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    Troll in the Playground
     
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    Default (OOC) The Primeval Dark

    Recruitment Thread
    Primeval Dark IC Thread

    Spoiler: THE BIG-BIG 12.5 - Chapter 1: 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 E6
    (Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat but cease to gain further levels. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used)

    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 will be a large sandbox'y survival focused game. The game will be using 'Quests' which will represent a series of adventures, rewards and risks which will be using various altered paizo modules as the core for each quest. Unlike a real module or adventure path, you can drop it or retreat at any time. Even giving up the quest completely is an option and there runs no risk of derailing anything as the focus is never that singular quest. Of course, there are some penalties your organization will apply for failing to complete a job after its been accepted...

    There will be tons of venturing, dungeon crawls and more loot than you can carry. Your hope is getting rich enough to retire before you end up dead, but being fairly strong and experienced adventurer's you're confident you won't go down too easily. A far larger mystery lingers in the background. The changes the world has begun to experience since the events known as The Long Night may perhaps hold some grander meaning. Perhaps some threat waits lurking in the years to come, but no one could possibly know what awaited in the future... could they?

    ⬨ High Technology
    (While rare, it does exist. Players may purchase technological equipment.)
    ⬨ Firearm Setting: Commonplace Firearms
    (Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist. Modern weapons may not be purchased, but can be found.)
    ⬨ 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, with 3 being the preferred number
    (1 spot reserved for Frosty as Human Ranger / Offworlder Path)


    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)?
    3rd - Levels will be acquired quickly (every 2 - 3 major encounters or challenges).

    6. How much gold or other starting funds will the characters begin with?
    4,000gp, plus an additional 2,000gp which may be spent on non-magical/non-alchemic equipment. Any unspent amount from this additional gold is wasted and will not be retained in game. This represents your mundane tools and equipment gathered throughout your ventures.

    Players will begin with one heavy wagon loaded with three large chests. 10 days of feed and a horse to pull the vehicle will be included.

    Due to the critical nature of resources, magical equipment which grants benefits of food/water and protection from environmental conditions are valued at x4 their listed cost. This includes such things as a wand of endure elements. Plan accordingly, you will freeze or starve to death if you journey unprepared. Supplies for a minimum of 30 days is recommended for each mission.

    Additionally items which provide any source of magical healing are valued at 3x their listed costs due to their rarity and practicality. This is a survival game first and foremost, managing your resources and gathering a bunch of loot will be at the heart of your ventures, but prepare for some rough patches throughout your travels. So bring a first aid kit.

    ⬨ Partially Charged wands are fine
    ⬨ Pre-game crafting is a go (there will also be time for crafting in game)

    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?
    Though from varied backgrounds, you're each experienced adventurers bringing your specialty and/or skills to the group in hope of making it big. It's rough and dangerous work. There will be crap loads of skill checks, putting the heavy lumbering plate-clad warrior in tough positions. Most Gales value the highest quality armor they can afford without sacrificing their mobility. Running, jumping 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 - plan accordingly.

    1PP Material is generally all good, assuming it can be accessed. Paizo's Blood of the Coven and People of the Wastes are the only two books I don't have access to and haven't been uploaded to the SRD or Nethys, so you'll need to provide a source if you would like to pull material from these sources. Otherwise, if it's available online you're good. I own Ultimate Wilderness, so feel free to take the new Shifter base class for a spin. 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 - or none at all due to survival being a large focus of the game. This similarly extends to magic focused characters who make it their purpose to wiggle their fingers and solve all their problems. Magical utility is perfectly fine, but look for mundane solutions to similarly mundane problems.

    ⬧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. Not allowing any custom modifications and such. 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. You're just plain weird. It'll be up to you to explain how you happened to come upon these unique teachings.
    ⬨ 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)

    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 was 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 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)): While unavailable for purchase, can be found or granted from an applicable trait or ability, however Modern Weapons cannot be selected via a class ability which grants a specific firearm (such as a musket or blunderbuss). Modern Weapons are always exotic weapons and must be taken separately. Modern weapons do not grant proficiency via normal means including gunslinger firearm proficiency due to their otherworldly design and nature. Additionally these weapons and their ammunition are worth 2.55x their listed costs, but valued at a far greater price on the market. Neither of which can be crafted, so count your bullets carefully. These rare and powerful weapons are the pinnacle of ranged combat and are highly coveted. Only firearms listed on the modern weapons list are available in this manner (sorry, no C4). Other unusual types of equipment may be found throughout your travels. Similarly ammunition may not be purchased. Starting with a Modern Weapon also grants 2d6+1 pieces of ammunition for your respective firearm.


    ⬧ 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.

    ⬨ No Templates
    ⬨ No Race Builder
    ⬨ 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. Keep in mind this isn't Larry's Roadside Freakshow, the core races make the majority of those commonly found. There won't be an entire party of furry or scaled creatures roaming around. Races that can pass as human/elf/halfling etc get a pass (eg: Changlings, Shabti etc). Throw down your Tengu/Ratfolk/Taninim submissions understanding that you're competing for a very limited number of slots - and no, I'm not accepting multiple submissions. Commit to whatever you decide to roll with.


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

    ⬨ Ability Scores: 30pb, no ability below 10 (believe me, I'm doing you a favor.)
    ⬨ Hit Points: HP is max first level. Subsequent HP is rolled, if below half take average rounded up (eg: 1d10 = 5.5)
    ⬨ 3 Traits
    ⬨ 1 Drawback (additional trait, optional)
    ⬨ 1 Potential (see pt. 2 of the big 16)
    ⬨ 1 Major Drawback (optional)
    ⬨ Background Skills: in Use
    ⬨ Age: Starting age will not apply positive or negative penalties to your character, but changes incurred via magic will.
    ⬨ Debt: Roll 4d4b3 x 10,000 + 4,000; This is your remaining individual debt to the Cotton Club. As a team your total debt is pooled together and treated as a single entity. Mishaps or exceptional work performed by any member of your team can increase or decrease your total debt. Borrowing equipment from the Club to prepare for a job will increase your debt temporarily, while lost or damaged gear on loan will make the change permanent. The Club does not directly deduct from their employee's wealth to pay off this sum, but rather applies various taxes, deductibles and penalties to different services. This makes paying off debt nearly impossible without directly depositing earnings towards that end. This unsightly sum of money has become a well known leash used by Cayla to keep her Gales in check and chained to the Club. Until the debt is payed the Club possesses the right to claim any property owned which is valued at or under this amount, or put the Gale to work deducting those earnings from their debt; an effective threat for most. While the clause has rarely been used, it stands as the backbone of the Club's hierarchy and asserts Cayla's dominion over every Gale, who exists legally as a pseudo-indentured servant. Gales who pay off their debt completely and remain part of the Club join the ranks of the venerated Freehands; living examples of the wealth and success which could be found by any Gale. It all began with the monstrous task of creating a team. Every member had to complete a dozen jobs with their future group members, receive recognition from the Club for their respective specialty, then agree to take the four-thousand gold debt penalty to begin the approval process - which most failed multiple times, incurring even more debt. It was a vicious cycle, and at the end of it everyone's debt was pooled together. It was the only way to gain access to the resources and opportunities to break even or get ahead. There was perhaps dozens of various rules of clauses which one would never catch until after the contract was signed. Between the invisible ink and various tricks refined over the years, it was a well developed snare to entrap hopefuls behind all the pleasant rumors. After all, Gales weren't allowed to speak negatively of the Club or their occupation. That was a freedom only afforded to Freehands who no longer carried a Seal.


    Your primary factor for survivability will be saves and various skill checks (there will be a whole bunch of em). Be it from environmental hazards, strange beast's abilities or chase scenes, your saves and checks are what will be your primary defense. Enemies and monsters will frequently be forcing physical skill checks (Acrobatics, Climb, Escape Artist being the three most standard, barring environmental conditions) rather than conventional damage or at times in place of an attack when using Potential abilities (explained further in pt. 2). Not all enemies fight to the death, nor is every enemy attempting to murder you. Typically life threatening encounters come from unintelligent enemies, traps or hazards encountered during your adventures. You've lost battles in the past getting to where you are today, and you're still kicking.

    Forced checks will be rolled by me while a round is being resolved and will create more flavorful instances of combat, rather than conventional slugfests.


    10. Does your game use alignment? What are your restrictions, if so?
    Yes. Any. You're a team and while possibly a bit dysfunctional, you hold no illusions that without these strange fellows your life would be forfeit. After years working with other Gales and constructing your own team, you know how your partners function and afford them the flexibility needed to get the job done. Holier Than Thou characters don't make good Gales. This is an organization which measures success and justice in profits. Characters squabbling over the little things, like burning down the house or kicking the bandit off the cliff would not have survived this long. The persons employed by Cayla are flexible and resourceful, not driven by blood lust, but not afraid to put a knife in a man's belly if no other reasonable options remain. For one reason or another, all kinds take up the mantle of these roguish gentlemen - but more typically for the potential to earn absurd sums of wealth.

    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. By the way, if you post a floating spoiler for your rolls in IC with nothing else in the post... i'll flying drop 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.

    Spoiler: (extra)
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    Last edited by Mornings; 2018-05-11 at 05:03 PM.

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    Default Re: (OOC) The Primeval Dark

    Spoiler: The Big 16 - Chapter 2: Revenge of 16
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    Expanded Houserules:

    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.

    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. K:Arcana is used to identify Primal Magic events, and Spellcraft Checks are made in attempt to 'stabilize' their magic while casting or using magic devices while under dire circumstances due to a primal event, spellscars or spellblight effects (see Ultimate Magic).

    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 Changes: All characters gain 2 Skill Unlocks for two skills of their choice at level 5 (see Pathfinder Unchained). Additionally character's receive an additional 4 skill points each level, this change is to account for the importance of skill checks versus various new enemy abilities and traps. Potentials which grant unique new skills such as Knowledge (Abstracts) or Knowledge (Primal) cannot be learned by normal means, but ranks may be added normally after becoming available with the associated Potential. Unique abilities cannot be attempted untrained, regardless if an ability would normally allow you to do so. The only exception to this restriction come in the form of Potential abilities which explicitly state they ignore this limitation.

    9) Crafting: Classes that grant Craft () as a class skill now grant two crafts. Further crafts may be gained as class skills via traits. 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. There will be opportunities for crafting. Pre-game crafting is allowed. Additionally players may request a Curse be applied to an item to reduce the cost up to 90%. This may be done no more than 2 times, additionally players may only select which Curse Categories they would like to apply to modify the price, however the effect itself is left to the GM's discretion. Multiple categories may be selected to reduce the price up to 90%. The effects applied may differ from those listed on the SRD's table, additionally other unspecified effects may be added. The completed item & categories must be submitted before the curse effect is revealed. The item is ensured against effects which will make the device completely useless such as Delusion, or effects which would kill you outright such as incurring multiple negative levels upon use. Any similar effects will not be constant or immediate and will always provide a save.

    Categories are as follows: (See the SRD for more information)
    Minor drawbacks (Cost -10%)
    Minor requirements (Cost -10%)
    Harmful or costly drawbacks (Cost -30%)
    Harmful or costly requirements (Cost -30%)
    Severe drawbacks (Cost -50%)
    Severe requirements (Cost -50%)
    Intermittent Functioning: uncontrolled or unreliable (Cost -10%)
    Intermittent Functioning: situations, (Cost -30%)
    Opposite Effect or Target: Cost is reduced by (Cost -50%)


    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question. Metalworking does not grant the ability to craft any objects which would be covered by specific craft types 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

    14) Unique Spirits (Potentials): Relicuum and Praeter Spirits are not considered to be targets, creatures or objects until they have manifest in their physical or incorporeal forms, which usually requires intervention from the Alucinor or Haunted. While not in this state they function solely as sources of dialogue for the Alucinor or Haunted. They are unable to be seen nor detected unless they possess an ability or feature which would reveal their presence while in this state. These spirits cannot intervene directly with other creatures of objects without a pact or Potential which would allow them to do so. Potentials which cause the PC to become Haunted or an Alucinor can be spontaneously positively or negatively effected by their spirits in various ways, these spirits otherwise function as NPCs.

    15) Unique Spirits (Spite): Unique Spirits receive an additional social stat called Spite. Spite is the measure of distaste or hostility a Relicuum or Praeter has for a particular creature. Relicuum share a single pool of Spite towards the Alucinor or Haunted while Praeter's Spite individually. Creatures other than the Alucinor or Haunted may receive Spite individually from either type of spirit, which increases the likelihood of indirect aggression in the form of hostility from other conventional threats; such as incorporeal undead or easily influenced creatures.

    16) Skill Defense (Potentials): Acrobatics, Climb, Escape Artist are the primary defense skills against special attacks. Some Potential attacks may also prompt Sense Motive and Appraise checks. These checks will commonly be forced to avoid or defend against enemies Potential abilities. Saves do play a large roll avoiding damage from failed checks or harmful effects. For certain abilities these three primary skills will function in place of your AC. Forced checks against an attack may be rolled by the GM to speed things along. Some abilities may have an opposed check, while others are effectively an attack roll targeting one of these skills as a DC.

    Such attacks will usually not just be intended to deal straight damage, but inflict some harmful effect or condition. Raw damage will usually be slightly decreased because of this, but these effects, (eg; prone, bleed, sicken or nauseated) will begin to largely impair a creature's ability to fight.

    17) Allies & Enemies (Devotion & Affection): PCs will constantly be building and changing their relationships with NPCs throughout their ventures. Allies may not always remain allies, while enemies may not always remain enemies. Each NPC possesses an Affection and Devotion stat in addition to their normal attitude, which changes how they view and interact with a PC. Affection represents more immediate experiences which were good or bad, providing a positive or negative value associated with it but not altering the NPCs attitude level. An NPC with a negative affection but with an attitude of friendly might be condescending or frequently throw insults your way, but will still go out of their way to assist you perhaps out of obligation or similar circumstance. Each NPC has likes and dislikes based on their character which will increase or decrease their affection. Positive affection in increments of 10 which remain for 24 hours will grant 1 point of Devotion. This conversion only converts these existing points once, then new points must be acquired to be converted. Devotion represents a character's long term interest or personal feelings for a PC. Increased devotion may in turn cause a character to take action on behalf of a PC without prior action or arrangement. Negative affection applies a penalty to PCs charisma-based skills with that NPC and grants them a bonus to resist charm and compulsion-effects. The DC for certain diplomacy-based checks similarly increases by half of their negative affection value.

    18) Gale Seals: All Gales are branded with a unique magical seal which prevents them from killing one another, though they can fight or beat each other till near death. After engaging in battle however, they cannot leave another Gale they have fought to die. A Gale who violates this sacred oath is slain by her seal. No means of circumventing this fact have been found. It has been verified that these seals function even in fields of antimagic. Only Haust of Six Seals is known to have killed another Gale and lived, yet she carries every seal of those she has slain upon her body. Though no direct connection has been established between that fact, it is believed to be the key to unraveling how to overcome the Seal's curse. Aside from this function, Seals exist as a means to enforce the law of the Cotton Club's matron, Cayla Vronds. Three default rules exist for each Gale, but with each job contract a new tenet was added as a record of the Gale's deeds via a process known as 'engraving'. The more elaborate in design and size, the greater the amount of tenets held by the seal. Engraving was never used punitively, as the Club possessed various other corrective measures to set undisciplined Gale's straight. (Characters with the Lesser Immortal Potential killed by a Seal negate this effect as normal, however any subsequent activations during their Potential's cooldown would kill them.)

    GALE SEAL TENETS
    ⬨ Do Not Kill Another Gale ⬨
    ⬨ Only Speak Favorably of Your Occupation & The Cotton Club ⬨
    ⬨ Pay Off Your Debt ⬨
    ⬨ Follow The Commands Engraved Hereafter: ⬨


    19) Minimum Post Length: This game has a strong RP focus, which will largely be delivered via a continuous narrative by the players. I'm looking for strong RP players who can interact with the world and display their character's thoughts and emotions with the intent of pursuing character development. If you're content with posting one-line responses, that's not what I'm looking for. I feel if you fit into the former category I shouldn't need to specify a 'minimum' post length, but just to be absolutely clear I'll draw a line in the sand. A 4 sentence minimum is required for any IC post. You goal should be by default to embellish and detail your characters thoughts and actions, even if you're just responding to an NPC.

    20) Potentials: After The Long Night creatures begun to develop strange abilities, and peoples from even stranger worlds spontaneously seemed to find their way to Golarion. Some developed unique talents, others unusual powers. The only constant seemed that these developments tied closely with their own history and pursuits, the things which were closely tied to their own personal identity. Children or the elderly, man or beast, there was no distinction in what these abilities could manifest in. There didn't seem to be any clear explanation, aside from the amount of passion or focus one dedicated towards a singular desire. The clearer and more defined it was, the easier it seemed to be able to manifest and strengthen an individual. Still, results were as varied as the individuals which developed these unique abilities. The name Potential was adopted as these powers seemed to uniquely distinguish themselves based on the individual in question. Possessing a Potential became greatly desired, as such information regarding them including details of unique abilities possessed by whom was suddenly made valuable. Abductions and kidnappings were commonplace, as Potential owners were forced to utilize their abilities for the benefit of their captors. In slave-legal nations, their worth exceeded all others. While civil nations were left baffled at how such madness could spring from such a thing, wiser minds questioned how The Whispering Witch could possess such power to usher such a change in the world to begin with. Those who had not the means to defend themselves against such threats wisely kept the truth of their abilities to themselves.

    Players begin with a single Potential, chosen from the list below (parts 3 & 4). Their ability has developed from their experiences, desires and motivations. This functions similarly to a trait, but distinguishes a character's background far more acutely and potentially restricts types of traits which may be taken, determining race or even age. Players may choose to abandon all additional feats from all sources, reducing themselves to only their 1st and 3rd level feats for an additional Potential. Potentials are gained under unique circumstances for each individual as they progress. As characters venture, they become aware of an Advancement, an objective which they must complete to gain a new Potential. An individual may have any number of potential Advancements required to gain his next Potential. While one individual might have only a single Advancement needed, someone else might require six. The difficulty of their individual tasks are unrelated to the number of tasks required of them, however, often the more challenging the path to earn their next Potential the more likely it was that they become aware of a new form of Potential not listed below. These unique Potentials may only be taken by the individual who discovers them. Potentials and their Advancements will change with the character and their motivations. A Character may know any number of Potentials. Creatures and Monsters which possess Potentials are often referred to as Irregulars, and at times are easily distinguishable by their visual appearance.

    (Potential Paths) There exist specific defining archetypes of Potentials known as Potential Paths. Paths represent an acutely specific individuals experiences, relations and history which largely predefine a character. Unlike normal characters Paths follow a more narrow progression. These Paths possess an initial Potential type called [Soul]. Only one such potential can be taken, and once this choice has been made it must be kept. Once one of these Potentials is taken the character has gained a Potential Path. Such a character may no longer learn or retain Potentials from outside their Path. If the character possesses Potentials from outside their specified Path, they are immediately lost (lost feats are not replaced). While restricting the character to only Potentials from their Path, these Potentials are often far stronger than usual, but take considerable time to cultivate. A Path cannot be traded for another, exchanged, or retrained. Regardless if the character's abilities have been lost or disabled by violating an Oath or similar feature, the character never regains the ability to learn or develop Potentials outside of their respective Path. Not every Potential is listed in the sections below, more Potentials will be learned & added to a character's list to choose from as they gain more experiences and further define their personal motivations.

    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

    24) Quests: In this sandbox game, players will be presented with various contracts, jobs sourced through the Cotton Club which will allow them to work towards making it big and paying off their debt. At times other requests may be received from other individuals throughout their ventures, each job will make a quest available. Taking a quest will being the party to various locations, sometimes after a period of long travel. At times some quests may be time sensitive and only be able to be accepted within a certain period. Accepting another quest instead will make that quest unavailable, and may have various consequences carried with each choice; for better or worse.

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

    26) Weight: Weight will be closely tracked as this is a survival game. Make sure to clearly list your current weight and the weight of individual equipment. As you'll be finding a lot of money as well, the weight of your currency will also be tracked. You don't need to leave a significant amount of money remaining, 5 - 10gp is optional. Track the weight of your currency down to the half-pound. Per the Core Rulebook; The standard coin weighs about a third of an ounce (50 to the pound).

    27) Experience Points: While levels will generally be acquired quickly, experience points will also be awarded and tracked for the purpose of benefits such as bonus feats upon reaching 6th level. Experience points for success in combat will not be awarded until 6th level, while such things as disarming traps, successful checks and exceptional RP, will. EXP will primarily be earned outside of combat, but may be earned for interesting or cool plays during combat regardless of success. EXP earned from combat at 6th level will be reduced, as this is not the primary purpose of combat, nor intended to be the primary source. RP should be the considered the default manner EXP is earned. Even if you're not a 20 charisma bard, RP is something everyone does, even if you're the mute oracle. Engaging with NPCs and the environment in a meaningful manner, while staying true to the character in such a way to illicit a response or a sense of understanding for who they are and why they do what they do is what we're all aiming for. This is a proverbial high-five for staying true towards that end. All EXP earned is counted as if the character has already reached 6th level and all subsequent feats will be awarded accordingly upon reaching 6th. Yes, that means there could be a major power boost between 5th and 6th if you've racked up a bunch of EXP.



    EXPANDED HOUSERULES: PART 2

    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

    The Ripcord Clause: If things are getting out of hand or such events lead the game to progress into the proverbial 'death spiral', I reserve the right to jump ship and end the game. Similarly, I extend this option to players; if things are just not fun anymore or going down hill, feel free to throw deuces and bounce. No hurt feelings, I only ask you provide notice. While I intend for this to be a long running game and am looking for players to help make that a reality, we all know that intent and real-life aren't always the same things. There's no point dragging a game on that isn't fun anymore. On the flip-side, if some people drop while others stay and the game is still on-track, I'll make every effort to keep the show going.


    GRIEVOUS WOUNDS
    Combat is quick and deadly. Even a peasant's sword can horribly maim or kill with a little luck and complacency. Men are not quick to resort to direct and open combat out of fear of death, but the tireless gears of war stop for no man. Molthuni soldiers reap the battlefields with a hail of bolts, while fearless Hellknights still bare steel to rend flesh and marrow from those who would oppose them. Life is cheap; worth less than the weight of the coin which paid for the blade that ended it. Wise men stray from battle, but dangerous men end battles before they begin.

    Combat is often short, violent and dangerous. All men are always at risk of death when bound by combat. Grievous Wounds have a chance to be passively inflicted by any attack which meets or exceeds the targets AC. These percepts are rolled along with the attack roll and applied upon both a successful attack and percent roll. Attacks which inflict multiple types of damage such as a firearm (Piercing & Bludgeoning) roll a percent for each type of grievous wound they may apply. Weapons which are used as another type, such as a Longsword being used with Slashing Grace as a 1-handed piercing weapon may be used to apply either slashing or piercing grievous wounds, but this choice must be declared during the attack roll. A number of feats exist to capitalize the effectiveness of the grievous wounds which may be applied on hit. All creatures including players are subject to grievous wounds, which can lead to combat becoming extremely lethal. With the rarity of magical healing most ill-meaning peoples will attempt avoid direct confrontations, as ambush and superior numbers are some of the few things which might ensure a battle is won without sustaining mortal injury.

    (Slashing) - 20% Chance to inflict an additional 1d3 points of slashing damage
    (Piercing) - 10% Chance to inflict 1d2 points of bleed damage. A DC20 Heal Check ends all bleed effects (Treat Wounds - full round action). Unlike normal bleed damage bleeding from a grievous wound will stack with other wounds. Suffering four bolts in your chest will inflict bleed for each bolt-wound until treated, this is similarly true for rapier-holes left in your chest. If you are experiencing any of the previously mentioned effects, seek medical treatment immediately.
    (Bludgeoning) - 10% Chance to knock a foe unconscious on a failed fortitude save (DC10 + 1/2 damage taken). Unliving, unintelligent, or creatures with natural armor are immune to this effect, other creatures may also be resistant to this effect. Additionally creatures wearing a helmet gain immunity to this wound. Medium and Heavy armor, to include barding, include a helmet. Wearing a helmet occupies the creature's head slot.


    NEW FEATS

    Grievous Wounds (Slashing)
    Increase your chance of dealing a grievous wound by 10%. This feat may be taken multiple times to a maximum of 60%.

    Grievous Wounds (Piercing)
    Increase your chance of dealing a grievous wound by 5%. The bleed damage caused by these wounds increases by 1d2.

    Grievous Wounds (Bludgeoning)
    Increase your chance of dealing a grievous wound by 5%. Additionally the DC of bludgeoning grievous wounds increases by 2.

    Grievous Wounds (Maiming)
    Prerequisite: Grievous Wounds (Slashing), BAB +1

    Increase the size of your additional damage die by one step. Upon inflicting a grievous wound the target becomes shaken for 1 round. This feat may be taken multiple times increasing the additional damage die size by an additional step to a maximum size of 1d12. If you inflict a slashing grievous wound on a creature who is shaken or frightened they must succeed a fortitude save equal to 10 + half the damage dealt or be stunned for 1 round from the terrible blow.

    Grievous Wounds (Hemorrhaging)
    Prerequisite: Grievous Wounds (Piercing), BAB +1

    you are adept in bleeding your enemies dry. When you successfully inflict a piercing grievous wound the target must succeed a fortitude save equal to DC10 + 1/2 the total bleed damage suffered this round. Upon failure the target suffers an additional point of bleed damage from all his piercing grievous wounds. This effect persists for 1d3 rounds, if you inflict an additional piercing wound the duration is extended by 1d3 rounds.

    Grievous Wounds (Crushing)
    Prerequisite: Grievous Wounds (Bludgeoning), BAB +1

    Increase your chance of dealing a grievous wound by 5%. When you inflict a grievous wound with a bludgeoning weapon, regardless of the results of the target's fortitude save, the target is knocked prone and is unable to recover for 1d2 rounds. Additionally the DC of bludgeoning grievous wounds increases by 2. Creature's who possess immunity to Bludgeoning Grievous Wounds from a helmet or similar armor loose this immunity as their armor is crushed. An effected creature can repair their armor with an hour of work, regaining their immunity.




    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.

    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 pay off your debt, and make your way towards the golden glow of retired life. Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs 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. Kingdom Building. If you live to retire, grander things await in the future.


    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



    Spoiler: Relicuum & Praeter: The Alucinor, Haunted and Spiritual Relations
    Show



    Alucinor & Spiritual Relations
    Mundane Spirits (CR???): Spirits of the dead. Ghosts, haunts, poltergeists and everything in between. These souls often linger in the material world from lasting regrets or even curses. Some are too hostile for a cleric to properly release, while others simply have no desire to move on. These spirits often fear powerful souls such as Praeters, and are outright terrified of Relicuum who exterminate mundane spirits.

    Praeter Spirits (CR6 - 20): Much like people, they can be good, bad or anything in between. Typically they are helpful, but it is not unheard of for Praeter spirits to become deadly enemies of the Alucinor, or even allies to a Relicuum on extremely rare occasions. Praeters don't have preconceived notions of morality within their society but are molded by their origin. The spiritual properties of each entity was originally bound to some force of the universe before being awoken. Some were bound to nature, elemental principles, or conceptual forces throughout the multiverse. After becoming a Praeter, they became a sentient entity, a spirit of past fates from the times once native to them. Knowing a spirit's name allows it to be summoned directly. Such spirits are protective, suspicious and cunning, with personalities and personas as unique as the people of the world, though far unlike any mortal creature. These spirits have their own problems, wants and needs often unique to them. Praeters often get along with other Praeters, often argue with Relicuum, and are generally on fair terms with mundane spirits, but a shared misunderstanding between mortals is commonplace. The gap between such beings and the frequent inability to understand one another typically reduces their views of them as simply tools. Getting along with a Praeter usually requires understanding their individualities. Some Praeter hold understandings of mortal concepts, such as 'needs', 'self', and 'death'. While even more exceptional spirits among them may even understand things such as feelings. Much like a Relicuum, a Praeter has never lived while existing in such a state, their outward actions while manifest reflect expressions being mirrored by mortal creatures of their world and time - even if they do not understand such things themselves. Unlike Relicuum, the ability to understand mortal tendencies and thought beyond their individual afflictions is almost non-existent.

    Relicuum Spirits (CR9 - 30): The strongest of all spiritual forces. They were entities from beyond the planes which had bound themselves to the shifting strings of destiny in a savage cosmic game of cunning and wit, all for the chance of grasping unspeakable power. The Alucinor was simply the board the game was played on, and they held no love for him. Praeters were distant cousins, but their power had atrophied after a millennium of complacency. Though they held a measure of respect for them, they had become weak and were objects of pity for they had forgotten their higher purpose. The mundane souls of the world were filth to be cleansed. They had no place in the world, even in the eyes of men - who were not much better. As the pinnacle of ethereal entities, they often made it a point to terrorize, harass and destroy such pathetic existences whenever they had a free moment to spare away from their plotting and scheming. Relicuum spirits often stalked the Alucinor far more than other spirits, not wanting to afford another Relicuum the opportunity to catch him alone. Thus they could often appear even when unbidden with a far greater frequency than other spirits. Relicuum understood mortals, but that knowledge was only useful in bending and breaking them. In their eyes, lacking that knowledge was simply a handicap in their grand competition, but no true loss. Some Relicuum had different views upon the matter, but ultimately it didn't matter, it didn't matter the reason - they all played and vied for superiority. Relicuum didn't trust their brothers if they were smart, but that didn't stop them from forging alliances and allies. They were all rivals in the end, but those were matters which could be settled once the competition thinned. The state of humanity and the state of the realms was a trivial thing not worth sparing any thought, even the most goodly among them admitted that truth. For in the end, winning would change whatever they left in their wake.


    Haunted Note:
    As a Haunted remember that you must attempt to summon your haunted spirit, and dismiss them when not needed. Attempting to summon or have your associated Praeter do anything is not guaranteed to work. In fact, it's likely to not function at all unless they have reason or cause to suggest why they should - or you've developed a positive relationship with them. Even after being summoned, a Praeter does not need to manifest to allow use of pact abilities gained over time. Social checks such as diplomacy cannot be attempted until the spirit is manifest. Physical materials to summon or dismiss the spirit must actually be possessed, they cannot be eschewed. Tools such as a ritual bell are used while other materials are expended. These spirits are not companions nor automatons, they cannot be commanded and may spontaneously positively or negatively influence you even while not summoned. Holding spite will increase global hostility of spirits towards you, while holding the brands of a particular Praeter or Relicuum will make them more partial to you - however each brand generates spite, without exception. You can communicate with your Praeter normally, by speaking aloud, or any other means of communication you have developed over time (you don't begin with any other forms of additional communication). Praeter will rarely manifest at the request of a Haunted initially and may not grant you aid at all until they find cause. Most Haunted are tormented for a time, to see how they respond. Some do not remain Haunted, while others begin to manifest their spirit's abilities based on the conditions of their situation. Learning to communicate and understand a Praeter is rarely simple or easy, even if you speak the same language; as they do not interpret information nor the world the same as mortals and their ability to describe the simple elemental concepts of their existence is abstract at best. It would be closer to think of them as some form of 'gods' within their own spiritual pantheon, rather than household-ghosts. In the case of Relicuum, their influence could easily dwarf that of standing deities, so that is no exaggeration.
    Last edited by Mornings; 2018-11-24 at 04:00 AM.

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    Default Re: (OOC) The Primeval Dark

    Spoiler: The 16.5 - Chapter 3: The Potential
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    POTENTIALS


    [General] Cursefire
    A terrible flame burns inside you, as it grows, your own soul diminishes. Its burns cannot be mended, nor its sting lessened by any balm. It consumed those who raised their weapons against you, but you feared it would soon consume you as well. Everything was mere kindle to those cursed roaring flames.

    The master of the Cursefire may activate this ability as a swift action, inflicting 1 point of profane damage to himself. Any damage inflicted by activating this ability, or dealt to an enemy cannot be healed until after the creature has received the benefits of 8 hours of sleep. After this period, the damage may be healed normally. Upon this ability's activation the master gains a bonus to his damage rolls equal to the difference between his current and maximum hit points until the end of the round. This damage bonus is profane damage. Each time the master deals damage to a creature in this manner he must succeed a will save equal to 10 + 1/2 the damage inflicted. Upon failure, the master is burned by his flames and suffers an additional 1d3 points of profane damage. Similarly, a creature which receives damage from such an attack must succeed an identical save. On failure the target bursts in an engulfing blaze of crimson and black magical flames suffering an additional 1d6 points of profane damage. A creature which has suffered this explosion of flame ignites in Cursefire, an insubstantial magical flame of misfortune. Such a creature is prone to horrid luck and fumbles on any roll of a nat 5 or lower, this effect otherwise functions as the spell Faerie Fire for 1d6 rounds. This effect does not prevent the creature from suffering further damage from additional bursts of flame.


    [General] Haunted: Elsa & Maria - Who Reflected The End
    The sisters Elsa and Maria were souls far unlike any other. They shared one soul despite their separate physical identities, and were both a part of the Memoria. Under such unique circumstances, their Praeter existed long before their physical lives had ever come into being. The twins were both dear lovers and the most sinister of mortal enemies. Each stood deadlocked with the other in their contest of wills, neither capable of overcoming another. The two girls could do nothing but complete in other ways to decide a victor amongst themselves. Elsa was kind, but unwise. Maria was wicked, but knew unfathomable secrets. Equally a friend and enemy. An aide and menace. Both constantly compete with one another; who could save or destroy the one they haunted.

    CR: 7 - Praeter
    Gender: Female
    Type: Humanoid
    Alignment: NG/NE
    Disposition: Friendly/Hostile, Playful/Malicious
    Spite: 0
    Brands: 0/0
    Affliction: Death, Hate, Love, Fate
    Drawback: None
    Summoning: Blood, Ritual Bell
    Banish: Silver dust (1 dose), Ritual Bell

    You are a Haunted, an unfortunate soul who's natural affinity with a specific Praeter or Relicuum spirit. Unlike the Alucinor, you were not able to form a pact with any other spirits except a single entity to which you hold a unique connection. The union did not require your consent nor awareness. The summoning and banishing rituals for your spirit require all components to be owned to complete a minute-long process to complete either task. The material components of this process cannot be bypassed by any means. While Elsa & Maria are summoned, the Haunted gains the following benefits and penalties; [weapons and items thrown by the Haunted gain an additional 20 ft to their range increment. Light slashing or piercing weapons gain a +2 bonus to attack and damage rolls. The Haunted may release his weapons into the hands of Elsa & Maria as a swift action, this functions as if the weapons had the Dancing enchantment. Additionally, melee attacks made in such a way from either spirit function as if the weapons possessed the Fleshgrinding enchantment. While the spirits are summoned the Haunted suffers a -4 penalty to concentration checks, -2 penalty to reflex saves and a 30% chance to fail any will save.]

    His spirits are not automatons or his friends, these souls may act unexpectedly, attempt to sabotage him or even turn their weapons against him at unexpected times. Like any Praeter or Relicuum spirit, the severity and frequency of such events will increase as their Spite continues to grow. Favoring spirits, using spirit abilities or giving into their demands are often the easiest methods to build Spite. Spite never decreases naturally, and only by establishing harmonious relationships with them can Spite be decreased over time. The powers granted by Praeter and Reliccum are born from their Pacts. Each use of a Pact grants permission to the spirit to brand their host and further their own designs which fuels further Spite between spirits at the host's expense.


    [General] Perfect Form
    With years of practice, you have refined a method of fighting unlike any other. Honing your body and mind, you have reached a state of perfection capable of cleaving flesh and bone with your insight and wisdom.

    Select one weapon and one ability score, you gain proficiency with this weapon and now use this ability score for calculating attack rolls with these weapons. Additionally the weapon receives 1.5x this ability score's modifier on damage rolls as if he were using a 2 handed melee weapon. This weapon can be of any type and may be used one handed while still enjoying these benefits. If he chooses a one handed or two-handed melee weapon, while wielding it with both hands this bonus damage increases to x2 his chosen ability score. You don’t modify attack rolls and damage rolls with your weapon with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score), except for the ability score chosen with this Potential.


    [General] Immortality, Lesser
    Some souls are born stronger than the bodies which they inhabit. Some or born so strong they fill the body with an unnatural and superhuman vigor. You have found a reason to live, or some other powerful motivation which does not allow you to accept death.

    The Immortal is not staggered upon reaching 0 or less hit points, additionally he remains conscious and automatically stabilizes when reduced to negative hit points. The Immortal may act normally while stable but still suffers damage while taking a strenuous action. The Immortal's constitution increases by 4.

    If the Immortal would be killed he instead delays his death for 2d6 rounds. If the cause of his death still exists at the end of this period he dies normally (eg: hit point damage/ability damage, etc). Spells or effects which kill the Immortal outright activate this Potential and are then negated. This ability can only be activated once every 24 hours.


    [General] Eldrich Physique, Lesser
    Strange blotches of irregular light seem to glow and shine at random intervals beneath flesh and through your eyes, hinting at some strange magical origin. You are stronger and more hearty than those of your race, almost to an unnatural degree. These unusual markings which come and go when they please make hiding difficult, as energy pours out from your every pore & follicle. Fortunately your might has proven enough to simply overwhelm most foes with brute strength. This foreign power is as much a blessing as a curse. Creatures who see these lights are often unnerved, and men made uneasy.

    Select either Strength or Constitution, the chosen ability score increases by +6 and the other by +2. While your marks are visible the following effects are permanently active; You shed light of a random color which functions identically to a candle, suffering a -10 penalty to stealth checks made in dim light & darkness. Animals within 10-ft of you must succeed a DC12 will save, becoming hostile upon failure. All charisma-based skill checks you attempt suffer a -4 penalty as both man & beast are disquieted by your unusual figure. Creatures which end their turn adjacent to you must attempt a will save (DC10 + your HD) or become shaken for 1 round as the otherworldly images begin to wrack their sanity. Creatures which have gained ranks in Knowledge (Abstract) are immune to all of these effects and may interpret the maddening signs upon your body once per day with 10 minutes of uninterrupted study. Upon completion the studying creature may attempt an appropriate knowledge check, gaining the benefits of Cryptic Omens (Ex). The user of this potential may choose to disable these additional effects by covering every part of their body with garments, including their hair and face. Doing this renders the user blind but prevents others from being exposed to the energies which permeate though every part of his being.


    [General] Vengeful Soul
    Your spirit has been polluted with rage and spite. You are single-mindedly driven by thoughts of revenge, redemption or avenging a cause or person. This desire has empowered you with a burning desire to claim vengeance upon those who would harm you and your allies.

    The Vengeful Soul possesses a pool called 'vengeance' with a number of points equal to 3 + his strength modifier. When he is successfully hit by an enemy he may choose to spend 1 point of vengeance to cause his enemy's attack to provoke for himself and all of his allies. This attack of opportunity does not count towards their respective amount of attacks of opportunity allowed per round, additionally the Vengeful Soul receives a +2 bonus to hit the target which provoked due to this skill. Upon he or his allies killing an enemy the Vengeful Soul regains 1 point of vengeance. He may only regain 3 points a day in this manner. However, if the Vengeful Soul performs a Coup De Grace upon an enemy, he may regain 1 vengeance point even if this would exceed his daily allotment. (Enemies must be slain not rendered unconscious or similar effect)


    [General] Hasten The Day
    You've run all your life. Run from pain, the guilt, from responsibility & even your past. Nothing would ever catch you; or so you thought. But the past had a way of catching up to even the swiftest men, and the demons one left behind seemed to out-pace even the hands of time, addling the mind. If you could remember the name, you would have feared it. If you could recall the face, you would have wept. If your strength had been unending, your legs would never had ceased their desperate flight... but no man possessed such strength. Thus she found you. Caught you. Dragged you back screaming into the bleakness of a thousand ghastly disembodied hands. In the night without end you stood trail before the Dark Door. In your shattered broken memories that came in those quietest of times, deep in your dreams; you could see it still. Her blotted-blackened face remained censored as if by inky holes. Yet, the memories of the tattered white mantle, and the black crown of thorns which rested upon her head would never diminish. As the cries of The Thousand spoke out in a deafening chorus of curses and condemnation, one minuscule voice rose in protest to silence the formless congregation. Slowly... Slowly, the horrors receded back within the nameless realms sealed behind the Door, clawing at your sanity. Devouring your memories in passing. Only these fragments remained. These fragments, and the knowing... There would be no second chances. This time, you could not tire, you could not stop. You would need to be faster than any creature which had walked this earth, or you would never win your freedom. Whatever this was, whoever you had been - it didn't matter. Only one fact stood above all, an absolute truth. That day - Terminus. It had to be stopped... or you too would join The Thousand.

    Though the memories are faded and you no longer understand the meaning behind them, you understand the power you wield. It was unlike any other you knew, burning away at both your memories and the time which remained before 'the destined end'. When any associated abilities of this potential are activated, the following negative effects are incurred; Each activation applies a stacking -2 penalty to all knowledge checks you attempt for 24 hours. For every increment of 10 this penalty has been increased by the character suffers 2 points of wisdom damage. After suffering this damage, if the character rests or gains the benefits of sleep from any source over the next 24 hours he and his allies must succeed a DC25 will save. If he or any of his allies succeed this save all are considered to have passed this check. For each hour of rest gained during this period by the Potential holder, an additional will save must be succeeded. Upon failure he and his allies fall into a magical slumber and awake 1d10 days later. While in this slumber the character and his allies seemingly vanish from being until the point they wake. The characters may wake in the same place they fell asleep or in a randomly determined location. Characters who wake from this magical slumber return to the world one year older than their age at the time the check was failed. Changes to age incurred by this Potential deliver both the positive and negative effects of aging to character's ability scores appropriate to the creature's race. This is determined by the character's total age, not the amount it was increased by (eg: if no penalties were incurred previously for being a middle-aged human, those effects are applied now.) This magical slumber does not function as sleep and imparts no benefits to effected creatures.

    The Potential holder may activate this ability to perform any of the following actions:
    - Free-Action: Take one additional move action this round
    - Swift Action: +20 Circumstance Bonus to Acrobatics for 1 round
    - Swift Action: Increase base movement speed +30 ft for 1 round
    - Move Action: Walk across liquids and walls for 1 round
    - Immediate Action: This ability may only be activated once every 1d3 rounds, and increases the incurred penalty of activating this Potential by 2. Make an opposed acrobatics check against a single attack roll targeting you, you gain a +4 bonus to this check. If your check exceeds this attack, you narrowly avoid it at the last moment causing it to fail.


    [General] Witch of The Veil
    The vagrants of this world knew nothing of true magic, they had only begun to scratch the surface. Magister Adessa, the one they called the Whispering Witch knew the way. You had gleaned a small fragment of her power chasing down the coveted tomes of her work, enough to call yourself a Witch of the Veil, but even you, for all your genius could not grasp the unfathomable truths behind her magic. The quest to claim the forgotten texts of her earliest works was a violent and bloody contest between those occultists who called themselves a 'Veil Witch'. A contest in which you remained undefeated. The secrets of the universe would bow to your will. It was just a matter of time and diligence.

    Prerequisite: Ability to cast 1st level arcane spells, Female

    The Witch of The Veil gains the Savant Template at first level, however her physical ability scores decrease by an additional 1 in conjunction to those changes made by her template. The Witch is considered a Spherecaster regardless of her class, gaining one of the following Spheres of Power (Death, Life, or Fate) and counting as a High Caster when determining her Sphere Caster Level. Spheres & spells she casts always use her intelligence even if they would normally use a different ability score specified by a class or ability. The Witch gains the Evil Eye Hex & may take the Extra Hex feat to learn more. All spells and spell-like abilities the Witch casts count as Psychic Spells (reference psychic bloodline arcana), but are treated as both arcane & psychic magic for the purpose of fulfilling any requirements or prerequisites which require either. Additionally, the Witch is considered a Veilweaver regardless of her class, gaining 2 essence per level and learning a new Veil selected from the following list at 1st, 3rd and 5th level: (Riven Darts, Storm Gauntlets, Snakehandler’s Gauntlets, Polar Snowshoes, Pestilence Cloak, Lavawalker’s Boots, Horns of the Minotaur, Sentinel’s Helm, Dark Lord’s Ring of Essence-Binding, Deathchannel Ring, Ring of the Abjurer, Heart of the Wight, Cuirass of Confidence, Vestments of the Maharaja, Bloody Shroud, Eyes of the Hawkguard, Stone Giant’s Girdle, Robe of the Forgotten Deity). The three Veils the Witch learns from this Potential are vastly stronger than those she could learn elsewhere; Veils gained from this ability may have double the amount of essence invested into them. The Witch may invest essence she gains from a Veilweaving class or feats into these Veils as if they shared the same pool. Beginning at 1st level the Witch begins to unlocks unique Chakra Bind Slots (1st: Hands, 2nd: Feet, 3rd: Head, 4th: Ring, 5th: Chest, 6th: Body). These Bind Slots can only be used with the Veils granted by this Potential and do not function for any other purpose including meeting prerequisites. Finally, the Witch gains Knowledge (Abstract) as a class skill, however all checks she attempts with this knowledge suffer a -20 penalty.



    POTENTIAL PATHS

    Spoiler: The Guardian
    Show

    The Guardian
    Sworn to protect and defend. You have earned the soul of the Guardian after the Long Night for your single-minded commitment to protecting those lives you are charged with. Placing your own body between harm and your ward, you have forsaken offense to become a living monolith of steel. Having refined your heart and body with long years of training, and longer years of service, you are the trusted sentinel of royals, nobles, citizens, or possibly pactlords or oracles depending from where you hail in Golarion. For whatever reason, you have been forced to find a new way to live and new companions.


    [Soul] Guardian: Abandon Offense (Ex)
    Prerequisite: Alignment - Any Lawful, Age: Any
    The Guardian is not proficient with martial or simple weapons. If the
    Guardian would gain this proficiency from her class she instead trades it
    for Toughness and/or Shield Focus (player's choice). The Toughness feat
    may be taken multiple times, its effects stack. Regardless of his armor
    proficiency the Guardian's Armor Check Penalty always applies to attacks he
    makes except when shield bashing. The Guardian begins with two bonus
    Potentials from those listed below. The Guardian must still meet any listed
    prerequisites for this choice.


    Selfless Raiment (Ex)
    Prerequisite: Abandon Offense
    Using one's self as a shield comes as second nature to a Guardian
    protecting his lord. The Guardian may choose to use this ability against any
    successful attack made against an adjacent ally. The attack which would
    strike his ally instead resolves against himself. Regardless if the attack
    is successful against the Guardian he suffers half of the damage, if his AC
    would exceed the enemy's attack roll he does not suffer any additional
    effects, poison, disease, etc. The Guardian may use this ability even when
    his ally is effected by an area attack. When used in this manner the
    Guardian always suffers the full damage and effects of the attack directed
    at his ally.


    Protective Bulwark (Su)
    Prerequisite: Abandon Offense
    As a standard action the Guardian can create a field of protective energy,
    this energy sheds blue light equal to a sunrod and effects the Guardian's
    space and all adjacent spaces. This mobile area follows the Guardian and
    immediately ends upon all effected allies leaving the enhanced area. Allies
    within this zone gain 1d3/HD points of temporary hit points, DR5/- and
    convert all types of lethal damage received into nonlethal damage. Ability
    score damage/drain is converted into twice that amount of nonlethal damage.
    Magic users attempting to effect the protected area must succeed a caster level
    check (DC 11 + Guardian's charisma modifier). This effect lasts for 1d6
    rounds and may be used a number of times each day equal to the Guardian's
    charisma modifier (minimum 1). This ability may only be activated while the
    Guardian is adjacent to an ally.


    Burden Of Service (Ex)
    Prerequisite: Abandon Offense
    When adjacent to a willing or helpless ally, rather than drag or reposition
    them he may instead opt to carry them if he has a free hand available. As
    long as the weight of his ally does not put him over twice his maximum carry
    weight he may move at a speed of 20-ft and suffer no penalty from
    encumbrance. The Guardian may carry an additional ally if he has another
    free hand available but suffers all penalties of his current encumbrance if
    he chooses to do so.


    Armored Citadel (Ex)
    Prerequisite: Abandon Offense
    The Guardian is a master of armor and makes the most out of his heavy suits
    and steel plates. The Guardian is proficient with heavy armor, all shields
    and gain a bonus to their listed AC equal to the Guardian's charisma modifier.
    Additionally the maximum dexterity of armor his wears increases by 2 and the
    armor check penalty is reduced by 4.


    Blasting Shield
    Prerequisite: Abandon Offense
    The Guardian's shield slams create a blast of magical energy when he strikes
    a foe. If the Guardian is using a light shield it deals an additional 1d4 points of
    damage. If he is using a heavy shield it deals an additional 1d8 points of damage.
    The Guardian gains the ability to shield bash with a tower shield or pavise and may
    attach shield spikes to them. While bashing with a large shield he deals an additional
    1d10 points of damage. All additional damage applied is force damage. Upon gaining
    this Potential the Guardian gains reach with shields, however attacks made at range
    only deal this force damage. Additionally the magic field surrounding his shield enhances
    his ability to defend with it. The shield bonus to his AC also applies to touch attacks.


    Harder Than Stone (Ex)
    Prerequisite: Abandon Offense
    Gain +4 bonus to constitution & +2 natural armor


    Harder Than Steel (Ex)
    Prerequisite: Abandon Offense, Harder Than Stone
    Gain +4 bonus to constitution & DR5/Adamantine


    Oath of Service (Su)
    Prerequisite: Burden of Service
    The Guardian selects one character with whom he may exchange his Oath
    of Service, a ritual which takes an hour to complete. After completing this oath
    the Guardian gains a Lord, an singular individual he serves. The wellbeing of his
    Lord comes before all things, including the health of himself or his allies. This oath
    can only be broken by the death of his Lord, or being released from his service by
    the Lord in a similar ritual which takes 10 minutes to complete. If his Lord should
    perish, the Guardian suffers immensely. While most Guardians die with their Lords
    some exceptionally resilient knights carry on, wandering the world as wretches seeking
    redemption. Upon a Lord's death the Guardian looses 1d6+1 levels, if this would reduce
    his level below 1 he is instantly slain. The Guardian's body turns to stone and slowly
    begins to decay over the course of a decade until only a pile of dust remains. Should
    a strong and daring Lord find his statue, the Lord and his Guardian may accept a quest
    known as The Gauntlet to resurrect the Guardian. Only a Lord may take this quest and
    the Guardian may not be revived via Miricle, Wish or spells such as Reincarnation until
    twelve years have past and his window for redemption has closed. If the Guardian is
    revived in such a manner after failing to be redeemed by another Lord he looses this
    Potential Path and may not take it again.

    While he is sworn to his Lord both the Guardian and his Lord are aware of each others
    location and condition (as Deathwatch). While within line of sight of his Lord the Guardian
    cannot be fatigued, staggered or exhausted, nor does he require rest. However, each day
    without rest begins to apply a stacking -1 penalty to fortitude saves and skill checks he makes.
    The Guardian may block one ranged attack aimed at his Lord while within 15 ft of one another
    as a free action even if it is not his turn. Attacks targeting his Lord passing though his square
    instead target himself. While adjacent to his Lord the Guardian gains a +4 misc bonus to his AC.
    The Guardian is not slain when his negative hit points equal his constitution score, but 10 + his
    constitution instead. Should the Guardian be killed in service to his Lord, his body and possessions
    become statue of super-hard stone (Hardness 35, HP equal to max hit points). When his Lord is able
    to return to the place his Guardian fell, he may touch the statue converting it into a prismatic crystal.
    By completing a 12 hour ritual he may revive his Guardian.


    Unshakable Heart (Ex)
    Prerequisite: Oath of Service, Sworn to a Lord
    In service you have been liberated. In duty, purpose. You fear no man nor demon, only the displeasure
    of the one whom you are sworn to. For as long as you are together, you are made strong. Bound by
    unbreakable words. The Guardian gains immunity to all fear effects and +2 constitution per level his
    possesses. Additionally, once per day as an immediate action he may take all hit die granted by his
    classes, roll them and add his constitution modifier. He gains this value as temporary hit points which
    last for a number of hours equal to his level.


    Shake It Off! (Ex)
    Prerequisite: Oath of Service, Sworn to a Lord
    You don't falter before the enemies of your Lord, nor do you die easily. With grit and tenacity you
    overcome nearly any hindrance to your service. As an Immediate action to recover from crippling wounds
    and effects. While within 90 ft of his Lord mind-effecting spells and abilities targeting the Guardian are ended,
    if he is unconscious he becomes conscious, if he is dying he becomes stable. Regardless if he is within 90 ft of
    his Lord the following effects are also immediately removed: Grievous wounds, Poison-effects, Blinded, Bleeding,
    Cowering, Dazed, Dazzled, Deafened, Disabled, Entangled, Fascinated, Flat-Footed, Frightened, Grappled,
    Helpless, Nauseated, Panicked, Paralyzed, Pinned, Shaken, Sickened, and Stunned. The Guardian may only use this
    ability once per day, however his Lord may activate this ability for his Guardian a number of times per day equal to
    half his HD.


    Show Your Mettle! (Su)
    Prerequisite: Oath of Service, Sworn to a Lord
    You are the walls which defend your Lord and his loyal vassals, the living castle which shields them from all foes.
    By your master's command you throw yourself before the attacks of your enemies, guarding them behind a barrier
    of arcane energy fueled by your life-force. As an immediate action he may shield all allies within 30 ft from attacks.
    While doing this the Guardian gains DR10/- and Fast Healing 5 for 1d3 rounds. All attacks targeting allies instead
    directly deal damage to the Guardian, regardless if they would have succeeded or not. These attacks cannot inflict
    grievous wounds and cannot confirm critical threats, additionally effects other than damage are negated unless
    they specifically bypass other Potentials. Any damage in excess of his hit points leaves the Guardian at 0 while the
    remainder is dealt as non-lethal damage. Upon gaining this Potential the Guardian is no longer able to be slain by
    non-lethal damage regardless of the amount sustained. The Guardian may only use this ability once per day, however
    his Lord may activate this ability for his Guardian a number of times per day equal to half his HD.


    Siegebreaker (Su)
    Prerequisite: Oath of Service, Sworn to a Lord
    The Guardian has learned to harness the strength of his enemies against themselves with a combination of magic
    and willpower. When the Guardian would suffer damage, before the damage is inflicted & before DR or saves are
    applied, the total damage is added to the Guardian's Siegebreaker pool. This pool continues to build over the round
    as the Guardian continues to sustain damage. At any point before the end of the round, the Guardian may choose to
    activate his Siegebreaker Potential. Upon choosing to do this, the Guardian distributes the total amount of damage
    within his pool to any amount of enemies within 30 ft of himself (example: Pool of 30 points - 15 damage to Skeleton A,
    5 damage to Skeleton B, 5 damage to Skeleton C, and 5 Damage to Skeleton D). This Potential converts this gathered
    damage to either Force, Fire or Cold damage (Guardian's choice). At he beginning of each round this pool resets to 0.
    The Guardian may only activate this ability to distribute gathered damage a number of times per day equal to his
    constitution modifier.



    Spoiler: The Weapon Master
    Show

    Weapon Master
    It is no secret that warriors live short and violent lives, fighting again until they themselves join the ranks of the dead in Pharasma's court. Weapon Master's often tend to rise from the ranks of young mercenaries and professional soldiers while in training. Those who show exceptional natural ability are pulled from the battlefields and instead find themselves within academic halls or military academies where they are trained for years to instruct and preserve techniques of combat. Many of these weapon masters are often under the employ of noble houses or organizations with long-standing traditions, just as it is for those few masters left who serve house Irral. The weapon masters are all that remain of the old knights, bannermen and manuscripts of battle dating back before the Drakeplagues. Much of the knowledge and history was lost during the raging wars and the sickness which had tormented Iobaria for countless centuries.

    [Soul] Weapon Master: Abandon Defense (Ex)
    Prerequisite: Alignment - Any, Age: Old, Race: Human (Iobarian)
    A weapon master is not proficient with shields or heavy armor. If his class provides him with this proficiency it is instead traded for Weapon Focus with a weapon of his choice, this may be done multiple times. A weapon master cannot use the Total Defense or Defensive Combat actions as he is entirely committed to slaying his enemies, not defending himself. The Weapon Master begins with the Bannermen's Blade & Drakeslayer's Mantle Potentials. Additionally he may choose two bonus Potentials of his choice from those listed below. He must still meet the requirements of the selected potentials.


    Bannermen's Blade (Ex)
    Prerequisite: Abandon Defense (Ex)
    Keeping with the old traditions of his forefathers, the weapon master begins play with a Baring Sword (MWK Large Greatsword). The weapon master is proficient with this weapon and maintains it with great skill and practice. If his Baring Sword is ever broken or destroyed he may repair it with a day of work and half the weapon's cost in materials. Additionally the weapon master gains the benefits of the Grievous Wounds (Slashing) and Grievous Wounds (Maiming) feats, but only while wielding his Baring Sword. Baring Swords are often reforged out of special materials as their blades are repaired and replaced. The Weapon Master may choose to pay the cost of having his weapon made from a special material, but this cost cannot be reduced further than 1/2 even when crafted.


    Drakeslayer's Mantle (Ex)
    Prerequisite: Abandon Defense (Ex)
    Old friends driven mad by disease birthed new enemies, the ancient bannermen who would fight till their last days defending New Iobaria and house Irral developed techniques to combat their dragonic foes with absurdly large weapons. Cultivating the strength to wield such tools required years of training before finally receiving the array of mystical tattoo's blessed by the reclusive druids of Hask-Ultharan called 'The Mantle'. The culmination of their training and magical markings upon their back and chest imbue them with supernatural strength. The Weapon Master receives a +2 sacred bonus to his strength score, additionally he counts as a large creature when determining if a weapon is appropriately sized for him. Non-magical weapons of medium or small size have a 10% chance of being destroyed when used by the weapon master.


    Lessons Of Warfare (Ex)
    Prerequisite: Abandon Defense (Ex)
    The weapon master gains an additional feat at 1st level and every even level after that. Additionally at each level the weapon master gains proficiency with a new weapon of his choice. He may spend one week training another creature with a weapon he is proficient with if both himself and student are wielding identical weapons appropriately sized for them. The weapon master's student spends this time mirroring his instructors techniques and upon completion of this training gains proficiency with his practiced weapon.


    Sword Arts (Su)
    Prerequisite: Lessons Of Warfare (Ex)
    A weapon master spends his life pursuing weapon manuscripts to rediscover ancient techniques which blend both physical might and his magically imbued power into secret techniques known as sword arts. A weapon master learns new arts by uncovering and translating manuscripts from hidden ruins and forgotten keeps. Each technique is specific to a certain weapon and cannot be used with another. The weapon master may use Sword-Arts a number of times per day equal to 3 + his charisma modifier (minimum 1). At the time he gains this Potential he may select one of the Sword Arts listed below. He may learn additional Sword Arts as a Potential, or by discovering manuscripts.


    (Baring Sword) Bathed In Sacred Flame
    As a Swift Action the Weapon Master may imbue his weapon with golden flame. The weapon grants illumination as a light spell and deals an additional 2d6 points of damage, this damage is half holy and half fire damage. This ability lasts for 1 hour or until the weapon successfully strikes a target, whatever comes first.


    (Baring Sword) Sword Rush
    As a Standard Action the weapon master can move up to his speed and make a single attack. On a successful hit the target must succeed an opposed acrobatics check or be knocked prone. Regardless of success the target suffers damage normally.


    (Baring Sword) Scale-Cleaving Strike
    As a Standard Action the weapon master may make a single attack. This attack ignores both the hardness and DR of the weapon master's target.


    (Baring Sword) WyvernStorm
    Prerequisite: Scale-Cleaving Strike
    As a full-round action the weapon master may move up to 15-ft in any direction, including directly up even if he would not normally be able to complete this movement. This movement may be taken as long as not obstructed by walls or similar obstacles. Enemies do not obstruct his movement and this movement does not provoke attack. The weapon master fills his sword with tumultuous crackling black energy before unleashing a crushing wave of destruction. The weapon master may make a single attack roll effecting all adjacent squares within his reach at the point this skill is activated and all adjacent squares during his movement. Creatures who are hit by this attack suffer an additional 2d6 points of profane damage, and must succeed a reflex save equal to half the damage taken or ignite in black flame. Creatures who are lit on fire instead take 1d6 points of profane damage each round rather than fire damage. The flames are difficult to extinguish even with water and require a full round action to douse the flame.


    (Baring Sword) Extinction Wave I
    Prerequisite: WyvernStorm
    As a full-round action the weapon master may make a single attack at an adjacent square (AC 5). This attack effects the targeted location and all squares adjacent to it (including the weapon master's). The weapon master's attack deals an additional 1d10 points of profane damage per level and x3 his strength modifier to all squares effected (reflex for half). The weapon master is immune to his own attack but inflicts a quarter of the total damage he inflicts to all creatures with this ability to himself as nonlethal damage. The nonlethal damage he sustains cannot kill him but otherwise functions normally. The Weapon Master may choose to expend an additional use of his Sword Arts to expand this range into to a 10-ft radius burst. He may expand this burst in 10-ft increments by spending further uses of his Sword Arts. He may do this a number of times equal to his HD.



    Spoiler: The Professor
    Show
    Professor
    No great ruler ever was who did not educate himself in the matters of the world. Professors, are learned men and women of the world studied across various fields. Professional educators, tutors, scholars and instructors. It is a teacher's greatest responsibility and honor to groom and mentor the world's future leaders. Though they come from all walks of life and the halls of many such great colleges of wisdom each Professor carries with him his own unique specialties and expertise to offer in Lord Irral's education and development.


    [Soul] Professor: Learned Scholar (Ex)
    Prerequisite: Alignment - Any Neutral, Age: Any, Int 13
    A Professor may select any 2 skills, and any 3 Background Skills at the start of each day. These skills gain a +6 circumstance bonus, furthermore the Professor may use the Aid Another action for these skills even if this action is not normally available for the selected skills. A number of times equal to 3 + his intelligence modifier he may roll twice and take the better result when using one of his selected skills. Additionally he may choose one bonus Potentials of his choice from those listed below. He must still meet the requirements of the selected potentials.


    Mind of Many (Su)
    Prerequisite: Learned Scholar
    The Professor gains 1d4 Insight Points per level at the start of each day (rolled at the start of each day). The Professor may spend these points as an Immediate Action to grant a +1 circumstance bonus to any ally within 30-ft on any single attack roll or skill check. The Professor may only spend a number of points equal to his HD each round. Calling forth the ghostly memories of every lesson from every mentor and teacher he has had into the physical world is incredibly taxing and fills his mind with eerie haunting thoughts of the past. The Professor becomes shaken for 1 minute after using this ability. If the Professor is already shaken or under another fear-effect when he activates this ability the Professor becomes panicked for 1d6 rounds.


    Mentorship (Ex)
    Prerequisite: Learned Scholar
    At 1st level the Professor selects one skill to be his Specialty, once this choice is made it cannot be changed. The Professor may always Take 10 when using his Specialty even while threatened, and this skill is a class skill for him. The Professor can Mentor a student a number of times equal to his intelligence modifier, but these uses are not recovered until after the Professor gains a level. The Professor must spend 8 hours tutoring with the proper equipment or an equivalent masterwork tool relating to his Specialty. Upon the uninterrupted completion of the course, his student must succeed a test. Results are determined by a skill check equal to (DC20 - student's intelligence modifier). Upon success the student gain's his Professor's selected Specialty as a class skill and gains a permanent +1 circumstance bonus to the effected skill. If the skill is already a class skill this bonus increases to 2. Each subsequent course the student takes is more difficult than the last, increasing the DC of his final test by 5. The Professor can only instruct one student at a time. Additionally his uses of Mentorship are only expended upon a student's successful completion of his test.


    Spoiler: The Lore Master
    Show
    Lore Master
    While wise, they are not teachers. While learned, they are not scholars, nor bards. Reclusive and selfish, the Lore Master is a living wealth of knowledge. Seeking knowledge for knowledge's sake, they learn all they can from the written works of the world and can often be found building their own collections of tomes. Often unspecialized in any specific field of study, they seek to learn about all things everywhere. Lore Masters are often at odds with the secretive archivists who maintain the singular last remaining copies of occult and forbidden knowledge often denied to them, and thus their knowledge often lacks such unique and guarded secrets - as they themselves rarely venture out and learn of things themselves. Despite their disposition, they make for some of the finest chroniclers throughout the Inner Sea.


    [Soul] Lore Master: Grand Lodge Chronicler (Ex)
    Prerequisite: Alignment - Any Neutral, Age: Any
    The Lore Master begins play with a Wayfinder, journal and writing set. The Lore Master gains an additional 4 skill points each level that he may spend on knowledge skills. Once a month he may compile a chronicle of his ventures. The Lore Master must spend 24 hours uninterrupted while putting all his memory unto parchment and cannot rest during this period. Upon completion the Lore Master may deliver the chronicle to any Pathfinder Lodge to be submitted to the Grand Lodge. Upon successfully completing his delivery, the entire party receives 50% of their level in experience points and an eighth of their WBL via mail seven days following the chronicle's submission. This can only be done upon completing a quest. Additionally he may choose one bonus Potentials of his choice from those listed below. He must still meet the requirements of the selected potentials.


    Recount The Tale (Ex)
    Prerequisite: Grand Lodge Chronicler
    Once a day, the Lore Master can spend a full-round recording the actions of one of his allies during combat and must succeed a DC20 + ally's HD appraise check. Upon success the Lore Master understands how best to inspire his ally. Within the next hour the Lore Master can recount the tale of the battle to his ally, doing so requires 10 minutes of work. Upon completion the ally gains double his experience points for 24-hours.


    Reference The Classics (Ex)
    Prerequisite: Grand Lodge Chronicler
    Once a day the Lore Master may reference the notes within his journal which transcribe details from boundless written works he has read. These footnotes often contain the answers to knowledge he has forgotten in all his research. The Lore Master may attempt any skill check he has failed at DC20, but doing so requires an hour of study from his journal.

    If the Lore Master has lost his journal he may not use any of his skills until it is replaced or recovered.



    Last edited by Mornings; 2018-03-09 at 10:15 PM.

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    Default Re: (OOC) The Primeval Dark

    Spoiler: The Huge 18 - Chapter 4: Love, Hope, Dreams & Potential Paths
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    POTENTIAL PATHS

    Spoiler: The Strategist
    Show
    Strategist
    Every empire and great leader who ever was knows the value of a man capable of unraveling the plots of his enemies. Skilled in warfare, tactics and blessed with divine insight, the strategist works to lead his lord's forces to victory and undermine his enemies plots against him. With the assistance of keen minded men and knowledgeable sources he devises methods to destroy his lord's conventional enemies with shrewd cunning. While employing mystical methods to defeat whatever eldrich threats come to face his master's domain.


    [Soul] Strategist: Insight (Su)
    Prerequisite: Alignment - Any Lawful, Age: Any
    Once per day the Strategist can contemplate a single question. He must spend an hour in contemplation which provides him a 20% chance to find divine inspiration and an answer to his question. He may spend an additional hour of uninterrupted contemplation to increase his chance of success by 10% to a maximum of 60%. The answer which he receives is simple in nature as it typically is received as a feeling. The question which the Strategist contemplates must be able to be answered with a 'yes' or 'no'. There is a 5% chance that the Strategist instead gains a Greater Insight and additional information is disclosed. Additionally he may choose one bonus Potential of his choice from those listed below. He must still meet the requirements of the selected potential.


    Defensive Precognition (Su)
    Prerequisite: Insight , Wis 15
    The Strategist is suddenly filled with a glimpse of the future by his divine insight. Using his otherworldly abilities, he immediately develops a plan of action and alters destiny. The Strategist may select one ally within 30-ft after a Surprise Round has been declared. The ally he choses becomes aware of the enemy and the conditions which led to the Surprise Round. The ally may take a full round's worth of actions before the Surprise Round as if they were already in combat, then may act during the Surprise Round in their normal order. The ally gains a +6 sacred bonus to their initiative during this combat. The Strategist may use this ability once per day, and an additional time per day for every two levels beyond the first.


    Master of Warfare (Ex)
    Prerequisite: Insight, Int 15
    The strategist excels in developing countermeasures for the enemies which he faces to give his allies an edge against their contenders. The Strategist may spend a full-round action to study his enemy. All enemies identical to his studied target are similarly effected (example: Studying a plague zombie will effect all other plague zombies during that combat, but other types of zombies will be unaffected.) Upon successfully studying his target the strategist grants his allies a +2 circumstance bonus to attack or damage rolls, or may grant his allies a +2 dodge bonus against his studied target. The Strategist may choose to study multiple targets or stack effects on a single target, however he may only have a number of effects active equal to half his wisdom modifier (minimum 1). The strategist may only activate this ability a limited number of times before he must rest. The Strategist begins with 3 + his wisdom modifier (minimum 1) number of uses at the start of each day. After expending all his uses he becomes fatigued for 4 hours, but regains all of his uses of this ability after this period. The bonus the Strategist grants to his allies with this ability last until the end of combat or until the Strategist is no longer able to speak.


    Spoiler: Pale Blade Assassin: Wolf In Sheep's Clothing
    Show


    Wolf In Sheep's Clothing
    With the utmost caution, in the lowest whispers was the name spoken. The Pale Blades. A mythical guild of assassins said to have perhaps once existed. They were nor more the stuff of fantasy than reality. Ancient records predating the Jistka Empire existed which validated their existence, but little else. Similarly, the knowledge of the guild's name had faded off into obscurity. They had been part cult, part mystical killers - more magician than rogue. Only in the small quiet circles of the Jambala Jaeg, Mulaa and Kalabuta shamans of the Mwangi were such grim, and ancient stories retold. They were passed from one generation to the next, to remember the horrid beasts who dressed in the skins of men and feigned human emotion. Their death-goddess blighted the land with the corpses of millions and laid the sky-cities of the Shory low with her dark conniving ways.

    These were but a handful of tales from days past, but they couldn't know, the truth was far darker than their stories... and you were very real. Even within the guild of legendary killers, suspicion and angst choked the throat of any who walked their ranks. Fear of the Wolves In Sheep's Clothing. The handmaiden of The Pale Bride, groomed and trained by her hand, turned into inhuman weapons. They wore the skin of their enemies and became anyone, anywhere. Slithering and creeping into every aspect of society and answering only to the goddess. They stole the lives and memories of those they consumed, eating the flesh of man, smiling, becoming something or someone else. They could not be identified, they could not be found behind their guises. They adhered to the secret and grotesque occult rituals of dark ancient times, and nothing could escape their hunt.




    [Soul] Pale Blade Assassin: Bride of The End (Su):
    Prerequisite: Dex 14, Race: Female Human
    Wolves worship and venerate The Pale Bride. Commands given by her are absolute; the command of your mysterious patron are magically compelled with no save permitted. Wolves receive Diehard as a bonus feat. Additionally, the Wolf must give her Devotion once a day by wearing the flesh of a victim's face as a mask while in silent uninterrupted prayer for 1 hour. This victim must have been a valid target ordained by your goddess to die (see Consume Likeness). Wolves start with an old hand-stitched skin-mask of tanned leather cut from their first victim. Individuals who witness this secret ritual must die, or pay penance to the goddess by cutting out their tongue or gorging out their eyes (victim's choice). The victim must be willing to pay penance without any form of coercion or magical manipulation. As long as a Wolf holds favor from the goddess and gives her Devotion each day she may cast Disguise Self at will. Should she ever fail to give her Devotion or if she falls out of favor, she looses all abilities of being a Wolf In Sheep's Clothing until she has redeemed herself. Additional favor may grant additional functions. Wolves In Sheep's Clothing receive a Sacrificial Silver Dagger, known as a Paleblade (Silver Sawback Sword Dagger+1) and do not die from age like a normal creature, but suffer all other effects as normal. Additionally, Wolves begin with the following Potentials: Wickedness, Consume Likeness, Flesh Mask and one Potential of her choice from those listed below. She must still meet the prerequisites of this Potential. Wolves are always female, but need not assume a female identity.


    Wickedness (Su):
    The dark rituals and practices of a Wolf's Devotion and profession have tainted her spirit. A Wolf's alignment drops to Evil. She must never reveal her malice openly & she is aware of any creature which discovers her evil nature. Wolves must offer the name of any person who discovers her evil nature against her will during her daily devotion. A Wolf In Sheeps Clothing whose alignment becomes anything other than evil takes 1d6 points on constitution damage at the beginning of each day. This damage increases by an additional 1d6 for each day since her change. When the Wolf's constitution reaches 0, she does not die but instead becomes permanently helpless, blind and mute. This state persists even if this damage is healed. These conditions may only be removed by The Pale Bride, or with a wish or miracle spell for each individual state.


    Consume Likeness (Su):
    Wolves stalk prey at the command of their goddess, but even when not called, they hunt mortals. Wolves never kill prey outright. They stalk and then subdue their chosen victims in a sacred dance of cat and mouse which holds strong religious significance to earn favor with their macabre goddess. A victim must be named, and that name offered up to The Pale Bride during the Wolf's daily Devotion. If the name is false, they know immediately. Thus, Wolves must come into the good graces of their victim, courting them in a game of death. Upon offering the victim's correct name to the goddess, the Wolf receives a blessing acknowledging their hunt, or scorn as their hunt is rejected. Rejected offerings often negatively effect their current favor with their grim goddess.

    Upon receiving a blessing the Wolf ventures out to subdue her victim via magic, drugs, beatings or any other means she has to capture her prey, without killing them. Most Wolves choose to restrain their prey as they must be awake and helpless to complete the hunt. Once the victim is awake and helpless they may use their Sacrificial Dagger to perform a special Coup De Grace attempt. If the victim fails this Fortitude Save, they are not slain and instead the Wolf carefully carves the flesh off the victim's face like a mask. Upon doing so they begin to violently eat this mask of skin adding the victim to their list of known Flesh Mask's. The victim may be sacrificed for additional favor after the hunt is complete, but no further action is required. A Wolf In Sheep's Clothing looses their ability to use this Potential without their Sacrificial Dagger. A new dagger cannot be created only received directly from the hand of The Pale Bride.


    Flesh Mask (Su):
    After a Wolf completes a hunt and consumes their prey's features they gain a magical affinity with the creature's identity. The Wolf learns of them and gains rough fragments of their memory. If the Wolf has chosen to retain this identity she gains the ability to perfectly transform into her victim's likeness. The Wolf may only retain one Flesh Mask per HD she possess. If she uses Consume Likeness on a new creature she may choose to replace a Flesh Mask she currently owns with a new one if she has no slots available. This transformation effect functions as the Polymorph spell. Only creatures one size above or below her original size can be taken as Flesh Masks. This effect does not alter her ability scores or statistics in any way, as this disguise leaves all internal functions she possess the same. The duration lasts indefinitely until dismissed, a free action, and cannot be dispelled. However, this effect immediately ends upon exposure to an EMP Field or similar disruptive technology and stuns the Wolf for 1d3 rounds. Activating a Flesh Mask is a Standard Action.


    Stalking (Ex):
    Wolves receive a +10 bonus to Stealth and receive a +4 bonus to hit when attempting to deal Non-Lethal damage.


    Betrayer (Ex):
    Wolves are careful to measure when to use and discard their friends, after all, friends are a precious resource to be expended in times of need. As an agent of deception Wolves are skilled in gathering many friends to use them when the situation begins to become unfavorable. Wolves In Sheep's Clothing may select any Teamwork (Betrayal) Feat without meeting its prerequisite. Additionally, he may use Betrayal Feats on an ally or friendly target even if they do not possess this Teamwork Feat. Wolves receive Ally Shield as a bonus feat.


    Guild Ally:
    Making peace with your peers isn't always in poor taste. You've learned to accept your brothers and return to your roots as an assassin. Your change in mentality extends to more than just your fellow Pale Blades.
    Benefit: You gain the benefits of the sneak attack class ability as a rogue. This damage stacks with Sneak Attack damage from other sources. Additionally, you receive a +4 bonus to Stealth and Slight of Hand. Rather than murdering those who violate your tenets, you may pray to the goddess to pardon them during your Devotion. This is never done lightly, as the Wolf will often be forced to bear her ire on another's behalf.


    Dual-Blade Savant
    Prerequisite: Age below 13, Stalking
    Benefit: The penalty from Two Weapon Fighting with light weapons is reduced by 2. Penalties for additional attacks made while Two Weapon Fighting, such as from Improved Two Weapon Fighting is reduced by 2


    Studied Blade
    Living in the bowels of the city, you've studied how the less reputable peoples fight with weapons - and perhaps were even taught by them. Applying the life lessons you've gathered, you are deadly with a blade.
    Prerequisite: Dex 15, Guild Ally, Stealth Rank 1, Slight of Hand Rank 1, BAB +1
    Benefit: When wielding a light or one-handed weapon, you deal an extra +2 points of precision damage. This damage is negated if the target is immune to precision damage. This bonus increases by +1 per die of sneak attack damage you possess.


    Blade Specialist
    Prerequisite: Studied Blade, Dex 15, Str 11
    Benefit: When wielding a light or one-handed weapon, you deal an extra +2 points of precision damage. This damage is negated if the target is immune to precision damage. This bonus increases by +1 per die of sneak attack damage you possess.


    Knife Mastery
    Prerequisite: Blade Specialist, Slight of Hand Rank 3, Dex 17
    Benefit: As a Swift Action you make an opposed Slight of Hand check versus targets observing you. Upon success against all opposed checks, you conceal a light weapon upon your body. Upon failure, you become aware you've been discovered and the attempt is negated. When a weapon is concealed in this fashion, you may choose to make a Sneak Attack with this concealed item even while being observed. At 1st level only one weapon may be concealed in this way at a time. An additional weapon may be concealed for every 2 levels after first.


    Blade Mastery
    Prerequisite: Blade Specialist, Dex 15, Str 13
    Benefit: When wielding a light or one-handed weapon, you deal an extra +4 points of precision damage. This damage is negated if the target is immune to precision damage. This bonus increases by +2 per die of sneak attack damage you possess.



    ASSASSINATION MASTERY POTENTIALS

    Assassination Focus
    Prerequisite: Blade Mastery, Knife Mastery, 6 Flesh Masks, Slight of Hand Rank 6, Stealth Rank 6
    Benefit: Targets immune to precision based damage loose this immunity while performing a Sneak Attack. Retrieving a weapon concealed with Knife Mastery is a Free Action.


    Assassination Specialization
    Prerequisite: Assassination Focus
    Benefit: Immunity to precision damage is negated & precision damage bypasses DR. You may make a Sneak Attack as an Immediate Action if you have a weapon concealed via Knife Mastery.


    Assassination Mastery
    Prerequisite: Assassination Specialization
    Benefit: Attacks which deal precision based damage always confirm critical hits. The critical threat range while wielding light weapons increases by 2. The critical threat range of your weapons while performing a Sneak Attack increases by 1. If you possess a weapon concealed via Knife Mastery you may reveal this weapon and use it to make an additional attack this round



    PALE BLADEWORKS POTENTIALS


    Pale Bladeworks
    Prerequisite: Dual-Blade Savant, Guild Ally, Blade Mastery, 6 Flesh Masks
    Benefit: You suffer no attack or damage penalty while Two Weapon Fighting with light weapons. Additionally both weapons apply damage as if they were wielded in two hands, applying 1.5x your respective ability modifier. Penalties for additional attacks made while Two Weapon Fighting, such as from Improved Two Weapon Fighting are reduced by an additional 10.


    Pale Blade
    Prerequisite: Pale Bladeworks
    Benefit: Your critical multiplier while making a Sneak Attack increases by 1. You may make an additional Sneak Attack at a -10 penalty


    Child of Dusk
    Prerequisite: Pale Bladeworks
    Benefit: Your Sneak Attack Damage increases by 1d6. You may choose to deal the average of your Sneak Attack damage instead of rolling this damage.


    Child of Evening
    Prerequisite: Child of Dusk
    Benefit: Sneak Attacks versus Evil aligned creatures always deal maximum damage. You gain an additional d6 of Sneak Attack Damage per 3 HD you possess


    Improved Pale Blade
    Prerequisite: Child of Dusk
    Benefit: Your Critical Multiplier while making a Sneak Attack increases by 1. You may make an additional Sneak Attack at a -15 Penalty


    Child of Crossroads
    Prerequisite: Child of Evening, Assassination Mastery, Alignment: Neutral Evil
    Benefit: You may make Sneak Attacks against a target as if they were Flat-Footed even if they are not.


    Child of Morning
    Prerequisite: Child of Crossroads, Alignment: Any Good
    Benefit: Sneak Attacks versus Evil aligned creatures always threaten a Critical Hit. Precision Damage is multiplied upon a critical hit and is always lethal damage to Evil aligned creatures.
    Special: This feat is not lost after being taken, even if the assassin no longer meets its prerequisites. This ability is retrained even if the Wolf In Sheep's Clothing loses favor with The Pale Bride.


    Greater Pale Blade
    Prerequisite: Child of Crossroads, Age: 15 or younger
    Benefit: Your Critical Multiplier while making a Sneak Attack increases by 1. You may make an additional Sneak Attack at a -20 Penalty. Additionally you may move up to your total movement speed while performing a full round attack. You may use this movement to distribute attacks between different targets from any point during your move. This movement provokes attacks of opportunity as normal.


    Spoiler: The Ascendant Eye: Oculus
    Show



    Oculus: The Ascendant Eye

    He was a magical genius, perhaps even the shining beacon of magic for the modern age - and he knew it. Yet, he was forced to crawl through the muck and grime like some filth covered maggot. The world couldn't understand his unparalleled mastery of the arcane. He had been imprisoned with his brother and sister in the First World by the Pale Lady, perhaps the only one who recognized his splendor... but that fey queen was mad. It took all he could muster to escape, only to find the taste of freedom soured by the plebeian magicians which sat upon the seats of power they did not deserve. His magic had been weakened to be sure, but if they knew his might, they would be licking his boots. He could peer into the hearts of men, know their thoughts and sense any enemy that he might be put against, but he struggled to conjure the flames of a fireball. It would be long til his magic would fully recover, and that left him with little other recourse then to rely upon his wit and cunning. To his enemies, he was a sly fox, always seeming to find a way out of any situation - as if he could see the future, or luck simply would not afford him death. Little did they know, luck wasn't given, it was stolen. He wouldn't late the destined end catch up to him. He was the master of his fate.


    [Soul] Oculus: Arcane Mastery
    Prerequisite: Race: Human or Half-Elf, Age: 16 or younger, Ability to cast 1st level spells
    Special: Traits: No regional traits, Religion: None or Acavna or Nethys
    The Oculus is the unrivaled master of spellweaving and mysticism, even if his body does not remember it. By simply seeing a spell being cast the Oculus can understand the magic and make it his own. The Oculus may identify any spell or spell-like ability cast in line of sight (DC12 + Spell Level) Spellcraft or Knowledge (Arcana) check. The Oculus gains a focus point pool which is used to activate his various abilities, as detailed further below. Identified spells are added to the Oculus spell list (unique spell list separate from class spell lists) and may be cast such spells using spell slots granted by his Oculus Potentials or a number of focus points equal to the spell's level +2. The Oculus does not need to have Oculus spell slots of the spell's level to cast magic with this method, but must still meet the minimum requirements to cast the spell, using intelligence as his casting modifier. This includes possessing an appropriate character level which would be required to gain the respective spell slots needed to cast the spell conventionally. The Oculus's progression to meet such requirements are considered to be identical to a Wizard. The Oculus may earn Potentials allowing him the ability to cast certain learned spells normally outside his abilities, such effects supersede those requirements stated within this ability. Each time the Oculus casts a spell in this manner he must succeed a will save with a DC equal to 12 + the spell's level or become confused for 1 round, plus an additional round for each level of the spell. Regardless of success, the spell is not lost and is cast normally. Additionally the Oculus begins with the Ascendant Eye Potential. The Oculus may only learn traditional Vancian magic with this potential; magic which does not expend spell slots to function cannot be used.

    FOCUS POINT PROGRESSION
    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    (Points are recovered every 24 hours)


    The Ascendant Eye:
    The Oculus's vision does not stem from his physical eyes, but an inner sight within himself. Even blinded, or wounded the Oculus's vision is not obscured nor hampered. No darkness, light, smoke nor rain can obstruct his vision which floods his mind with senses unknown to mortal men.
    The Oculus possesses the following additional senses & abilities:
    [Blindsense 30 ft. ] [Lifesense 30 ft.] [Scent 30 ft.]
    [* One of the creature's eye's appears to dimly glow with a wash of pale colors. Magic from the Oculus's abilities, with the exception of Arcane Mastery, are not effected by wild magic and cannot be dispelled conventionally. Additionally, this ability is not effected by damage sustained to the creature's physical eyes.]


    Immaculate Perception:
    Possessing sight transcending the physical, the Oculus's vision can delve into the mystical. His vision unravels the secrets of the world about him to burn away the lies of the world with the scalding light of truth. Under his gaze, he can see the desire of men, their worry, their hidden truths and spying eyes. The Oculus may cast any of the following spells at will, however maintaining the spell for 3 or more rounds costs him 1 focus point:
    [Detect Secret Doors] [Detect Poison] [Detect Desires] [Detect Anxieties] [Detect Scrying] [Detect plants & animals] [Detect Fiendish Presence] [Detect Metal] [Detect Radiation] [Detect Relations] [Detect Snares and Pits] [Detect Thoughts] - The Oculus adds two 1st level spell slots to his Oculus spell list.


    Overmaster:
    Prerequisite: Immaculate Perception
    The Oculus has been gifted with magical affinity far superior to normal wizards and is thus able to push his magic to further heights. The Oculus may spend a number of focus points equal to the spell's level he is attempting to overmaster as a full round action. This action provokes attacks as if attempting to cast a spell normally. As long as the spell is not lost, the Oculus increases the spell's caster level by 1. The Oculus may do this a number of consecutive rounds equal to his HD, provoking each time. He may not move or take a 5 ft step or the spell is lost. After successfully completing his overmaster he may cast his spell the following round as normal. The Oculus adds two 2nd level spell slots to his Oculus spell list.


    Spellstorm:
    Prerequisite: Overmaster
    The Oculus has learned to condense his focus to create strange otherworldly storms of magic by violently releasing large sums of his focus. The Oculus never truly gains control of his spellstorm, but can unleash larger and larger blasts of chaos the more of himself he invests. As a standard action, the Oculus can unleash a 20 ft burst within 100 ft by spending 4 focus points. This burst deals 1d10 points of a random type of damage, and an additional 1d8 points of identical damage for every 2 focus points spent activating this ability (reflex for half). The Oculus may spend an additional 4 points to create difficult terrain and add a 30% chance to entangle creatures in the effected area. An additional 4 points may be spent to move creatures up to 15 ft in random directions. The Oculus adds two 3rd level spell slots to his Oculus spell list.


    Determine Fate:
    Prerequisite: Spellstorm
    With great effort the Oculus's sight can even pierce the material and transcend the temporal. His mind races out across the transcendent realms to force wide the Dark Door, an indescribable and horrific effigy carved from the dark gaps between the planes of existence. With every ounce of his will, he brings his sight to bare just long enough to grasp the smallest and brief glimpse of fate, and drag it crashing down into the present.
    Using this ability requires a full round action and a DC14 will save. Upon the first use the Oculus becomes fatigued for 1 minute, on the second he becomes exhausted for 1d6 minutes, upon the third he falls unconscious for 1d8 minutes. The Oculus gains the Salvation fate and may take additional fates as Potentials.

    [Salvation]
    Prerequisite: Determine Fate
    The Oculus targets one creature. That Creature may roll all attack rolls and saves twice and take the better result for 1d4 rounds (3 focus points)

    [Damnation]
    Prerequisite: Salvation
    The Oculus targets one creature. That Creature must roll all attack rolls and saves twice and take the worse result for 1d4 rounds (3 focus points)

    [Tragedy]
    Prerequisite: Damnation
    The Oculus targets one creature. Target creature takes 1d6 points of a random damage type 1d8 times as an unexplainable accident befalls them (reflex for half). Other unexplained beneficial or detrimental effects may also result for creatures in or around the area, including the Oculus (5 focus points) - The Oculus adds two 4th level spell slots to his Oculus spell list.

    (Using these abilities infuriates Relicuum Spirits. These spirits will be hostile to the Oculus if this ability was used within the last 24 hours. Repeated usage during a single 24 hour period increases the chance of Relicuum spirits hunting the Oculus.)



    Spoiler: The Ineffible Secret: Memoria
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    Memoria: The Ineffable Secret

    Once the Pale Lady had made the mistake of accepting the Memoria into one of the games. The unpredictable keeper of secrets nearly removed the enchanted village and everything within a ten mile radius from the map. Her powers were unknowable and uncontrollable. No one could guess when a sudden flicker of realization would spark in the child's mind, filling her with the arcane knowledge from a thousand-thousand years into the future. Despite her lack of magic, she could command some small measure of the Signs; the raw expressions of energy from the creative forces of the multiverse. Their expressions could be found in all things in the world, and one could never guess when that knowledge would come crashing down through the Memoria to annihilate everything which might stand against her. The Pale Lady was wise to fear her, and wiser not to murder the child outright. The young one was simply part of the whole, the spiritual council of linked souls beyond number that was the Memoria. While she was here, she could be controlled, but if she was reincarnated once again - everything would be threatened. Now she was free...


    [Soul] Memoria: Pact of Silence
    Prerequisite: Race: Female Human or Half-Elf, Age: Under 13
    Special: Traits: No regional traits
    The many spirits which make the Memoria are bound by a singular oath of silence. Calling upon the living souls of his past and future lives for their strength and wisdom requires she honor the oath. In respect of this sacred bond many of her selves had cut out their own tongues in life or uttered not a word.
    When the Memoria uses one of her abilities she becomes mute for a number of hours as determined by the secret she activates. The Memoria cannot use another secret while she is mute unless she spends two-times the cost in hours as focus points. Sharing information gained from her previous lives extends the duration of her silence by 3 hours. Unless stated otherwise activating an ability is a swift action. The Memoria possesses a focus pool with standard progression for her gender & begins with the Past Life Wisdom Potential for free. Additionally she may choose one bonus Potential of her choice from those listed below. She must still meet the requirements of the selected potential.

    FOCUS POINT PROGRESSION
    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    (Points are recovered every 24 hours)

    Past Life Wisdom
    The Memoria can consort with the spirits of her timeless lives to learn and understand things which she could not know in this one. Consorting with her spirit-selves requires her to uphold one of the secret pacts to her spirits:

    [Secret of Knowledge]
    Prerequisite: Past Life Wisdom
    The Memoria takes a full-round action to synergize herself with her spirits, absorbing vast amounts of knowledge in mere seconds. The Memoria gains a +10 circumstance bonus to her next 1d3 knowledge checks. This ability persists for 3 hours or until used. (Cost: 1 - 3 hours)

    [Secret of Maddening Knowledge]
    Prerequisite: Secret of Knowledge
    There are some things that the Memoria of a certain life simply should not know, least they destroy her mind and sense of self. The Memoria may choose to forcefully merge her consciousness with her spiritual collective as a full round action. The violent experience of being torn back into the world and her singular identity deals 1d6 points of wisdom damage but grants her a +20 circumstance bonus to her next knowledge check. This ability persists for 6 hours, or until used. (Cost: 2 - 6 hours)



    The Ineffable Rites
    Prerequisite: Secret of Maddening Knowledge
    The Memoria possesses an array of strange powers fueled by the various oaths between her present self and the countless spirits of her lives throughout all time. She herself was simply a state of singular consciousness, but she was not the present, nor the past. She was as a constant state of transition. Yet, the mind of the singular did not always understand this, nor understand its place within the collective. Rarely did the singular understand it was simply a fraction of the whole. It was the collective's purpose to remind the Memoria of this, and its higher purpose. The Memoria may begin learning the secrets listed below, taking Secret of Names for free and learning additional secrets as Potentials as she progresses.

    [Secret of Names]
    The vaults of knowledge which dwell within the joint consciousness of the Memoria know all things, and see
    Learn the name of one creature. This ability requires an image or line of sight on the target creature (Cost: 1 - 5 hours)

    [Secret of Physical Perfection]
    Prerequisite: Secret of Names
    The Memoria has learned to tap into the fierce energy of past lives, warriors, generals the greatest fighters across countless worlds and times. By channeling this energy the Memoria gains a +6 circumstance bonus to Strength, Dexterity or Constitution for 1 hour. The Memoria becomes fatigued for 1 hour after this ability expires. (6 - 12 hours)

    [Secret of Enlightened Thought]
    Prerequsite: Secret of Physical Perfection
    Most secrets were secrets of the mind, and of such dark and forbidden knowledge the Memoria was without equal. Countless lives of the wise and cunning, wizards, priests, sorcerers and rogues filled the collective with limitless knowledge and insight. By tapping into this stream of endless potential the Memoria gains a +6 circumstance bonus to Wisdom, Intelligence, or Charisma for 1 hour. The Memoria becomes sickened for 1 hour after this ability expires. (6 - 12 hours)



    - Unspeakable Dominion
    Though the Memoria can no longer tap into the cosmic forces of creation like the Magisters of the Conclave, her gifts runs far deeper than simple knowledge, and the power has not left her completely. The Memoria possesses the ability to recover fractions of the mythic arcane forces known as the Signs of the Thousand. Their fractured bits are broken sigils bound with a minuscule piece of the omniscient powers wielded by the Waldfrau's chosen. Though the sigils can only be commanded but once in most circumstances, the magic is still far beyond that which is wielded by mortal men.

    [Secret of Signs] (Passive)
    The Memoria possesses a chance of gain a Fractured Sign from a magical object, creature or magic she comes into physical contact with. These objects or creatures are always related to a Magister's influence or the influence of a Praeter or Relicuum spirit. The Memoria has a 25% chance of recovering a Fractured Sign if the conditions are met. Learning a sign usually does not incur a cost, but at times may demand she honor the Pact of Silence for the influence of the spiritual collective in arranging the chance encounter with the otherworldly power (Cost: 0 - 2 hours)

    [Secret of Power]
    Each Fractured Sign is a spell unlike any other, which is not effected by conventional magic, even penetrating fields of spell-annulling energy. The use of such magic was tricky, and each Sign possessed its own unique cost. However, to use the broken sigils often required great effort by the collective, and as such the cost could be very steep indeed... (Cost: 1 hour - 15 days)



    Last edited by Mornings; 2018-03-07 at 08:27 PM.

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    Default Re: (OOC) The Primeval Dark

    Spoiler: The Mega 18.2 - Chapter 5: The Paths of Potential
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    Spoiler: The Apprentice: Returner
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    The Apprentice
    They called it many names, Calamity, Terminus, The Long Night... because they didn't know, but you had lived it. You had returned from the end. The last day of this world and many others. An event which they would call - The Primeval Dark. With the last of your power you returned from AR 4723 after failing to stop the events which would lead to the end of everything you know. The trauma inflicted from forcing yourself across the breach has clouded and fragmented your memories from the other world. Only one thing remains clear, you are the last living apprentice of Adessa Allessa; better known as The Whispering Witch.


    [Soul] Veil Witch: Returner
    Prerequisite: Human - Female, Alignment: Chaotic, Age: Under 25, Int 18, Ability to cast 1st level arcane spells
    As an student following in The Whispering Witch's footsteps you have been groomed and raised in her teachings. Your understanding of her lessons far exceeds those who now walk this earth, and thus your command of her magics is far more potent. The Apprentice possesses a number of unique skills which differentiate herself from the fake Veil Witches who scour for rotten old books detailing the fundamentals she was raised upon. These skills are essential for the use of her strange magic and in surviving the world, as it had existed in the future. The Apprentice gains Knowledge (Abstract), Knowledge (Primal), Knowledge (Forbidden), Use magic device, Spellcraft, and Spell Focus as class skills. Due to her extensive training she gains a +4 circumstance bonus to these skills. A Veil Witch begins with the Whispered Chant & Whispered Hex Potentials. Additionally, she may select 2 additional Potentials which she qualifies for from the following list:

    Spoiler: Unique Skills: Veil Witch
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    The secrets and hardships of your dying world has guided your training to bring forth unspeakable magics, even in lands which it cannot exist. Your vast training has endowed you with knowledge not meant for this world, revealing the macabre spectacle beneath the surface. The Apprentice possesses the following skills:

    Knowledge (Primal)
    The strangeness of the events within Golarion far exceed the preserved tales and lore of the past. The primal events which would begin to run rampant throughout the world would lead to the death of magic in time. In he future you knew, the instability of the arcane had paved the road for alternate forms of travel and tools. Science and technology had become the common means of one's livelihood. Yet, as a young follower of the esoteric arts you chase a string of clues linking these changes in the world with some grander power. You can identify primal energy and interpret signs to gleam clues of its origin. This had simply been a means of survival for you, but here, upon the cusp of the events which would rock this world and tear down the magicians from their pedestals, it may have been the answer to change it.


    Knowledge (Abstract)
    Your master had taught you of many things, this the peoples of this world or any other could not fathom. Entities which lingered beyond this world and even The Great Beyond. Even this multiverse was but a small grain of sand upon a beach, in a world the size of a marble... A marble, within an endless ocean's tide of marbles. The fate of this planet in the grand scheme of things meant little. To others, the secret teachings sounded like nothing more then the insane rantings of a cultist - but not to you. You were one of the Initiated. Those most highest ranked within the Veil who owned The Whispering Witch their undying loyalty. One of those who knew these things to be true. They served gods far greater then the false prophets of men. The true Veil Witches were heralds of the Mother of the Black Veil, of the Divergence; the unimaginable changes warping and shaping the cosmos. With this knowledge the Calamity could be stopped.


    Knowledge (Forbidden)
    Even within the Grand Conclave, the mystical order who oversaw the creative forces of the multiverse with unimaginable magic, this lore was feared and forbidden. While secluded in self-exile, Adessa was still a member of their ranks despite her displeasure with their coven. Those who pursued the dark secrets which they denied were known as Black Magisters, and it was she who was senior amongst their number. There were a number of terrible forces and even more terrible magics which flowed unseen within the material world and the realms they could still name, but ultimately they were all conjoined at a single point. A metaphysical artifact which existed within the consciousness of a temporal-construct created by merging hundreds of thousands of souls called The Thousand. It was called The Dark Door, for that was what it was. Towering off into the cosmos beyond the sight of any creature, and likely without end. Though this door a force known as Malefacuum was drawn and manipulated to manufacture the blighted spells of the Black Magisters, but the Whispering Witch had taught you more. Malefacuum was simply a byproduct, an expended waste-energy being gathered by the dung-eating bottom-feeders of the Conclave. The true power lay far beyond the door, a forbidden realm which only existed within the dream-memories of The Thousand. The Seclusion of Three Visions.

    Function: Using Knowledge (Forbidden) allows interaction between the spell-caster and Praeter or Relicuum spirits. Each attempt generates Spite as if she were a Haunted or Alucinor. While branded by a Praeter or Relicuum she may attempt to perform a Blackening, a unique enhancement function of the spirit, while casting a spell or spell-like ability. By default, this only functions with traditional Vancian magic and does not apply to other sub-systems of magic such as Veils or Sphere's unless specifically stated otherwise.


    Spell Focus
    Manifesting magic in the previous unstable plane was a dangerous and fearful practice. Indeed, in most civilized places the practice was outlawed completely except by State Magisters, out of fear that Wild Magic would bring ruination to everything in its path. Even the arcane magistrates of the land had not been taught in the ways of The Whispering Witch, and thus they were feeble and weak. They knew nothing of the great command she possessed over the arcane essence and the forces with distort and corrupt the esoteric energies across the realms of creation. You weren't like them. You had been schooled in her lessons, and now held a degree of command over your mystical energy unlike others. With practice and effort, once could will the world to obey

    Function: Magic you cast no longer has a chance to automatically fail or produce Wild Magic, a Spell Focus Check may always be attempted to stabilize your magic.

    Focus Barrier: Using one's own internal energy a barrier of semi-solid matter is constructed around the spell-caster. A Focus Barrier is a magical shield which allows the caster to stabilize her own magic and create a powerful field to enhance her spells. A Focus Barrier may be erected by spending 10 minutes in uninterrupted meditation and making a Spell Focus check to establish the barrier's defensive value. While within this barrier anti-magic effects and primal events cannot effect the spellcaster, nor can she loose a spell from a failed concentration check. If targeted by an anti-magic effect, the opposed caster must make a caster level check. If the caster level check meets or exceeds the barrier's defensive value the shield crumbles and the anti-magic effect targets the protected spell-caster as normal. Regardless of success, the defensive value of the shield is decreased by the result of the caster level check. While within an area effected by primal magic the barrier's defensive value passively decreases every hour by an amount equal to the CR of the primal event. While within an area effected by a different primal event, targeted by an effect or while within a targeted area the defensive value of her shield decreases by the CR of the event. Should the barrier's value reach 0, it collapses and its protection effect immediately ends. If the spell-caster would be forced to attempt a concentration check, instead her barrier's defensive value decreases by an amount equal to the DC of this check. If her shield's value reaches 0, her barrier dissolves and she must succeed this check as normal. If the shield remains she is considered to have successfully passed this check. A barrier lasts for 1 hour, however the spell-caster may spend 1 minute in uninterrupted meditation to restore a number of points to the barrier's defensive value equal to her own HD and extend the duration by 10 minutes. Only a single Focus Barrier can be erected at a time.

    To make a Spell Focus Check roll both Spellcraft and Spell Focus and total the combined result to determine your score



    Whispered Chant (Su)
    Benefit: You've learned the very basics of The Whispering Witch's iconic methods of casting. Spells you cast no longer require verbal or somatic components. Your spells, supernatural abilities and spell-like abilities do not count as magic for the purpose of arcane detection (this negates detection-effects of spells such as Detect Magic.) The DC to Counterspell or identify your magic increases by 10.


    Whispered Hex (Su)
    Benefit: You learn a Hex from the Witch's Hex list, the DC of this new Hex is increased by 2. If this Hex creates a charm or compulsion effect which targets a creature which possesses immunity, the hex bypasses this and functions normally. Unlike a normal Hex, a target does not gain immunity to the witch's Hex for 24 hours after use. Instead the witch may attempt her Hex again in 1d2 rounds.
    Special: You may take this Potential multiple times as a feat. The number of times this Potential can be taken in such a manner can not exceed your HD. If the witch possesses the Hex class feature and has unlocked major and grand Hexes, she may choose to learn an additional major or grand Hex with this Potential. The witch may not choose to learn a Hex which has been granted from another source.


    Focused Mind (Ex)
    Prerequisite: Whispered Chant
    Benefit: You have learned to quiet your thoughts and focus your mind, enhancing your ability to perform magical tasks and resist lesser spells. You gain a +8 bonus to Use Magic Device and Spellcraft in addition to +4 bonus to Spell Focus, and three knowledge skills of your choice. While attempting a caster level check, concentration check, will save or Knowledge (Abstract or Forbidden) you may roll twice and take the better result. Your wisdom modifier increases by 4.


    Blackened Word I
    Prerequisite: Hex Class Feature, Whispered Hex
    Benefit: Select one standard Hex granted by your Hex class ability, this Hex becomes a Whispered Hex. The DC of all your whispered hexes increase by 2. This Potential may be taken multiple times, its effects stack.


    Cursed Verse Training I: Disruption
    Prerequisite: Blackened Word I
    Benefit: You gain the ability to disrupt spellcasting using your unique hex. As a 30ft ranged touch attack you can place a disruptive field around the target (Will negates, DC20). While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is lost. This field lasts for a number of rounds equal to 1/2 your HD (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


    Cursed Verse Training I: Forewarning
    Prerequisite: Blackened Word I
    Benefit: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your HD (minimum +1). Select one 1st level spell, this spell gains the curse-descriptor. When casting spells with the curse-descriptor your caster level is considered 1 higher.


    Cursed Verse Training I: Havocker
    Prerequisite: Blackened Word I
    Benefit: A havocker’s patron grants her the ability to devastate her foes with nameless elemental forces. The witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she draws forth her strange powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses may be a different type. This learned kinetic blast and elemental focus count as a Whispered Hex for the purpose of determining any changes applied by her Potentials.


    Arcane Spell Training I - Focus School: Reiteration
    Prerequisite: Ability to cast 1st level arcane spells, Arcane School Class Ability
    Benefit: Your pursuit to refine the spellcraft of your chosen school has allowed you to empower magic of your favored type, and even blend it with others. Select one spell your possess, that spell now shares your chosen school and its original school. For effects which determine a spells school always choose the most favorable (this effects prepared spell slots, etc). Feats, spells and abilities which grant beneficial effects based off of the spells school count both schools. When casting a spell of your chosen school attempt a spellcraft check equal to DC 15 + twice the spell’s level. Upon success you create a duplicate of the cast spell without expending any additional spell slots and may choose to immediately cast this spell as a free action. This maneuver, called an Arcane Reiteration, is incredibly taxing on the spell-caster, and after each successful use she must succeed a will save identical to her previous spellcraft check. Upon her first failure she becomes fatigued for 1 hour. If she continues to fail these saves while under these negative effects the penalty increases. Upon her second failure she becomes exhausted for 1 hour, and upon her third failure she falls unconscious for 1 hour. This ability may be used a number of times per day equal to 3 + her HD.


    Veil Spell Training I - Blackened Veil
    Prerequisite: Veilweaving Class Feature, Alignment: Any Evil
    Benefit: Veilweaving has always been a natural part of being a Veil Witch, and as such most excel at it. However, you've mastered the art of breaking the limitations of a veil, at the cost of damaging your own soul. The burden of shattering these limitations would have destroyed you utterly had you not discovered a means to offload the damage on your spirit unto others. You gain a Whispered Veil, chosen from one of the following Veils:Riven Darts, Storm Gauntlets, Snakehandler’s Gauntlets, Polar Snowshoes. As a swift action you may invest any number of additional essence into your Whispered Veil, however for every 2 points you exceed the maximum essence typically allowed to be invested you suffer 2 points of constitution drain. These additional points persist for 1 hour and then 'burn out'; being removed from the Veil and decreasing your maximum available essence by that amount for 24 hours. Upon coming into contact with a dying creature or a creature which has died within the last minute, you may choose to unburden a portion of this harm to the dying creature's spirit as a full round action. When she does this, 1d6 points of her existing constitution drain is unloaded into the departing soul, racking it with unspeakable torment, but reducing her current drain by an equal amount.


    Forbidden Spell Training I - Richleau's Protection From the Living
    Prerequisite: Focused Mind, No other Training Potential
    Benefit: Upon taking this Potential the Apprentice forsakes all other Training Potentials. The witch has dedicated herself entirely to the pursuit of Forbidden magic and abandoned all others which might distract her from this study. The witch gains full Focus Point Progression, an Arcane Aptitude score of 16 and the Arcane Bond class feature (as Wizard). The witch must select either a Staff, Wand, Shield or Armor as her bonded object which will influence various degrees of her magic. The witch gains the ability to learn unique spells called Signs, and Fragments; incomplete Signs discovered by various Praeter and Relicuum spirits. In order to cast a Sign or Fragment she must first establish a bond with a Praeter or Relicuum spirit. Upon creating a bond, she may assign a single Sign or Fragment to her bonded spirit. Each Sign possesses a pre-determined requirement of which spirit they can be assigned to, Praeter or Relicuum, which is identified upon gaining the Sign. Only one Sign can be assigned to a spirit at a time, the Sign cannot be assigned twice to different spirits nor can this assignment be changed once established while the contract between the witch and spirit remains in effect. Should the bond be terminated the Sign be assigned to a new spirit. While the spirit is summoned the witch may cast her Sign, paying its normal costs as normal. However, her Sign functions identically to a bonded ability accruing Brands and Spite from the spirit as normal (conditions determined by the individual spirit). The witch's Arcane Aptitude does not increase conventionally, but can be increased through various Potentials or training with unique spirits who may unlock her potential. Additionally, the witch gains her first Sign upon taking this Potential; Richleau's Protection From the Living (Praeter)

    FOCUS POINT PROGRESSION
    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    (Points are recovered every 24 hours)


    First Hidden Verse
    Prerequisite: Arcane Spell Training I or Forbidden Spell Training I or Sphere Spell Training I or Veil Spell Training or Cursed Verse Training I
    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10% and your spells have a 5% chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast. Additionally, your Focus Barrier grants a +2 deflection bonus to your AC while manifested and only requires 5 minutes to form. As a full round action you may attempt a spellcraft check with a DC equal to your barrier's remaining defensive value, if you succeed the force barrier is repaired as if you had meditated for 1 minute. This action may only be performed once per hour.


    Shielded Caster
    Prerequisite: Training Potential Rank I, Spell Focus Rank 1
    Benefit: Learning to defend ones self from threats is a vital practice to veil witches as their magics become more intricate and lengthy. You've learned to blend physical defense with your magic though practice and physical training. You gain proficiency with all shields and tower shields and the Arcane Spell Failure chance for using a shield is reduced by 40%. The witch may imbue her shield with magic as a full round action, increasing its shield bonus by 2 for a number of rounds equal to her level. While attempting to form a Focus Barrier she may choose to sacrifice her shield to enhance her barrier. Upon successfully forming her barrier, the shield is destroyed, but forms a secondary sphere of energy. This energy field possesses a number of hit points equal to the combined total of the sacrificed shield's hardness and hit points. While in effect, this barrier suffers all damage which would be dealt to the witch instead. Attacks which deal ability damage or other kinds of damage deal double that amount to the shield instead. The witch cannot suffer grievous wounds while this magical field protects her, however the shield suffers the additional damage of grievous wounds from slashing weapons. Damage which exceeds the shield's hit points are dealt to the witch as normal, attacks which deal no damage to the witch may have certain effects such as poison or various combat maneuver attempts negated (subject to GM discretion). This protective field lasts until destroyed or until her Focus Barrier expires. Repairing her focus barrier also restores 1d3 hit points to her shield.


    False Prayers
    Prerequisite: Whispered Chant, First Hidden Verse, Knowledge (Religion): 2 Ranks, Bluff: 1 Ranks
    Benefit: The practice of magic by those not sanctioned is forbidden in your time and witchcraft is feared, thus like many others of your faction you've disguised yourself as a follower of the faith, be it a cleric, priest or simply a faithful follower of the bland 'goodly' gods which are found acceptable to the common ignorant man. Select a deity from the following: Cayden Cailean, Desna, Erastil, Iomedae, Pharasma, Sarenrae, Shelyn, Torag, Abadar. When casting a spell, you may make a Bluff Check to disguise your spell as prayer, or divine magic if the spell has obvious visible or audible results. This check receives a -10 penalty if you appear entirely out of place with the faith you claim to serve. Furthermore this -10 penalty applies to diplomacy checks to convince others of your faith, but this diplomacy penalty cannot exceed -10 even if it otherwise would per the diplomacy skill. If you carry the holy symbol of your false deity, your bluff and diplomacy checks to convince others of your faith and false prayers receive a +5 bonus. If you wear the colors, figure of sacred animal, or figure of sacred sign you receive an additional +5 bonus for each of these things. Dressing in the garments of your false faith grants a +10 bonus to these checks. Carrying the sacred texts and feigning words of prayer during casting also provides a +10 bonus. Additionally, proficiently wielding the sacred weapon of your false deity grants an additional +5 bonus to these checks.


    Spoiler: Cursed Verse Training II
    Show
    Cursed Verse Training II: Foretell
    Prerequisite: Cursed Verse Training I
    Benefit: You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. This bonus or penalty increases by 1 for every 4 HD you possess. You can use this ability for a number of rounds per day equal to your 3+HD. These rounds do not need to be consecutive.


    Cursed Verse Training II: Spell-Termination
    Prerequisite: Cursed Verse Training I
    Benefit: You gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s magic as an immediate action (instead of a readied action). You must sacrifice a spell of at least equal level to activate this ability. You can use this ability once per day, plus one additional time per day for every 2 HD you possess.


    Cursed Verse Training II: Bestow Insight
    Prerequisite: Cursed Verse Training I
    When you activate this power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your HD (minimum +1) for 1 round. The duration of this effect increases by 1 round for every 2 HD you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


    Cursed VerseTraining II: Corrupt Evocation
    Prerequisite: Cursed Verse Training I
    Benefit: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


    Cursed VerseTraining II: Blighted Spell
    Prerequisite: Cursed Verse Training I
    Benefit: Whenever you cast an evocation spell that deals hit point damage, add your total HD to the damage (minimum +1). This bonus is not only applied once to a spell but once per missile or ray. The following round this damage is inflicted again. This bonus damage may be increased by Empower Spell or similar effects. This damage is of the same type as the spell. Once per day whenever you cast an evocation spell you may roll twice to penetrate a creature's spell resistance taking the better result.




    Spoiler: The Offworlder: Soldier of The Union
    Show



    KNOWLEDGE: The Offworlder

    Spoiler: 4th Guards Kantemirovskaya Tank Division
    Show

    The 4th Kantemir Division, led by Major Alexander Vasilyevich Suvorov, Sergeant Abram Zhukov, and Alexi Sidorenko. The achievements of The 4th are renowned throughout Golarion. Not only for their drinking, but for their sheer insanity when pressed in combat. Having fought in the largest war of their world, and battling their way across times and unexplainable anomalies after being spirited away across the galaxy... nothing can surprise the brave men and women of The 4th Division anymore. They unleashed all hell upon the battlefield. Out-gunning, out-drinking, and out-screaming their enemies beneath a hail of burning lead - and when that wasn't enough. They brought out the heavy armor. With full access to the resources gathered together by Major Suvorov, the 4th displayed no semblance of restraint. Mounting SU-100Y 152mm SPG ordinance and other weapons of cacophonous destruction on massive metal chariots of roaring death. The 4th Division's reputation as madmen is well earned. With unprecedented destructive force, they annihilated those enemies which allied themselves with the mysterious Terminus. Working closely with DEVILMAKER and The Palatine Council, they fight for the future of Golarion and to secure a way home.


    Spoiler: History
    Show
    As a Soviet soldier under the command of Major Suvorov you've seen a great deal of strange things in this world, and you expect you'll see many more. Wielding an array of weapons and armament, you are a fine example of a soldier. Fighting for honor and country - or simply the chance to find your way home. You stand against the strange forces that be to contest Terminus and complete your mission. Your life would have ended in The Battle of Voronezh, and now a debt is owed to the one who saved you - DEVILMAKER. Your future, and perhaps even your past rested within his cold lifeless hands, and if you were to have any hope of seeing your home again, Terminus had to be stopped.


    Spoiler: Terminus
    Show
    No one truly understood what Terminus was, including you. Only DEVILMAKER seemed to understand, but even his explanations made no sense. It was a time, a place, an event and a thing. It had come, or had happened, in your own worldline in 1942 - a period which had yet to even exist in this world according to him. It distorted time, twisted everything and sent your allies careening out across existence beneath that terrible pillar of blinding light. Things that should not exist, existed. Things that should not be, were. The people of this world had called their Terminus 'The Long Night', but it would come again. DEVILMAKER explained all was two-fold, and when it returned it would bring apocalypse. This planet possessed such planetary gates that linked across the vastness of space - their only hope of returning home. They had to defend it at all costs.


    Spoiler: Baba Yaga
    Show
    Though DEVILMAKER claimed the iconic fairytale witch existed, walking house and all in this world. None of them believed it. Stories deserved to stay stories. Instead they used the name to refer to The Whispering Witch, who many of them had met in the past. The peoples of her world blamed her for their Terminus, but that was a lie. Though eerie and frightful, she worked with DEVILMAKER to fight Terminus with the aid of other creatures they did not understand. It was true she was a scary witch, but she was not an evil witch.


    Spoiler: DEVILMAKER
    Show
    An entity of unknown origin, more machine than man. The strange entity first appeared during the events which would become Terminus on their Earth, which they soon discovered was vastly different than that Earth which he knew. Using otherworldly alien technology he tracked the anomalies which preceded the events of Terminus in an effort to stop it. The cosmic threat had ended dozens of worlds, but more often than not it was this creature - DEVILMAKER which put a stop to it. Saving billions of lives and correcting the natural order of the multiverse. While no long term solution yet existed, he and his allies were upon the cusp of a solution. Tirelessly working, he is committed to saving every life he can and returning you home.



    [Soul] Offworlder: No Habla Shoanti (Ex)
    Prerequisites: Race - Human (Russian), Alignment: Any Chaotic
    You're not from this world, you have no idea how these people speak - or their traditions. But with dedicated effort, you can learn. You do not begin speaking common, and instead begin play speaking Russian. With a high intelligence you may learn Taldane (Common), Hallit, Tian, Thassalonian, Kelish, Shoanti, Skald, Varisian, Azlanti. Additionally you suffer a -4 Penalty to all Knowledge Checks. The Union Soldier also gains the Arms of War Potential for free and may select two additional potential of his choice from those listed below. He must still meet the prerequisites of this chosen Potential.


    Arms of War (Ex)
    Prerequisite: No Habla Shoanti
    Firearms are the weapons of your world, and you are exceptionally proficient in their employment. You are proficient with all Early, Advanced, Modern and Neo-Modern Firearms. You gain Weapon Focus (Firearms) as a bonus feat, which applies to all Firearms of the listed types. Additionally, you may craft Firearms from any the listed categories (DC25), or purchase them (but may not craft or purchase modern ammunition). You may purchase non-firearm Modern Weapons to include; Semtex, Thermite Grenades and Tear Gas, but these weapons cannot be crafted. Due to your exceptional accuracy you gain the ability to add your dexterity to your damage rolls with guns; add 1.5x your Dexterity Modifier when determining your additional damage while wielding a firearm. You may not purchase starting ammunition for your firearms, but gain 4d6+2 bullets for each respective weapon and additional ammo may be crafted.


    Scavenge (Ex)
    Prerequisite: No Habla Shoanti
    Bullets are more precious than food, but perhaps not more than a good drink. You've become exceptionally adept at squirreling away bullets in odd places to ration your own use, only to find them again later when you need it the most. At the beginning of each day you may spend an hour to search your own person and belongings for ammo. There is a 40% change that you recover 2d4+1 pieces of ammunition. Additionally once a day when you run out of ammunition completely you may take a full round action to search yourself for any ammo you may have stashed on your person. There is a 25% chance that you recover 1d3 pieces of ammunition in this manner.


    A Taste of Home (Ex)
    Prerequisite: No Habla Shoanti
    You, like many of your friends have taken a habit of carrying a few drinks with you. With battle after battle, fight after fight, and no end in the foreseeable future, the warmth of strong liquor steadies the nerves and hand. The Commander doesn't seem to mind, looking the other way when his men take a shot in the middle of the battle. You gain 5 servings of Vodka (Oldlaw Whiskey) in a 1/2 lbs steel flask. These servings are restored when returning to a 4th Kantemir Division Outpost or supplied encampment. When you consume 100gp worth of liquor (1 serving of Vodka/Oldlaw Whiskey) you receive a +2 Circumstance Bonus to Attack Rolls while using Firearms, additionally the penalty for firing beyond the first range increment is reduced by 1 (to a minimum of 0). This bonus lasts for 10 minutes. If this bonus is granted a number of times per day equal to or exceeding the soldier's Hit Die they must succeed a DC15 Fortitude Save. This DC increases by 2 for each additional drink beyond the last which exceeded this number. Upon failure the soldier is Sickened for 1 hour. If the soldier fails the save again while Sickened they become Nauseated for 1d8 Rounds.


    Boundless Courage (Ex)
    Prerequisite: No Habla Shoanti
    You've seen the kind of horror and brutality the people of this world cannot begin to fathom. Undead may walk this planet, but corpses are pilled by the millions where you've been. No specter or faceless skeleton can shake your resolve or match the nightmares which plague your dreams. You are Immune to all fear effects gain a +6 bonus to initiative checks and a +4 bonus to will saves. When a fear effect is negated with this ability, you gain a +4 bonus to attack and damage rolls on your next attack, this bonus expires in 24 hours if unused.


    Rumbrave (Ex)
    Prerequisite: A Taste of Home
    Sometimes soldiers in the 4th Division exhibit feats of super-human skill while caught in a drunken battle frenzy. You yourself have experienced such strange war-crazed moments of blind fervor, wading into the enemy and engaging in reckless encounters. While under the beneficial effects of A Taste of Home (Ex) you may choose to activate this ability. When targeted by a melee attack from a hostile creature, you may choose to expended an Attack of Opportunity to make an opposed attack roll. This roll is not targeting the creature but must exceed the attack roll of the chosen attack. If your attack roll exceeds the opposed attack it is negated and you receive 1 point of Rumbrave as you fire your weapon and deflect the attack with a bullet. These points last for 1 minute and are expended at the end of an encounter or if the effects of A Taste of Home are lost, whichever comes first. These points may be spent on a number of unique abilities listed below. The Offworlder may not hold points in excess of his HD. Should his points ever reach their maximum value, he may no longer attempt to activate this ability to deflect attacks. Each ability may be learned as a Potential:

    (Come and Get Me)
    You may make an additional Move Action to move, but must pass through at least one threatened space during this movement. This movement provokes attack and grants each attacking enemy a +4 Circumstance Bonus to their attack and damage rolls against you. However, you may make an attack against each attacking creature before it's Attack of Opportunity may be taken. If a creature receives more than one Attack of Opportunity against you, you may make a free attack before each individual provocation. Attacks made by you receive a +2 Circumstance Bonus to Attack and Damage Rolls. This ability costs 1 point of Rumbrave.

    (Reckless Abandon)
    Prerequisite: Come and Get Me
    You unload shot after shot directly into your enemy with reckless abandon at point-blank range in rapid succession. You gain an additional attack when making a Full-Round Attack. These attacks must be performed directly adjacent to your target, and does not provoke. However, these attacks receive a -2 Penalty on all attack rolls. This ability costs 2 points of Rumbrave.

    (Up Close and Personal)
    Prerequisite: Reckless Abandon
    You may make a non-touch attack roll against the target as an Immediate Action. Upon success you slam your weapon into the target's face or body, pistol whipping the enemy, or striking with the stock of your weapon. The enemy falls prone from the staggering blow suffering 1d6 (Small), 1d8 (Medium), 1d10 (Large) points of Bludgeoning Damage based on the weapon's size. The target effected by this ability receives a -4 Penalty to its AC against ranged attacks made against it within 20ft while prone. Additionally it provokes attack from you while standing if within the first range increment of your firearm. This ability costs 2 points of Rumbrave.

    (Let God Decide)
    Prerequisite: Up Close and Personal
    In the ultimate act of madness, you remove all but a single round of ammunition from your weapon, chamber it, and place the barrel in your own mouth. Closing your eyes, you pull the trigger... You may make a Full Round Action to activate this ability, in doing so you remove all but one piece of ammunition from your weapon and play a modified game of Russian Roulette. Using any firearm, you place the barrel in your mouth and pull the trigger. Call High or Low, and roll for percentage (1d100). Upon successfully calling the winning half of the roll, High (51-100) or Low (1-50), the rifle jams, or the pistol clicks on an empty chamber, or similar event. Upon failure, the weapon goes off in your mouth confirming a Critical Hit against yourself. This self-inflicted attack always deals maximum damage. If you called the winning roll, you may make an attack against an adjacent creature, slamming the weapon into the enemy's mouth and pulling the trigger. You receive a +8 Circumstance Bonus to this Attack Roll. If the attack fails to 'hit' it instead causes the weapon to jam or otherwise misfire in theme and another round of Roulette may be played the following round, at no cost of Rumbrave. If the attack is successful, the weapon goes off, confirming a Critical Hit against the enemy and dealing maximum damage. This ability can only be used after making two or more Fortitude Saves against A Taste of Home, and may only be activated once during a single instance of A Taste of Home. This ability costs 4 points of Rumbrave.





    Spoiler: The Scorned
    Show


    The Scorned:

    You are a Scorned, a branded individual exiled from the elite mercenary guild known as the 'Cotton Club'. This small brand has delivered unto you a foul curse. This particular hex has become famous for its cruelty, twisting the afflicted into a horrific creature unless they receive a special task called an 'undertaking'. Without such a task the curse slowly consumes the afflicted, condemning them to rot and decay, becoming a monstrous undead abomination. Such ill-fated souls were exiled from the guild and sealed away after being sold to the Inquisition. Those that rose again after receiving their Undertaking possessed renewed strength and inhuman powers, but employing such powers aggravated their condition. (Scorned gain 3 Unique Powers, and the Dark Hunger ability)

    Spoiler: Dark Hunger
    Show
    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 - a state called Undead Corruption.


    Spoiler: Status: Undead Corruption
    Show
    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. While Corrupted the Scorned does not need to eat or drink.


    Spoiler: New Powers
    Show
    Scorned Abilities: The Scorned gains various new abilities which grant him powers and abilities far stronger than any mortal could possess. While granting him fearsome prowess their use weakened his resistance to the curse and diminished his humanity. The Scorned may select one class ability of 6th level or lower. One class ability of 7th level or lower, and one class ability of 8th level or lower, these three abilities need not be chosen from classes he possesses levels in. Only abilities which must be activated by the character may be selected (i.g. Barbarian Rage may be selected, but Armor Training may not be as it is a passive ability.) Abilities which do not have a duration but are activated normally, (such as the Vigilante's duel identity or similar ability) incur their respective Dark Hunger cost for every 4 hours they left active. The Scorned may also choose to grant himself access to spells of the appropriate caster level for the class of his choice with these abilities (i.g. using his 8th level ability to be granted three 4th level spell slots as an Oracle. He does not gain any of the lower level benefits only those benefits respective to the ability's level, as if he had just acquired that level himself; by extension only granting him one 4th level spell due to oracle's restricted known spells.) Classes such as Cleric which know all spells of their respective spell list similarly benefit the Scorned, and they may similarly prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level.

    If you have a power in mind, but cannot locate it as a class ability, I can work with you in finding or modifying existing features to fit your intended purpose. Keep in mind these powers are a large feature of the Scorned and should represent a significant facet of the character, as they are brought to life by the character's unfulfilled desires, fears and negative emotions made manifest by the curse. Feel free to reflavor these abilities and their visual appearance to better suit this purpose. After all, they're abilities that others can't use in this world anyways, it's an E6
    Last edited by Mornings; 2018-11-24 at 02:50 AM.

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    Default Re: (OOC) The Primeval Dark


    Potential Advancement
    (Out of Date)

    Player Character Spite/Brands Advancements Influences
    Da'Shain Ecta Rutil 0/0 0 Knowledge, Magic, Destruction, Strength, Weakness
    rs2excelsior Arina Lambault 0/0 3 Death, Spirits, Destiny, Nobility, Stars, Misfortune, Friendship, Good, Divination
    forg99rules Stella Astral / Alicia Kelgore 1/0 2 Magic, Spirits, Memory, Knowledge, Secrets, Leadership, Trickery, Aristocracy, Espionage, Deception, Greed, Charm, Captivation
    THEChanger Aden McNeil 0/0 4 Survival, Curse, Pain, Guile, Love, Truth, Fortune, Misfortune, Calm, Tactics
    Triskavanski Feliks Triskavanski 0/0 3 Life, Healing, Wisdom, Strategy, Caution, Survival, Willpower, Medicine, Alchemy
    iValkyrieX Asiresh 50/0 3 Time, Knowledge, Anger, Magic, Freedom, Chaos, Ferocity, Exploration, Resolve, Stars, Travel, Evil, Destruction, Death, Repose, Darkness, Madness, Void, Animal, Plant
    Deadguy Regina Carnem 0/0 0 None
    forg99rules Loimi Vaeltaja 0/0 0 None
    Ancient Varag Chalk 0/0 0 None
    Stevesciguy Erik Ragnok 0/0 0 None
    In4Dimensions Machari 0/0 0 None
    Chromascope3D Kazik 0/0 0 None
    flat_footed Miryks 0/0 0 None
    Toptomcat Walt Kincaid 0/0 0 None
    Triskavanski Faux Paw the Magnificent 0/0 0 None



    Ͽ ◯ Ͼ

    Spoiler: Ecta Rutil Advancements - Witch of the Veil
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    None


    Ͽ ◯ Ͼ

    Spoiler: Arina Lambault Advancements - The Haunted
    Show


    Haunted Potential Advancement: Heart of Jealousy
    You are an object of amusement to those spirits who have plagued you so, but you will not idle quietly and suffer their misdeeds; but first you must find the courage to face them. Each kindness you have given unto the lost souls of others has delivered onto you only misfortune. To those who would haunt you, you are a thing to be possessed, and their bitterness and jealousy will not let them quietly accept the interventions nor attentions of other spirits. They despise the lesser souls of mortals almost as much as they hate their kin. You know now, that to finally face those who would claim to own you, you must force their hand...
    Difficulty: None| Status: On-going | Time: None
    Prerequisite: Received aid from 10 or more spirits at once (Cleared)
    Reward: Reaping Calm Potential or Vesper of Sight & Guidance Potential
    Objective: Receive a Mark of Blessing from 5 spirits, acquire the skill Knowledge (Abstract) and confront the haunting spirit
    Progress: (1/7)
    ~ Knowledge (Abstract) Acquired



    [Potential, General] Elahkhuur, The Spirit Song: Staff of the Wheel & Council

    Here, these words filled the mind. Elahkhuur, everblooming. Elahkhuur, who smiles forever. Eternal spring. With song upon lips. Who quiets all storm. As tales had spoken, once the Wheel of Sun and Moon lay broken. Sol burned with fury, and Lunas wept in rage. Day turned upon night. Inlé bared his teeth, and Lord Frith raised his voice. Elahkhuur looked on at the destruction, turning gaze to Owsla speaking thus. "Why must they fight so". Blessed Owsla, who was The First, smiled at Elahkhuur, "Without Wheel and balance, they know not peace. It has left for answer." The words sung upon every tongue. Elil and Lapus sharing hymn; Is there something to gain, a reason ordained - We must know! Elahkhuur tore off finger from hand. "If there is no today, I shall be tomorrow. What lay broken, now mended." Elahkhuur cast flesh to earth. From it a great tree of bone sprung from dirt. Beneath its boughs day and night were brought low, forced to unwelcome council. Inlé returned the light he had stolen, thus Frith relinquished the gift of dreams. And all were whole.

    Benefit: You may summon the Staff of the Wheel & Council as a move action, additionally you gain Knowledge (Abstract) as a class skill. Maintaining the staff's form requires great focus, thus any use of the staff and maintaining it for a round after the first requires an attunement check. The base DC to attune to the staff is DC 20, the wielder of the staff may use either their bonus from Spellcraft or Use Magic Device, whichever is higher. The wielder must succeed concentration checks as if casting a spell while the staff is summoned. Failing an attunement check causes the staff to immediately vanish, causing any actions with the device to fail. While summoned the staff functions as a +5 holy quarterstaff of ghost touch, spirits struck by the staff may potentially be slain or dismissed upon a successful attack; this chance is random. The staff also possesses a number of functions:

    (Banish Greater Spirits)
    Attunement Check: DC 20 + 1/2 CR of target
    You may spend a full round action to attempt to banish a Praeter or Relicuum spirit, even if you do not know that spirit's name or banishing ritual. To banish a greater spirit you must succeed an opposed Knowledge (Abstract) check, however you receive a +40 circumstance bonus to this attempt. Upon success the greater spirit is banished and may not attempt to return for 2d12 hours.

    (Cleanse Lesser Spirits)
    Attunement Check: DC 25 - wisdom of target
    Once a week you may spend an hour in ritual prayer with another creature, during this period you do not need to continuously attempt to re-attune with the staff. If this period of prayer is disrupted than the ritual fails and may not be attempted again for another week. Upon completing this period of prayer, you must succeed a will save equal to DC 10 + CR of target. If successful, the creature is purged of 1d2 points of Spite even if branded.

    (Word of The First - Departure)
    Attunement Check: DC 45
    This ability may only be used by spending one point of Ascension. If the wielder does not possess an Ascension pool, this ability is not available. Upon activation the wielder is made aware of all greater spirits influencing themselves, an area of any size, or target of their choice. The name of each greater spirit and their influence is revealed to you. Of those spirits identified you may choose to banish one with no save provided. Spirits banished in such a way may not attempt to return for 5d6 years.

    (Call Council)
    Attunement Check: DC 20
    Once a month this ability may be used. The wielder may plant the staff firmly into a field of fertile earth with 5 minutes of work, or 1 minute with the appropriate tools. Upon completing this ritual, a Council is called, forcing all greater spirits currently holding influence to attend. Spirits called to Council cannot take hostile action towards you or your allies, directly or indirectly, and must cease all other affairs. The Council lasts as long as the wielder maintains attunement, however only their base check is used for attunement checks while using this ability. Bonuses provided by tools and magic are not applied to attunement, nor can others attempt to assist with these checks. Each spirits in attendance may choose to increase the DC of these checks by 1 each round.


    Spoiler: Unique Advancements
    Show


    (Complete) Main Quest: Seven Days of Night
    Memories of the present were still blurred by those of the past, muddling everything together. Yet, they had not forgotten their time in that other reality... It had perhaps been a lifetime ago, for they had lived each day of both the present and that place they once knew. It was as if they had woken up from the longest dream, and now it was difficult to tell which was real. Whenever the truth fell into question, the needed only look at the grim card still clutched in Stella's grasp. Only the words from the Primeval Dark remain to guide you towards answers, but you can't help feeling as if you're simply grasping at straws.
    Difficulty: Lethal | Status: On-going | Profit: Unknown | Time: 8 minutes
    Objective:Rumors have reached your ears of the so called 'Weeping Witch' haunting Sandpoint's streets, and strange creatures have begun appearing around the Sandpoint Hinterlands. This information was bought from Riddleport's Harriers, but the job was undertaken by the veteran hunter Kynd. Whatever the truth is, you must find it before that Offworlder does.




    Ͽ ◯ Ͼ

    Spoiler: Stella Astral Advancements - The Returner
    Show




    Spoiler: Aolthor Tenebris - The Darkling Shade
    Show



    Aolthor Tenebris - 'The Darkling Shade'

    In ancient lore, tales spoke of the Aolthor Wands. A weapon created by the Witch King of the era, with origins shrouded in secrecy. Each King was believed to have received a divine vision as their magic reached its peak, revealing unto them the hidden truth of such a wand's make. Such weapons carried the name of the King who forged it, and represented a legacy of power. The Aolthor Tenebris was an intricate long wand of spiraling wooden-textured white glass, said to have been a branch gifted to the King from the holy tree by the Blessed Mother; the mysterious sleeping goddess who was oldest amongst the sisters who ruled over the Three Worlds. Yet, unlike her sisters, she was far removed from it. Her divine domain did not reside within their multiverse, and rested somewhere far-far away from the Three Worlds, nestled in some corner of the divine realms whose name was known only to gods. As the tale spoke, the Lord of Battle departed the Three Worlds at the behest of Blessed Owsla, to defend her Mother's honor as champion within the gods tournament; and never one to refuse combat, she eagerly accepted. Holding nothing back in the final clash, Tenebris was said to have unleashed a spell 'so bright it extinguished rising dawn and dimmed two suns', before rousing the goddess herself from her rest. While thankful for the King's aid as champion, she complained that her magic was 'too bothersome to find respite' and that so explosive was the display, it would not allow her to sleep. Thus, she snapped off a branch off from her tree and presented it her, that she might rest undisturbed.

    The Aolthor Tenebris is an artifact bound to unimaginable forces of darkness and shadow. Magic cast with the wand visually appear as black void-like energies far unlike their original, the Witch may even choose to alter her spell's appearance further, increasing the DC to identify the spell by 30. The wand is a living vessel of the Witch King, and as such, is difficult to effect with magic. The DC to remove the wand with an Alaffa'elvriel is increased by 4, any effects which target the wand and afford a save uses Tenebris's saves rather than the wielder's. Magic targeting the wand from a non-mythic source which allow spell resistance are immediately negated without a save. As a sentient construct the wand possesses a will and desire all its own, and ten times per day as a swift action it may perform its own Spellweaves. Regardless of the mode of combat, duel or otherwise, if the wand is used to directly defeat another Witch or similar caster (to include spherecasters and Veilweavers), the weapon steals one random spell from the victim and adds it to its own spell repository. Stolen magic is no longer accessible to the original owner, nor is the wand's magic available to the wand's master - however the wand may choose to return stolen spells of its own volition. Due to the wand's function is a pseudo-construct, servitor and divine instrument it may wield up to a maximum of three individual Veils at one time.

    Magic woven by the legendary wand is unfathomably complex and often difficult to control. As such, all Spellweaves created while wielding the wand become 'blackened'; modifying the Weave's DC, randomly increasing or decreasing the DC by the wand's modifier. This potentially allows far stronger Weaves to be created by reducing the DC significantly, or causing even simple Weaves to fail. The Aolthor Tenebris may choose to modify its own spells and abilities by expending points from its own focus pool, however doing so puts a great strain upon the wielder - often causing effects similar to spited conditions when exceeding the wielder's own aptitude. The wand is immune to fear and similar mind-affecting conditions. Additionally, the physical weapon itself may only be destroyed after completing a three day-long ritual, requiring the wand be buried beneath the very tree from which it was hewn. After which, the Witch must cast magic strong enough to banish every shadow and darkness from the divine realm of the Blessed Mother. Upon the end of the third day without darkness, the wand becomes vulnerable for 1 hour - at which time it is considered to possess hardness 30 and a number of hit points equal to its focus pool.

    As the wilder's bond with the weapon grows, she begins to unlock unique forms of magical combat referred to as B'Bhai Duucald (Combat Talents) and B'Bhai Bhalta (Dueling Talents). Dueling talents only function during the ritual combat of a B'Bhai Dol'fhaal duel, while Combat talents may only be used outside of ritual combat and are forbidden from use in magical duels.

    Ego 53
    Speed (Fly): 90ft
    Teleport: 200ft
    Honor: 311
    Aptitude/Focus: 634
    Blackened Spellweave: +/- 2d20



    Spoiler: B'Bhai Duucald (Combat Talents)
    Show
    None


    Spoiler: B'Bhai Bhalta, (Dueling Talents)
    Show
    B'Bhai Bhalta, (Dueling Talents)

    Spoiler: HD1
    Show
    HD1: Bleak Bastion I: The signature void-like shields of Tenebris, each ward was said to contain a terribly punishing curse within. The Witch may create this Mystic Ward as a standard action (succeeding her Spell Focus check as normal), it must be assigned to the wand, 'Aolthor Tenebris'. Upon use the ward destroys a single Mystic Ward belonging to each enemy combatant. Only a single 'Bleak Bastion I' may exist at a time.


    Spoiler: HD2
    Show
    HD2: Curseblade Rain: Conventional Hexes were an unforgivable weakness which left one vulnerable without the use of a Ward, but more often then not such energy could be better spent on a finishing spell, rather than a defensive Hex. Tenebris, recognizing this failure many centuries ago, and developed a manner of Dueling Thrust which could deliver a curse without risk of a shameful end from a well-timed Alaffa'elvriel. The Curseblade Rain was one such example. It was a barrage of cursed ebon weapons, knives and swords forged from some sanity-destroying mystical matter unleashed upon her unsuspecting victims. Curseblade Rain delivers a Dueling Thrust to all creatures within a 10ft burst with a range of 20ft/HD, this functions similarly to the Evil Eye Hex and shares its DC. A combatant may perform a Dueling Parry to negate effects targeting themselves, but not any allies caught in the effected zone. Upon failure, the combatant suffers 1d4 points of wisdom damage and is effected as if she were targeted by the Evil Eye Hex, suffering a penalty for a number of rounds determined by if she succeeds a will save or not. Unlike the conventional Hex, Curseblade Rain stacks with itself and may be used to apply the same penalty multiple times with each successful strike - likewise extending the duration.


    Spoiler: HD3
    Show
    HD3: Renor'falma - The Blackwake: Powerful magics were often difficult to control but far too cumbersome to be used in quick witted combat between two Witches. The Blackwake was originally conceived by the Veil Witch Xenaph as a means to cleave the sanity of her enemies in twain, but it was Tenebris who further refined the skill into the legendary ability it was. In its most basic form, the Blackwake executes a dueling thrust with a range of 30ft/HD. If the opponent does not successfully parry the strike she is knocked prone without a save and looses her ability to perform dueling thrusts until she recovers. The Witch may choose to spend any number of focus points while activating this ability to instead manifest the explosive variation of this talent which Tenebris created. Every two points spent adds 1d4 points of lethal damage, and 1d4 points of wisdom damage, in addition to increasing the DC to parry this thrust by 1. Every 10 points invested adds a 10ft radius blast to this ability, however due to the strain of the magic each upon reaching this threshold and every 10 points thereafter, the caster suffers 1 point of nonlethal damage per 2 points spent on this ability.






    Returner Potential Advancement: Focused Mind
    With each new exposure to the entities beyond which you were once bound, you reclaim a small measure of yourself. Now your memories begin to return and your magic slowly awakens. Learning to harness your forgotten powers and learning to command the strange planner ties known as the Weave is the beginning to truly reclaiming your past-life might.
    Difficulty: None| Status: On-going | Time: None
    Prerequisite: Roll two natural 20s on a single check with Focused Mind (Cleared)
    Reward: Awoken Mind Potential or Spellweaver Potential or Veilweaver Potential
    Objective: Learn the names of two Relicuum spirits and acquire the skill Knowledge (Spellweave)
    Progress: (2/3)
    - Afsppa'sol, Who Deceived the Father
    - Ulbeelta, Who Walked The Night Still



    Returner Potential Advancement: Mother of the Black Veil
    Once a Veilwitch in another life, Stella had been sworn to She of the Black Veil. From her, the goddess which dwelt beyond the folds of creation, she drew her magic. Now she has forgotten even the meaning of her own past scarifies and the face of her ascendant mother. Bending and controlling the Weave had once been a pivotal ability and represented her own oath as a child of Adessa. Veilwitches were not mediators, nor seekers of balance. They were agents of planner creation and destruction, loyal to a will beyond comprehension to those who were uninitiated. Now she needed to rediscover that ultimate truth and learn who she truly was.
    Difficulty: Challenging | Status: On-going | Time: None
    Reward: Potential Advancement I
    Influence: Magic, Spirits, Memory, Curse, Knowledge, Secrets
    Objective: Learn the consequences of a Veilwitch's exile. Meet the 16th Speaker. (Optional: Release the Dark Teller)
    Progress: (0/2)



    Ͽ ◯ Ͼ

    Spoiler: Aden McNeil Advancements - The Cursed
    Show


    The Cursed Potential Advancement: Versus the World
    Some were simply born under an unfortunate star, but that was not you. Something lingered from another time, perhaps another life, what wrongs you had committed to spite the world so has culminated into this wretched and miserable life. Was this karmic justice? Were you so despised by some faceless god, some cosmic arbiter of existence? If you were, if that god truly existed - you'd spit in his eye. You have been made to suffer like no man should, but you remained unbroken. An awareness choked the mind, and clouded every thought. Somewhere, buried deep beneath the scars, beneath the agony and endless suffering was the strength to change it. To take back everything stripped from you, every joy, every love and every hour denied. The strength to make right every grievance.
    Difficulty: Lethal | Status: On-going | Time: None
    Prerequisite: Gain access to Spite (Cleared)
    Reward: Potential Advancement. 'Revenge' is added to the character's list of Potential Influences.
    Influence: Curse, Pain, Truth, Fortune, Misfortune
    Objective: Survive for 24 hours with 10 points of Spite
    Progress: (0/10)



    (Complete) The Cursed Potential Advancement: Out of Control
    Some men valued one thing above all others. They fought for it, died for it, but not all men were equal. He knew it the moment the witch let slip the intentions of the spirit named Kynd. The look on Rello's face wasn't the expression of any sane person; she was a mad dog, a bloodthirsty beast. Kynd had done her a grievance, and now that she'd tasted blood she intended to destroy anything - or anyone which stood in her way. He was against the clock, standing between a murderous spirit and a woman caught in her own death frenzy. He only knew one thing, whatever was behind that smile didn't mean well for anyone. She was out of control.
    Difficulty: Moderate | Status: On-going | Time: None
    Prerequisite: Quest: Seven Days of Night
    Reward: Potential Advancement.
    Influence: Survival, Truth, Misfortune, Tactics
    Objective: Survive. Or complete objective in 20min
    Progress: (12/20)



    [Potential, General] Cursefire Training I: Reforged

    The world has never done you a kindness. You haven't lived, you survived. Clawing through the dirt, made to live like an animal, you've dragged your self up from the filth, the rot and the pain. It's hardened you. Filled your heart with flame. Forged you into something stronger... stranger. The pain of the flame has made you numb in part, or perhaps you've suffered for so long pain has begun to loose its meaning. Perhaps you'd never know, but the result made you capable of withstanding wounds which could cripple lesser men.

    Benefit: Your constitution increases by 8 and you now stabilize automatically when your hp drops below 0. While unconscious from negative hit points, you may attempt an additional save to regain consciousness once every 1d10 rounds. Due to your numbed sense of pain wounds have becomes less troublesome; you gain DR 5/bludgeoning, fire resist 5, and Curefire Resist 1 which reduces the profane damage you would suffer from sources of Cursefire by 1 point (minimum 0). If you already possess Curefire Resist, your resistance increases by 1.


    Spoiler: Unique Advancements
    Show


    (Complete) Main Quest: Seven Days of Night
    Memories of the present were still blurred by those of the past, muddling everything together. Yet, they had not forgotten their time in that other reality... It had perhaps been a lifetime ago, for they had lived each day of both the present and that place they once knew. It was as if they had woken up from the longest dream, and now it was difficult to tell which was real. Whenever the truth fell into question, the needed only look at the grim card still clutched in Stella's grasp. Only the words from the Primeval Dark remain to guide you towards answers, but you can't help feeling as if you're simply grasping at straws.
    Difficulty: Lethal | Status: On-going | Profit: Unknown | Time: 8 minutes
    Objective:Rumors have reached your ears of the so called 'Weeping Witch' haunting Sandpoint's streets, and strange creatures have begun appearing around the Sandpoint Hinterlands. This information was bought from Riddleport's Harriers, but the job was undertaken by the veteran hunter Kynd. Whatever the truth is, you must find it before that Offworlder does.




    Ͽ ◯ Ͼ

    Spoiler: Feliks Triskavanski Advancements - The Immortal
    Show


    Immortal Potential Advancement: A Riddle Without Answer
    Death was no stranger. You've defied it, faced it, and dragged others kicking and screaming from its cold clutches. Yet, now the world has changed, the nature of medicine and remedy has shifted. There were wounds which could not be healed. Flesh which could not be mended, and creatures aplenty which could not be understood, waiting for their opportunity to deliver such terrors. Death had a new face, and grinned speaking a riddle without answer. But you were patient and cautious. Life in this world begun and ended with a careless word, or careless thought. Each fool was an opportunity, every blight was a hint. A hint at an answer, something jingling like a ring in a wine glass swirling in the back of your mind. If you took your time, if you played cautiously, you could win... but the closer you came, the closer you treaded to the edge. You wouldn't fall. Even if only one more time, you'd win Death's game.
    Difficulty: Challenging | Status: On-going | Time: None
    Reward: Potential Advancement
    Influence: Life, Healing, Wisdom, Strategy, Magic, Caution, Survival,
    Objective: Correctly diagnose 5 types of cursed wound & successfully heal 5 types of cursed wounds.
    Progress: (0/10)



    [Potential, General] Alchemy Training I: Lily of the Valley
    With extensive research and skill, you have learned to create strange and powerful tonics using only your tools, and the mundane herbs at your disposal. Your concoctions mend wounds and bolster the health of patients who were once too far gone. Part science, part superstition, your studies still provide results. Transmuting the elemental components of material into another usable form was perhaps one of your greatest achievements, but the burden could become great, and needed to be handled with great care - because even medicine could become poison.

    Benefit: You gain Heal as a class skill. If Heal is already a class skill for you, you instead gain a +4 circumstance bonus to this skill. You may choose to transmute a medicine for a specific individual by expending 100gp worth of herbs or alchemic regents per HD the victim possesses. A transmutation is completed by performing a ritual which takes 1d4 rounds to complete, this action provokes attack. After this ritual has been completed the alchemist suffers 1d4 points of nonlethal damage per HD of his concoction. This nonlethal damage is not healed naturally but is removed completely the next time the alchemist rests. The damage is not removed if the alchemist gains the benefit of rest from any other means aside from sleep. The remedy which the alchemist creates grants 1d4 temporary hit points and heals 1d6 points of ability damage and hit point damage. Effected creatures automatically stabilize and regain consciousness when treated. Additionally, 1 point of Spite is healed, however a creature can only benefit from this Spite effect once every 2d8 days.

    If a creature other than the one which the remedy was made ingests this tonic then it becomes a poison. This poison deals 1d4 points of wisdom damage, and 1d4 points of hit point damage per HD the remedy possesses. The onset of the poison occurs within 1d6 rounds, with a frequency of 1/minute for 10 minutes. Curing this toxin requires 2 consecutive fortitude saves (DC10 + tonic HD + Intelligence modifier of alchemist). A poisoned creature begins coughing a thick tar-like mucus and choking, if their wisdom score reaches 0 the creature is immediately slain. After an hour the corpse reanimates as an insane undead creature which cannot be controlled. The corpse will naturally dissolve within 24 hours if left unattended.

    A remedy only remains potent for 24 hours.
    The healing from this Potential may effect Spited creatures and those with Cursed Wounds from a non-mythic source.


    Spoiler: Unique Advancements
    Show


    (Complete) Main Quest: Seven Days of Night
    Memories of the present were still blurred by those of the past, muddling everything together. Yet, they had not forgotten their time in that other reality... It had perhaps been a lifetime ago, for they had lived each day of both the present and that place they once knew. It was as if they had woken up from the longest dream, and now it was difficult to tell which was real. Whenever the truth fell into question, the needed only look at the grim card still clutched in Stella's grasp. Only the words from the Primeval Dark remain to guide you towards answers, but you can't help feeling as if you're simply grasping at straws.
    Difficulty: Lethal | Status: On-going | Profit: Unknown | Time: 8 minutes
    Objective:Rumors have reached your ears of the so called 'Weeping Witch' haunting Sandpoint's streets, and strange creatures have begun appearing around the Sandpoint Hinterlands. This information was bought from Riddleport's Harriers, but the job was undertaken by the veteran hunter Kynd. Whatever the truth is, you must find it before that Offworlder does.




    Ͽ ◯ Ͼ

    Spoiler: Asiresh Advencements - The Exiled Son
    Show



    The Exiled Son Potential Advancement: The Harvest
    Strength came with sacrifice. A hard lesson for some, but one you've learned long ago. Your enemies were numerous, and this time you could not hesitate to do what needed to be done to survive. If you were to have any chance at rising up from the depths of your own weakness, your own pitiable foolishness, you would need to wield strength greater than any you've possessed. This time you wouldn't make the same mistake. There was no room for fruitless mercy without gain.
    Difficulty: Moderate | Status: On-going | Time: None
    Reward: Potential Advancement
    Influence: Time, Freedom, Ferocity, Chaos, Evil, Resolve, Destruction, Death, Repose, Darkness, Madness
    Objective: Kill. Steal the Souls of 20 creature with the Soul Eater's Crucible. (Requires command - Move Action: "Pholor dosst athiyk Usstan zhal gotareshtsh")
    Progress: (0/20)




    [Soul] Brightsoul Fragment: Child of the Blessed Mother

    A fragment remains of the soul you had received in your last incarnation, a gift from the Blessed Mother; the Brightsoul. She picked you up when your family had cast you out, she made you more when others had sought to make you less. When your mother granted you death, she gave you life. You were now her Child, cut from sacred cloth; ikal'daka. Even while broken these small fragments remain, and once whole, you would be free. At least here in Paradise, three Houses stood out of reach of the one who despised you so. One which was indifferent. One which welcomed you. One which loved you, but birthed resentment in its Children. Though you held some minor degree of your former power, you would need the aid of any who would assist you if you had any hope of escaping this horrid place.
    Benefit: Though lessened, weakened and diminished to only a pale shadow of your former existence, you are still a divine Child of the Blessed Mother. Your ties to the natural and spiritual worlds are far stronger than any mortal creature. Your natural affinity with such things allows you to connect with such otherworldly entities effortlessly, and though very far removed you still serve the Hunt, for the fraction of your existence which remains is Elil. The Child of the Blessed Mother gains the racial powers of his divine kin. As the Child collects more Brightsoul Fragments the power of this Potential increases. New new abilities are acquired as his connection to the divine matriarch is reestablished.

    Brightsoul Abilities:
    ⯎ (Child) Blessed Child of Crossroads (Su): As a blessed Child of the divine mothers, you possess an indescribable kinship with the entities which dwell beyond the mortal realms. You gain an aura which identifies you as Elil and a Child of the Blessed Mother. Similarly you gain an ability to detect other Elil, Children and Relicuum. You gain the ability to speak the following languages; Kal'Daka, Daka and Sariya. Additionally, Knowledge (Abstract) is gained as a class skill. Once every 2d12 days the Child may deliver a touch attack which heals 1 point of Spite per level, this ability only heals half this amount rounded down when targeting himself.

    ⯎ (Kal'daka) Blessing of Inlé (Su): A blessing once exclusive to the Dalhar D'Inlé. Long ago the Blessed Mother gifted a tear to the terrible black beast. In exchange the same protection was also granted to her Children. The Daka is immune to all curses & curse effects, however the Daka may choose to allow effects of his choice to bypass this resistance. This immunity cannot be bypassed by non-mythic Potentials.

    ⯎ (Elil) Divine Hunter (Su): The divine hunters of the Blessed Mother are similarly blessed with many gifts, allowing them to track and kill their prey with a ruthless and frightening efficiency. There are no better killers born from the natural world than the Children of this House. The Hunter possesses a magical sense identical to the scent ability with a range of 180 ft. This esoteric sense allows him to track his prey while also detecting poison, magic, blood, lies and fear. His scent ability cannot be used to identify specific details of a type of magic, poison or the nature of fear or a lie, only general details, their presence and from where. However the hunter can identify the scent of an individual or their blood if they have been within the range of his scent ability previously. If the hunter is tracking the scent of a specific target which he has identified he gains a +10 circumstance bonus to his survival check. If the hunter possesses an item which belongs to the quarry he has identified while tracking then this bonus increases to +20. If the hunter only possesses an item of a target he has not identified he gains a +10 circumstance bonus to his check. A divine hunter can track a target over any distance and is not impaired by the age of the trail he pursues. After successfully tracking his prey, the hunter gains a +10 circumstance bonus to his attack and damage rolls against that target while they are flat-footed. The hunter gains survival as a class skill.









    [Soul] Brightsoul Fragment: The Exiled Son

    Though the fall had crushed and shattered you, scattering your essence across the cosmos, still you memories remained. Memories of what you had done, of what had been and what you once were. Lifetimes. You had lived and died, caught in the cycle of rebirth. You had many names. Nelandis. Kunji... and even him, Nelrin'Fel. The Exiled Son. Like it once was, many many eons ago, he lingered about the mortal world. You were him, and he was you - what you had been in another life, long past. Whatever had become of you, the certainty that this world remembered your hubris and betrayal was unquestionable. You never wanted to return. You knew she was waiting.
    Benefit: The devilish spirit named Nelrin'Fel (NE) once again haunts you. Unlike other Relicuum this spirit possesses no banishing nor summoning ritual and cannot be dismissed to a native plane. The Haunted possesses the ability to consume the souls of creatures which have died within the last 10 minutes. These souls are the foodstuff for the cunning devil which haunts him, the more souls the Haunted claims the stronger his spirit becomes. Nelrin's growth is determined by the total souls he's ever devoured, not the souls which he currently possesses. Nelrin possesses a number of abilities and unique spells which incur a cost in souls to use. The devil cannot be controlled nor coerced into aiding the Haunted and uses his abilities at his own discretion. As the devil grows in power, so too does the Haunted. Devouring a soul is a move action and is a wickedly evil act. Creatures who devour souls in such a way are quickly corrupted by the devil as they slip into the realm of evil.


    Haunted Child [Growth Tier 1: 0 Souls]
    The Haunted master of the plotting spirit gains a number of benefits and weaknesses as his connection with the devil grows. The Haunted's constitution score increases by 4. Additionally an aura of misfortune surrounds him causing creatures within 10 ft to roll twice and take the worst result on any d20. The Haunted is immune to his own aura, however any effects of Spite roll twice and take the least favorable result against him.

    Nelrin'Fel's Spells
    The devilish spirit possesses a great number of powers and trickery at his disposal. Some known, and others hidden. He does not always mean well for his benefactor, but finds enjoyment in cruel meddling, trickery, death, and cunning. His powers are his to command at will and without warning. The Host possesses no control of when he exercises his abilities, or upon who. Unless otherwise noted, all spells which Nelrin casts are at caster level 10. These spells are not subject to primal events and may be used in zones of antimagic. Checks made to overcome spell resistance gain a +10 circumstance bonus.

    [0 Souls] Lay on Hands (1d6+1 Swift Heal) 3/day
    [0 Souls] Bless - 3/day
    [0 Souls] Disguise Self
    [0 Souls] Compel Hostility - 5/day
    [0 Souls] Grace - 3/day
    [0 Souls] Hero's Defiance - 1/day
    [0 Souls] Protection from Evil - 3/day
    [0 Souls] Protection from Good - 3/day
    [0 Souls] Protection from Chaos - 3/day
    [0 Souls] Stunning Barrier - 1/day
    [0 Souls] Lesser Restoration - 3/day
    [0 Souls] Cure Moderate Wounds - 3/day
    [0 Souls] Veil of Positive Energy - 3/day
    [0 Souls] Shocking Grasp - 3/day
    [0 Souls] Expeditious Retreat - 3/day
    [0 Souls] Windy Escape - 3/day
    [0 Souls] Ironskin - 3/day
    [0 Souls] Life Shield - 3/day
    [0 Souls] Paladin's Sacrifice - 10/day
    [0 Souls] Righteous Vigor - 3/day
    [0 Souls] Weapon of Awe - 3/day
    [0 Souls] Zone of Truth - 5/day
    [0 Souls] Fumbletongue
    [0 Souls] Grease
    [0 Souls] Haze of Dreams
    [0 Souls] Hideous Laughter - 3/day
    [0 Souls] Jitterbugs
    [0 Souls] Lock Gaze
    [0 Souls] Memory Lapse - 10/day
    [0 Souls] Negative Reaction
    [0 Souls] Saving Finale - 3/day
    [0 Souls] See Alignment
    [0 Souls] Sleep - 10/day
    [0 Souls] Summon Minor Monster
    [0 Souls] Touch of Gracelessness
    [0 Souls] Pins and Needles
    [0 Souls] Malicious Intent
    [0 Souls] Minor Lasting Image
    [0 Souls] Missteps
    [0 Souls] Guilt
    [0 Souls] Distract
    [0 Souls] Dispel Magic, Lesser
    [0 Souls] Discerning Eye
    [0 Souls] Curse of Ineptitude
    [0 Souls] Contrariness
    [0 Souls] Cock’s Crow
    [1 Souls] Paladin's Sacrifice, Other








    Last edited by Mornings; 2023-07-15 at 06:03 PM.

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    Default Re: (OOC) The Primeval Dark

    This tab is extremely out of date, might be a bit before I get around to updating it.



    CHARACTER EXPERIENCE TAB

    Player Character EXP
    rs2excelsior Arina Lambault 2150
    forg99rules Stella Astral 2950
    THEChanger Aden McNeil 2450
    Triskavanski Feliks Triskavanski 2250




    QUEST TAB

    Quest Type Difficulty Status Progress
    Seven Days of Night Main Lethal Active Investigating - Location: Sandpoint
    The Rat of Korvosa Side Low Complete Collected reparations from Afrri Rello.
    Flight of the Bobolyne Side Easy Complete Complete - After drawing a card from Skullface, the party found themselves in a changed world.
    While whisked away from harm, the new world is seemingly filled with more questions than answers.
    (Unlocked: Main Quest - Seven Days of Night)
    The Secret of Beasts Main None Unavailable Suspended - After drawing a card from a mysterious spirit the party finds themselves afar.
    Within the darkness a familiar voice speaks of the Guardian's seal. Now the guidance and aid which they
    offer is far removed from reach.
    A World Led To Ruin I - The Battle of Ulbeph Calamity Lethal Unavailable Diverged - The events within a previous world have seemingly already been set in stone.
    Now the ability to correct a mistake in the past which had begun to change their future seemed lost.
    Goodnight World Main Moderate Active Escape - Find Sino'fel
    The World Betwixt Main None Active Heal the wounds inflicted by the Murrpau spirits





    CHARACTER HISTORY TAB - (WIP)


    Spoiler: The Waldfrau
    Show

    The Guardian of the Sacred Grove - Du'ased'taur.

    A nightmarish creature who guards the realm of Du'ased'taur. She guarded you while you were left incapacitated.
    The Guardian hails from a race of 'owls' known as the Aphyon'beksu, a peoples who dwell in the world of Isto'thac;
    the so-called Nightmarelands.

    Waldfrau explained the universe which she calls home was divided into two separate planes, Isto'thac & Tangi'thac.

    The Waldfrau detailed many things:

    Veilbeasts are entities from her world known as Ramath'barra, and are created from the waste of reborn spirits who
    abandon their hatred, anguish and mortal desires.

    Her realm is a place of rest for her race, the Aphyon'beksu, who feed on Ramath'barra, and is connected to many planes.

    The Ramath'silinrul are greater Veilbeasts which are native to Waldfrau's home, created by some native deity known as
    'The First'. These creatures should never be confused with normal Veilbeasts, and command great power. These creatures
    share the same origins as her race, a supposed biological class of sorts which were called 'Elil.'


    Spoiler: Afsppa'sol, Who Deceived the Father (Stella/Arina)
    Show

    A great wolf of folklore. In tales of yore, he and his brother plotted against the hero of ancient tales, and later plotted with Gri'athal to curse their age-old rival's daughter. Leading to the birth of the Weeping Witch.

    Afsppa is of a clan known as the Dalhar D'Inlé. A great spiritual entity whose very name can twist and bend reality




    - Regional Maps Tab
    - Character History Tab
    - Knowledge History Tab
    Last edited by Mornings; 2018-11-24 at 02:52 AM.

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    Default Re: (OOC) The Primeval Dark

    Spoiler: New Houserule: Grievous Wounds
    Show


    GRIEVOUS WOUNDS
    Combat is quick and deadly. Even a peasant's sword can horribly maim or kill with a little luck and complacency. Men are not quick to resort to direct and open combat out of fear of death, but the tireless gears of war stop for no man. Molthuni soldiers reap the battlefields with a hail of bolts, while fearless Hellknights still bare steel to rend flesh and marrow from those who would oppose them. Life is cheap; worth less than the weight of the coin which paid for the blade that ended it. Wise men stray from battle, but dangerous men end battles before they begin.

    Combat is often short, violent and dangerous. All men are always at risk of death when bound by combat. Grievous Wounds have a chance to be passively inflicted by any attack which meets or exceeds the targets AC. These percepts are rolled along with the attack roll and applied upon both a successful attack and percent roll. Attacks which inflict multiple types of damage such as a firearm (Piercing & Bludgeoning) roll a percent for each type of grievous wound they may apply. Weapons which are used as another type, such as a Longsword being used with Slashing Grace as a 1-handed piercing weapon may be used to apply either slashing or piercing grievous wounds, but this choice must be declared during the attack roll. A number of feats exist to capitalize the effectiveness of the grievous wounds which may be applied on hit. All creatures including players are subject to grievous wounds, which can lead to combat becoming extremely lethal. With the rarity of magical healing most ill-meaning peoples will attempt avoid direct confrontations, as ambush and superior numbers are some of the few things which might ensure a battle is won without sustaining mortal injury.

    The following are 'Basic Wounds', wounds can be received from other sources of damage as well. Furthermore, there exist many forms of crippling wounds and a degree of potency which wounds may be delivered by a skilled fighter.

    (Slashing) - 20% Chance to inflict an additional 1d3 points of slashing damage
    (Piercing) - 10% Chance to inflict 1d2 points of bleed damage. A DC20 Heal Check ends all bleed effects (Treat Wounds - full round action). Unlike normal bleed, damage bleeding from a grievous wound will stack with other wounds. Suffering four bolts in your chest will inflict bleed for each bolt-wound until treated, this is similarly true for rapier-holes! If you are experiencing any of the previously mentioned effects, seek medical treatment immediately.
    (Bludgeoning) - 10% Chance to knock a foe unconscious on a failed fortitude save (DC10 + 1/2 damage taken). Unliving, unintelligent, or creatures with natural armor are immune to this effect, other creatures may also be resistant to this effect. Additionally creatures wearing a helmet gain immunity to this wound. Medium and Heavy armor, to include barding, include a helmet. Wearing a helmet occupies the creature's head slot.


    NEW FEATS

    Grievous Wounds (Slashing)
    Increase your chance of dealing a (slashing) grievous wound by 10%. This feat may be taken multiple times to a maximum of 60%.

    Grievous Wounds (Piercing)
    Increase your chance of dealing a (piercing) grievous wound by 5%. The bleed damage caused by these wounds increases by 1d2.

    Grievous Wounds (Bludgeoning)
    Increase your chance of dealing a (bludgeoning) grievous wound by 5%. Additionally the DC of bludgeoning grievous wounds increases by 2.

    Grievous Wounds (Maiming)
    Prerequisite: Grievous Wounds (Slashing), BAB +1

    Increase the size of your additional damage die by one step. Upon inflicting a grievous wound the target becomes shaken for 1 round. This feat may be taken multiple times increasing the additional damage die size by an additional step to a maximum size of 1d12. If you inflict a slashing grievous wound on a creature who is shaken or frightened they must succeed a fortitude save equal to 10 + half the damage dealt or be stunned for 1 round from the terrible blow.

    Grievous Wounds (Hemorrhaging)
    Prerequisite: Grievous Wounds (Piercing), BAB +1

    you are adept in bleeding your enemies dry. When you successfully inflict a piercing grievous wound the target must succeed a fortitude save equal to DC10 + 1/2 the total bleed damage suffered this round. Upon failure the target suffers an additional point of bleed damage from all his piercing grievous wounds. This effect persists for 1d3 rounds, if you inflict an additional piercing wound the duration is extended by 1d3 rounds.

    Grievous Wounds (Crushing)
    Prerequisite: Grievous Wounds (Bludgeoning), BAB +1

    Increase your chance of dealing a grievous wound from any source of melee damage by 5%. When you inflict a grievous wound with a bludgeoning weapon, regardless of the results of the target's fortitude save, the target is knocked prone and is unable to recover for 1d2 rounds. Additionally the DC of bludgeoning grievous wounds increases by 2. Creature's who possess immunity to Bludgeoning Grievous Wounds from a helmet or similar armor loose this immunity as their armor is crushed. An effected creature can repair their armor with an hour of work, regaining their immunity.

    Last edited by Mornings; 2018-11-29 at 11:04 PM.

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    Default Re: (OOC) The Primeval Dark

    Spoiler: Prologue To The End - New Big 16
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    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 15 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 (1 spot reserved for Triskavanski who is rerolling)
    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. The silver-lining? Apparently there was some honor among killers, and they left you what you had earned. After all, you might have been exiled and sold, but talented 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.)

    ⬨ Due to the critical nature of resources, magical equipment which grants benefits of food/water and protection from environmental conditions are valued at x4 their listed cost. This includes such things as a wand of endure elements.

    ⬨ Additionally, with the scarcity and value of life-supporting aid, items which provide any source of magical healing are valued at 3x their listed costs. With the world changed, the need for priestly arts has made magical healing scarce and closely guarded. Clerics and similar healers are often tied to organizations and guilds to support warriors and mercenaries fighting back the hordes of beasts spawned from the Tainted Lands. The need for magical healing has made them invaluable, and thus they are highly sought after and sometimes even forcefully coerced into allegiance to more desperate bands. This has made magical aid to the public extremely difficult and expensive to attain. The commonfolk flock to such independent healers desperately, and frequently cause much unwanted attention. Groups of Harriers and other small independent fighting-bands which possess a healer make efforts to protect them above all else - as help is not coming, and even if it did, the odds of a priest being among their number or close to nil. Mundane healers have become the staple for patching men up, and Chirurgeon's are highly respected for their work, but they couldn't make miracles. Some men were beyond saving.

    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 4 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 (SoM 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

    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. (P.S. Your coins have a weight too, so don't be carrying around a fortune in your backpack)


    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; 2019-02-22 at 11:49 PM.

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    Default Re: (OOC) The Primeval Dark

    Stella will talk in Bold Purple for out loud, Italic Purple for thoughts and Underlined Purple for any telepathy

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    Default Re: (OOC) The Primeval Dark

    If your sheet's aren't finished, or you have left over gold to spend still etc, start working on finalizing everything. I'll progressively be adding and making changes to my various bookmarks and such above, adding tables and more information as we progress.

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    BlueKnightGuy

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    Default Re: (OOC) The Primeval Dark

    I was trying to find something suitably ghostly, but the pale green I used in the writing prompt isn't exactly the most readable. So Arina will speak in bolded dark green. Thoughts will be italicized.

    Really looking forward to this character and this game!
    I'm playing Ironsworn, an RPG that you can run solo - and I'm putting the campaign up on GitP!

    Most recent update: Chapter 6: Devastation

    -----

    A worldbuilding project, still work in progress: Reign of the Corven

    Most recent update: another look at magic traditions!

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    Quote Originally Posted by rs2excelsior View Post
    I was trying to find something suitably ghostly, but the pale green I used in the writing prompt isn't exactly the most readable. So Arina will speak in bolded dark green. Thoughts will be italicized.

    Really looking forward to this character and this game!
    Me too, i think it's gonna be really neat.


    I'll be adding a lot of spoiled OOC footnotes in IC posts, but for the purpose of the game's longevity and keeping PCs alive, it should be noted that typical combat outside of tainted lands is far-far safer. And, even despite the plotting and conniving nature of many of your fellow Gales, no one is explicitly trying to just murder you. Facing off against intelligent enemies, like human's and such, is far more likely to not result in death even if you're defeated or severely wounded. Everyone has bigger fish to fry with the horrible creatures which roam outside the fringes of civilization, and wasting the potentials of a perfectly able-bodied Gale is a major blow to the ability of a town or city's defense. The creatures who dwell out in the big-mean world though will definitely kill you should you fall in battle, but will typically be conventional threats til you venture into the tainted lands. The closer you are to such areas, the stranger things get, however not all such areas are entirely bad or deadly. Survival depends on PC's ability to gather information to make informed decisions, which frequently involves grabbing the correct resources and equipment to overcome a challenge. Recruiting some extra help from specialists and other knowledgeable characters they meet can also significantly turn things in your favor. In essence the more you learn about a quest or tainted land's zone and its unique challenges, the easier it will become to conquer and loot. Taking small visits to investigate places, rather than trying to dungeon dash through a place will always be a better idea, even if you're only using the chance to spot a few enemies and escape. And of course, always remember to investigate the clients you're working for. Not every employer is honest, nor has good intentions for his employees. Some individuals you might know for certain are with or against you before hand, but strangers or morally ambiguous sorts deserve a weary eye and sense of caution til you learn who they are and how they do business. It's also recommend to avoid murdering other people, as the grudges created will diminish associated civilized enemies willingness to let you live should you be defeated.

    In your case, communing with spirits can be extraordinarily helpful in doing all of the above as you become more proficient. As long as the party plays safe while out on the job and actively makes efforts to learn and take precautions, then things should go smoothly. Of course, sometimes the party might have to decide if they want to take risks for the potential rewards. Ultimately everything rests in the hands of the PC's and their choices, as their is no right or wrong answer and everything is optional.

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    Default Re: (OOC) The Primeval Dark



    Felix Color is red
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

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    Default Re: (OOC) The Primeval Dark

    Aiden McNeil will speak in....hmmm...Maroon, perhaps?
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

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    Default Re: (OOC) The Primeval Dark

    Alright boys and girls, the IC is up

    Took awhile to get the formatting right lol

    Edit: pm'ed Da'Shain on case he missed the selections in recruitment
    Last edited by Mornings; 2018-04-07 at 02:55 PM.

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    Default Re: (OOC) The Primeval Dark

    Whoops, meant to roll survival in the IC post, although I probably won't be able to help much since others have compasses and whatnot.

    Survival - (1d20+4)[22]
    I'm playing Ironsworn, an RPG that you can run solo - and I'm putting the campaign up on GitP!

    Most recent update: Chapter 6: Devastation

    -----

    A worldbuilding project, still work in progress: Reign of the Corven

    Most recent update: another look at magic traditions!

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    Default Re: (OOC) The Primeval Dark

    Nice survival check.

    Oh, also, any vehicles and animals you've taken - such as your wagons, are not in this area. You'll need to find out what happened and recover them.


    I'm also going to be setting a response-time for posts to keep things moving and avoid confusion of back-dating posts. PCs have 24-hours to reply after I post an update, this doesn't count things like standalone npc dialogue, but actual progression. If you can't make it for whatever reason, let me know; or what actions you'd like to take OOC, and I can work with that. If you miss the window without notice, it'll be considered a passed turn in combat, or no action out of combat and we'll press forward.

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    Default Re: (OOC) The Primeval Dark

    gah im having flashbacks to my first game with you mornings.... i still want that damned airship back lol

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    Quote Originally Posted by forg99rules View Post
    gah im having flashbacks to my first game with you mornings.... i still want that damned airship back lol
    You shouldn't have taken the box

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    Default Re: (OOC) The Primeval Dark

    Sorry, trying to do the finishing things I needed to do.

    Every time I sat down this week to finish things, I'd get pulled off. Almost finished with buying all the gear.


    Melee dagger +4 (1d4+2/19-20) or
    . . dagger +4 (1d4+2/19-20)

    Combat Gear acid (15), acid (15), alchemist's fire (6), alchemist's kindness[APG] (30), antitoxin (3), duskeye (3), heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], heatstone[ISWG], liquid breeze (3), scent salts (30), smoke pellet[APG] (3), smoke pellet, smog (6), tanglefoot bag (3), troll styptic (3), vermin repellent[UE] (9), vivifying moxibustion needles (3), weapon blanch (silver)[APG] (9); Other Gear darkleaf cloth lamellar (leather) armor[UC], mwk living steel buckler, dagger, dagger, handy haversack, boulderhead bock (6), longbeard lambic (6), tindertwig (30), 831 gp, 37 sp, 27 cp


    Tools group.

    Combat Gear healer's kit, healer's kit, healer's kit, healer's kit, masterwork brewer's kit; Other Gear adventurer's sash, alchemist's lab, alchemy crafting kit[APG], badge (tin brooch) (worth 0.5 gp), bandolier[UE], bandolier[UE], bedroll, bellows[APG], blanket[APG], chalkboard[APG], chewing stick, coffee pot[UE], comb (0.2 lb), compass[APG], concealable thieves' tools[UI], doctor's mask, doctor's outfit, field survival guide[UW], fire carrier, flint and steel, grappling hook, hairbrush (0.3 lb), hot weather outfit[APG], marbles[APG], marbles[APG], marbles[APG], masterwork armorsmithing tools, masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, mending kit, mirror, nail file (0.1 lb), pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 27, pocket watch, puzzle heel (5 steps)[UI], scissors (0.3 lb), shield sconce[UE], signal whistle, soap, spider's silk rope (50 ft.)[APG], sponge, surgeon's tools[UE], tooth powder (0.1 lb), torch (10), trail rations (20), twine (50')[APG], umbrella[UE], 17 gp, 9 sp, 9 cp
    -


    There. Finally. I might have an 18 in int (Which is what I use for Carrying Capacity due to the Scholar) but its just so easy to go "alright this tinder twig gives me the ability to make fires, and is really cheap. Lets buy like 30 of them!" and then I find out the item is like 50 pounds each. (Not the twigs obviously.)
    Last edited by Triskavanski; 2018-04-09 at 12:48 AM.
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    Default Re: (OOC) The Primeval Dark

    Haha, well that's a list that would even make a tear come to Denil's eye.

    Better to go over prepared than not at all.

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    Quote Originally Posted by Mornings View Post
    You shouldn't have taken the box
    Hey i wasnt gonna back down from that lol, Sky Captain Mac Lir wasnt a sissy... but now i dont wanna lose my new wagon and bison... i paid good money to have those made.

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    Default Re: (OOC) The Primeval Dark

    I'll be posting tonight, after I get home from work and hopefully not pass out from things.

    The Alchemist Lab (Only need the crafting kit), Armorer's craft tools, and Brewer's Kit are both back in my laboratory cause that stuff is heavy as balls. Probally had most of the rations on the cart as well, leaving only enough for about 5 days of food.

    -250 More gold from my top, cause I forgot the most important thing needed, the traveler's any tool.
    Animated Spellcards from the Deck of Many Things
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    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by Triskavanski View Post
    I'll be posting tonight, after I get home from work and hopefully not pass out from things.

    The Alchemist Lab (Only need the crafting kit), Armorer's craft tools, and Brewer's Kit are both back in my laboratory cause that stuff is heavy as balls. Probally had most of the rations on the cart as well, leaving only enough for about 5 days of food.

    -250 More gold from my top, cause I forgot the most important thing needed, the traveler's any tool.
    Cool, sounds good.

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    Default Re: (OOC) The Primeval Dark

    One thing with Feliks is the possessed hand.

    When you are unconscious, paralyzed, asleep, or stunned, your possessed hand can still act on your behalf in a limited fashion.
    Not that it seems too much like anything would need to happen. Not now at least. But its important to note later.
    Last edited by Triskavanski; 2018-04-09 at 03:19 PM.
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    Quote Originally Posted by Triskavanski View Post
    One thing with Feliks is the possessed hand.



    Not that it seems too much like anything would need to happen. Not now at least. But its important to note later.
    Yup yup. I'm very familiar with possessed hand and hand
    autonomy. Less relevant when you're physically projected into transcendent dreamplanes and such, but yeah. That's going to be super helpful, pretty much throughout the entire game.

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    Default Re: (OOC) The Primeval Dark

    Yeah, the hand feats are something I've been kinda fascinated with but never actually managed to make a character with them. Particularly because of how well they work with alchemists
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    Default Re: (OOC) The Primeval Dark

    I'll be updating today. Doesn't look like Da'Shain has been around in a few days, so for now I guess his PC will just be in a coma til he wakes himself up. Might be an interesting rp challenge moving forward with some dead weight to carry lol.

    We'll see how things go from there as we move forward.

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    Default Re: (OOC) The Primeval Dark

    Golly, I hope he wasn't our other strong man.

    I mean I'm not strong, but my Int is used in place of my Str for carrying capacity. So I didn't think that it woud stack

    Careful Packer

    The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as though it were twice its normal size, and she uses her Intelligence score in place of her Strength score when determining her carrying capacity
    But now that I'm looking at it, I think I should have used my 2k for a heavyload belt instead of haversack. Haversack increases my capacity by 100 for 5 pounds, while the belt triples my load (which is 100 right now or 133 if the MW backpack works) for only 3 pounds.
    Animated Spellcards from the Deck of Many Things
    A game I found interesting Aegis: Innocence

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