she
    may cast the spell as an immediate action which does not expend her swift action during the next round.
    The Witch may alternatively swap an assigned spell by paying an MP cost equal to four-times the spell
    level of the new spell she wishes to assign.


    Manifest Aspect of Solace I
    A divine, holy or purifying weapon can be used as a medium to manifest the aspect of the Blade of Solace.
    When done, the transparant form of the large two handed blade of starlight forms around the edge of the
    weapon. The wielder may strike at his opponents gaining a +20 bonus to attack and damage rolls against corrupt
    and evil-aligned creatures. If the creature is neither, the weapon passes harmlessly through the target.
    Creatures whom are evil, corrupt, or burdened by terrible grief and remorse (including most forms of common
    undead) which take any amount of damage must succeed a fortitude save (DC 10 + HD + Charisma modifier) or
    be destroyed utterly. While the aspect may be manifested or dismissed freely, the weapon may only impart its
    effect to an attack once per day. If the weapon is used to attack an innocent, its use per day is expended.


    ABILITIES - Major
    Sempiternal Spell (Epic, Metamagic)
    Spell level +200

    1d1000 copies of spell. can cast at once, or may automatically cast a number of available casts each round
    or automatically cast a number of available casts during other creature's actions - as if were immediate.


    Spellbending (Second World, Metamagic)
    as an immediate action sacrifice a spellbending spell when a spell is being cast and make a counterspell
    attempt. A spellbending spell always counts as an appropriate spell to perform a counterspell. Your
    counterspell attempt gains a circumstance bonus equal to the spell level of the sacrificed spellbending
    spell. Upon failure, the targeted spell effects a target or area other than you normally. However, if the
    attempt succeeds, you gain control of the targeted spell and may choose new targets for it. A spell with a
    range of self may be directed at any creature within 50 ft per spell level of the spellbending spell, otherwise
    the maximum distance of targets for the controlled spell is 200 ft per spell level.


    second world, metamagic
    negate all damage your spell could potentially inflict to all individual targets within the effected area.
    Ignoring any immunities, resistences, forms of damage reduction, spell resistence or other defensive abilities
    which would apply if the spell actually did resolve successfully against the target and total the result of the
    damage negated in this way. If this number would equal or exceed the target's current hit points, including sources
    of additional or temporary hit points, the target is diverged down one existential phase.


    veilshape, metamagic
    give spell weapon properties. count as longsword, spear, shuriken, arrow



    metamagic ---
    --combine 2 Su abilities into the effects of a spell
    Last edited by Mornings; 2022-08-21 at 02:48 AM.

  8. - Top - End - #98
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    Default Re: Pale Departure: That Which Whispers OOC

    Ceremonial Dawnlance
    Not all weapons were made of steel and iron, just as it was during the late era of King Eodred Arabasti I's reign. The most fearsome and deathly weapon of them all, was an idea. The idea of a true sovereign state, free of the tyranny and devil-worship of mad Cheliaxian-dogs, free from the belittlement of an over-decadent Babylon born of a failed empire. True and and untethered freedom from all the degenerate and dissolute decay of seven-centuries of decline. A pure and wholesome state, where the rot could be cleansed and new beginnings could be fashioned. It was an idea called Separatism, and it spread like wildfire during the year AR 4631 by Ilsur and the faithful of Aroden. Between the disparity in class and wealth, the friction of a social apartheid planted the seed of rebellion in the minds of many. Change, the state shifted in tumultuous rifts already struggling to adapt as a fledging sovereignty and an uprising could not be allowed. The crown dealt with open hand, and closed fist, providing for the people but mercilessly persecuting any apostates who rose up in protest. True Separatists embraced by the cause vowed to rise up in rebellion and cast down the Crimson Throne with Ilsur and his glorious knights. They were given unique blades of silver which represented this eternal vow to free Korvosa. The Ilsurian Rebellion never happened, but the message was clear and sent tremors of fear through the ruling echelons of the state til this day. It was a crisis narrowly avoided, but a threat which lingers still. Most Pureblades would be seized and destroyed over the course of the 80 years that would follow, but their iconic depictions would cultivate a cultural legend of political unrest.

    A long-bladed fighting dagger averaging 17'' in length with a straight robust double-bladed edge attached to a strong central hilt. The wielder's hand is covered by a series of two intricately woven reversed D-Rings which both protect the wielder and allow him to deliver powerful punches and jabs with crushing efficiency. The blades require a degree of training, and function identically to Starknives, having no describable front or back. A trained wielder fights with alternating forward and reversed grip techniques, accompanied by various defensive and offensive striking patters. Original Paleblades existed as a set, indented to be used for scaling walls and pinning doors open to pave Ilsur's way to the throne-room. The thin profile and light body make the weapons exceptionally easy to hide from sight.


    Dmg: (M) 1d2; Critical: ×2; Type: (B or S) Range: 20ft Special: Reach, Disarm, Tool



    One-handed +2
    Martial Weapon DP +5
    Additional Points DP +2 (+30gp)
    TOTAL:9/9

    Bludgeoning Damage (0 DP)
    Additional Damage Type, Slashing (1 DP)
    Aerodynamic (1 DP) - 10ft
    Expanded Range Increment (1 DP) - 20ft
    Lesser Damage (–1 DP) - 1d2
    Finesse (3 DP)
    Weapon Feature (Reach) (1 DP)
    Weapon Feature (Disarm) (3 DP)
    Tool (DP0) (Piton)

  9. - Top - End - #99
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: willow prt 2
    Show

    The Scorned - Regina Carnem, Machari, Miryks
    [Willowbrook Sanitarium]


    The dim lights danced and twitched in the twisted deep red haze. The screams in the distance were like a soft whisper next to the cacophonous rocking echo of Ryott's scream that came thundering through the hall and into their reality. It sent each of them crashing back into their bodies from that suspended space where they were drowned beneath the weight of a nothingness which consumed all they were. They couldn't see, not because it was dark, no it was brighter than it had ever been... The screen of black smoke swept into every empty space and clouded the air with a billowing angry black nimbus of ash.

    The smog stung his eyes, as he blinked and turned his head. He moved. It was a reflexive gesture he had imagined and envisioned so many times before, but his body physically responded in turn. The visions of the lights set to spinning in their dancing whirling waltz. He didn't know when, he didn't know how.... but the fires had begun their march into the cell halls. From her far cell, Regina could feel the mounting heat beginning to raise as the flames churned and climbed the walls. She could feel her body loosen and a flinch in her palm. The paralyzing grip of the curse had lessened... Machari couldn't see others in the cells any longer from across her own. Even the Hanging-Man was gone, but she wasn't alone. There were others. The snap and crackle of flames sounded with the muttering of the familiar choir of voices. The clack of a footstep. Someone walked....

    The boot paused in front of Miryks' cell, as if stopping to assess what it saw, but celestial-blooded man couldn't lift his head further to look at the one who looked at him. The man turned away and moved to the next cell. This time he crouched, taking a knee to look at Machari. His voice was barely a whisper and sounded with an airy-gasping wheezing sound, like a man who had his throat cut, "....Hm, no. Not this one either." She couldn't see his face, but there were no parts of his skin which were uncovered. The man was wrapped in ancient dark cloth from fingers to toes, like a mummy. His robes were strange and exotic, from some far-away land. The scarves draped around him were rotten and torn, his boots shown an even more weathered condition. The sludge of the halls dripped from him, as if he had remained for some time. He rose curtly and motioned to the last cell.

    The man stopped again, this time he sharply whispered down the hall to someone, "Matik! Matik, I found her!" A swift and heavy movement shook the floor from something approaching in the distance. The dull repetitive thud rung over and over again, growing louder with each passing moment. The smell had been the first thing Miryks noticed, the smell of burning corpses... Then came the rest. The explosive on sparks into his cell forced him to briefly close his eyes as the massive block of burning steel swept by in the blooming clouds of ash. The light into Machari's cell was blotted out by the great looming shadow of the blazing mountain of molten metal and fire that passed. It stopped abruptly in front of the woman's cell, as rigid as some unliving doll.

    It was like a walking machine of war, or perhaps an elemental of flame encased in a sheath of metal. The massive creature towered above the strange man, easily double his height. Clearing eight-feet above the ground the massive man was no man at all. Plates of thick metal heated sheets were riveted together and fused to its body, which appeared to be nothing more than an intense roaring flame. Its eyes were little more than two burning beacons behind the shadow of its great helm, and its hand, larger than a man's skull. A veil of ash and smoke poured out from the cracks in its suit of steel as if the armor were simply unable to contain him. "You said your niece had red hair, no? An uncommon feature... So is it her, or not?" The titan of flame turned its whole upper body to look at the man below, as if unable to turn its actual head, then turned back to look at the woman in the cell. There was a moment of silence, then it spoke. It's voice was like the roar of a blazing forge, and his tongue was fire, "I do not know. I have not seen her since she was an infant-child." The great flaming knight pointed down at Regina with a great gauntleted hand. "I seek a woman red-of-hair, of House Artel. Mayli, my sister's daughter. Is this you, or have you met such a woman?"

    The other man seemed bothered by the whole exchange, "Even if she's unrelated, we cannot simply leave them all to burn. We should cut them loose and try another Sector. We can't waste too much time while the Point is volatile like this, or it will make our exit that much more challenging." A small gout of flame sprung forth from the burning knight's helm, as if he scoffed at the man's words. "I fear no challenge! Nor should you. You have survived countless foray's into these wretched lands, have you not?" The man's hand twitched slightly as if barely able to contain his irritation, but he did remarkably well, "Forgiving me, perhaps you received that rather.... literally. What I mean to say is that it may become physically impossible to escape. The proverbial 'challenge' for me becomes determining how long we have until that becomes our state." The knights bluster was considerably lessened as his hand slowly fell back down to his side, "O-Oh... Well, how long do we have then?" The mysterious man turned about in a full circle, surveying the area in their immediate proximity, despite it being drowned out in smog. "Mmm... An hour... less. We need to leave to a new Sector immediately while this one is still stable."

    The great knight of flame nodded sternly, but turned back to Regina's cell, "...But first, your answer."

    Spoiler: Point: 323 - Willowbrook Sanitarium, F3B (About Tainted Lands)
    Show

    Tainted Lands are incredibly complex and foreign realms which are often guised as places once familiar. Each tainted region is individually unique and carries with it its own risks, rules, threats and worldly hazards. Many things cannot function, work differently, or can lead to reality crushing results that make survival for most creatures delving into their reaches an impossibility. Site Investigators often travel with groups of Harriers or Gales for long extended periods conducting a through survey of each corrupted-site, known as a 'Point'. These reports are used by various venturing companies to conduct expeditions, known as 'Dives', into the tainted lands. Points are always geographically divided into many areas known as 'Sectors' by Site Investigators. Sectors within a Point mark areas where the rules of the other areas which have been surveyed dramatically differ, be that the laws of nature or magic, or even stranger changes they cannot understand.

    Common rules which Gales are familiar include such things as; violent reactions to non-grounded magics, reactions to supernatural energies and abilities, reactions to specific materials, reactions to unstabilized magical creatures and creatures capable of withholding or generating energy, and items or persons keyed to a particular influence.

    Fortunately there were not very many public users of magics due to the general fear and suspicion associated with the practice, and thus even less individuals with such talents that traveled into the tainted regions. Magic was an inherently suicidal thing to employ in such places without a remarkable understanding of the Point and all features of the rules which governed the Sector currently being occupied. Everything in a spell from the time it took to produce, to the school, effect, number of targets and even the manner in which the spell functioned were all individuals factors which could set off a dimensional-explosion and throw an entire team of unwitting mercenaries through a hole into Abadon; or worse. There was always worse, they just hadn't learned what that was yet, that was the first lesson tainted lands had to teach the fools which dared brave its depths. Wizards and magicians were generally less welcome by companies that ventured to such places, than they were by the general public. Unless the magician in question specialized in using his or her magic in such places, and possessed a record to back it, not even a fool would bring one along. There existed unique items called 'Grounds' which restrained and processed a magician's magic making it generally safe to use, but they were immensely expensive and built for each individual mage. Yet, more vexing was the matter than a single magician would often need multiple Grounds as no single device was assured to provide every protection for every circumstance. Nor were they permanent fixtures, like filters, they eventually spoiled and failed. At least the ones commercially available. The device's creator, the genius inventor Denil Demn could produce Grounds which would self-cleanse and restore themselves with time, but acquiring a commission from the man was a nightmare. If not because of the competition attempting to do the same, than because the craftsman was notoriously difficult to reach.

    The degree of influence upon supernatural powers varied wildly, but was based on the level of corruption the tainted region possessed. In some of the worst places there were documented cases of Gales detonating in a bloody mess from simply employing internal forces to accelerate their speed and agility. Much like a monastic practitioner of martial arts, many Harriers preferred to learn to hone inner energies to aid themselves in conflict while Diving, but even this was not completely safe. During 'Deep Dives' companies outfitted their members with various equipment to maintain internal stability, but this was not something exclusive to the most foul of places. If the rules of a Sector were particularly twisted, it was possible to experience those same hazards without venturing into the belly of the beast.

    Some materials or creatures didn't react well in tainted regions. The places were often so alien and foreign that not even animals could enter. Sometimes it wasn't just animals, it could be steel, or wood. Maybe iron. No one would know what all, if any may have been effected until a Site Investigator ran their exhaustive tests. Some of the most strange of places caused unnatural phenomena from things associated with a particular thing. Perhaps a cleric's symbol, or a deity's favored weapon, maybe the pages of a book. It was as if the world were possessed by some malicious spirit that remembered only the things related to what had wronged it. None of these places were necessarily good to ever venture, many Gales never bothered. Even putting the twisted spaces of reality aside, the Veilbeasts and other horrors were enough to convince any sane man to keep his distance. Veilplague had become nearly non-existent, but the corruption and curses which could be afflicted were a horrendous burden. If a man were blighted, he could not be allowed into a town or city. It was all one could do to simply pray that a green witch or other healing pariah might be able to mend them, as civil men would have no choice but to quarantine or kill the infected. There simply were no known cures for most maladies, at least not in the hands of the peoples at large. For most, death was assured.


    Point: 323, F3B: Sector 1B - Regional Effects
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????
    ✦ ???????????????


    Spoiler: Reclaiming the Flesh
    Show

    Your body has been broken and cursed, stealing from you the ability to move or even impart life into those things tied to your existence.

    ⭍ [Helpless] You are helpless. Your movement speed for all forms of travel is reduced to 0. Autonomous actions which could be performed by sentient/independent creatures and sources cannot be performed. Familiars and bound creatures are considered to be afflicted with the the death-condition until this status is removed. You may speak in a horse-whisper, requiring a DC10 perception check to be heard.

    ⯎ [Taking Control] Once per round you may attempt a DC20 will save. Each round you are unsuccessful the DC decreases by 1. Upon success you recover 1d4 x 5 feet of movement to your base land speed. Upon regaining 5ft of speed, the helpless-condition is removed and you become dazed.

    ⯎ [ Recovery] Once per round you may attempt a DC20 fortitude save. Each round you are unsuccessful the DC decreases by 1. Upon success the DC for this save resets to 20 and the dazed-condition is removed. You become staggered for 1d3 rounds. You may continue to attempt fortitude saves each round normally to end this condition early.

    ⯎ [Taking Up Arms] You are still donned in your armor, but all of your possessions are scattered about your cell. Objects where were stored inside a bag or other container remain in storage, while other objects are loosely strewn about, requiring attention to gather and rearm yourself.


    Spoiler: Breaking Free
    Show

    The thick bars enclosing you into your 10-ft cell are still stout despite the time and decay which have weathered them. Locks can be picked, and hard blows struck; find any means of escape you are able and release yourself from your cell.



    Main Quest: The Fires of Willowbrook, Part 1
    Long ago the Auspex had spoken of the four years which had come and gone from behind the bars of their cages. It was impossible to know just how long it had been since then, but if there was any lesson to be had in all of it, it was that 'time was meaningless'. Strength had begun to return to them. The future was their own to command if they could just wrest it free from the dead-hands of the hell named 'Willowbrook'. That was what they had to keep telling themselves. They said it over and over again until it became truth, the only truth that mattered. It had to be that way, because if they allowed themselves to slip, they would be faced with the terror of another reality too horrible to defeat. Then the 'nothing' which loomed above them like the executioner's axe, would fall. Then they too would join it; and this time, there would be no return.
    Difficulty: Moderate | Status: On-going | Profit: Unknown| Time: 49 Minutes
    Primary Objective (1): Flee Sector 1B
    Primary Objective (2): Escape Willowbrook Sanitarium



    Last edited by Mornings; 2019-03-16 at 08:06 PM.

  10. - Top - End - #100
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Prologue To The End, draft big 16
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    Pathfinder

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?

    Golarion, AR 4707.
    This is a sandbox, an incredibly massive sandbox. While combat in general is extremely lethal (1 death, and 2 near-deaths) it isn't necessarily frequent. With 13 pages and running, there has only been 3 true encounters. Though make a mental note that every single one of these encounters, while typically optional, has left at least 1 player dead or near-dead per fight (which is basically 100% chance of pain and suffering). The lethality doesn't just extend to the players, since the Long Night wounds have become more difficult to heal, and weapons made even more deadly. People will attempt to avoid combat when possible, and those that do have a mind for a fight don't typically engage with shield and sword. Battle has evolved into a ranged affair, while those who still brave the changed world with steel are either fools, or belong to the professional mercenary troupes known as Harriers, who favor blitz tactics.

    Quests are the primary method of leveling, while combat does not grant experience points. Instead experience is awarded by roleplaying but isn't benefited from until 6th level (more on this can be found in the houserules, but isn't that important right now). Players do not need to follow, accept, or complete acquired quests - in fact, it is not feasible to expect every quest is possible to complete, as some quests may be opposing, thereby becoming restricted by accepting another or meeting various conditions. Players are free to make their own decisions and pursue their own interests; though while cursed, some limitations may exist until freed. As long as PCs don't get pulled into the chaos around them, you'll have as much down-time as you want to take. Similarly, while the PCs currently start as a group, it is not assumed that they will always remain that way. Players could choose to go their own way, or may become separated - though players stand the best chance of completing the main quest by allying themselves with as many PCs as possible. Regardless, characters can choose to live and do what suites them with no obligation to pursue quests - though while cursed, some liberties are restricted. Removing the curse may want to be player's first priority.



    ⬨ High Technology
    (While rare, it does exist. Players may purchase technological equipment at 50% the listed cost.)
    ⬨ Firearm Setting: Commonplace Firearms
    (Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Players may purchase Advanced Firearms at cost, no price reduction for firearm setting is applied to these weapons. Early and Advanced firearms are martial weapons and otherwise function as normal according to the Commonplace Firearms Setting rules. For details regarding the new Modern Firearms see section 7 below.)
    ⬨ Long Years
    (The game takes place over longer periods of time, often measured in months or years. Characters will get older and wiser as they progress throughout their life. Children won't stay children, men may become fathers & women, mothers. The greatest challenges our hero's face may be in retiring and raising a family.)
    ⬨ Mythic
    (The Long Night was only the beginning. Men and women the world over have begun to rally at your side to prepare for the 'destined end'. Some hero's hailing from even further than you can even imagine. Together, in the late years of your life, you will stand to defend the world from unspeakable horrors echoing through time.)
    ⬨ Generations
    (Characters get old and perhaps eventually die. There comes a time to pass the torch to a new generation of heros; your sons and daughters will inherit your legacy.)



    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    3-5
    This isn't a re-recruitment - I'm adding an entirely new party to this sandbox, unrelated to previous or current players. With that in mind, I'm not restricting anyone from applying with a new PC, be they old or new players (though I'd prefer not to have players with 2 character's, so new applicants will have precedence.)

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS. Character sheets will be created via Mythweavers.

    5. What is the characters' starting status (i.e. experience level)?
    4th Level
    You weren't bad in your heyday, but you were never the best either. After 4 years in the can, your old skills have been left to rust but new powers have also been brought to life from the cursed magic tainting your flesh.


    You begin with Scorned Abilities, make sure you don't forget to take these during creation.

    6. How much gold or other starting funds will the characters begin with?
    17,000gp
    You might have been captured by the Club and sold to the Inquisition, but at the very least you weren't a poor man. You'd done some odd jobs, some dirty jobs, and some bloody work. At the very least no one could say the Club didn't pay well. Maybe you had enough, maybe you said 'no' to an offer you couldn't refuse, or you screwed up for the last time. Either way, you earned the ire of someone you shouldn't have pissed off, and they nailed you. Nailed you hard. At the very least there was some honor among killers, and they left you what you had earned. After all, you might have been exiled and sold, but the Scorned did frequently earn back their freedom, eventually... It was a lesson hard learned, but one you wouldn't soon forget.


    Note: If you're planning on gallivanting about in the Tainted Lands, which will typically be very close quarters, avoid pets and mounts, or anything that can't fit through a 5ft hole or plummet down a subterranean shaft without dying. Familiars and small sized creatures could be useful, at least for setting off traps, and general dungeneering utility, but don't get too emotionally attached with the inevitable bear trap sitting around to chop-up Mr. Fluffymittens. Pets and mounts are only practical in large open spaces, but players assume the risk if they get shot out some interdimensional-hole 400 years into the future and your favorite horse ends up getting left behind (stranger things have happened).

    Plan accordingly, you will burn/freeze or starve to death if you journey unprepared.
    Plan for some rough patches throughout your travels and bring a first aid kit.

    ⬨ Partially Charged wands are fine
    ⬨ Pre-game crafting is a go (There will be plenty of time for crafting if you make time for yourself. Feel free to be crafting focused.)

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    There will be crap loads of skill checks, putting the heavy lumbering plate-clad warriors in tough positions if you can't reduce your ACP. Most combatants value the highest quality armor they can afford without sacrificing their mobility. Running, jumping, swimming and squeezing through tight spaces is regular duty for those exploring the Tainted Land. Often it is the difference between life and death. Environmental hazards will be extremely perilous and common - plan accordingly, but don't skimp on your personal defense.

    Generally all 1PP material (Paizo) is good to go, but if it hasn't been uploaded to the SRD or Archives you'll need to pm the source to me so I can review it (yes, the whole damn document, not just the name of a book.)
    I'm open to accepting Pre-Core Paizo sources with the accompanying referenced source. So if you have that special thing you want from Dragon Issue# 186 that you really love, shoot it over to me and I'll give final approval.

    Note: Feel free to play whatever weird whacky races you want, but keeping it generally mortal is a good rule-of-thumb. If you have some 'special thing' you're interested in playing, send it over to me so I can review it.

    3PP from the following publishers is a go: (Make sure you annotate if any of these sources are used on your sheet & what you've taken)
    ⬨ Dreamscarred Press (*clears throat* Aegis is banned - I'll add an evil laugh later. Everything else on the PFSRD for DSP is good to go.)
    Spheres of (Power/Might) (DDS): Don't get too nuts.You're working with what's listed on the wiki. Obviously spherecasting classes are all fine, as are Spheres of Might classes. Conventional Vancian magic is still the default here boys, you're just a very unique magic slinger using methods others will likely be very unfamiliar with. This similarly extends to the unique martial practices of SoM, most warriors will view your techniques as completely foreign. These combat techniques will not be associated with any common regional practice or trade thematically. You're just plain weird. It'll be up to you to explain how you happened to come upon these unique teachings and who taught them to you. It'll give you something fun to think about that makes you unique.
    ⬨ Necromancers of the Northwest
    ⬨ Deep Magic (Spells)
    ⬨ The Book of Forbidden Magic (Spells)
    ⬨ Monte Cook's Arcana Evolved (Spell Templates/Runes of Energy & applicable feats)
    ⬨ Monte Cook's Arcana Evolved: Spell Treasury (Spells)
    ⬨ Ultimate Composition
    MC Expanded Archetypes
    Expanded Feats List -----
    Expanded Weapons List (SRD)
    FFD20 SRD: (All content is approved. Freelancer may be multiclassed)
    BoMT: Paleblade Assassin

    ⬨ New Exotic Equipment (See here)

    ((Modern Weapons: Firearms)): Ruins weren't the only thing beginning to appear, alongside them were strangers from an unknown land called 'Offworlders'. Their weapons and technology were far superior to your own, but still less advanced than the ancient technological marvels left behind from a bygone age. Modern Weapons are exotic and require the Exotic Weapon Proficiency (Modern Weapons) feat to use effectively. Modern weapons are not included under Exotic Weapon Proficiency (Firearms) nor the default class weapon proficiency 'all firearms', such as that granted to the Gunslinger. Due to their otherworldly design and nature, Modern Weapon proficiency must be specifically acquired via feat or similar means. These weapons and their ammunition are worth 3.55x their listed costs ($ is equal to a value in gp), but valued at a far greater price on the market. Neither of which may be crafted. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted. A number of unique unlisted ammunition types exist for these weapons. Due to the cost and difficulty in keeping them loaded, these weapons are only used during the most dire of circumstances.



    ⬨ Other 3pp by request: If I veto your request move on. This isn't a conversation, you'll get a 'go for it' or a 'naw'. I own a metric crap ton of 3pp books so it should be a rather prompt response, however I still require you provide an accessible source. If its something I'm not familiar with I'll give it a good look and get back to you.

    ⬨ Templates may be approved by request
    ⬨ Race Builder may be approved by request (RP value may very by request)
    ⬨ No Homebrew (exceptions may be made if the material is of exceptional quality, but don't hold your breath)


    The following swaps for Trap Finding may be taken. Additionally you may request to swap other class abilities from any class to take one of those abilities listed below, however you must still meet any prerequisites they may have (eg: if the ability uses sneak attack, you must have sneak attack). If you wish to exchange an ability for one not listed, I may approve it. No harm in asking. The purpose is to help you create the characters you want to play, but don't assume every request is going to get the green light.
    Spoiler: Pre-Approved Alterations (Swaps for Trap Finding)
    Show

    The Trap Finding Class Feature may be swapped for one of the following:

    Black Marketeer (Ex): You add
    half your level to Appraise checks made
    to determine the value of a common item
    (minimum +1). You also add your level to
    the percentage of an item’s value you receive
    when you sell it (normally you sell items for
    50% of their value), and reduce the price you
    pay for things by a percentage equal to your
    level.

    Chink in the Armor (Ex): Once per
    day, when you successfully strike with a
    sneak attack but the extra damage is negated
    (such as by armor with fortification), as a
    swift action you may deal half the additional
    dice of damage (round up) anyway. You may
    do this twice per day at 8th level, and three
    times per day at 16th level.

    Climb Walls (Ex): You add one-third
    of your level to Climb checks (minimum +1).
    You only need one hand free to climb, and
    you do not lose your Dexterity bonus to AC
    while climbing.

    Harass (Ex): When you successfully hit
    a target with a sneak attack, you may choose
    to deal fewer dice of sneak attack damage. For
    each die of damage you forgo, you place the
    target at a -1 penalty to one of the following
    categories: attack rolls, CMB checks, ability
    checks, concentration checks, or skill checks.
    This penalty ends at the beginning of your
    next turn.

    Hoodwink (Ex): You add half your rogue level to Bluff checks made to convince
    a target you are telling the truth (minimum +1). You may also make a Bluff check to form
    denials into phrases that are technically true, though misleading. If you are trying to avoid
    magical detection of a lie, the DC of your Bluff check is equal to the spell’s saving throw
    +10. If you are trying to leave the impression you denied having done something without
    actually denying it, the Bluff DC is +5 higher than the DC of a Bluff to believably deny it outright.


    Ki Pool (Su): You have a ki pool equal
    to a ninja of your rogue level, and you may
    use your ki pool for the same things a ninja
    does. At 1st level you have no points in your
    ki pool, but treat all Acrobatics checks made
    to jump as if you had a running start.

    Pick Your Way (Ex): You add half
    your level to Acrobatics checks made to avoid
    taking attacks of opportunity when leaving a
    threatened space. You do not treat crowds as
    difficult terrain.

    Poison Use (Ex): You are trained in the
    use of poison, and cannot accidentally poison
    yourself when applying poison to a weapon.

    Trapmaker (Ex): You add half your
    level to your Craft (trapmaking) checks, and
    to the DC of Perception checks required to
    spot traps you make (minimum +1). At 4th
    level you may take the Learn Ranger Trap feat
    (see Ultimate Magic) as a rogue talent without
    meeting its prerequisites. You treat your
    rogue levels as ranger levels for purposes of
    this feat and all ranger traps. You may spend
    additional talents to learn +2 ranger traps per
    talent spent.

    Turn the Knife (Ex): When you
    successfully sneak attack a target that is
    denied its Dexterity bonus to AC, you deal
    +1 hp of damage per sneak attack die.
    Street Tough (Ex): You are proficient
    in all martial weapons.

    Sacrificial Blow (Ex): Once per day
    you may add half your sneak attack dice as
    damage (minimum +1d6) to a melee attack
    that does not normally qualify to be a sneak
    attack. Doing this leaves you exposed (as you
    reach to strike a foe’s vulnerable zones despite
    his guard being up), and you provoke attacks
    of opportunity from threatening creatures.
    You may do this twice per day at 8th level,
    and three times per day at 16th level.


    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Non-monstrous races are all on the table, if you want to use alternate racial features, just give me a heads up, but are generally they are all good to go. If you're an Aasimar/Tiefling and you want to use their racial variant table you'll roll for the result. You can take or leave what you roll, but no rerolls. 3pp races case by case with a source.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    ⬨ Ability Scores: 5 sets of 4d6b3 (take the best). If you don't like your sets take a 36pb
    ⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
    ⬨ 2 Traits
    ⬨ 1 Drawback (Optional, grants additional trait)
    ⬨ 1 Major Drawback (optional, grants a bonus feat)
    ⬨ 1 Flaw (Optional, grants a bonus feat)
    ⬨ 1 Compulsion Optional, grants additional trait. Must be roleplayed & should be represented in your fluff)
    Background Skills: in Use
    Age: Starting age will not apply positive or negative penalties to your character, but subsequent in-game changes incurred via magic will. Add 4 years to your character's desired age to represent their time while imprisoned.

    10. Does your game use alignment? What are your restrictions, if so?
    Yes. Any. You aren't a band of good-guys, but that doesn't necessarily make you evil. You've done what you needed to get by. Some jobs were wrong, some were right, others were dirty. Maybe that guilt still weighs heavy, maybe you said 'no more', but the Club doesn't let it's member's go. They're magically bound to the establishment and the will of it's mistress, Cayla Vronds. You've survived by learning that sometimes you had to get your hands dirty, but that necessity didn't mean it was 'right'. Whoever you are, you know the bitter taste of moral sacrifice and making hard calls. Sometimes you couldn't save everyone, and sometimes people needed to die so you could live; that's what it meant to be a sellsword for such a prestigious group of neerdowells. Now you needed to remove this curse, complete this Undertaking and win your freedom back - then perhaps you could choose how you wanted to live. Until then, you had to survive, and these men and women around you seemed like as good a chance as you'd get. Finding trained men-for-hire with no love for the Club was rare, likely an opportunity you wouldn't soon find again.

    Feel free to be evil or good, but don't lock yourself behind some code of conduct which could never have been feasible during your days working for the Cotton Club. You've done jobs both good and bad, but more importantly, you've learned how to survive. Arguing about the morality of killing the witness or not killing the witness with your team is not how you managed to get by this far. Working together, even when things didn't go the way you would have wanted has kept you breathing thus far. You've already done things which would weigh upon the mind of any man, and you've put your survival above those reservations in your heart. While you might believe in doing the right thing, and acting for the benefit of others, you haven't possessed the liberty nor the strength to defend those beliefs. You sustained yourself and flourished among a den of wolves; beasts dressed as men. Rising above it required a will and might still foreign to you, as you watched good men die each day. It was an institution of murder not so easily overcome. Your Alignment isn't a straitjacket, it is flexible and will change as your motivations and personality grow and develop. Try to more fully explore your character and who they might become.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Go nuts, no restrictions. You won't catch a stinkeye from me if you want to be a cleric/fighter/rogue, I'm more interested in the character as a whole and how they're represented. If taking a bunch of dips helps bridge the mechanical and thematic realms, then don't let me stand in your way.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Forum roller. Players will post their rolls in OOC or in a spoiler at the end of their post IC. If you post a floating spoiler for your rolls in the IC with nothing else in the post... i'll kick you in the face. It goes at the end of you post IC, or in the OOC, and you can post however you'd like in the OOC. Forced rolls during the resolution of a round will be rolled by me to keep things moving. If you mess up your IC roll then just roll it in the OOC, no worries.


    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    So admittedly, there's actually quite a lot of houserules but not all of them are relevant for character creation. I'll leave the full length version right here, but below are my abridged houserules for character creation. If you've played with me before then you've seen them before, also see Grievous Wounds (it's important):

    Spoiler: Houserules
    Show

    1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana.


    2) Paragon Surge: Paragon Surge is banned.

    3) Feat Modifications: The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner. Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon. (All Free Feats Must Still Listed On Sheet)

    4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged

    5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.

    6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.

    7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.

    8) Skill Unlocks: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained).


    9) Crafting: Classes that grant Craft () as a class skill now grant two crafts of your choice. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. Hireling costs may be paid to assist in pre-game cooperative crafting checks as desired, however these costs are incurred per item created cooperatively.

    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question; for example, Metalworking does not grant the ability to craft any objects which would be covered by specific craft type such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.

    SKILL LIST:

    Carpentry
    Siege engine
    Jewelry
    Calligraphy
    Traps
    Leather
    Bows
    Fletching
    Clothing
    Armor
    Ships
    Books
    Alchemy
    Pottery
    Weapons
    Art
    Stonemasonry
    Locks
    Gunsmithing
    Metalworking
    (Technological) Pharmaceutical
    (Technological) Cybertech
    Technological Arms & Armor
    Technological Item

    10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.

    11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.

    12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.

    13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition

    19) Minimum Post Length: You don't need to write a book, but ten word posts give me conniptions. A 3 sentence minimum is required for any IC post.

    21) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.

    22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoB or SoP) gain a bonus feat at every level. Should the character gain an Initiator Level or Sphere from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.

    23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6 / 8 / 10 / 12

    25) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.

    26) Weight: Keep track of it, it's in use.


    Posting Deadline: Players will be given 24-hours from the time the gm posts to respond. This is more relevant to major updates which move the party forward, or during combat. Quick posts, such as dialogue will retain this same time window. To keep things moving, players who do not post in this time will be skipped, counted as delaying their round during combat, or left idle. I reserve the right to bot PCs that are left unresponsive for the sake of progression. There is some wiggle-room on this timeframe, but this becomes a hard cutoff period if this period passes then the gm posts an update or resolves a round. If the PC was counted as idle, or skipped during their respective round and the player posts 0.007 seconds after... Too bad, so sad. This late post will not be resolved and will be ignored, unless I'm feeling unusually generous. The gm will typically wait until all players have posted, or a significant period of time has lapsed over the deadline before updating or resolving the round. Individual checks and results may be resolved immediately without a full update to accommodate players who are lagging behind. If you are unable to post, or require additional time, please provide notice and we can work with you to give you the opportunity to get your actions resolved.

    The "I Wish I Could Have Done Something" Clause: Yeah, we all know out of combat - time can be a little different. However, for the purposes of player's response and interaction in a PBP environment, player's are not 'sheit out of luck', just because Player009 posted walking-running-lighting a sunrod-then jumping off a cliff. Players are free to take those awesome longer sequence actions when 'combat time' is off, however, Players can act-stop-interrupt actions that would be outside of a typical round ( 6 Seconds ) - So if Cherry The Cleric has a mental break-down and is attempting to light a torch and then herself on fire, after attempting what would possibly be a full-round to prepare the torch - the party can still react before the self-immolation bit resolves even if Cherry's player posted her own flaming demise. Not all players will be on at the same time, it's a PBP, that's the nature of things. You can make awesome long posts - however players will still be permitted an opportunity to respond - or even backdate a response if necessary, to one another. I love long posts, but just don't get too far ahead of yourself and assume that all actions taken will not be responded to by your fellow players. This is specifically in regard to PCs reacting to PCs - If a long GM scene places you in a house after running though a mob of goblins, you do not have the option to begin combat with said goblins, and likely for a very good reason. So don't try to back date a post in response to the gm advancing the game without explicit permission


    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Minimum 1 paragraph history & 1 paragraph explicitly detailing their personalities and motivations. How characters act and why is very important, as is the character's ability to grow as an individual beyond what they enter the game as.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Large amounts of RP as you make your own way in this sandbox game to face an uncertain future and wrest your freedom from the Inquisition's grim organization.

    Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs and quests will reflect this.

    Puzzles. There will be numerous tricks and strange puzzles to thwart you.

    Dungeon Crawls. Many instances of employment will bring you to such austere locations, ranging from ruins, sewers, catacombs, caves, or even urban settings.

    Loot. You'll be earning crap tons of wealth, but more often than not, getting the loot out will be more difficult than how you got in. Securing your wealth after a job will require some travel and legwork to ensure your money wont fall into the wrong hands.

    Survival. With chase scenes and deadly traps between staving off hunger or sleep deprivation, often the environment will prove to be the most lethal enemy you face.

    High Lethality. Using your skill checks and wit to overcome life-ending obstacles will be critical in completing your ventures as you foray into these perilous territories, as will gathering information beforehand. Preparation before undertaking an accepted Quest will be key to achieving a smooth conquest.

    Horror. After the Long Night the world has changed and been corrupted by evils of a like the denizens of Golarion have never seen before. Men fear to tread upon those changed places which they call the 'Tainted Lands'. Even time itself seems to distort and break within these places, but even that does not instill the same fear as those horrible entities which lurk in the nameless beyond; the Veilbeasts.

    Kingdom Building. If you live to retire, grander things await in the future.

    42 Grams of Mythic Transdimensional Genocide. Though few remain to recall, the universe has already ended once before. Some prepared for the inevitable end of everything, returning to another time to rise up and stop it. Far past the Prime Material, beyond the Great Beyond, lingers other universes; all attached to the multiverse. Strange entities and powers, unimaginable, linger out of reach far past the mundane folds of the known physical world. Those unafraid of venturing the planes of reality or leaving their universe behind stand as the vanguard against otherworldly forces which men could not begin to understand. The ripples tear and rip at the world, as the stability of the universe slowly decays. Only those who dared to leave all they knew behind might alter the fate of their inevitable end, for the death of all was carved into the threads of time and destiny. Only the bravery and sacrifice of the few who would stand to defy fate could hold back the crushing collapse of existence, the barren desolation of the void. The Primeval Dark.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Refer to #7, Chapter 1
    This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a 'nah bro' or a 'cool go for it' without any elaboration. If it gets the No Beuno, look for a new couch, because all sales are final... if you know what I mean
    Last edited by Mornings; 2019-02-23 at 12:07 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    WILLOWBROOK


    **History/The Prison/L'Tresk'ri'Vet (Link)
    **Book of Bleakness


    Transformative Stages:
    https://www.dandwiki.com/wiki/Deep_F...nt_(3.5e_Flaw)



    -Loveless-
    Galic Penfrist
    Glevan D'retal
    Laudel Rell
    Iron Hawk
    Claudel Maxwell


    Spoiler: Harrier notes
    Show


    Harriers r mercs, they fight in the tainted land normally. So they learn how not to fight veilbeasts. most new harriers get murdered off. the original few who survived the Long Night and were trained by the first Harrier, the Red Lepper, form the highest echelon of the various harrier companies.

    the skills key you'll need are:
    Acro/escape/swim/survival/sense motive/percep

    You must be capable of using a 2h reach weapon, usually this is a big ass bastard sword reflavored from something else. Most fight with Big sword + gauntlet. You must be capable of parries, reach attacks, and moving, fast and as far as you can. Their tactics are hitting and gtfo, regardless of the result. They are the ones who ambush, not the other way around. They avoid unfavorable conflict and initiate on foes in conditions they choose, unless forced into an unavoidable confrontation. In this setting, healing is probably never going to be available in the places you'll actually need it, which is where they typically fight. So long drawn out battles of attrition and guerrilla warfare is their forte. There's no rush, if the target isn't dead, his wounds will debilitate him over time and he's not healing ****. Blitz tactics and raids are their business. Typically, it's a rush and run. Spells like Greater Bladed Dash are perfect for a lot of rookie Harriers.
    old veteran harriers train those in their company how to fight various veilbeasts, which is how companies came to end up existing. They often create secret records of their discovered veilbeasts in so-called 'monster manuals'. each beast requires a different strategy to beat, and harriers rarely fight alone, preferring group blitz attacks



    Spoiler: old notes
    Show


    Scorned - branded individuals exiled from the guild. The brand is removed and replaced by a curse twisting them into horrific creatures unless they receive a special task called an 'undertaking' before the curse consumes them. If the quest is not received, than the scorned slowly rots away becoming a monstrous undead abomination.

    (Scorned) Dark Hunger: As a Scorned you are cursed by potent dark magic, but the blight has also made you stronger than you were. Now new powers burn in your mind, but their use incurs a cost upon your humanity. Each time a Scorned ability is activated, roll 1d8. This value represents the Scorned's inhuman corruption, called Dark Hunger. At the beginning of each day a %dice is rolled versus this value, regardless of the result the Dark Hunger accrued the previous day resets back to 0. If the Scorned's %dice rolls within the range of her Dark Hunger she succumbs to the curse and is afflicted by Undead Corruption, which compels her to consume the flesh of the living.

    Undead Corruption: Succumbing to the weight of the curse, you are filling with a burning hunger. Yet though you were starving, you could not die from your thirst nor ache. No amount of bread and mutton could ease your suffering and provide you sustenance. No, your body craved something else. It wasn't simply the flesh of creatures, it was the life-energy of the living. A force called prana, and when you consumed the still-fresh meat of living humanoid creatures, so too did you ingest a small portion of that energy. You could resist the urge, but each day your body grew weaker as it begun to fail. The Scorned sates their hunger and removes this effect by consuming 1 pound of flesh from a freshly killed humanoid creature. Such creatures who have died within the last 4 hours qualify for this purpose. Remains of these creatures may not be preserved to grant similar benefits as the life-energy previously tied to the creature has expired. For each day the Scorned resists her hunger her body begins to weaken and decay, reverting to a corpse-like state. The Scorned takes a cumulative -2 penalty on attack and damage rolls, skill checks and saves. Additionally their maximum movement speed is reduced by 5ft. This penalty is applied during the beginning of each day and is removed upon sating her hunger. Upon reaching a maximum movement speed of 0 from this status the Scorned becomes a feeble living corpse and is rendered helpless until healed by an Auspex.


    Game Summery: corrupted almost to the point of losing your awareness and sanity, the Club offers you one final chance. A chance to reclaim your humanity, and your freedom. Sealed and caged in the old Willowbrook Sanitarium, and with little choice, while the last lights of consciousness fade - they accept. The corruption had changed them, giving them strange new abilities, and a ruthless little tyrant. Charged with tracking down and killing a mysterious Witch, the party must escape from the abandoned sanitorium and all of its abominable denizens to return to the world and claim their redemption.


    System: Pathfinder E6
    Player Count: 3 - 5, this isn't a re-recruitment - i'm adding an entirely new party to this sandbox, unrelated to previous or current players.
    Style of Play: This is a sandbox, an incredibly massive sandbox. While combat in general is extremely lethal (1 death, and 2 near-deaths) it isn't necessarily frequent. With 13 pages and running, there has only been 3 true encounters. Though make a mental note that every single one of these encounters, while typically optional, has left at least 1 player dead or near-dead (which is basically 100% chance of suffering and pain). The lethality doesn't just extend to the players, since the Long Night wounds have become more difficult to heal, and weapons made even more deadly. People will attempt to avoid combat when possible, and those that do have a mind for a fight don't typically engage with shield and sword. Battle has evolved into a ranged affair, while those who still brave the changed world with steel are either fools, or belong to the professional mercenary troupes known as Harriers, who favor blitz tactics.

    Quests are the primary method of leveling, while combat does not grant experience points. Instead experience is awarded by roleplaying (more on this can be found in the houserules, but isn't that important right now). Players do not need to follow, accept, or complete acquired quests - in fact, it is not feasible to try, as some quests may be opposing. Players are free to make their own decisions and pursue their own interests, though while cursed, some limitations may exist until freed. As long as PCs don't get pulled into the chaos around them, you'll have as much down-time as you want to take. Similarly, while the PCs currently start as a group, it is not assumed that they will always remain that way. Players could choose to go their own way, or may become separated - though players stand the best chance of completing the main quest by allying themselves with as many PCs as possible. Regardless, characters can choose to live and do what suites them with no obligation to pursue quests - though while cursed, some liberties are restricted.

    Allowed Content:

    Character Creation:
    Backstory: Minimum 1 paragraph history & 1 paragraph explicitly detailing their personalities and motivations. How characters act and why is very important, as is the character's ability to grow as an individual beyond what they enter the game as.
    Experience:
    Wealth: 20,000 gp
    Ability Scores:
    Hitpoints/Health:
    Alignment: Any Non-Evil
    Background Skills: You can use them.
    Traits: You may choose two traits, or three traits and a flaw.
    Character Age: Add 4 years to your character's age to represent their time while imprisoned. There are no negative or positive effects of your current age
    Last edited by Mornings; 2019-12-16 at 11:46 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    test test test --- bookmark test

    test table

    Spoiler: test spoiler
    Show
    test




    Last edited by Mornings; 2018-12-19 at 08:35 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: colored table
    Show
    Human
    Humans are the most common race through most of the realm. They are far more adaptable than any other; however, they tend to have poor relations with the non-human races.

    Elf
    Elves are the longest lived mortal race in the realm. They have a trace of fey blood in their veins, which leads them to be chaotic and haughty. All elves must select a subrace. While elves tend to get along well with members of other humanoid races, they are almost always hostile towards other elven subraces.

    Lizardfolk
    Lizardfolk are thought to be, in some way, descended from dragons. Although that is many, many generations past, if true at all, they take pride in their heritage. They are an industrious people known for building massive cities in the jungles and plains of their homelands and for having a fiery temper that often leads to war.

    Orc
    Orcs are thought to be brutish thugs, but that's because most orcs encountered by other races were driven from their homes for that very behavior. Orcs have less developed industry than most other races, as they tend to prefer to honor the old ways and live as one with the land.

    Last edited by Mornings; 2020-07-12 at 03:26 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Swordskill: Darkness - Standard Action Vs Target #1, #3, #4 and Tindalos Stalker
    Sacrifice HP: 129
    Damage Vs 1 [roll0] + [roll1] + [roll2] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [190]

    Damage Vs 3 [roll3] + [roll4] + [roll5] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [192]

    Damage Vs 4 [roll6] + [roll7] + [roll8] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [202]

    Damage Vs Tindalos [roll9] + [roll10] + [roll11] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [184]


    Total Excess: 637 damage
    Haunting: Bleed 27
    Recover 15 STA (Dance of Death)
    Last edited by Mornings; 2020-01-22 at 10:43 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: reg edit
    Show

    Thinking back on it, there was so much she didn't know. The priest had spoke of the various
    services he offered, and of various methods by which she could gather the necessary resources
    to pay her way out from that field of graves. Perhaps the cleric was evil, though in retrospect
    she very much doubted that. The man likely made some form of profit with the resources he furnished,
    though there was simply no way to know just how all of those pieces came together, and just what a
    contract actually meant. It would have been so much wiser to question those potential options further.
    Regret. It filled her as her larger green eyes looked towards the heavens, locked upon the returning
    white glare of the archon so far above. That was all so long ago now. [Regina | Sense Motive - Partial]

    ---the nightmare worlds---

    The hand that wrapped around the back of her head dug into her fur with cruel claws, shoving her head
    to face the thick dulge of knee deep muck below. "Don't you screw this up for me again, runt" The voice
    was a sinister whisper in her ear, low enough to not be overheard by others. Regina had gotten used to
    the strange tongue. The strangely complex blur of tonal inflections and long six sylable words was far
    unlike anything she had ever heard spoken before, but her new host seemed to understand the eldritch
    tongue fluently. In fact, Regina had quickly learned that her vessel did not know anything with which
    she might have called 'familiar'.

    Mean yellow eyes glared down at her intimidatingly from her compaion. He was nearly twice her stature,
    and a head above in terms of height. The large brown cat walked upright, just as she did. Their circumstances
    were less than ideal, and while they both appeared to share the same race, they did not share the same ethnicity.
    Her dark fur made her appear like a shadow in the dim light, a pitch black streak of wet fur walking upright.
    There were very few of them, these feline creatures. Both she and he were chained at the ankle together as a pair.
    The chain never came off. The larger cat, a male called Sh'Ahfe, was not completely unliked by their peers, and
    even tolerated by some of the other races. However, she on the other hand, was generally dispised. Twice had she
    broken the rules, causing trouble for not only herself and her chain-partner, but all within the block of the ward.
    They'd tried to kill her, at least three times now. It was only the younger ones, but she feared for her life should
    the Lampus direct their attention her way.

    Sauntering through the thick pool of sludge they slowly passed another cat, garbed in sturdy steel lamalar, his arms
    crossed disapprovingly. "One more time, Phellis." They liked to remind her that... One more time was all she had left.
    If she made another mistake, she'd be banished to the Lesser Realms, evicted from E'Spon Vadruk.






    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)

    Vs 1
    Bleed [roll0]

    Vs 3
    Bleed [roll1]

    Vs 4
    Bleed [roll2]

    Vs Tindalos Stalker
    Bleed [roll3]
    Last edited by Mornings; 2020-08-05 at 11:49 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Status: Bleed 5
    Revelry Stance (-20 STA)(+1 Revelry) - Swift Action
    Elsa's Blackened Blade, 4d8, sacrifice hp (15 STA) - Swift Action (as Move)
    Black Shattering Curse, 1d10 (10 STA)
    Ascendant Grace, remove blade magic cost

    Blade Magic - Super Speed, Standard
    - Ruin, 15/15 rounds - inflict damage a second time as non-elemental
    - Arcane Assembly I (10 STA)
    - Poison, +1d6+9


    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #5 Free Action (on kill)
    * Technique: Thrust - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 637 + 27 Bleed

    Attack: [roll0]
    Damage Vs 6 (3d10+662)[679] + (3d6+9)[19] + (4d8)[21] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding [roll1]
    Ruin - Deal total damage again as Non-Elemental: [755]

    - Maddened Savagery: As long as you have at least 1 Revelry point, damaging a wounded enemy allows you to deal an additional 3d6 points of shadow damage on sword successful attacks. While in this state you generate a visible aura of evil and wickedness.

    - Ascendant Grace: You may sheath a weapon as a free action. As long as you have at least 1 Revelry point, you may draw a weapon as a free action, pick up a weapon as a free action, and pick up any item you had dropped within the last 2 rounds as a free action, as long as you are within 30ft of it. When you sheath a weapon, then draw it, a Blade Magic may be applied at no cost.

    - Nemesis Weapon - When utilizing Arcane Assembly, as long as you have at least 1 Revelry point, you may activate this ability multiple times, sacrificing 1d10 hit points and 1d2 points of wisdom damage with each use. Upon activating this ability you may apply 1 additional blade magic to your weapon. Additionally you gain an additional 2 uses of blade magic per day for each HD you possess.

    - Dance of Death: As long as you have at least 1 point of Revelry, each time you kill an enemy, the thrill of violence and bloodshed restores 5 stamina points.

    - Circle of Blood (SW) - As a swift action, after successfully hitting a bleeding foe, double their bleed damage for 1 round and inflict 1 point of bleed damage & sickened condition to any number of targets within 30 ft (DC23 Fort negates)
    Last edited by Mornings; 2020-01-22 at 10:49 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Quote Originally Posted by Mornings View Post
    Status: Bleed 5
    Revelry Stance (-20 STA)(+1 Revelry) - Swift Action
    Elsa's Blackened Blade, 4d8, sacrifice hp (15 STA) - Swift Action (as Move)
    Black Shattering Curse, 1d10 (10 STA)
    Ascendant Grace, remove blade magic cost


    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #5 Free Action (on kill)
    * Technique: Thrust - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 637 + 27 Bleed

    Attack: [roll0]
    Damage Vs 6 (3d10+662) + (3d6+9) + (4d8) (Shadow Damage/Shattering, Revelry Stance)
    Bleeding [roll1]
    Ruin - Deal total damage again as Non-Elemental:
    Damage Vs 6 [roll0] + [roll1] + [roll2] (Shadow Damage/Shattering, Revelry Stance)

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    Default Re: Pale Departure: That Which Whispers OOC

    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #2 Free Action (on kill)
    * Technique: Heavy Slash - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 1510 + 36 Bleed

    Attack: [roll0]
    Damage Vs 2 [roll1] + [roll2] + [roll3] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding [roll4]
    Ruin - Deal total damage again as Non-Elemental: [1633]
    Last edited by Mornings; 2020-01-23 at 12:02 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Crowe Arte: Wheel of Spite & Anguish Vs #2

    Chase Perfect Fate (-15 STA)
    [roll0]
    [roll1]
    [roll2] - Critical
    [roll3]
    [roll4]


    On critical:
    Damage 1589x3 = 4767
    Ruin damage = 4811
    Last edited by Mornings; 2020-01-23 at 12:16 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    MAGIC EFFECTS

    anima spell

    existential collapse, minor
    spell level 0
    school Anima (origin)
    spell resist - partial
    cost 1 MP + 100 x CL experience points
    speed: standard
    range: 30 + 10/level

    ripping a hole within reality, the target is assaulted by the
    violent voices of the void, tearing them appart.

    deal 4d4 points of divine cold and darkness damage to the target
    creature. Each dice which results in a '4' is rolled again, adding
    a number of additional points of damage equal to the result. If the
    result is another '4' the die is rolled an additional time. A maximum
    number of dice may be rerolled equal to double the caster's caster level.
    After the spell has been successfully cast, the void collapses in a violent
    imploding burst, dealing an amount of damage to all creatures within a 10ft
    radius equal to the result of the re-rolled dice. A successful reflex save
    halves this damage. All effected creatures must succeed a DC 10 spellfocus
    check or are moved 5ft away from the blast and are knocked prone.


    Spoiler: origin
    Show

    Origin Pool, Minor
    contractual magic grants the trader an agreed upon number of spell levels to expend per day equal the exchanged HD worth of
    abilities x an agreed upon multiplier (often x3). These spell levels function as both MP, or spell slots or any respective
    casting resource at a 1:1 rate. This enables a caster to tap into this pool to cast a spell without expending any of their
    own personal casting resources. (eg: a spell caster would expend 9 points to cast a 9th level spell, or 9 points for its respective
    MP cost, or 1 point for a spellweave.) This is a universal casting resource which can be used for any spells the caster
    knows, casting at their highest caster level.


    Origin Magic Contract, Lesser
    Similar to an Origin Pool, the caster gains a number of spell levels equal to the HD value worth of abilities
    they have traded for x an agreed upon multiplier. These spell levels enable the caster a limited number of spells
    levels and/or a number of individual spells granted by Ghlas. The caster level of these spells is assigned to the
    individual contract. Thus a contract may allow the casting of a CL18 magic missle, from a first level caster. Unless
    the contract allows for it, the caster cannot modify these spells in any way, and the features of these spells, such
    as metamagic, is determined by the contract. Class abilities and some potentials which are used in conjunction with
    casting a spell, may be used with contracted magic, unless disallowed by the contact. This magic counts as divine casting
    as it is drawn from the Elghin'Mados, and an individual caster many have any number of magical contracts.



    Spoiler: kazik post
    Show

    there was a long pause of silence from the distorted patch before him.
    After a moment it flickered, briefly vanishing before coming back into being.
    "...memories, was it." Kazik was keen enough to notice the change in the thing's
    words, or perhaps it would have been more correct to say it's tone. There was a
    certain contemplative reservation in those simple words that spoke measures far
    beyond what he heard. Again, there was something he was missing.

    "Such a fleeting, subjective thing. Unfortunately, to recieve an answer to your
    question, you must first understand the problem to some degree..." 'Understanding'
    was the one thing he'd been the most short of throughout the entire venture through
    the dark and burning halls of the sanitarium, and beyond. Even then, what he had heard,
    was often too much to fully grasp. A truth as elusive as it was vast. "Prior, I mentioned
    the Nightmare King. His people, the race of the Ros'wussrun, belong to his emptied Empire.
    A paramortal race which does not exist... in the traditional sense. They are not beings of
    flesh and bone. They are not beings of the physical or real at all. Rather, they are creatures
    whom exist in the planes of woven tulmoltous consciousness. Entities whom are only assembled,
    by not blood and sinew, but thought and memories, perpetuated by the great dreaming minds of
    the Dreamworlds. They can shed and inhabit
    Last edited by Mornings; 2022-08-21 at 02:53 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Crowe Arte: Wheel of Spite & Anguish Vs #6

    Chase Perfect Fate (-15 STA)
    [roll0] - Critical
    [roll1]
    [roll2]
    [roll3]
    [roll4]
    Last edited by Mornings; 2020-01-23 at 12:44 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #6 Free Action (on kill)
    * Technique: Sweeping Slash - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 9622 + 44 Bleed

    Attack: Chase Perfect Face [60]
    Damage Vs 6 [roll0] + [roll1] + [roll2] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding [roll3]
    Critical: x3 damage - Total: 29,028
    Ruin - Deal total damage again as Non-Elemental: 29,080
    Last edited by Mornings; 2020-01-23 at 01:33 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs Tindalos Stalker
    * Finisher - Innocence - Blademastery (Ex)
    Chase Perfect Fate (-15 STA)

    [roll0]
    [roll1]
    [roll2]
    [roll3] - Critical
    [roll4]

    Attack: Chase Perfect Face
    Damage Vs Tindalos Stalker [roll5] + [roll6] + [roll7] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding [roll8]
    Critical: x3 damage - Total: 174540
    Ruin - Deal total damage again as Non-Elemental: 174598
    Innocence - Deal triple damage as Non-Elemental: 1,047,414



    Spoiler: total combat log
    Show


    Status: Bleed 5
    Revelry Stance (-20 STA)(+1 Revelry) - Swift Action
    Elsa's Blackened Blade, 4d8, sacrifice hp (-15 STA) - Swift Action (as Move)
    Black Shattering Curse, 1d10 (-10 STA)
    Ascendant Grace, remove blade magic cost

    Blade Magic - Super Speed, Standard
    - Ruin, 15/15 rounds - inflict damage a second time as non-elemental
    - Arcane Assembly I (10 STA)
    - Poison, +1d6+9



    Swordskill: Darkness - Standard Action Vs Target #1, #3, #4 and Tindalos Stalker
    Sacrifice HP: 129
    Damage Vs 1 (2d10+144)[149] + (3d6+9)[27] + (4d8)[14] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [190]

    Damage Vs 3 (2d10+144)[157] + (3d6+9)[21] + (4d8)[14] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [192]

    Damage Vs 4 (2d10+144)[162] + (3d6+9)[20] + (4d8)[20] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [202]

    Damage Vs Tindalos (2d10+144)[158] + (3d6+9)[15] + (4d8)[11] (Shadow Damage/Shattering, Revelry Stance)
    Ruin - Inflict Total Again as Non-Elemental [184]


    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)

    Vs 1
    Bleed (3d4)[7]
    Vs 3
    Bleed (3d4)[6]
    Vs 4
    Bleed (3d4)[5]
    Vs Tindalos Stalker
    Bleed (3d4)[9]


    Total Excess: 637 damage
    Haunting: Bleed 27
    Recover 25 STA (Dance of Death)




    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #5 Free Action (on kill)
    * Technique: Thrust - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 637 + 27 Bleed

    Attack: (1d20+40)[42]
    Damage Vs 6 (3d10+662)[679] + (3d6+9)[19] + (4d8)[21] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding (3d4+27)[36]
    Ruin - Deal total damage again as Non-Elemental: [755]




    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #2 Free Action (on kill)
    * Technique: Heavy Slash - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 1510 + 36 Bleed

    Attack: (1d20+40)[49]
    Damage Vs 2 (3d10+1535)[1551] + (3d6+9)[15] + (4d8)[23] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding (3d4+36)[44]
    Ruin - Deal total damage again as Non-Elemental: [1633]

    Crowe Arte: Wheel of Spite & Anguish Vs #2

    Chase Perfect Fate (-15 STA)
    (1d20+40)[46]
    (1d20+40)[57]
    (1d20+40)[55] - Critical
    (1d20+40)[45]
    (1d20+40)[44]


    On critical:
    Damage 1589x3 = 4767
    Ruin damage = 4811



    Crowe Arte: Wheel of Spite & Anguish Vs #6

    Chase Perfect Fate (-15 STA)
    (1d20+40)[60] - Critical
    (1d20+40)[43]
    (1d20+40)[56]
    (1d20+40)[47]
    (1d20+40)[44]

    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs #6 Free Action (on kill)
    * Technique: Sweeping Slash - Blademastery (Ex)
    - Wing-Crushing Strike, Magisword +1d10 (-5 STA)
    - Critical Follow-Through, Threat +2 (-5 STA)
    - Maiming Slice, +2d4 bleed (-5 STA)
    - Cursebrand, Drawing Cut, +1d4 bleed (-1 STA)
    - Elsa's Blackened Blade, +4d8 shadow
    - Black Shattering Curse, +1d10
    - Haunting Damage: 9622 + 44 Bleed

    Attack: Chase Perfect Face [60]
    Damage Vs 6 (3d10+9622)[9634] + (3d6+9)[21] + (4d8)[21] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding (3d4+44)[52]
    Critical: x3 damage - Total: 29,028
    Ruin - Deal total damage again as Non-Elemental: 29,080




    Crowe Arte: Wheel of Spite & Anguish (-5 STA) - Vs Tindalos Stalker
    * Finisher - Innocence - Blademastery (Ex)
    Chase Perfect Fate (-15 STA)

    (1d20+40)[45]
    (1d20+40)[57]
    (1d20+40)[53]
    (1d20+40)[59] - Critical
    (1d20+40)[42]

    Attack: Chase Perfect Fate
    Damage Vs Tindalos Stalker (3d10+58133)[58149] + (3d6+9)[16] + (4d8)[15] (Shadow Damage/Shattering, Revelry Stance)
    Bleeding (3d4+52)[58]
    Critical: x3 damage - Total: 174540
    Ruin - Deal total damage again as Non-Elemental: 174598
    Innocence - Deal triple damage as Non-Elemental: 1,047,414
    Stamina Spent - 149

    Last edited by Mornings; 2020-01-23 at 03:15 PM.

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