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  1. - Top - End - #31
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    Default Re: Pale Departure: That Which Whispers OOC

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  2. - Top - End - #32
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  3. - Top - End - #33
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    Default Re: Pale Departure: That Which Whispers OOC

    Culumet
    http://www.archivesofnethys.com/Equi...emName=Calumet

    Book lariat
    http://www.archivesofnethys.com/Equi...?ItemName=Book lariat

    Contracting Rope
    http://www.archivesofnethys.com/Equi...me=Contracting rope

    Collapsible trampoline
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    Collapsible plank
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    Cobbled Item
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    Cipher Rings
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    Charcoal
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    Flag
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    Flight grapnel
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    Folding Ladder
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    Folding table
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    Grooming kit
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    Holy Symbol Compartment
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    Measuring cord
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    Magnifying glass
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    Magnet
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    Key-wound rattler
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    Iron vial
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    Incense (10 sticks)
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    Hoodwink cowl
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    Mock Armor
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    Obals
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    Performer's token
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    Periscope
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    Poison Latch needle
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    Pompander
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    10ft pole
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    Poisoning sheath
    http://www.archivesofnethys.com/Equi...Name=Poisoning sheath

    Portable ram
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    Portable Bridge
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    Portable bolt trap
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    Powder -1cp
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    Prismatic Crystal**
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    Prosthetic**
    http://www.archivesofnethys.com/Equi...ame=Prosthetic (arm)

    Pull-cord grenade
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    Pump water canister
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    Quicksilver barometer
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    Repellent salts
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    Ritual bell
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    Spider silk rope
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    Sealing wax
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    Second-story harness
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    Sentry mannequin
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    Serrated caltrops
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    Sextant
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    Smoke cover
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    Snorkel
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    Spirit compass
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    Spirit trumpet
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    Spotlight
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    Spike hilt**
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    Stationary
    http://www.archivesofnethys.com/Equi...ame=Stationery

    Stilts***
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    Storm glass
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    Stove can
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    Swarmsuit**
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    Tears of Razmir
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    Thurible
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    Unguent of revivification
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    Traveler's dictionary**
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    Venom Trap
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    Ventriloquist's dummy*
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    Waterproof bag***
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    Waterproof lantern
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    Whale oil
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    Wing hobble***
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    Copper wire***
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    Adamantine Wire Saw**
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    Quieting needles****
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    Marlinspike**
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    Palm paws
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    Poison belcher***
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    Portable solarium
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    Powder ball
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    Rust repellent
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    Sky mine
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    Symptom kit
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    Tome of epics
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    Trapped item
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    Trespasser's boot***
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    Vigil cap
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    Wand of misery
    http://www.archivesofnethys.com/Equi...?ItemName=Wand of misery






    http://pathfinderwiki.com/wiki/Vieland
    http://cdn.obsidianportal.com/assets...stalav-map.jpg
    Last edited by Mornings; 2016-11-07 at 11:08 PM.

  4. - Top - End - #34
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    Default Re: Pale Departure: That Which Whispers

    Spoiler: draft
    Show




    As with seemingly all important and precious things - the dispatched courier came at a most inopportune time. The news scrawled upon the small parchment carried with it a weight and levity the young man could not begin to understand. Perhaps the last true line of defense against all things nameless and undying had fallen - Professor Petros Lorrimor was dead. He could clearly recall the dismal gray of the sky that day, accompanied by the somber patter of rain. The monotone colors of Lepidstadt seemed to be bled away beneath the misty haze which choked the city below. The warped glass from the hand-blown pane upon the windowsill stood before his gaze and twisted the image, elongating and distorting the bleak sight. It was fitting perhaps, misshapen and crude. Perhaps the world was like that now... churning, twisting something out of place. It was as if something had been let loose, an evil now free. Not unlike The Whispering Way, but something more fundamental, psychological. There wasn't anyone to stand against what lay in the forgotten recesses beneath the earth, and that thought was something which brought Professor Lucian much disquiet.

    He could not idle, nor find rest, even during these late hours. He paced back and forth in the lavish room, the warmth and cackle of the hearth's fire had gone unnoticed. His skin felt damp and cold. The thoughts raced in his mind as his gaze occasionally fell back upon the thick vellum of the letter and the glittering red wax seal placed upon its interior. His wild thoughts would not relent. He'd heard nothing. Seen, nothing. The Palatine Council did not contact him, and he had not received any word or order in nearly 9 months. It had been silent, and now this. Had they discovered him? It was the worst possible conclusion. Professor Brays knew of course, but that little fact had been a closely guarded secret between them - an olive branch extended betwix two men who found themselves in a constant and unrelenting contest of wills and wits. At each end, one man sought to always outmaneuver the other, and he had always been three steps ahead in this cosmic game of chess. Yet, he could not deny his rivals cunning. Had he been fooled, what had he missed? He couldn't know. While he couldn't place his tormented thoughts upon a true answer, he could not afford to act carelessly. Precautions had to be taken. The boy, Barial McAlaster; a well-to-do courier quite well-known and generally liked, was not an object of scorn for him. In truth he liked the boy, but he'd been caught in something much larger than himself. The ache in his broken knuckle where he'd struck the young man reminded him of that.

    He couldn't allow the lad to go, potentially knowing what he knew. So he dropped the lad with a stern blow to the jaw that left him in a heap. By now, his men should have finished drowning the boy in the lake and sinking the body in the murky depths. It was the closest thing to assurance he could find. He didn't need any soul walking about that knew more than he rightfully should, unless he'd some evidence to trust that soul would keep quiet. Lucian wasn't a man of good-faith, and his trust was not easily earned. Not when a handful of silver for a sharp knife and canvas sack was far cheaper, and provided a far greater assurance than mere trust. He shook his head, the years had made him... colder. His voice didn't shake, and his hands were steady, ordering the death of a boy old enough to be his son. Yet, he felt... nothing. Not the tingling sensation of doubt, nor the weight of guilt. This was business. He moved back towards the simple wooden night-stand, glaring down upon letter. His promise, broken. He'd covered tracks, lied, cheated, and worse for the professor. An agreement struck in the name of mutual gain: to uncover answers buried too far for men to grasp. Lorrimor had been the means to an end, but just the same, he'd become something of... a friend. He fully expected he'd have to murder the professor in time, but for now, in the present, it wasn't so bad. Or so he'd once believed. Now however, someone, or perhaps something had killed the man before he'd caught wind of those conspiring against him could even be received. What secrets had they managed to steal from his venerable mind? What truths, best left forgotten had been unearthed. Who did it, and to what end? Oh, he had to know. He grasped the letter, ripping It to pieces before casting it into the dancing flames of the hearth. It was time to go...






    The road bucked and tossed him about in the rear of the heavy wagon. There was little in terms of a firm hold. Only the loosely scattered furs laying about with barrels and crates. Arbella's route took her directly past Clover's Crossing as she made her way to Chastel. A back-ally route they'd secured through the Shudderwood they used to smuggle pesh south to Caliphas served as an expeditious highway to his destination. The rough-handed old man had a scarred and worn face which seemed to contrast his fine suit. He could have passed as a gnarled Mendevian Crusader in retirement. When he and Bella were together, they made quite the motley host, singing grim Sczarni Songs just as boisterous as two grinning thieves. Lucian reviewed his records and tomes for answers, struggling to concentrate over the the wild-woman and spirited gray-haired geezer's songs as he wildly played his fiddle. They both sung out in Skald with perfect harmony as they made their way under the cover of darkly shaded trees. They'd been doing this for too long;


    "Hush jetzt Kreatur, trockne deine Augen."
    "Ich kenne einen Ort, an dem sich ein Körper verstecken kann."
    "Ooh, ich kenne einen Ort, wo sich ein Körper verstecken kann!"

    "Als ich dich das letzte Mal sah, war unser Tisch nackt."
    "Wenn Sie sich beeilen und mich begleiten, werde ich Sie dort führen."
    "Sink unter das Wasser, sinkt in die Tiefe,"
    "In einem Teich gerade weg von der Straße, die diesen schlammigen Nebenfluss speist."
    "Ooh, in einem Teich gerade weg von der Straße, die diesen schlammigen Nebenfluss speist!"

    "Obwohl ich weg bin, fürchte mich nicht,"
    "Wir sehen uns einmal wieder auf dem Fluß."
    "Das Krächzen der Frösche führt Sie wahr,"
    "Tragen Sie einen Rock aus grünem Stein, so weiß ich, dass Sie es sind."
    "Tragen Sie einen Rock aus grünem Stein, um Sie zum Blau zu ziehen."

    "Obwohl meine Tage vorbei sind,"
    "Du weißt, wo ich sein werde,"
    "Schwimmen, dass der Fluss zu mir verloren..."

    "Obwohl meine Tage sind fertig,"
    "Das Wasser wird immer laufen,"
    "Finde den verlorenen Fluss ... finde mich!"


    Spoiler: Translation (Skald > Common)
    Show
    "Hush now creature, dry your eyes."
    "I know a place where a body can hide."
    "Ooh, I know a place where a body can hide!"

    "Last time I saw you, our table was bare."
    "If you hurry & join me, I will lead you there."
    "Sink beneath the water, sink into the deep,"
    "In a pond just off the road, that feeds this muddy creek."
    "Ooh, in a pond just off the road that feeds this muddy creek!"

    "Though I'm gone, don't be afraid,"
    "We'll meet again on the river someday."
    "The croak of the frogs will lead you true,"
    "Wear a skirt of greenstone, so I know it's you."
    "Wear a skirt of greenstone, to drag you to the blue."

    "Though my days are over,"
    "You know where I'll be,"
    "Swim that lost river to me..."

    "Though my days are done,"
    "The waters will always run,"
    "Find that lost-lost river… find me!"

    Lucian glared over the top of his book at the fool's merriment, "Enough songs, we're too close to the edge of the wood for your nonsense. Any more of that and you'll be taken for some venerable highwayman - we don't need that kind of trouble right now." He'd prided himself in being a man with a cool-head and calm, calculated reasoning - the inverse of Ayala, and exactly what his men needed. Yet, that had changed in the recent years. The blight had tainted his mind and temperament. Quick to anger, and far more careless than the man he'd been only a year ago. He had to find a cure. No, he needed to find a cure. He wasn't sure he could overcome the darkness brewing within him, it was sinking in, bleak claws flaying his thoughts and consciousness. If he lived... He couldn't be sure he'd still be the man he knew. Lorrimor was the first man, the only man, who believed the disease could be overcome - that even with his acute and terminal case, there was a chance. He fought against the mental pangs. The pressure behind his right eye made him twitch visibly as he closed his eyelids to refocus. "My apologizes Don- " the solidly built studious-man nearly lept up from his seat as he snapped with a sharp retort "It's Lucian!" The old man covered his mouth at the slip, a force of habit he'd refrained from for nearly two years. The youthful man, sighed with a breath of warm smoke and mist birthed from both the chill, and a burning flame sizzling within his breast. "...Don't make that mistake again, or I will not be so quick to forgive your slip of the tongue. Bella, stop distracting him. We each have our own duties, see them fulfilled." The woman nodded silently and they pressed forward without another word.

    The heavy wagon came upon the edge of the dark forest's canopy, the burnt remains of the village of Clover's Crossing hung ominously in the distance. He grimaced at the sight of the ruined village as Bella brought the vehicle to a halt. She glanced over her shoulder nervously, "Boss, we're not actually, going in there are we?" He shook his head as he climbed from out of the wagon, landing with a heavy step into the moist moss covered soil. "No, Bella. We are not. That place isn't fit for the living... Not after what Sir Veraine released within that place." The woman shivered visibly at the thought of the wretched creatures with slithered beneath the burnt debris of that profane place. "This is where we part. Finish your business, we will handle the rest. I expect It will be at least another day before we cross the river and reach Ravengro, await for my word. I'll send correspondence back to the University within a week. She nodded and gestured at the grim faced old man "Take care of the Boss, old man." She snapped the reins and took off back on route along the edge of the forest. He'd practically raised the young half-drow himself, and with great aid, allowed her the means to pass seemingly unnoticed as another human. He grinned to himself. If nothing else, he felt he'd left something decent in this world. She was wild and free, but she didn't inherit the darkness that burned within him. For that, he was glad. He could never allow himself to bare children, he could never allow his cursed blood to run freely in this world. He'd do anything to stop it. Anything.

    He pulled out the large heavy leather apron of his trade. Stains of blood still soaked patches but didn't betray the woven steel chain and plates running beneath its surface, despite the wear of its age. He donned the 40 pound garment and produced a series of straps and buckles from his traveling sachel. Gerald assisted him in setting the buckles into the thick bands and fastening them over the protective garment, being sure not to disturb the fine wool of his crimson vest. After several minutes of refitting his garments and fixing the wide straps through loops and fittings upon the dense apron, he adjusted his black cravat. The tarnished vestment took much of its inspiration and function from armored coats sometimes worn with House livery by various squires and knights oft found within the northern regions of the nation. The practice had become increasingly popular in Vieland as mounting tension between the barons of The Palatinates and Soivoda. He clenched his teeth at the thought. It had been that very cold-war which had spurred the war being fought in the shadows, and thus empowering men like Professor Brays... Empowering men, like those who sat upon The Palatine Council of Defense. It was almost humorous how the desperation of miserable old men could hold such influence. How it could birth forth such evil, and find a young child somewhere displaced upon stones steps some four decades past. Yes, it had been them. The evidence he'd sought for so long. The evidence he'd fought for, killed for... and worse. Lorrimor gave it all to him on a silver platter. The journals contained within them such despicable acts... Had he not been upon its receiving end, he would never have been able to begin to fathom such torment. What does it take to compel a man to perform such atrocities? Pride? Patriotism? Freedom? Loyalty? Such trivial things, yet in their shadow-war of independence, nothing was sacred. He would never be able to look upon the Steel-Steward Orphanage again. He could feel his hands begin to shake just approaching the streets which led towards it. Thus, visits to Caliphas would more often-than-not, prove quite painful. The many years hadn't diminished the visions or memories of friends long departed. His ears and mind were still plagued by their deafening chorus; The screaming of dying children.

    He picked up the heavy gray woolen coat, pulling it over the bloodied-armored apron and lining it so it fell gracefully in line with his vest. It was a sharp, large collared trench-coat with fine double-breasted buttons caste in silver with the University's seals laid in their center. Common apparel for Professors at Lepidstadt University. Donning the winter-wear over the intimidating garment made for less worried looks and questions; he hated needless attention. Digging out his matching wool Gatsby cap, he ran a hand through his deep blue hair before placing it snugly on his head. The winter-chill wasn't going to get any better the closer they came to the rivers and lakes running west. He nodded at the seasoned old man. That face didn't belong on a man in such finely tailored apparel. Though his long gray hair was neat and well combed, one could easily imagine a wild shock of silver running wild from his brow, stained with gore. Perhaps, battling some terrors spawned out from the Worldwound. His proud stature and strong back was evidence of a life lived on the field, not an office. Yet, he'd found another way. He'd made a new life for himself, braving the dangers of managing the hours of a schedule, instead of beating back ravenous demons with a steel-clad fist. Lucian smiled to himself as they made their way towards the ruins of the town. He'd known the old Inquisitor for some 30-odd years, he'd seen the man get older, more fierce... then tame. The black of his mane was barely visible now, while he himself barely seemed to change at all. The Inquisitor was 'gone' now, the days of hunting cultists and witches was long since over.

    It was amazing how having a family could change a man. He doubted the seasoned warrior could even hold his own in battle anymore. Age, and lack of practice had made his hands soft and his arms feeble compared to those days past. "If it comes to it, back off and I'll take care of risen-dead. Just keep your eyes open... You of all people remember what happened in this place." The old man nodded sternly. Clover's Crossing was a ruin; a village of the dead. The citizen's had all been killed in what was thought to have been a resurgence of undead in the area spawning forth dozens of ghouls which led to the massacre and eventual 'purging' of the city. The fire didn't solve the problem, but it did contain it, to a degree. Remaining outside of the town's limits was somewhat safe; in that you'd be less likely to have a rotting creature rend your limbs from your body. Yet, but far more evil things dwelt within the ruins of the decaying village's remains. He pushed one of the long cuts running up the side of his coat aside to leave the heavy sledge-hammer anchored to his waist readily available. The translucent-crystalline green and silver of the strange tool's make begun to glitter, a shimmering sparkle, as if a firefly had been caught within the tool's head spiraled off to dance about. He covered it back up with his coat, confident he could withdraw the weapon in an instant if the need arose. He didn't need to trade words, the dead owned this place now.

    The two men walked side-by-side with an air of daring and confidence. The field before them led up to the decimated village before being crossed by the small dirt road which still led into the ruined gates of Clover's Crossing. His eyes quickly scanned through the mist and damp grassy fields until the sight of a carriage pulling up to a small gathering of peoples came into view outside the town's premises. "How fortuitous..." The salty old man pat Lucian on the back, "Aye, so it is. Now move with a quickness, least we be left in this terrible place." Dashing off to the transport brought their driver and a handful of strange, or otherwise unknown faces into view. He visibly cringed at the lot. He knew well enough that Lorrimor kept strange company, company he thought best to keep an arms length away from. The thought of traveling days with a band of strange-freakish acquaintances of a departed friend was not a pleasant notion. His nostrils flared in quiet disdain. He looked up at the young man, shaking his head. "...I'll need to have a discussion with whoever organized this little randevu when this is over. Their choice of locale happens to be exceptionally terrible. No doubt, the product of failed logistics. Regardless of that fact it's the closest thing on the map or not, there is a reason people don't actually come here."

    He curtly boarded the wagon, pausing for a second to look at the odd assortment of creatures inside up-close. He squinted, not sure what to make of the scene. Within the interior of this small enclosed space were a wide range of persons - and potentially animals, which essentially did not exist on this side of the world. Doubly so in Canterwall, or Ustalav at all with the degree of racial intolerance which choked the northern nations of The Palatinates. He was, as far as he could tell, the only citizen of The Immortal Principality present. The old man behind him placed a hand upon his shoulder to bring him back to his senses, and he finally noticed the young man amongst the foreign or alien creatures which were packed inside like some sort of zoo. He knew an Ustalavian when he saw one. His image was seemingly iconic of one of his students, and the mark upon his cheek could have almost been a 'Lepidstadt Scar'. He sat next to Imull, leaving him to his silence. If he was surrounded by this many absurdities while alone, he wouldn't want to hold a conversation either. He looked up towards their driver shaking his head. "The mist is quite normal this close to the Vistear River during this time of the year. It will likely clear before we reach Ravengro, though the town will no-doubt be shrouded as well simply due to its placement on Lake Lias." The driver's word's caught him off-guard. Suicide? Lorrimor had an abundance of perfectly able-bodied murderers and criminals eager to put a knife in his back, he didn't need any assistance dying. He had to fight every day just to keep himself from being murdered by violent-greedy men, or worse. He ran his hands down his face, pushing his hat out of place, before having to re-adjust it. Yes. He was sure of it now; This young man was an idiot. He was glad he wasn't one of his student's, or he might just toss him out a window into the Moutray's chilling water. He made a mental note of this supposed benefactor. He clearly didn't understand what a representative looked like, or what purpose they actually held.

    His respect for the man was plummeting by the minute. It didn't take much longer than a minute or two of dialogue before he resolved simply begin ignoring everything that came out of the daft-lad's mouth. A far better solution to the alternative, which his mind's eye portrayed in dramatic fashion; straddling the boy and punching him in the face a great deal of times. He took mental note of that thought. Self diagnosing. No doubt, evidence of further nervous damage and psychological regression of his mind into a more primitive state to bare the strain of the corrosive effects upon his cognitive functions. Perhaps, 10 months. He hypothesized he had at least that long left to live, or at least until he was overcome completely by the Stain. He would need to make the most of the time he had left... He leaned forward in his seat, planting his elbows into his knees. He wasn't sure he was going to retain his sanity in this sweat-box without breaking someone's face. The pangs of mindless anger were buried deep, like fragments of glass splintered off into the cranial matter of his consciousness. The boy's passing comment went by unheard, for indeed the lad was nothing more than a boy to him. His own son would have nearly been twice this dimwit's age had things been different. There was no such way to cover nearly 50 miles of road in what was presumably an ordinary carriage so quickly. The old man glared out through the thick mist, his eyes going wide in shock and horror - "...Impossible!"

    Regaining himself, Lucian looked up at his old friend. "Faust, what is it?" The silvered man looked down at the professor truly at a loss for words. "...We're, here?" The professor sighed profoundly, he'd ceased trying to piece together the strangeness of his own country. Where there was death and the unknown, dwelt evils or magics of a likeness that could not be named. There were only an infinite number of explanations. They were close enough to Gallowspire, anything could happen. For all he knew, the transport was magic. He glanced up at the orc, or half-orc, if he had a mind for political correctness - He didn't have a mind for political correctness. They were in Ravengro, this far in Canterwall, no one had any love for Greenskins. Yet, she seemed like the most astute of the disheveled crew. He stood with a sigh as the rest of them begun to disembark. "Quite observant, orc. Evidently our company is less familiar with our locale, or they'd think it was just as curious. Not worth the effort trying to understand, there's far stranger to be found this close to Virlych. That's why people don't go there." The last bit came off sharply with a measure of frustration at the unexpected development. He didn't like being toyed with. He nodded at the lad as he dismounted last, leaving the others to perform their greetings as they pleased before he approached from the rear.

    He didn't know what he wanted to say, what he needed to say. Returning here, to this small village was as unexpected a development as Lorrimor's own death. The assurences he'd put into place, the promises he'd made to him, all of it. It had all been made worthless so quickly. But one still remained, one he'd made to Kendra long before he'd even met Lorrimor. He'd be there when he was needed most. Lucian didn't break his promises, not to himself, not to others, not even to the very soil he tread. So he came back. It had been over a year since he'd last seen the woman's face, but he'd come back. Even though he was dying. Even though his mind was awash in this sea of suffering. Even though his very self was standing before a terrible maelstrom with a devil bursting out from the broken ribs of his breast. He came back. He wasn't sure what he'd become if he remained here, in place of beginning his sojourn back to Caliphas in search of the cure... He might lose himself. But that is why he had brought Faust. If it came to it, he would ensure his duty to Kendra was fulfilled - that she was safe.

    He couldn't be sure that he'd come back again from the throes of death. The next time, he might not even be as the man he knew. There were things far worse than death, and he knew each of them by name. He knew Lorrimor, and had sided with him even against Vieland's Palatine Council and Professor Brays's influence. He'd walked a thin knife for the man, as thin as any. His studies, his occupation, it all carried with it an inherent risk which threatened to devour him.; and he was careless. The pursuit of answers always had outweighed the dangers or threat. There was not the slightest sliver of doubt in his mind; this was not a suicide. He knew well enough, even if it actually had been, on a basic and fundamental level he could not, would not, ever believe it. Even if the disembodied ghost of Lorrimor admitted it to his face. That was not the man he knew. No. That man, had been murdered. He approached Kendra, moving through the small gathering with a soft smile on his face. He didn't speak. He had nothing to say that could ease that pain she felt. He pulled a handkerchief from his breast-pocket and wiped the tears from her soft cheeks. His face was rigid, fighting back the swelling behind his eyes at the sight of the woman he cared so much for brought to tears. He pulled her close into an embrace, his voice low, no more than a whisper to shield his speech.

    "...I promise you. I'll make them pay for this."




    Last edited by Mornings; 2016-11-09 at 01:55 AM.

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    He tried to gingerly smile as he felt her pull away from his embrace. The warmth, like that of his heart, begun to slowly diminish. He could still feel her in his arms, but it was as real as the precious memories he still held and cherished. The vision in his right eye begun to blur. He shook his head, managing a smirk at Gerald though his face had begun to go numb. The feeling had slowly begun to fade to the sensation of an itching-tingling under his eye-lids and the tip of his nose. He fought back the sensation, the dizzying rush that clouded his senses. Not now. He pat the old man on the shoulder, "I just... need a moment."

    He motioned to Kendra, "It's been a few years, but you might remember my old friend Doctor Gerald Faust. He begun serving as my primary assistant after your graduation." He cringed as he felt his balance tip upon its side, the sensation of vertigo seeping into his mind. He looked down upon the polished surface of the casket. Within its reflection he could see himself, the side of his face which had already gone numb was tensed, and a line of moisture ran down his face. The loss of control had stimulated the tear glands in his eye. But to the layman, it looked as if he had begun to weep. The blue color in his right iris had slowly begun to bleed away, leaving it white-gray.

    His hand snapped up to face in shock, attempting to cover his eyes and play it off as a sudden bout of woe. He could manage to explain a lesser degree of symptoms as acute ocular rosacea. But not this... "I... need a second." He turned away, doing well not to stagger as he walked around the other side of the carriage. He wiped his face dry and looked at his reflection again the metal polish on the exterior of the vehicle. He inspected himself curiously. A possible Corneal edema. It was unusual, but not unheard of- his vision begun to clear, filling him with alarm.

    His eye had become a dark gray, but small black tissues seemed to emerge in the lymphatic membranes of his eye. ...Impossible. There hadn't been enough time for these kinds of cells to develop. Had the other afflictions somehow accelerated the Stain? He couldn't be sure without extensive tests, but he was far from his laboratory. He cursed under his breath, he could feel his senses rocking from side to side. He took a seat, sliding down on the steps of the carriage and tried to place his head between his knees to regain his sense of balance. He fought back the panic with calm and rational self-diagnosis. This was simply Benign paroxysmal positional vertigo. The calcium carbonate of the otolith particles would be frequently disturbed due to his unusual circumstances. This is nothing. He didn't have the proper medication on him to provide a more permanent solution, but he wasn't completely unprepared.

    He dug into his traveling bag, producing an exceptionally finely carved pipe. The highly polished black-and-white burled ebony was engraved and inlaid in silver with his initials; 'BTL'. He sprinkled and packed in a number of medicated leaves of tobacco and pulled out an elaborately engraved lighter. Depictions of wondrous celestial winged creatures wielding spears with countless impaled demons and nameless atrocious creatures decorated its exterior. He flipped it open with his thumb and pressed down on the device's steel button, causing a flame to spring to life. The blue torch-like fire lit the leaves. He took a test smoke of the pipe to ensure it properly lit before snapping the lighter closed and pocketing it.

    A long draw from the device steadied his nerves. The roiling sensation begun to subside. This wasn't good. The accelerated changes in his body were something he hadn't foreseen. He could only come to one determination. He had less time than he had thought. His physical body was becoming stronger, more resilient than a normal man; yet his health continued to wane. The muscular development and density in his skeletal structure was almost superhuman, he could throw himself out a second-story window head-first and the impact itself would cause little harm. Though wounds incurred independently of the blunt trauma would be suffered normally, they could heal at an astounding rate.

    He took a long pull from the pipe, breathing the smoke out in a puff of bitter mint-scented clouds. They'd measured his rate of healing somewhere between eight-hundred, and one-thousand times that of a normal adult male. The cells would self-regenerate, but illness and disease went uncured, and he found he was far more prone to contracting illness than a healthy adult. His immune system had been weakened considerably. The regenerative principles of his cells seemed to only function during periods of hyper-activity when over-stimulated. The cause had yet to be determined, but Doctor Thrice had a number of varying hypothesis based upon the observations of both his unusual blood-vessels and the blood cell's adaptation to the transfusion. He believed at the matter's heart, this was the reason he'd even survived the procedure at all. His body was in a state of constant damage and self-repair. New cells were replacing the old, providing new adaptations to the life-stealing inkor flowing through his veins.

    He felt the sensations subside after a short moment. It had only taken a few moments to pull himself back together. He couldn't let his friends see him like this. Weak. Vulnerable. That wasn't the man they knew. He only needed to keep up the charade for a little-while, then he'd need to return to Caliphas. Dr. Thrice was perhaps the best man he could turn to with the revelation of these newest developments. His predictions on the neurological damage and hypothesis of 'Primal Regression' had been spot-on. If he couldn't keep the monster buried inside, he'd loose himself more-and-more to this beast.

    The blood had long-term and slowly developing psychological repercussions which more often than not led to acute cognitive dissonance, or in his case, mental fragmentation. The steady and progressive dissolve of his brain's ability to interpret thoughts, emotion and behavior would begin to falsely appear as schizophrenia. He would go mad. But... That was just the beginning. He clenched his jaw. He'd already made arrangements if the worst came to pass. He couldn't allow himself to fall into the wrong hands, nor allow himself to be the subject of some would-be doctor's malpractice.

    Thrice would see he would be kept in safe custody at the Haven-Guard Lunatic Asylum, where he could continue to work towards a cure. He'd searched for years, in every record he could lay his hands upon, yet... The number of persons reported to have survived or been cured after such an operation, had been zero. There were rumors of some Taldorian-bard with a similar affliction, and had overcame it. Yet, he could never seem to catch her. The bard was real. But that didn't mean the stories were. He'd gotten word from the Frallino that the tell-tale gypsy's wagon, The Dawnhammer, had come to Varisia. It was an opportunity, but he was too far and now he had other business to attend to. He could no longer justify chasing ghosts. His time was running out.

    He stood with renewed vigor, his footing steady. He looked back at his reflection. His eye had returned to its natural appearance. It was taking more-and-more effort just to see a day through. He sighed tapping the contents out of his pipe with a sharp-whack against the carriage's wheel before blowing it out and pocketing the device. It was time to go. He made his way around the carriage. Though it hadn't been much longer than a few moments to take a smoke, he felt like it had been forever ago. He nodded at Kendra and his old friend, taking his place at the bottom right corner of the coffin with a steadying breath. "...Let's get this done."







    [/SIZE][/FONT]



    Last edited by Mornings; 2016-11-12 at 06:00 PM.

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    The large man nodded firmly. Sometimes silence was the better answer. They'd spent an abundance of time trading words carelessly, but ultimately it mattered little. This was not their country, not their war. Only the distant threads of a dead-man's memory loosely tied them to a battle 884 years in the making. They were still young. The decision of what they would make of their future still lay with them. But for him... The decision was never his to make, and time was running out.

    Together they lifted the coffin. It was light. Too light. He'd grown taller in the last year, and his broad shoulders were powerful and well toned, despite his lack of physical training. He hadn't trained his body in easily 20 years, and regardless of his youthful appearance it did not contribute to his unnatural physical ability. He was getting stronger, while his health wilted away. It was as if his own body was consuming his own life-essence, slowly lessening his own existence. He used both hands to hold the casket steady, but in truth he could have lifted the thing himself. Standing 6' 3'', he had to hunch slightly to afford all but the tall-slender elf the room to bare the coffin. He smirked at Kendra's passing comment about her would-be sister. "The professor did touched the hearts of many people. For better or worse..." He murmured the last bit to himself.

    A sour expression slowly crept upon his face as they rounded the bend and the gathering of peasant-farmers came into view. The silver-haired wolf of a man who followed behind didn't miss the sudden change in the sullen atmosphere. He picked up his pace coming to Lucian's side, his old voice was deep but low. "...I know what you're thinking, but you can't afford to be reckless anymore. You'll die." The wild-eyed professor snorted with a silent chuckle. "...Nonsense. Besides, I'm a perfectly patient man. Strictly the diplomatic sort." The old man placed a hand on his shoulder. "Maybe... once. But you haven't been yourself of late. You're changing, faster than you think." He waved a hand dismissively at the old man's concern.

    As the procession came to a halt and the faces in the crowd became clearly visible the mirth begun to drain from his features. He could recognize some of them. No, he knew some of them. Not in a personal capacity, but he took careful measure to remember names, faces, habits; the daily lives of those about him when possible. The farmers of the small town were uninteresting and generally found lacking in numerous ways. Though a handful, the troublesome ones, proved more entertaining. He didn't like Ravengro, but no one could deny its strategic placement. That alone gave it worth. The man at the fore of the mob was one such troublesome man. He listened intently to the trade of words. The image of Kendra's distress was burned into the back of his mind. "Doctor Faust, if you would be so kind..." He slid out from under the coffin and let the old man take his place underneath the burdensome weight.

    Concern was evident in his voice. "...Lucian, what are you doing?" The tall man took off his cap and placed it on the withered man's head absent-mindedly. "Teaching a lesson, of course." The aged man's brow furrowed in confusion as the professor flipped up his shirt's collar and begun untying his cravat. "...And what would be the subject, if you don't mind me asking." He pulled off the silk length of fabric from his neck and tossed it over the old man's shoulder. "History, perhaps with a side of Sociology for good measure." The old man signed, "This is the hardly the time for your antics, or will you let this predicament go unanswered?" The wily man unbuttoned the top fastening of his collar and unfastened the clips of his wrist cuffs. He looked back at the man with a grim humorless expression as he begun to roll back his sleeves. The old man's face stiffened. "That is precisely why, now is the time... for insightful thought."

    He swiftly turned away, walking forward to stand next to Kendra, placing a hand upon her shoulder in support. His voice was aloft, almost condescending, like speaking to a less than adequate student. "Ah, Mr. Hephenus. Why am I not surprised..." He paused briefly to let the words sink in. He'd never spoken to the man before, but when someone was as loud and boisterous as Gibs Hephenus in so quiet a town - it didn't go by unnoticed. "I'm perfectly aware that the implications of assembling this... militia, to illegally disrupt this lawful conjuncture sanctioned by the Church of Pharasma - Our country's Church - would be completely lost upon you. However, you do bring to light a number of curious topics, despite your invertible incarceration." He gestured at the elf. "'Deserters' - My, that has quite the ring to it, now doesn't it? But, do you even remember where the root of your racial-bigotry stems from?" He waved a hand interrupting any response from the man. "Yes, every citizen with some measure of higher education knows the elves didn't return to the fold of The Principality, a blow which our nation would not recover from. But that is not the true reason alone..."

    He set about to pace in-front of the man with his hands crossed behind his back as he begun his lecture. "During the 38th Century, the Whispering Tyrant was defeated. That's the story young farmers and commonfolk tell their children at least. No. Unfortunately, the truth is not that simple. The Shining Crusade which begun in AR 3754 could not even be won by the gods themselves. The holy Sword of Light, the goddess Iomedae, and her twice-blessed Knights of Ozem fought for 26 years with no sign of victory. Even redoubling their strength and summoning The Red Crusader, The Herald of Aroden, The Goddess Arazni was no where near close enough to stand against the Lich-God. Like countless others, she was defaced. Humiliated... And only then was she allowed to die, again." He paused for a moment placing a hand under his chin as if in thought. "Yes, I know what you're thinking - 'If he was so strong, how did he lose?' In truth, he didn't. Though he is celebrated in Lastwall and Taldor, General Arnisant did not best the lich. He died and got lucky. The fragments of Aroden's shield gave the fabled-cleric Narthoc the opportunity to seal the Lich-Lord within his own labyrinthine citadel. The body destroyed by the shield was insignificant, and even while smitten they could they contest him directly within his own domain. There was no victory. Only... time." He turned back towards Gibs, producing a fine comb from his pocket and running it through his deep azure hair before beginning to use it as some manner of teaching rod. The words came out so fast, it almost seemed like a ceaseless stream - a historical monologue.

    "Do you see now, Mr. Hephenus? Do you see where the lines bisect? It was not that they left our nation, they left our people to die. The war was not won, even with all our combined strength, it could not be won. They shut themselves away in Kyonin, isolating themselves from the needs of the rest of the world once-again. But Kyonin is but one place, one home for a race as diverse as man. The elves of The Mordant Spire have nothing to do with the elves of Kyonin, just as the Dusk Elves and Dark Elves call home, elsewhere." He pointed the comb at the disgruntled farmer. "How does all of this come together? What does it all mean? - Well, in short, the fight never ended. Lastwall and Ustalav had maintained a defensive posture regarding how they would handle the matter of Gallowspire after eight centuries of complacency. However, nearly 40 years ago, that all changed with the death of Sir Amshel Veraine, an honored Knight of Ozem. The servants of The Whispering Tyrant had returned. The county's of Vieland and Caliphas consolidated their influence and experts within The Palatine Council to unearth the nature of this threat and defeat it, once and for all. Within that arena of minds and wit, there was a man which stood above his peers... His name was Professor Petros Lorrimor." He grinned to himself. There was some pieces he had to omit, some he had to slightly alter simply to make it more believable than the truth. He couldn't truly say what befell Sir Veraine, not here, but the impact served the same ends. The accomplishments of Lorrimor couldn't be fully conveyed to these simpletons, but at least to some lesser degree, some measure of his influence might be grasped.

    He turned away from the man shaking the large comb in his hand as if to drive home a point. "The late-professor was many things, Mr. Hephenus. But a Necromancer was not one of them. His studies did bring him unto the depths of both the dark and profane. However, even at worst that would be only half true." He glanced at Kendra. "Lorrimor's knowledge of both the dark arts and their practice, be itNecromancy or worse served as the foundation for the fight against Tar-Baphon..." He spit out the forsaken name with a breath of spite, it was enough to make him cringe at its utterance and draw a gasp or recoil from any unsuspecting citizen close enough to catch wind of the forbidden name. "The secrets that Lorrimor unearthed armed men like me in the fight against the champions of decay and undeath. He fought for you, Mr. Hephenus. He died for you. Now the last true defense against the dark has fallen, and the curse of undeath will drown the streets of your home." He turned and paced before the crowd. "He was more than a friend, he was my brother, and a hero. I took him for granted, and took advantage of his kindness - like you. I couldn't see just how much the man had given me, given us - like you. He was a good man, a noble man. Braver than you'll ever know. He gave everything to save you..."

    He stepped into the small gathering of the dozen or so men, putting his heavy arm around Gibs's shoulder as if they were old chums. He spoke in a shrill hiss no louder than a whisper among the group just barely audible to those within his immediate vicinity. "Unfortunately for you Mr. Hephenus. I am not a good man. I am not a noble man. I'm the devil you deserve. These freaks are some of the closest relations of my most adored rival, and you just threatened the woman I love..... This is the part where I remove your limbs with a hammer... But, out of respect for the 'dearly-departed', I will give you this one chance to take your peasants and leave. Should you refuse, I am going to murder you Mr. Hephenus, but I'll have the common decency to drive this comb through the frontal-lobe of your brain before I disembowel you - Do you see that young-man there? I'm going to hang him from Horrowstone Memorial with your entrails, Mr. Hephenus. With your entrails..." He repeated himself once just to drive home the point as he pat the man on the back with a jovial grin on his face. From a distance it almost looked as if they could have been friends. "Either Lorrimor is going in the ground, or you are."



    Spoiler: Out of Combat Actions
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    [Standard Action] Total Defense (While Adjacent to Gibs)
    [Move Action] Focused Killer (Gibs Hephenus)
    Intimidate - Convince Gibs to take his friends and leave.

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    Lovecraftian concept

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    https://translate.googleusercontent....th=1&hl=en&rur
    l=translate.google.com&sl=en&tl=la&u=https://en.wikipedia.org/wiki/Dreamland
    s&usg=ALkJrhhtsvyy82AMSHH33zipg8isY-WTCg

    https://translate.googleusercontent....th=1&hl=en&rur
    l=translate.google.com&sl=en&tl=la&u=https://en.wikipedia.org/wiki/The_Haunt
    er_of_the_Dark&usg=ALkJrhhJgnwAG_PFOpGHygwsjc0ew5G eRQ


    Perse
    A maddening, twisted-minded, alien entity appearing as a feminine figure in
    a red cloak, with three eyes, and an utterly alien face. Likely coincident
    with Classical Underworld goddess Persephone , she manifest aboard a ghost
    ship and contact traumatized humans, with hidden artistic talent, to spread
    both chaos and despair across the world.

    Mormo - The Thousand-Faced Moon
    Mormo appears in many forms, but three are most common: as a mocking
    vampiric maiden, as a tentacle-haired gorgon , or as a hunched toad -like
    albino with a mass of feelers instead of a face. This last form is the
    appearance of her servitors, the Moon-beasts .

    Lythalia The Forest-Goddess
    A female seductive humanoid -entity, covered in both vines and vegetal
    parts. Somehow, she has been the mate of the Elder God Nodens , bearing him
    the twin gods Vorvadoss and Yaggdytha . [30] The feline Istasha is the
    sister of Lythalia.

    Lexur'iga-serr'roth He Who Devours All in the Dark
    A photophobic bat-winged monstrosity, with both a thousand-eyed misshapen
    head and huge maws.

    Mortllgh Storm of Steel
    A lustrous orb floating at the center of a whirling vortex of razor-sharp,
    metallic-looking blades.

    Haiogh-Yai The Outsider
    blocks, inhabited by mysterious creatures resembling either worms or
    lizards.

    Gtuhanai The Destroyer God of the Aartna
    A destructive entity manifesting as a ravenous metallic vortex. He seems to
    be another half-brother of Cthulhu , like Hastur , and related to the
    slug-like Glaaki as well. He dwells somewhere in the Pleiades stellar
    region, and when summoned, he brings devastation

    The Green God The Horror Under Warrendown
    A sentient plant -like entity dwelling within a series of subterranean
    caverns, where it is always served by mutant rabbit-like worshipers.

    Golothess
    An entity cut in ten pieces by Yig during a time of great battle (one of
    these pieces is an alabaster dish found in Egypt, dated back 1,300 BC). It
    resembles and has a similar domain as the Greek god Bacchus .

    Gobogeg The Twice-Invoked
    Appears as a colossal pillar of amorphous alien flesh, with a cyclopean
    head. It drags up the continent it is summoned in, and causes the entire
    world to suddenly cave-in on itself.

    God of the Red Flux

    A vaporous red entity haunting the rainforest of Central Africa . It has
    the power to turn humans into zombie -like servants, the Tree-Men of M'bwa

    Gleeth The Blind God of the Moon
    An eyeless and deaf Lunar deity worshiped in the ancient continent of
    Theem'dra, as well as in the Dreamlands , often mentioned as similar to
    Mnomquah , though apparently not related to each other.

    Glaaki
    The Inhabitant of the Lake ,
    Lord of Dead Dreams
    Appears as a giant three-eyed slug with metallic spines, and tiny
    pyramid-like feet underneath.

    Ei'lor The Star-Seed , The Plant-God A plant -like parasitic horror
    native to the jungle planet Kr'llyand , which orbits a dead, green star

    Eihort The Pale Beast ,
    God of the Labyrinth Appears as a huge, pallid, gelatinous oval with a
    myriad of legs and multiple eyes.

    Dzéwà [17] The White God A ravenous plant-god who arrived from Xiclotl
    to Earth, awed by the Insects from Shaggai . He appears as a white orb
    hiding an enormous magenta excrescence, like an orchid or a lamprey -like
    mouth, with emerald tentacles, tipped with hands emerging from within the
    hideous mass.

    Cynothoglys The Mortician God , She Whose Hand Embalms Appears as a
    formless mound, with one arm-like appendage.

    Ctoggha The Dream-Daemon No description available .

    Cyäegha The Destroying Eye ,
    The Waiting Dark Appears as a gigantic black mass of tentacles, with a
    single green eye at the center.

    Cthugha The Living Flame ,
    The Burning One Appears as a living conflagration .

    Cthaat The Dark Water God A formless mass of shape-shifting water .

    Crom Cruach [14] Master of the Runes , Bloody Crooked One [15] Not
    described, but likely something gigantic and serpent or worm -like.

    Chaugnar Faugn The Horror from the Hills ,
    The Feeder ,
    Caug-Narfagn A vampiric elephant -like humanoid, with a mouth on the end
    of its trunk.

    Bugg-Shash [10] The Black One ,
    The Filler of Space ,
    He Who Comes in the Dark Appears as a black slimy mass covered in eyes
    and mouths, much like a Shoggoth .

    B'gnu-Thun The Soul-Chilling Ice-God Appears as a cyanotic humanoid,
    followed by an eerie blizzard.

    Aylith [7] The Widow in the Woods , The Many-Mother A tall, shadowy
    humanoid figure with yellow glowing eyes, and strange protrusions like the
    branches of dead trees. She is a servant of Shub-Niggurath .

    Aphoom-Zhah The Cold Flame ,
    Lord of the Pole Appears much like Cthugha , but grey and cold.

    Amon-Gorloth [6] Creator of the Nile and Universe's Equilibrium
    A gigantic mysterious entity whose cult is perhaps coincident with that of
    Egyptian God Amun . Once dwelling in a gigantic palace known as Gz-eh near
    the Valley of the Kings , his dreaming force was able to shape reality.
    Causing life to eventually flourish within the Nile Valley , over 3,000
    years ago, before the stars ceased to be right, and the advancing desert
    entombed his titanic body beneath the sands. Priests of his cult have built
    up secret subterranean mausoleums to access the Great Old One's body, and
    please the slumbering god by giving cattle as sacrificial victims.

    Ammutseba Devourer of Stars A dark cloudy mass, with tentacles,
    absorbing falling stars.

    Abholos [4] Devourer in the Mist A grey festering blob of infinite
    malevolence, described as the lesser brother of Tsathoggua or spawn of
    Cthulhu , born from his bile and tears.






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    He couldn't bring himself to speak as they walked down the winding path of the Dreamwake. What words could he find to bring comfort. To bring solace. He knew what it was like to loose a friend, to loose a family, to loose a lover - yet he didn't know the pain of loosing a father, nor a mother. Not really, sure he could imagine it - he could throw darts at the memories hanging from the bulletin board of his life, every pain and seemingly endless period of suffering which his days seemed to transition to. But that pain, this pain, it was not his own. The sight of the two men flanking the grave sent shivers through his face, distant... fleeting memories. He cringed forcing back the thoughts, blocking out the screams from his mind. Keep it together. He had to be strong. Stronger than ever before. He had to protect Kendra, protect her from this world, her father's legacy and most importantly - above all else; himself.

    The pitifully sized crowd of perhaps once-familiar faces did little to ease the growing sense of looming doom. A sense which bespoke of a dismal destiny which would soon delivered upon them, when that man was laid into the dirt. It all seemed to move dreadfully slow, slower than it actually was. The procession dragged on, and the priest's words seemed to mumble and carry-on. No doubt they'd be asked to share a kind word, of which he could effortlessly provide. He'd worn the mask longer than most of them had even been alive. He could stretch the stories, weave romantic tales. He was a man that could lie between his teeth. He'd become like everything he'd hated. It didn't matter the cause, the game which he'd matured into was one of guile and wit, while the weak were purged. Another man with daggers in his smile. There was no point in honesty in his line of work, it was a vulnerability one could not afford, and if others knew... if they truly knew, they would not - could not, be allowed to live. Not by the goodly men, and surly not by the villains which slithered by unnoticed. Secrets had to remain buried, It was the only way to stem the darkness which still lingered.

    His skin crawled and itched, tingled and burned. He could feel sweat begin to run down the back of his neck and his heart-rate spike. He couldn't hear anything anymore - it was all like some muted mixture of senses set awash with white noise. It was almost the same. His vision blurred. No. It was the same. The same as so long ago. He couldn't hold back the tides of thought; thoughts like a raging storm of infernal black embers. It all played across his mind in a fit of pain spanning his consciousness. He staggered a step into the faceless image of Gerald. His mouth was moving, speaking - something. He couldn't hear at all anymore. Perhaps he could see this storm as well... The concern was etched into his strong jaw, though there was only the dark of void in his visage - like shattered glass being consumed by some wretched blackened hole. His world swelled with the mirage of a thousand crashing memories on fire. He wasn't there anymore. He was somewhere else, within the familiar dark crevice; the bleak creeping recesses of his diseased mind. Yes, he'd been here before before the collagé of whirling fragments of time-lost and remembered. Pieces he'd never get back.

    This moment, this instance of the present drove something out of him - something repressed and locked away. Thing's he'd hidden. Thing's he'd cast from his own memory. It was this grave. It reminded him of so long ago - when that grave had been his own. This was not the man he was. This was not the man he remembered. He'd long cast the memories away, discarded them forever. So who was it who brought her back, returned her to him? What Bringer of Light? What terrible Seeker of the dream-coil, with halo aloft and hands intertwined? His world was as their canvas, creating such depictions of terror. Here all angels fall, reaching for the light of a heaven left empty. The scenes played upon the sky to some formless curator's design. Under the shifting dance and flicker of surging light. The world was drowned beneath that of some three-fold abstract luminescent figure - a triptych borne of wings.






    He could hear Tobin's screams, but nothing was registering in his mind. The slow sensation as senses begun to respond, and feeling slowly crept back into the world. Sensations trickled into his consciousness. His shoulder ached, and the warmth running into his hand and the bottom of his forearm didn't mean anything at all. He blinked, confused. The face of his old friend, Caund Grines, was twisted in terrible contorted expressions of agony. He could feel the pressure in his hand. The hilt was too slick and wet to properly grasp, so his fingers instinctively weaved into the laced guard of the dagger's elaborate herder - twisting the blade. His mind was still empty, trying to make sense of it all, trying to piece it all back together. The loud clang which rang out from the floor drew his attention as the man dropped his rusted shortsword to the cobbled street below. It flickered as it fell to the distant walkways, casting lights from its marred surface from the lanterns which hung far below. There were no lights up here, not on the roofs. Not in The Shingles. His other dagger came across the man's neck with such murderous speed the blood from the near-surgical incision into the man's jugular didn't even leave blood on his hand. His foot came up as his occupied blade slid out of the man's stomach, liver, diaphragm and lung with a sickening sputter as he kicked him back to the ground.

    Tobin's words words echoed over again and again finally registering. ENRI! -ENRI! RUN! He could remember; it slowly begin to roil back into his mind, like he was waking up for the first time. It was a trap. Armored figures rose up from hidden coves around the building, he could hear the crashing of greaved-steps below - lights, alien to the dim streets of The Shingles could be seen upon street-level. He'd acted before his mind could even think, he didn't know if Caund had been involved, but the man's eye's looked at him just the same as an accusation - and that was enough to justify his end. He counted four of the armored warriors, No. Knights. He recognized the patterns of their heraldry; The Order of The Nail. Queen Domina Arabasti had seemingly embraced the Hellknights to strengthen the bonds between the former-colony and it's motherland through her generosity towards their oldest knightly order. He could feel the blood drain from his face, Citidel Vraid was still under construction and the Order had yet to relocate to the city. This was no coincidence. They had drawn the ire of the crown. His mind raced, taking a step back as they advanced forward, matching step for step. Why would moderately successful, two-bit smugglers warrant state-intervention? He'd missed something, but it was too late.

    He spun the dagger in his hand, feigning his disadvantage, seemingly armed with naught but a single long-knife. He'd been in more than a few scuffles, killed more than a handful of men too, but that was nothing like fighting a quarter-dozen Hellknights at once - he couldn't win. He didn't waste a second thinking about it, with his foot at the edge of the building he threw himself off the roof to the streets below. The air screamed in his ears, he crashed into a narrow balcony, slipped from the impossible hold and tumbled through a buffet of cloths-lines before smashing his face into a narrow iron railing from an elevated porch of a second-story flat, then abruptly meeting the cobbled street with a crushing thud. The blinding pain was diminished from the hammering blow to the head, leaving him dazed on the ground for a moment. He was tied and bundled with loose cloths and hemp twine from the fall. He could feel his blood freeze the fabric and leave it stiff on his person. A sharp smack against the stone broke off the tarnished cloth, staining the stone with a small slick of black inkor to hiss on the ground. A strong arm under his own brought him to his senses as he was pulled to his feet by a familiar face. Tesa was absurdly strong, a fact seemingly capitalized by her young age. The Doves were just kids, a group of orphans, pickpockets and nimble thieves of some repute. He'd spent a great deal of effort and work building them up and finding talent among such young peoples. Tesa had been a friend and acquaintance he'd convinced to become a turncoat, abandoning her place with The Catsdew Lofties. A fact he was all the more glad for now. If not for her paranoia they surely would have all been dead.

    He yelled up at Tobin who dashed about above, "TOBIN, FIND LISREN! TELL THEM TO GET OUT OF THE CITY! GO!" He heard the release of a bolt from above, but the young boy was much too quick. He might have been one of the fastest Roofrunners in the city, second only to Lisren. He took off like a man on fire, racing off across the dark before vanishing from sight. Tobin couldn't fight, but he could hide. He couldn't worry about him right now; three Sable Company Marines stumbled out onto the street with weapons at the ready. The tense silence choked the narrow street, they had to escape, somehow. The keening wail and flash of light at his side filled his ears with ringing bells as one of the marines fell to the ground with a fleshy funnel bored through his skull. The smoke wafted from Tesa's hidden coat pistol as a second device sprung into her other hand, firing a second shot and blinding him with the muzzle-fire from its discharge. The second bullet caught the man in the side of his neck dropping him to his knees to clutch at the fatal wound. They turned and sprung away down a narrow ally leaving the last man to tend to his dying companion. Had the world gone mad? It all seemed like a dream, how could this have happened? He'd long ago worked out such contingencies with The Doves should things fall through, but never for circumstances so dire. They were criminals, but not political rabble-rouser's or Chelish loyalists, this was so far beyond them... The dim lantern lights from the interior of decrepit houses distantly guided them on as the great multi-storied structure of The Loft came into view. It was a secret place, a rendezvous should the worst came to pass. They were only the young progeny of good-for-nothing dead beats, Ne'er-do-well's and other dredges of society left behind - but together, they had achieved something great, and the future seemed so bright. It couldn't end like this. They crashed through the door, and secured it behind them, staggering through the darkness.





    ...It was morning. His cloths were torn, tattered and shredded where blades had caressed his skin and tasted of his flesh - yet no wounds remained. The rags were stained with shades of crimson and ebon ink. The chill breeze from a sea-born wind washed over him. The sight below filled his heart with dread; they had corralled as many people as they could to The Heights for some macabre spectacle. He looked down from below as he clung perched upon the roof of a larger manor. My, you are every bit as impressive as Don Karela led me to believe... and I must say Mister Thomas, you do look quite well for a dead man. He looked back over his shoulder at the rather sizable halfling. Had he not known he was indeed a halfling, he might have just mistook him for a diminutive human. The auburn color of his dreadlocks seemed to paint an odd contrast to the deep black and brown of his fine leathers, he looked as if he could perhaps have been the captain of some successful adventuring company. ...What happened to the others? Who's left? The dapper man raised a brow, Others, Mister Thomas? You're the only one left- Except the Crowley-boy, who apparently dispatched Mister Jacobs upon discovering his treachery. He escaped into The Cinderlands after your runner alerted him to the situation. He held his breath, ...And Tobin? The half-man shook his head. I'm afraid not. 'Twas a miracle he made it as far as he did to deliver that invoice. He covered his face with his hands. He couldn't remember.

    They dug a large pit into the earth, flanked by grim men donned in black with rough flax sacks over their heads as they dragged small bodies across the courtyard. They tossed them in, or kicked the corpses over the edge like bags of rotten produce. A man wearing the livery of the crown with a Pharasmin medallion pinned to his chest, the demagogue raised up a hand during his mad shouting, a well-practiced speech condemning these criminals as traitors to the city-state. Rebels seeking to overthrow the crown, supplying armed cells of post-colonial freedom fighters and turning their loyalties against the state for the pro-Chellaxian policies of the Queen in support of isolationist agendas. It was madness. The man screamed out his speech with such fervor, he was convinced the man had fallen into the allure of his own words. According to him, It was the plot hatched by an Ilsurian boy, conditioned by hate-filled like-minded radicals. His hand instinctively shot down to his hip; it was gone. The halfling noticed the gesture, The Crowley-boy took that Ilsurian-knife you always carry off your corpse. A shame too, rare things they are. Though, I'm sure he'll put it to good use; its quite the dangerous article to be carrying in this city, you're all the better without it. He nodded, it was better this way. He taught Lisren the basics of Ilsurian knife-fighting with that vary same blade. Having such a reliable weapon would prove vital in the unforgiving wilderness of the Stoval Plateau. Though a normal man might be murdered by beast, living storms of flame, or Shoanti- Lisren was Shoanti, a displaced young lad of the Sklar-Quah. The Cinderlands was his ancestral home. He was sure he'd find his way back to his people.

    Treason. Treachery. He would never has expected Jacobs to sell them out- no. It was more than that, he wasn't creative enough to fabricate such a story. He had help, but now- it was all over. The Doves were finished. Tobin Alphander. Kyles Nvrend. Aimothy Cals, Tesa Vronds, Yelena Dalmin, Pattrish Quendel, Pender Quendel, Breek Itrik, Julian Lyden, Wentil Ghostib, Lisren Crowley, and Enri Thomas - by the order of the Queen and the sacred tenets of our righteous laws, you are posthumously given your charges; High-Treason and Insurrection. You are guilty, and sentenced to death! The crowd roared as another body was thrown into the small trench. The halfling grinned My.... How, progressive... Issuing charges after the accused is in the ground, I can't say I 'dislike' the notion. No need for such troublesome things like, evidence. He clawed at his hair, his face turning red in frustration. They counted twelve names, and I see twelve bodies... How is that- The coy man interrupted. Such insignificant things before the hand of the law, my friend. When they couldn't find your body or locate the Crowley-boy, they simply put a pike in the nearest child as replacement. Quite simple, really. Who will know the difference, you're all dead men, Mister Thomas. Dead-man have nothing to protest. He felt sick. Who was really the criminals here? If the lawful arm of 'law' had to contest forces as cut-throat as themselves, the whole city would be destroyed. Where they not children? Where these people not men, but beasts? He hadn't seen such savagery since the earliest days of his life. Perhaps he had not come so far after all. He could feel the subtle brush of her influence over his mind. He fought the sensation back. He'd fought hard to contain the terrors which dwelt in his heart, locked away. They had put her there. Buried it deep inside his mind, so deep he could not even begin to dig it out. Those days so long ago, locked within the steel chassis of rancor and filth-strewn steel. The years within the darkness of his prison had found him someplace far-far away. Upon the umbral fields of eternal night which carried on for what was possibly an eternity. He'd walked among things dark and terrible within that lightless world, until it to stole his eyes.

    In the darkness, she had found him. She gave him back his vision, but they were not his eyes - not in his mind where his sight peered across the undefined vastness of bleak-shroud made infinite. She gave him her own, that he might see through the endless expanse of dark, guiding him back to the infernal world he knew. But the gift was not truly free, though she demanded nothing of him. There was nothing more expensive than that which was given freely. Or so he had come to discover. She had never left him, he'd lost a piece of himself and her influence grasped at his very being, controlling some part of him- and sometimes, she'd take over. Sometimes the memories were lost, sometimes he tried to forget. When her claws sunk into his soul and dragged him into the abysmal nether of the void. He could only wonder if the terrible screams and innumerable whispers were the tears of some god trapped within that pitch-black tomb, or the pain of his memories. He struggled to fight back her suffocating hands around his neck, looking at the halfling with pleading eyes. The man seemed to let the sight pass by unnoticed, feigning complete ignorance. Mister Thomas, or should I say, Young-Don Frallino. It has been this one's absolute pleasure, and I hope you will remember my services in the future for all your 'sensitive' needs. Your gains have far surpassed your most recent losses, and when recouped, will surpass them still. Don Karela recognizes your claim, and proudly welcomes you into the fold. I look forward to our future business, and with that I must bid you adieu. He didn't even know the halfling's real name, he was simply known as Friendly Honestman and just as mysterious as his namesake, he vanished without a trace. The arrangements had been made to flee the city, but he fell to his knees in tears. He remembered. Her embrace was all about him, drowning him in her arms.





    He grinned at the young boy, Pattrish balled his eyes out in the corner. He couldn't really fault the lad, he was turning ten this year, and the events of the evening had been rather - unexpected. He wiped off his face with his shirt. The Quendel Brothers were complete opposites, where Pattrish was sharp and witty, Pender was dull and slow to catch on. Where one was afraid, the other was brave, and where one was weak, the other was strong. Dry those eyes, they're so telling of age. A stiff charred scent begun to waft into his nose. Julian jumped down from one of the rickety levels in the old tower above. The interior of the building was barren, it had been used as an old elevator of sorts for the construction of the higher buildings and houses in The Shingles. Struts, wooden boards and loose tools lay scattered about beneath a winding set of crudely constructed plank-steps leading up various levels only differentiated by the various criss-crossing wooden beams and individual sets of heavy wooden doors leading out to the staggered elevation of the rooftops above. Enri, they lit-up the top. Place is surrounded. He took a breath to steady himself. It was obvious they'd been betrayed if they were already waiting for them here, but there was little they could do about that now. Snuff the light, the place isn't made of tinder, I doubt they'll wait all night for this hole teh' burn-up; and we aint' getting smoked out either. They all begun to cover their faces with wet cloth, or produce filterhoods. They worked the sewers, the docks, and beyond the walls of the city. Some of them carried tools specialized to their respective duties. They might have been naught but children individually, but The Doves were no laughing matter when united.

    Julian milled about with Wentil putting out the lanterns and candles within the building while the others prepared for the inevitable conflict. The smoke clouded vision, reducing visibility to only their immediate surroundings. Tesa had finished reloading her pistols and Breek had set half a dozen crossbows ready at his side. He could feel it, it would begin soon. This much smoke was enough to drive out the unprepared or choke the unwitting. He rolled his shoulders, trying to keep his calm. If they could break through... If they could break through, they could escape. If they could make their stand against The Citadel and the crown, they might stand a chance. He knew in his heart, they couldn't all walk away from this, but perhaps with the sacrifice of some, others might live. He had always been willing to die for his friends. This was as good a day as any. He could hear the creek of the wood from above and outside. It was time.

    The raised doors at the elevated levels and those directly before them exploded open with a shower of flames. The world crashed into a frenzy of motion of deafening cries. The endless clatter and bellow of gunfire rattled off, accompanied by rapid thuds as pistol-after-pistol fired and dropped to the ground, so that another might be drawn. He grasped a handful of wickedly pointed bone needle-like darts, throwing four-per hand through the doors without bothering to confirm if anything or anyone had even been hit. He alternated his targets from the door at the base level where he stood and cycled to the doors above. He could hear the resounding crash of bodies falling before the chorus of arrow-song and black-powder symphony. Breek fired bolt after bolt, in the same order of doors as himself - passing off his expended weapons to Aimothy and Yelena who reloaded the weapons and freed his hands to grab a readied weapon. The buffet of projectiles seemingly beat back the unseen assailants - then... All went quiet. A long moment of silence passed over them. Wental looked back at him while he readied another crossbow, ...Did we win? Tesa clicked her tongue in annoyance. Hardly... She slid the rapier off her belt, holding a pistol in her free hand. He had the same feeling as well... He kept his hands free but ready at his sides, he was faster this way. My friends, it was a pleasure... I'll see ya' on the other-side. Wantil shook his boarish mug while the dashing picaroon grinned devilishly, prepared for the end.

    A hail of bolts suddenly snapped through the doors. On pure reflex, he stepped aside, batted another from the air and took the third in his leg with a pained cry. He could hear a wet scream from the levels looming overhead as Julian came crashing down from the elevated walkways, landing on his head from the 30ft foot drop. A sharp spurt of blood sprinkled his face as the mangled body crashed down. A half dozen bolts stuck out from his corpse and another in his neck, which bubbled and hissed as the last bit of air escaped his broken body. A massive armored titan layered in steel rushed through the flames and choking smoke behind a wall of steel. The crack and ring of a bullet deflecting off the surface of the bulwark brought him back to attention as the mound of metal crashed into his slim frame and threw him back into a wall with a powerful crushing blow. He felt a rib crack from the jutting wood he was thrown into. A second shot rang out as he shuffled on the ground, regaining his footing. He could hear another scream from the levels beyond, followed by a blast of heat, a small blast of flame lit up the room. It was Aimothy, he was naturally gifted in magics relating to fire - though they weren't all necessarily, impressive. Wentil hammered off two shots, swifting bows rapidly - placing one bolt perfectly into the back of the armored juggernaut's knee. ThoughtThere was no time to celebrate the small victory. seven Hellknights came crashing through the walls above showering them with splinters of wood.

    Hear the children, in breathless sleep. Where they dream of new days, echoing, falling, beautiful and calm. Hear the lost children, hear their song.

    The death-cries of his friends echoed out about him, plunging him into the bowels of some depthless hell. The whine of glaive and sword whistled through the air accompanied by terror stricken pleas left unanswered. He screamed out to the barren shrouded sky of his burning home; he could feel himself slipping away, his will loosing grip upon his own body, like hands slipping out of gloves fashioned too large. Once again, he found himself lost within the deep unconquerable thick of the forest, at the roots of the elms. He could hear the songs they used to sing, the times they had spent together wishing those days would never end - but they did. The twitch and flicker of the flame traced lines of silver across the air as the blades moved in blinding asynchronous patterns within an absurd-spinning dance. The rattle of metal came shattering out into the world with such swiftness the dozen rings of the blade sounded as a single long crawling note. His mind was far away now, lost in the ethereal woods of a sleeping forest, his body fought back weaving blade and lance thrusting through the veil of smoke in whirling blade-trance. Yet the dreams came back, cascading down in a stream of fond memories and lost hope... because, at the end of it all... A whirling cycling cascade of strikes streamed out from every angle as his body unnaturally twisted off into the air in a side-long spin; devoid of thought, pride, or ego, like a dervish of torment the narrow daggers pierced the veil of darkness and smoke within his soundless vacuum of thought. The shudder run through his arm and the serpentine guard bit into his finger from a three-fold pause and advance of the cruel weapon's blade - puncturing steel, flesh and bone. ...At the end of it all. It was only these teardrops to remember them by. A keepsake from the white-birds, an elegy for what could have been.

    ...And there was a warmth in the earth. A reverse-handed parry discard a blade in a wild whipping motion as another entered his shoulder-blade from behind. ...And the touch of his fingertips were like droplets, casting ripples across the surface. A side-long halberd divided mist and flame with its careening blade, meeting the narrow of his guard before it removed his arm with a vicious ripping motion. Tendons and muscle fibre stretched, coiled and snapped and veins and arterial tissue ruptured from the saw-like lacerations which hooked into his limb hewing it off with a violent spray of hissing black liquid. The screams of agony from the caustic chill of his blood didn't reach him, but she laughed just the same, bathing in its chorus. He cried out to the expanse of infinite trees, lost beneath the boughs of crushing memory. He cherished the moment his heart sunk to the ocean floor. Every moment they had shared. They could have been so much more. They could have laughed, and cried, and dreamed their nights away. But at the end of it all... His body tumbled through the smoke, dashing through the haze to deliver a brutal thrust into the skull of the fallen knight. The blade cried tears of fire, as sparks showered his vision. It punched through the narrow eyelet cut into the warrior's visor as his armor frosted over from the tainted blight caking his cuirass. A lance dashed out and pierced through his chest cavity, pinning his heart to his spine. The blade frosted and cracked before breaking off at the shaft, leaving the other end firmly implanted in his body. He lurched violently, as the hemorrhaging violently ruptured out from his nose and mouth. He twitched before falling backwards to the burning ground in a heap. Blades lashed out hacking at his body as another lance rushed forward pinning him to the floor. A great lumbering knight of immense mass stood over him with a bloodied great-axe shimmering with pale violet light. He raised it up before, bringing it down to relinquish him of his head. At the end of it all... These words would last forever.


    He leaned on Gerald to support himself, "...Are you well?" He shook his head, "I've been better, my friend. Hopefully this bout will pass shortly." The event had already ended but he flagged down the priest, moving over while using the old man's shoulder as a crutch after the others had started on their own ways towards the manor. "Father, a moment of your time - if you would... I would like to request a vigil for the professor this night. Though, that is something of a pretense..." He looked about to ensure no one was eavesdropping. Due to the nature of my own, and the professor's work, I would like to request a groundskeeper or similar individual be posted throughout the night, simply to ensure the grave is left undisturbed. This can of course be done from a distance, and I don't mean for this to be preventative; but if any strange persons or happenings is noticed during this period I would like to be made aware - as should Sheriff Caeller. This is my humble recommendation, but I must insist that this is the most correct course of action to ensure all parties involved are dealt with properly. I leave this decision with you."He nodded and begun his own sojourn through town.

    The town was just as small and shanty as he remembered, though last time he'd come with Vanici Viacarri. The troublesome Evoker was possibly one of the most irate and unpredictable woman he'd ever known. It seemed fitting that she was a Savant of making things explode, while she herself seemed to meet the same proverbial fate. As she always said - she was an Evoker, by nature. The small minds and intolerance for the fantastical races held by these folk nearly convinced her to blast the town to hell. Though she herself was human, her thoughts were ever progressive, and racism had no place in her studies nor class. He grinned to himself as he felt his strength return, getting his feet back and taking his weight off the doctor. Though he straggled far behind the others, the aura of distrust and suspicion was palpable. "My friend, remind me to never move to Canterwall." The old man chuckled, "...Because then you're less likely to meet exotic women? " He slapped him on the back playfully. "...Precisely." They laughed as they made their way towards the estate.

    He tried to push away the thoughts from his mind, the memories which were beginning to filter back into his consciousness. He thought it had all been a dream, that none of it could have been. His mind habitually analyzed it all even when he tried not to. The strangeness of his early imprisonment and the whirling void was - without any doubt, the plane of shadow. But that did not even begin to explain a great deal of things - though it did make some clear. He was sure now, not every affliction which he suffered was either medical in nature, or incurred by the incident. So much still lay repressed within the folds of his mind, locked away to protect itself from the maddening pangs of suffering. He looked up to see the manor coming into view. It was a solid, practical structure with little in the way of excess in its exterior furnishings, plain and simple with a sense of purpose. He couldn't help but feel a sense of nostalgia taking in the sight.

    He walked up a short step to the door before pausing to rattle the front door's iron handle and latch, ensuring it was as sturdy and practical as everything else, and it seemed like just that. He trusted Lorrimor to keep his property in good repair, but he couldn't be sure with recent events. He glanced back at Gerald. "Go on in, i'm going to take a walk around the place first..." The man nodded closing the door behind him. He stepped off the entrance and begun a stroll about the house to take measure of it and the surroundings. He looked about, took a general rule of thumb of the window's height from the ground and if they were locked. He glanced about for any hidden caches, and took mental note of any buildings, trees, or structures about which might provide a source of cover or concealment around the perimeter. After his survey he came back around, entering the manor and locking the door behind him. He'd been here a number of times, usually on business, but now that business was of a different sort. He knew which windows were locked and which weren't, so he set about to secure those and fasten the windows and shutters while checking their integrity. After the general estimation of the manor's physical security he felt a bit more secure in allowing Kendra to remain here. He couldn't know what else they were planning, but he made it his business to see to her safety above all else.

    He leisurely strode into the room as they all seemed to settle into place in the furnished living room. He hardly even noticed the mounds of books, his own house and quarters at the university looked exactly the same. It was almost mandatory to have ones research scattered about, chasing ends and piecing truths together - one fragment at a time. He looked over the gathering as Councilman Hearthmount begun his reading. His eyes shot to the table as the key came clattering out from the sealed letter - it looked genuine. He held his hands at his elbows behind his back in a scholastic posture as he begun to pace the edge of the room, walking about them in a circle. He made no mention of the will, it was generally about what he'd expected - except the tomes Petros borrowed. Of course he knew that Embreth had been one of his oldest friends... but that was before The Council granted her a seat as a Justice of Vieland. He scratched his head, if he 'borrowed' books, they were likely sensitive, and, or, property of his Order. He sighed, the man really did have a heart of gold to return property to the peoples who ceased supporting him when his pursuits reached too far. He didn't miss Gerald's gesture in the corner of his eye, he thought the same as well. He could easily sell this visit as business for The Council if it came to it, recovering their property was perfectly justifiable, though he worried about the other volumes Petros might have locked away.

    He picked up the key off the old wooden table, pocketing it. "Kendra, dear..." He didn't use that tone often, unless something was explicitly terrible in the extreme. He cleared his throat. "I'd like to take a look over these tomes of darkness and malevolence first, before we start passing them around to the class... Necromancy is hardly a concern next to what might be buried in Petros's old shoe-box, so I'd like to proceed with some manner of caution." He turned his attention to the orc as she addressed him, pausing briefly. "My friend, my investigation has already begun - and I hypothesize within the next night or two you'll have a more sound justification to weigh in the favor of deducting the origin's of Petros's demise. Unfortunately, I can't fully disclose all the details which support this claim, however this is no doubt a case of end's justifying means. The details of the how, are less relevant than the ultimate and undeniable conclusion which pertains to your contract... Regardless, I have the growing suspicion those tomes will provide a pivotal clue, as Judge Daramid's inclusion already paints a very likely chain-of-occurrences which might explain this as far more than mere happenstance. For now though, we'll see what might be learned from what the professor may have left behind."




  11. - Top - End - #41
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    Ilsurian Pureblade
    Not all weapons were made of steel and iron, just as it was during the late era of King Eodred Arabasti I's reign. The most fearsome and deathly weapon of them all, was an idea. The idea of a true sovereign state, free of the tyranny and devil-worship of mad Cheliaxian-dogs, free from the belittlement of an over-decadent Babylon born of a failed empire. True and and untethered freedom from all the degenerate and dissolute decay of seven-centuries of decline. A pure and wholesome state, where the rot could be cleansed and new beginnings could be fashioned. It was an idea called Separatism, and it spread like wildfire during the year AR 4631 by Ilsur and the faithful of Aroden. Between the disparity in class and wealth, the friction of a social apartheid planted the seed of rebellion in the minds of many. Change, the state shifted in tumultuous rifts already struggling to adapt as a fledging sovereignty and an uprising could not be allowed. The crown dealt with open hand, and closed fist, providing for the people but mercilessly persecuting any apostates who rose up in protest. True Separatists embraced by the cause vowed to rise up in rebellion and cast down the Crimson Throne with Ilsur and his glorious knights. They were given unique blades of silver which represented this eternal vow to free Korvosa. The Ilsurian Rebellion never happened, but the message was clear and sent tremors of fear through the ruling echelons of the state til this day. It was a crisis narrowly avoided, but a threat which lingers still. Most Pureblades would be seized and destroyed over the course of the 80 years that would follow, but their iconic depictions would cultivate a cultural legend of political unrest.

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


    Dmg: (M) 2d4; Critical: ×2; Type: (B, P or S) Range: 10ft Special: Concealed, Tool



    Light Weapon DP +0
    Martial Weapon DP +5
    Additional Points DP +2 (+30gp)
    TOTAL: 7/7

    - Additional Damage Type (DP2); Separate S/B (Default P)
    - Concealed (1 DP); +2 SoH to Conceal
    - Aerodynamic (1 DP) 10ft
    - Improved Damage (3 DP); 2d4
    - Tool (DP0) (Piton: For Climbing/pinning open a window or something)

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    --------------bookmark

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    GEM
    andar (54.9 gp)
    celestite (clear milky whites to yellows and pale blues) (36.9 gp)
    diopside (white) (8.7 gp)
    fire opal (orange to red) (938 gp)
    grossular (colorless to faint green garnets) (109.8 gp)
    howlite (gray to white, absorbs liquid VERY easily - this makes it easily dyed a different color) (63 gp)
    kunzite (pink spodumene) (54.1 gp)
    onyx (black and gray or white) (47 gp)
    pink opal (pink to lavender) (1,302.2 gp)
    rusteen (581.3 gp)

    GEM
    amethyst (purple crystals) (92.9 gp)
    apatite (violet) (52.1 gp)
    citrine (yellow to brown) (74.5 gp)
    diamond (light blue) (5,651.5 gp)
    diopside (blue) (9.9 gp)
    kornerupine (87.7 gp)
    morion (dark brown to black quartz) (8.7 gp)
    mynteer (75.4 gp)
    onyx (black and gray or white) (41.3 gp)
    pele's hair (obsidian filaments) (14.8 gp)
    rock crystal quartz (19.1 gp)
    samarskite (48.5 gp)
    sunstone (yellow) (8.4 gp)
    uvite (dark brown to green tourmaline) (85.1 gp)
    zoiste (pale green) (123 gp)
    Last edited by Mornings; 2017-02-15 at 01:49 PM.

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    Spoiler: footnote inspirations
    Show


    Watership Down
    Ms igLoo 2: The Gravity Front
    Pan's Labyrinth
    Weisse Hexe - Last Witch Izzeta
    Pathfinder Setting - WWI 1918 Earth
    Howls Moving Castle
    Chronicles of Narnia: Lion Witch & Wardrobe
    Saga of Tanya the Evil
    GATE: So the JSDF Fought There
    Mad Max
    Sucker Punch
    Last edited by Mornings; 2017-02-25 at 03:40 PM.

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    SOLDIER
    Light Armor Prof
    All Firearms
    Firearm specialization
    Modern weapons
    HD d10
    Full BAB

    SPECIALIST
    Light Armor Prof
    Skill Points
    Bonus Feat - Profession Feat (Spy, Medic, Sapper, Artillery)
    HD d8
    3/4 BAB

    OFFICER
    Light, Medium Armor Prof
    HD d8
    3 Traits
    EWP - Officer Sabre
    - Drawback only pistols
    Leadership Cha/day
    Command (Status Report) - Skill Bonus (shared)
    Command (Take Cover) - AC Bonus (shared)
    Command (Open Fire) - Attack Bonus
    Command (Immediate Aide) - Temp HP
    Command (Fire At Will) - Damage Bonus
    Command (Double Time) - Move +20ft
    3/4 BAB

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    [rolln]5d6[/rolln] test test test

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    [roll0] test test test

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    G.P. Faust - Gerald Phrival Faust

    A remarkable magician of no small skill. Most magicians of any schooling know him well for a great deal of the remarkable spells he penned, to include the ever popular Presidigitation and a number of remarkable meta-magic forms; including the now respected Sacred Geometry. In his early years, his eccentric and often madly delivered conclusions made many believe him without a shred of sanity. His theories far outpaced the current understandings of The Great Beyond and the cosmic forces which magic manipulated. Many years ago, his studies outlined the intricate functions of Psychic Magic and principles of Vanician design which had yet to come to be during the publication of his ground-breaking 'The Anatomy of Magic'. A work feverishly studied today, with secrets still coming out into the light with thorough review forming a cornerstone of modern arcane study. Faust was recognized as a Grand-Savant of Arcana for his otherworldly contributions to the magical world, but he vanished from the world nearly 3 decades ago. Faustinian journals and tomes are highly prized, highly coveted pieces oft containing un-circulated secrets and magic of unpresidented power and significance.



    The Thousand
    Strange, unspeakable void, lost amid tumultuous existence - once a tool, a weapon wielded by those loyal to the Old Gods. The will and power of a hundred-hundred powerful souls, maddened within the condensed infinite of a fraction of The Tapestry suspended and given form. They are The Thousand. Once the source of my knowledge and strength, the man who wields their might shall be unstoppable; the secrets of the multiverse flowing into his ear. But their voice taints the mind and dissolves the senses, bringing one upon the threshold of utter and complete gibbering madness of a like no man has known. When I could bear them no more, and my will weakened, threatening to give in to their dark desires to serve the Masters from Beyond the Stars, I sealed them within a secret abandoned plane that none other may use them, that none other may find them - that their voices may remain forever whispering into the ear of silence. For if their power fell into the hands of a weaker man, great tragedy would befall this world. For they would offer this planet as toll to the eldrich gods from beyond, a price paid that the mind - now one with The Thousand could transcend the flesh and be allowed passage. Everything is crazied, there are no dreams and all is made real. The power, the desire. I only wish I were strong enough to bear it long enough to see it. Oh, Carcosa. I curse your name, and damn The Yellow King.

    Black Stars Beckon.



    Journal Entry 82
    There was something in that place... I fear I've awoken it from its rest. It is strong, and I sense it will break free from its prison with that power I have so carelessly left placed within its clutches. I cannot stop it, but I can delay the inevitable and pray aide comes before it's too late.

    Journal Entry 91
    Gel Baelish... He's a worm. An imposter donning the stolen face of another man. I know not what he is truly, but human he is not. Something else, far more evil, far more sinister. Preaching the word of dark gods. This is the beginning; my fears made manifest.

    Journal Entry 97
    He is the creature from beyond. That which was sealed in that horrid place. I could not delay him for long enough. He keeps me alive that I might prove some use in his endeavors as he seeks out souls to serve him. I can see the same struggle grip him which held me, but he is not strong enough. A slave to his own quest for power. If only I could send word of this creature's release... It must not fall within the hands of The Dominion of the Black.
    Last edited by Mornings; 2017-03-31 at 01:46 AM.

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    Learning Divine vs Arcane Magic


    The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
    ----------------------------
    Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings).

    ((( Divine casters have all spells, they just cant cast them yet. so it's already on their list. Arcane Magical Writing Rules only apply for arcane magic - so a wizard cannot decipher a divne magic scroll )))

    ----------------------

    To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

    ((( Which can't be done if you can't use the scroll as an arcane caster without any form of the spell on your spell list )))
    ------------------------

    PRD: Divine Magical Writing wrote:
    Divine spells can be written and deciphered like arcane spells (see Arcane Magical Writings). A Spellcraft check can decipher divine magical writing and identify it. Only characters who have the spell (in its divine form) on their class spell list can cast a divine spell from a scroll.

    ((( Some hybrid divine casters have limited spells known, only a handful, so they use a separate magical writing bit. Arcane Magical Writing rules used as the same system. )))
    Last edited by Mornings; 2017-05-03 at 12:24 AM.

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    Spoiler: Professor
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    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.

    Prerequisite: Alignment - Any Neutral, Age: Any, Int 13, Party Limit: 1

    Learned Scholar (Ex)
    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. Additionally 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.

    Mind of Many (Su)
    The Professor gains 1d4 Insight Points per level at the start of each day. The Professor may spend these points as an Immediate Action to grant a 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 use. 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)
    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: 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.

    Prerequisite: Alignment - Any Neutral, Age: Any, Party Limit: 1

    Grand Lodge Chronicler (Ex)
    The Lore Master begins play with a Wayfinder, journal and writing set. The Lore Master gains an additional 4 skill points each level that she 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.

    Recount The Tale (Ex)
    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)
    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.



    Spoiler: Strategist
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    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.

    Prerequisite: Alignment - Any Lawful, Age: Any, Party Limit: 1

    Insight (Su)
    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.

    Defensive Precognition (Su)
    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 changes the past. 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 initiative 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)
    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: Spy Master
    Show
    Spy Master
    Often looked at as the 'Black Sheep' of Lord Irral's officers, the Spy Master prioritizes deception, misdirection, stealth and guile to handle the less savory business of the empire from the shadows. The things which the empire could not personally pursue or perform themselves fall to their master of shadow, who employs any and all means regardless of the depravity to fulfill their tasks. No methods are off the table, and the ends always justify the means. Groomed in ancient traditions to serve only the rightful heir to the fallen empire, they are often referred to as 'Masks', as normal men cannot discern what is real and what is illusion when dealing with these trained killers. Interrogation, infiltration, assassination and espionage form the core of their skills. 'Masks' use a combination of magic and coercion to steal secrets from their targets and eliminate threats which endanger their master. Their true identities remain known only to the Lord which they serve.

    Prerequisite: Alignment - Any Non-Good, Age: Middle-Aged, Party Limit: 2

    Faceless Masque (Su)
    The Spy Master begins play with a special Mask. This mask adapts to the form of the face of any individual which they are trying to impersonate. While being used in this manner it becomes a second face which perfectly mimics the individual in question as long as the Spy Master has taken 1 minute to memorize the individuals face. While wearing their mask and impersonating another humanoid creature they suffer no penalties based on observing creature's familiarity with the target they are impersonating. The identity is saved within the mask permanently and may be resumed as a full-round action. The Spy Master can only memorize 3 + his HD worth of identities at any point in time. If he wishes to memorize a new identity exceeding his maximum, he may forget any identity he currently knows to replace it with the new one. Additionally, once a day while assuming another identity he may make an opposed Sleight of Hand check against a creature familiar with the individual he is impersonating. If this check succeeds he may make a single melee touch attack against that creature with a weapon hidden on his person as a full-round action. If the attack is successful it automatically threatens a critical hit.

    Shadow Magic (Su)
    The Spy Master is proficient with an assortment of magics to assist in his regular duties. The Spy Master can cast one of the following spells at will once per day, and gains an additional use every 3rd level gained. The Spy Master need not select which spell he will expend his use of Shadow Magic on ahead of time.

    - Silent Image
    - Charm Person
    - Vanish
    - Zone of Truth


    The Spy Master Gains a +4 circumstance bonus to either Diplomacy, Bluff, Intimidate, Stealth, Sleight of Hand or Disguise. Additionally, that skill becomes a Class Skill.




    Spoiler: Archivist
    Show
    Archivist
    The antithesis of Lore Masters, archivists jealously guard and hoard their knowledge as if it were more valuable than their very lives. Most of these secretive scholars work for their own personal objectives, but come from all walks of life. The only common thread between them is their current or past association with the Dark Archive and the murderous acts they've undertaken to ensure the secrecy of the texts which they lock away from the unworthy eyes of the world. Archivists are not always evil, but always delve into the depths of the occult and most profane of records. At times in the rarest of occasions, one might fall under the employ of a worthy lord. A wise lord learns to ask not questions which cannot be answered... For if he knew the truth, surely he would go mad.

    Prerequisite: Alignment - Any Evil, Age: Any, Wis (Under 7), Access to Arcane Spell List, Party Limit: 1

    The Black Tome of Ephemeral Fate (Su)
    After the archivist drunk from the Cup of Forbidden Knowledge, but before he lost his mind to the maddening knowledge of the universe, he learned of the black book. It is a tome, without shape, a book without pages. It's cover bound by the void-space which eats light, and it's leather face made from the dark between the stars. Within it, upon it, through it, all which he knows-is-or will be is scribed upon its pages by some eyeless gibbering god. By drawing upon it's strength and untold wisdom, he can harness power from stolen future days to reshape reality. The archivist looses access to all his sources of known arcane spells (such as spellbook, familiar, etc). Arcane casters such as sorcerers and Bloodragers instead draw their spells from this new location. All of his known arcane spells from all sources are consolidated into this ability as a single spell list. Spell slots gained from any arcane caster he has levels cast spells from this consolidated list, including spells that class would not normally have access to; however he must still meet all normal requirements to cast the associated spell. Additionally, each day he may select 3 + his HD worth of skills. These skills receive a +2 circumstance bonus and whenever he successfully passes a check with any of his selected skills he gains 1d10 points of Perspicacity.

    Steal Essence (Su)
    The departing souls of the dead carry with them the last memories and experiences of their ending life - leaving such a valuable asset in the hands of the departed would be such a terrible waste... When the Archivist comes across the body of a slain living creature who has not been dead for more than an hour, he may wrack it's soul with terrible black flame to rend it of its last memories of life as a standard action. The Archivist gains 1d12 points of Perspicacity per CR the creature had and 1d8 points of temporary hit points which expire in 24 hours. While the Archivist possesses these temporary hit points he is accompanied by the faceless ghost of the creature he has stolen essence from. These spirits can be dismissed and summoned at will but only provide him their temporary hit points while present and require a DC20 perception check to notice. If the Archivist possesses temp hit points from a number of creatures which exceed his own HD, he can no longer control the spirits. When the Archivist looses control the ghosts manifest visibly to all creatures and audibly weep and wail in agony and terror. This applies a -20 circumstance penalty to the Archivist's stealth checks, a -10 penalty to diplomacy checks and a +5 circumstance bonus on intimidate checks. While control is lost the Archivist extrudes an aura of palpable evil which any good aligned creature becomes aware of upon coming within 5-ft, this effect cannot be negated and functions as detect evil. Stealing the Essence of a creature is an evil act.

    Consume Memory (Su)
    The Archivist knows well the value of the mind and how best to employ its secrets to unleash terrible power, at any price. The Archivist gains a pool which he may use to hold any amount of acquired Perspicacity points. He may gain these points from a number of methods, but may also convert any amount of his own EXP into Perspicacity. An Archivist may delevel himself in this way (minimum 1) and looses all associated class levels, abilities, feats or benefits associated with the level which he has lost, however spells contained within his Black Tome of Ephemeral Fate remain. The Archivist may continue to sacrifice his own experience points until he has reached 0 experience at 1st level.

    Ascension of the Prescient Mind (Su)

    500 pts
    HP2, Skill +2

    1000 pts
    AC+1, DR1, Energy Resist 1, Save +2

    2000
    Spell DC+1, Feat, Land Speed +10

    3000
    BAB+1, Spell Slot, Ability Score +2, Fly Speed +5



    Forbidden Knowledge (Su)
    wis damage - knowledge up


    Cup of forbidden knowledge



    Weapon Master

    Spoiler: 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 plagues which had tormented them for countless centuries.

    Prerequisite: Alignment - Any, Age: Old, Race: Human, Party Limit: 1

    Drakeslayer's Mantle (Ex)
    Old friends driven mad by disease birthed new enemies, the ancient bannermen who would fight til 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.

    Bannermen's Blade (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.

    Abandon Defense (Ex)
    A weapon master is not proficient with shields. If his class provides him with this proficiency it is instead traded for Weapon Focus with a weapon of his choice. A weapon master cannot use the Total Defense or Defensive Combat actions as he is entirely committed to slaying his enemies, not defending himself.

    Lessons Of Warfare (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)
    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).

    (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

    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
    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 1d6 points of fire 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.




    Spoiler: Artisan
    Show
    Artisan
    Vessels of ancient long-lost traditions in the fields of crafts and works - The Red Branch has served as a secret order of Iobarian artisans preserving the most venerable and hollowed of strange and forgotten works of art and war for centuries, even long before the founding of New Iobaria. Since the first king Irral, they have sworn their undying loyalty and allegiance to the crown and his heir to repay the protection and favor bestowed upon them during the kingdom's reign. Only young children proven to be of the proper blood are trained to be Artisans of the Red Branch and inherit the secrets of their boundless knowledge. Though they pledge eternal fealty to Lord Irral and to always act in his service, what each artisan chooses to do with his skills is almost entirely up to him. Only the sacred dragoncrafts are reserved for the lord alone.

    Prerequisite: Alignment - Any Lawful, Age: Any, Int 13, Regional/Ethnicity: Iobarian (Human, Half-Elf, Half-Orc, Ifrit), Party Limit: 3

    Sacred Dragoncraft (Su)
    Each Artisan is learned in the oldest of dragonic traditions from ancient Iobaria and carries with him a small pouch made of dragonskin. The Artisan gains the Dragoncraft feat without needing to meet its prerequisites and the ability to summon a magical pouch. The pouch cannot be used to store any items, however when the Artisan receives a request from the rightful heir of King Irral the pouch fills with 1000 gp worth of raw materials required to craft any item made via Dragoncraft. Afterwards the pouch becomes inert for 1d3 months and is unable to create materials. While in this state it may hold any dragoncraft material or dragoncrafted product as if it were a bag of holding type IV, all other items pass through the bag and fall to the ground. If the Artisan attempts to provide items produced with his dragoncraft to any other creature not of the Irral bloodline he looses this ability, in addition his bag and all of its contents are permanently destroyed.

    Skill Beyond Measure (Ex)
    The Artisan may select a number of additional crafts equal to his intelligence modifier, these crafts become class skills for him and receive a +4 circumstance bonus. The Artisan also receives an additional number of skill points equal to his wisdom modifier each level which he may only spend on craft skills. Additionally each day the Artisan may select one craft he has ranks in as his chosen craft, once per day he may roll two d20 when making a check with his chosen craft and combine the results.

    Cobble Weapon (Su)
    Artisans are known for their inclination with experimental projects, some even fancy themselves inventors. Creating strange and often unpredictable weapons from unassuming materials has become something of a hobby for some artisans as they seek inspiration for projects in the future. Due to this many artisans tend to be packrats, often collecting trash for some would be prototype. When the Artisan collects enough assorted materials, he may attempt to cobble a weapon by spending an hour of work. The materials he uses doesn't matter as long as none of the material is identical. Upon reaching the adequate weight he can choose to imbue the materials with magic as he attempts to spontaneously create a new and poorly inspired weapon. An Artisan may only have a number of cobbled weapons in existence at one time equal to his current level, if he wishes to get rid of one of his weapons, he may dismantle it safely with a minute of work. Regardless of the results, all materials are expended upon cobbling a weapon and no components are recovered even when dismantled.

    Spoiler: Cobbled Weapon Features
    Show
    Base Form
    The Artisan must have material of the appropriate weight to attempt to cobble a weapon. If the Artisan uses excess material while crafting his weapon than the weapon gains +1 Stability for each time he meets the required weight of the weapon he is attempting to construct. Using a weapon of the appropriate type as the desired base form increases the cobbled weapon's Stability by 2. Only a single weapon can be used in this fashion while cobbling a weapon, but multiple different weapons can be used as material.


    Melee (8 LBS) / Reach (18 LBS) / Ranged (10 LBS) / Siege (48 LBS)


    Weapon Properties
    Each experiment yields strange and unpredictable results. Each weapon is truly unique and complex in attempting to safely employ. Roll to determine the weapon's properties randomly:


    Properties (1d10)
    1.) Felling: Target knocked prone (No save)
    2.) Powerful: Increase damage dice by 1d6
    3.) Deadly: +6 Fort Save during Coup de grace
    4.) Ensnaring: Target becomes entangled (No save)
    5.) Holy: Holy Enchantment
    6.) Hybrid: Weapon is both melee & ranged
    7.) Adamantine: Counts as adamantine
    8.) Horicalcum: As Haste, stacks with additional attacks
    9.) Dispelling: As Mage's Disjunction on hit versus a single target. Single use.
    10.) Select Property, Roll again.

    Range (Ranged Weapons / Hybrid Property) (1d6)
    10-ft / 15-ft / 20-ft / 25-ft / 30-ft / 40-ft

    Damage Dice (1d6)
    1d4 / 1d6 / 1d8 / 1d10 / 1d12 / 2d6

    Critical Rate (1d4)
    20 / 19-20 / 18-20 / 17-20

    Critical Multiplier (1d3)
    x2 / x3 / x4



    Stability
    Attacking with a cobbled weapon is just as much a bad idea as making one. A cobbled weapon is volatile and always flickering between imploding and exploding with the unstable arcane energies threatening to escape at all times. When used as a weapon the cobbled weapon must make a fortitude save regardless if it hits its intended target or not. The weapon's fortitude save is equal to its Stability modifier. The Fortitude Save the weapon must pass is always DC20. Upon failure the weapon gains the broken condition and has a 20% chance of exploding, destroying it outright. The weapon can still be used while broken, but the chance of the weapon exploding increases by 20% with each successive failure. Regardless, the weapon can only remain in existence for (1d4 + weapon's Stability) hours. If the weapon is not dismantled before it's expiration it immediately explodes. The effects of the blast are randomly determined.


    Detonation Time (1d4)
    Immediate / 1d2 Rounds / 1d3 Rounds / 1d4 Rounds

    Blast Radius (1d6)
    10-ft / 15-ft / 20-ft / 25-ft / 30-ft / 40-ft

    Damage Dice (1d6 / 1 + additional dice per point of Stability)
    1d4 / 1d6 / 1d8 / 1d10 / 1d12 / 2d6

    Damage Type (1d3 + 1d6)
    Slashing / Piercing / Bludgeoning
    Force / Fire / Acid / Frost / Electric / Sonic



    Salvage (Ex)
    At 5th level, an artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate*item creation feat*for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.


    Forgotten Arts (Ex)
    Each Artisan has chosen to master a number of the secret arts which the Red Branch has preserved throughout time. Each art defines the unique style and crafts of the individual craftsmen and demonstrates the unique qualities of their study. An Artisan may select any crafting feat without meeting its prerequisites, and may select a number of additional feats from the list below equal to his Intelligence modifier. The Artisan may spend 24 hours to create an immobile workstation for any craft he knows. While at this workstation he is considered to have any tools, lab, or facility required for his craft, however if the craft requires a facility an additional 24 hours of build time is added for each prerequisite rank or CL associated with the crafting feat:

    Brewmaster
    Cooperative Crafting
    Craft Construct (Item Creation)
    Craft Cybernetics
    Craft Magic Arms and Armor (Item Creation)
    Craft Ooze (Item Creation)
    Craft Pharmaceutical
    Craft Poppet (Item Creation)
    Craft Robot
    Craft Rod (Item Creation)
    Craft Shadow Piercing (Item Creation)
    Brew Fleshcrafting Poison (Item Creation)
    Craft Staff (Item Creation)
    Craft Technological Arms and Armor
    Craft Technological Item
    Craft Wand (Item Creation)
    Craft Wondrous Item (Item Creation)
    Create Reliquary Arms and Shields
    Create Sanguine Elixir
    Demon Grafter (Item Creation)
    Disassemble Magic Item
    Field Repair
    Fleshwarper (Item Creation)
    Forge Ring
    Grisly Ornament (Item Creation)
    Gunsmithing
    Harvest Parts (Item Creation)
    Haunt Scavenger (Item Creation)
    Infuse Poison (Item Creation)
    Inscribe Magical Tattoo (Item Creation)
    Kinetic Crafting
    Master Alchemist
    Master Craftsman
    Monstrous Crafter (Item Creation)
    Signature Skill (Craft Only)
    Tool Optimizer
    Unseen Poison




    Guardian

    Spoiler: Guardian
    Show
    Guardian
    TEXT TEXT

    Prerequisite: Alignment - Any Lawful, Age: Middle-Aged, Party Limit: 1

    Shield Master (Ex)
    The Guardian has trained in the use of the shield most of his life, mastering a number of defensive and offensive uses with the large metal barrier. The Guardian is proficient with tower shields and begins with a masterwork tower shield. When using a tower shield, as a standard action he can use a tower shield to grant himself total cover until the beginning of your next turn. When using a tower shield in this way, he must choose two edges of his space. Those edges are treated as a solid wall for attacks targeting his square. Additionally the Guardian may shield bash with his tower shield as a standard action with out loosing his AC bonus. This attack deals 1d10 points of bludgeoning damage.

    Selfless Raiment (Ex)
    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.

    Bastion (Su)
    Once per day the Guardian can create a space of protective woven magics to shield himself, protect an ally, or entrap his enemies. As an immediate action the Guardian can create a 10-ft radius sphere of shimmering sapphire energy within 30-ft. This sphere functions as a Wall of Force and lasts for 1 minute. Allies within this area immediately stabilize and gain 1d3 points of temporary hit points which last for 1 hour. Enemies within this zone are staggered for 1 round and then shaken for 1d4 rounds (DC is charisma based). The Guardian may end this effect at will.

    Protective Bulwark (Su)

    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 an effected ally leaving the enhanced area. Allies within this zone gain 1d3 points of temporary hit points, DR5/- and convert all types of lethal damage received into nonlethal damage. Ability score damage 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).

    Loyal Beyond Death (Ex)
    Guardians are notoriously difficult to kill despite their lack of offensive ability. Guardian's gain Diehard as a bonus feat and may take the Toughness feat multiple times, its effects stack. Furthermore Guardians are not staggered or unconscious when reduced to negative hit points and may continue fighting without risk of incurring additional injury. Once every 1d6 days when the Guardian is killed, he may delay his own death by 1d6 rounds. If the cause of his death is negated before the end of this duration the Guardian is not killed. If the Guardian survives he remains conscious for 1d4 minutes before falling unconscious for 1d4 days.

    Burden Of Service (Ex)
    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 choses to do so.

    Armored Citadel (Ex)
    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 and gains a bonus to his CMD equal to his charisma modifier. Additionally the maximum dexterity of armor his wears increases by 2 and the armor check penalty is reduced by 3.

    Abandon Offence (Ex)
    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 or Shield Focus (player's choice). Regardless of his armor proficiency the Guardian's Armor Check Penalty applies to all attacks he makes except when shield bashing.


    Last edited by Mornings; 2017-12-17 at 05:36 PM.

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    Magister Potential Path


    Spoiler: Magister
    Show
    Magister
    Nothing short of a genius, Magisters are respected authorities within their fields of study. Often Magisters engauge in friendly, but heated debates with their peers and compete in scholastic bouts of knowledge and study to prove their theories and research. Each Magister has spent a lifetime within the learned halls of countless institutes and been recognized as amongst the best and brightest minds of the world. yet, even within their field not all Magister's are equal. A hierarchy exists which differentiates between the average and excellent. From least to greatest, four ranks exist which form the ladder every soul hopes to climb; Magister, Arch-Magister, Savant, and Grand-Savant. Each rank holds nine orders awarded for grand deeds and proven research in the field of magic and science. Upon each tenth order a rank is given, but no order may be awarded outside the Grand Conclave. To the learned minds of the world, no event holds more important than the Grand Conclave. Hosted once every three years, the Grand Conclave takes all reviews and scientific records submitted to the council of Arch-Magisters during the yearly Lesser Conclaves at an assembly of all Savants across the Inner Sea. This massive month-long exposition forms the heart of the educated world and measure of power for civil lands all about Golarion. A Magister's recognition often represents both his field and country's advancements. It is each Magister's responsibility to take the measure of his peers to ascertain the strength and potential threats of other nation's studies while promoting his own. As respected envoys of their lords and peoples, these magicians often tend to be very proud individuals.

    Prerequisite: Alignment - Any Lawful, Age: Middle-Aged, Int 16, Access to Arcane Spell List, Party Limit: 2

    Recall Study (Ex)
    The Magister has read and memorized countless references and books across his long years of study. While he can't remember it all, sometimes he can recall even the oldest written works with clarity when he thinks on it hard enough. The Magister may attempt a DC15 Will Save after a full minute of uninterrupted contemplation, before attempting a Knowledge Arcana, Planes, Spellcraft or Use Magic Device skill check. This save DC increases by 1 for every point above DC20 the opposed check he is contemplating possesses (example: DC21 UMD check would increase the DC of his save to DC16). If the Magister succeeds this save he is treated as having rolled 20 on the attempted skill check. The Magister is fatigued for 1d4 hours regardless of the result and may not use this ability while fatigued or exhausted.

    Ponder (Ex)
    Professionals such as himself are recognized for their knowledge and knowhow, but ultimately it is only by exploring the unexplored that he will ever breakthrough his own limits and uncover the greater depths of the universe and the secrets beyond. As such, most Magisters are often found pondering the answers of life and existence when not arguing amongst their peers trying to prove their latest theory. When attempting to make a knowledge check the master may suspend the check to instead Ponder. The Magister may spend an hour at rest to grant himself a +2 circumstance bonus to his knowledge check and may attempt the check even if untrained. The Magister may only Ponder 8 hours without rest before exhausting himself. If he Ponders in excess of this time, he becomes exhausted for 1d6 hours and must succeed a DC15 fortitude save or fall asleep while thinking. The DC of this save increases by 2 for each additional hour he attempts to Ponder. Upon getting 8 hours of rest the Magisters uses of Ponder are restored.

    Argue The Facts (Ex)
    The Magister excels at convincing others with the knowledge he has, rather than his personality. All such men become quite adept in their ability to argue their point while fighting to prove their findings at each year's Lesser Conclave. The Magister may instead use an applicable knowledge check in place of a diplomacy, intimidate or bluff check. Those addressed may attempt to unravel the Magister's logic with either an opposed sense motive or an opposed knowledge check.

    Field of Study (Su)
    Each Magister begins within their chosen fields of study. A Magister must choose which fields he will pursue, but may delve into others as his knowledge expands. The Magister must choose an Arcane School to follow as a Wizard, but may no longer take levels or archetypes which would grant him an Arcane School. Upon reaching 20, 30 and 40 intelligence the Magister may select an additional Arcane School. The Magister is not eligible for Orders unrelated to his Fields of Study.

    Orders of The Conclave (Su)
    While Magisters may be the most intelligent and knowledgeable amongst normal men, that doesn't earn them the respect of their peers. The world in which they live is filled with in-fighting and heated debate often accompanied with shouting and the occasional fireball. While there exist nine Orders per rank within the Conclave they numerically begin in reverse, with the ninth being the lowest and first being the greatest. All Magisters are addressed by their Order and rank. A Magister without any Orders awarded is referred to as simply 'Magister', while a Magister who had received all nine of his Orders would be referred to as 'First Magister'. The sole purpose of a Magister's existence is to further the development of his field for his county or nation, while providing his knowledge to his lord to make informed and sound decisions. None of this is possibly without advancement through the Conclave, and as an experienced meister few things are more important than achieving your first Order and becoming a 'Ninth Magister'.

    In order to work towards earning an order, the Magister must complete a Thesis on a subject within his field of study. This report, which serves as a scientific journal is submitted to the Conclave each year, and if the Magister is able to successfully defend his findings until the Grand Conclave then it is submitted for final review. If the work is deemed worthy by the Savants the Magister may be awarded an Order. Before he may begin a Thesis he must discover an Inspiration. Inspirations are topics which the Magister discovers during his adventures which contain a yet-explored subject matter or potential which may redefine the magical world. The Magister becomes aware of an Inspiration upon coming into contact with it, but must succeed a minor quest before he learns enough about the subject to begin his Thesis. The Magister may attempt to write part of a Thesis for any Inspiration he has, however doing so is an extensive and laborious task. Completing a Thesis requires the completion of 4 minimum components, however each Inspiration contains unique requirements to complete their Thesis. These unique components may change the difficulty, time, number of requirements or add special conditions to finish a Thesis. The Magister is aware of all requirements for the current component he is working on for that Inspiration, but not for those that follow. Once a Thesis is complete it may be submitted to the Conclave as many times as the Magister choses, even if he fails to successfully defend his findings. The Magister must successfully defend his findings for two Conclaves before he is eligible to present his research to the Grand Conclave.

    Upon gaining an Order, the Magister is awarded a unique spell. Additionally he may select one arcane casting class which he has levels in. That class is treated as one level higher for the purposes of casting spells. The class gains all of the benefits it would relating to spells known, caster level, spell list and spell slots. This does not effect other abilities associated with the class, or abilities which grant spells such as Sorcerer bloodline.

    Perfect Sign (Su)
    As aspiring masters of magic, and masters over the mundane, Magisters possess one thing above all other casters which differentiate themselves from those who have not earned the right to carry the title. Some refer to it as the Origin or other more specific names, but within the Conclave it is simply referred to as Perfect Signs - the absolute expression of magic to trump all others. When a Magister receives his robes and chain, he chooses his first Perfect Sign, with others learned through the Conclave. Their nature, use and even their origins are a closely guarded secret.

    A magister begins play with robes worth 200gp and a unique magical chain forged from horicalcum which functions as a holy symbol of Amaznen and verifies the magician's noble status as a Magister. Each chain is attuned to a single Magister and cannot be worn by another creature. Though similar to being knighted into nobility, it is the highest honor a magician can receive and thus allows them to climb to even greater heights. Such magicians earn the respect and acknowledgement of all they meet, for even the lowliest Magister is amongst the best the world has to offer to the magical community. The Magister may choose one starting Perfect Sign, learning more as he earns the trust of his peers and the Conclave. Each sign requires a cost which cannot be recovered until after the specified or condition is met.

    Perfect Sign: Whitefire Sigil
    Cost: 1d6 Int Damage/round
    Recovery: 24 hours - After 24 hours damage incurred is removed
    Use: The Magister can spend a standard action after selecting a spell he will cast to increase the CL of that spell by 1 for the purpose of determining duration and spell effects, such as damage or the number of missiles produced. The Magister may chose to do this for a number of consecutive rounds equal to his intelligence modifier (without damage), paying the cost for each round. The Magister maintains the charge from this Perfect Sign for 1d3 rounds after ending his focus, but must cast the targeted spell before this duration expires or loose its effect. If this effect is lost, none of the cost is recouped.

    Penetrating
    DC/SR

    Devouring
    Absorb X levels worth of spells

    Relinquished
    Steal 1 spell / command spell - must be aware of spell, then identify it

    Unconquerable
    may cast a spell while ignoring material, verbal, somatic components or preparation. The casting this spell does not provoke attacks of opportunity, cannot be counter-spelled, and cannot be lost due to a failed concentration check. The spell automatically stabilizes in areas of Wild Magic and cannot be negated in areas of anti-magic. If the casting of the spell would be disrupted by an incident such as a readied action, the spell is cast anyways, but resolved after the action is completed. The magister need not be physically capable of casting the spell after the action for the spell to be cast (for example; the Magister is killed by an opposing wizard's readied fireball while casting her own 'Unconquerable' lightningbolt - though dead, the Magister's spell still proceeds as normal, being resolved in the same round). The magister may cast this spell even if she has lost her familiar, spellbook, arcane bond or other source of her magic - but the spell has to be one which she would otherwise normally know and be capable of casting if all components and requirements were available. The spell may still fail conventionally or be resisted by an appropriate save or SR.

    Sanguine, Lesser
    blood magic has always been a dark and malevolent practice, but still some seek to pursue the extremes of their destructive craft by sacrificing their own life energy. The Magister suffers 1d2 points of hit point damage plus an additional 1d4 points of hit point damage per spell level of the spell they cast with this ability. Upon casting the spell the magister takes 1 point of bleed damage for each damage die rolled for its Sanguine cost. This bleed persists for 1d4 rounds and does not stack with itself. Sanguine spells may have one of the following effects applied to it: - Effects an additional enemy (within 10ft) / - Deals 1d6 points of bleed damage for 1d6 rounds / - Sicken targets 1 round (no save) / - Spell gains 5-ft blast effect / - 1d4 Con Damage / Target rolls save twice, takes worst result




    and a large chain necklace made of horicalcum which serves as a holy symbol to and







    MAGISTER RANKS (Orders 9th - 1st Required Before Eligibility to the next Tier)
    Magister, Arch-Magister, Savant, and Grand-Savant.


    Cardinal
    Ambassador
    Advisor
    Squire




    ---------------------------------
    CORRUPTED MAGICAL HEALING
    Since the death of Aroden, the incessant whispers of oracles and wisemen speak of dark and tragic days coming but yet to befall the world. Indeed, in the years come-and-gone the gifts of the gods have diminished and the world made more bleak. Death is commonplace and miracles have grown simple in form. Some speak of a curse upon the living, the hateful words of some sinister witch hiding within the dark recesses of the world. None could be certain of the cause, but only one thing was evident; a darkness was blotting out the light, and death was overcoming life. What would be left when all light was extinguished?

    Cure Spells
    While somewhat diminished, cure spells possess the strongest magical healing available to most people. Reserved for times of great need, these spells are often exclusively commanded by the faithful or preserved within potions and similar rarities. Receiving proper healing is often far too expensive or impractical to waste on a common solider or guard wounded in service, thus chirurgeon and other mundane physicians have filled in where magic has declined. Because of this, common soldiers and thugs no longer favor direct confrontation least they suffer a grievous wound. Standing armies and patrolmen favor crossbowmen and archers, with swords rarely being drawn - criminals tend to favor the same or stealth tactics, but often shy from the dangers of open combat for fear of sustaining injury.

    Cure spells now heal by d6's instead of d8's. Any spell slot expended on a cure spell requires 3 days to recover.

    Channel Energy
    With the number of clerical adventurer's waning and the healing gifts diminishing, the number of adventurers has also since fallen. What adventurers remain tend not to work independently, but for the Society or organizations which have the service of a Cardinal. Battling magical creatures and strange horrors from beyond had always been gamble with one's own life, even for the strongest men, thus such an occupation would have no future without such aid. Independent adventurers are often regarded as rogues or lost souls because of this; for only a man trying to escape from something or who has resolved themselves to their own death would brave this cursed world where even the god's gifts fade.

    Channeling Energy no longer requires determining if it will positively or negatively effect the living or dead. Channeling Positive energy will both heal the living and harm the dead. Likewise, negative energy will heal the dead and harm the living.

    Channeling positive energy now only heals 1d2 hit points, however upon gaining the ability to channel positive energy the divine caster may select any Variant Channeling they qualify for and apply its effects while channeling. Channeling negative energy remains unchanged.

    Lay on Hands
    The age-old healing staple of holy warriors has been significantly diminished, now only a shadow of the power once commanded by crusaders and priestly knights. Lay on Hands now heals 1d2 hit points and provides a +1 sacred bonus to saves for 1d6 rounds beginning at second level. This bonus increases by 1 for every 2 levels beyond the second the user possesses.

    Healing Abilities
    Other types of healing abilities still exist, however they have become incredibly weak and ineffective at mending most serious wounds. Non-divine characters may no longer use SLAs which grant magical healing. Healing spells and SLAs may only be used by divine classes. All other Su and Ex abilities which heal hit point damage that are not Lay on Hands, Channel Energy or a spell being cast from a divine spell list only heal 1 point of damage, but scale normally. These weakened healing abilities may only effect a single target up to 3 times within a 24 hour period, after which they are no longer provide restorative effects. This healing does not end bleed effects, heal damage caused by Grievous Wounds, stabilize dying creatures, or positively effect any character who has lost 50% or more of their hit points.

    Healing Magic
    Healing spells are now incredibly rare and may only be cast by divine classes. Spells which grant fast healing are now 2 spell levels higher than their previous level and abilities which grant fast healing are now received 2 levels later. Non-cure spells which provide magical healing are now 1 spell level higher than their original form, their healing dice size is reduced by 2 and the expended spell slot takes 2 days to recover. Items which grant magical healing are now 6 times the cost and are not sold in shops. Healing spells cannot be scribed to conventional parchment but require rare and mostly unknown materials to bind their magic. Due to the unstable energies disrupting the life giving energies tied to healing, crafting items which provide any sort of magical healing is no longer possible. Items which possess these healing qualities from days past are coveted and must be found or acquired through other means. People gifted with the ability to heal via magic have grown more and more rare. They are highly coveted by king and pauper alike. Paying for magical healing is well known to be an expensive undertaking and thus the few gifted members of the faith which possess such abilities often tend to be vastly wealthy.


    ---------------------------------
    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 - 10min).
    (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%. Bleed effects caused by grievous wounds now stack.

    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.

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

    A target afflicted with a grievous wound (piercing) 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.

    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.
    Last edited by Mornings; 2022-08-21 at 02:58 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    LORD - POTENTIAL PATH


    [Soul] Lord Of Ashurbanipal: Law, A World Without Lies (Su)
    Prerequisite: Alignment - Any, Must be Lord of Ashurbanipal
    Within Ashurbanipal any non-mythic entity speaking to the Lord may not speak falsely within any realms he rules. Mythic entities whose HD is less than 25 x the Lord's HD are similarly effected. Regardless if an entity is effected or not, the Lord of Ashurbanipal benefits from a unique sense at all times within any realm. This lordly understanding allows him to detect potential sleights, half-truths, omitted facts and alterations of the truth from any creature speaking directly to him. To use this sense, he must focus as if attempting a sense motive check; the check is treated as if it resulted in rolling a 200. The Lord becomes immediately aware of entities which violate the cosmic law of 'A World Without Lies', and have spoken a lie to him directly within his domain. As a free action the Lord may decide how he would like to punish any such offenders. Either imparting 1d10 points of Spite, lowering the entity by one existential-phase, or banishing them from any or all domains of his choosing for any duration he deems fit. This law possesses no effect against creatures whom do not speak to the Lord directly.

    (Ashurbanipal) Command Fate: Demand Truth (Ex)
    The Lord may target one Fate whose name he knows. The Fate must still exist at the time this ability is activated and be within the universe he currently resides. The Lord may use this ability to compel the Fate to speak the truth to one question. This ability may not effect the same Fate twice.

    (Ashurbanipal) Lord's Command: Demand Answers (Ex)
    The Lord may target one creature he can see within 30ft, that creature may attempt to succeed a will save equal to 2 x the Lord's HD, but suffering a -20 penalty. Upon failure the creature must answer one question of the Lord's choosing. The answer need not be true, but the answer must be intelligible and when possible, in a language the Lord understands. The Lord may use this ability a number of times per day equal to 3 + his total HD.


    Hard Headed (Ex)
    Difficult to control and reason with, the lord gains a +10 circumstance bonus to making opposed checks against charisma based skills. This bonus does not apply when dealing with one of his Advisors.

    Tenacious (Ex)
    Gain the effects of Diehard and Toughness, in addition to meeting the prerequisites for feats and abilities which require either feat. This ability does not grant these specific feats.

    Greater Noble Scion (Ex)
    Gain Noble Scion, Skill Focus (Kn: Nobility), Skill Focus (Profession: Royal), Skill Focus (Use Magic Device) and proficiency with a single exotic weapon.

    Blood Of Kings (Su)
    Gain Gestalt levels.

    Ghosts Of Days Yet Past (Su)
    -4 Concentration, -4 Will Save. Strange visions plague the lord each night and moment of rest. 45% chance of divination and 25% chance of sharing divination.

    Dragonkin (Ex)
    Speak dragconic, Energy Resist 5, Bloodrager class feature (claws) (Rage)

    Location Memories (Su): As a swift action, you may search your past lives for memories of or insight about your current location. This grants you the scent ability, low-light vision, and a +2 insight bonus on Perception and Survival checks for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level or 3rd level.

    Spirit Memories (Su): Once per day, you call upon the unfulfilled desires and goals of your past lives and project their frustration and despair through your eyes at a target. This is a gaze attack affecting one creature. The target must make a Will save (DC 10 + 1/2 your oracle level + your Charisma modifier) or be sickened and staggered for 1 round. This is a mind-affecting compulsion effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st, 3rd, or 7th level.

    Ease Passage (Su): At 3rd level, as long as a reanimated medium’s body is intact, it’s easy for him to return to it. He takes only 1 negative level instead of 2 from raise dead. This ability replaces haunt channeler.

    Lingering Spirit (Su): At 5th level, a reanimated medium’s spirit lingers for up to 1 round after death before departing if the medium spends 1 point of influence. If the reanimated medium died of hit point damage, healing works on his body during the intervening round and can bring him back to life. Once the spirit departs, the breath of life spell continues to work for 1 additional round, even though the reanimated medium has been dead for more than 1 round. This ability replaces location channel.

    Spirit Warding (Su): At 7th level, the reanimated medium can ward himself from other spirits and the grave’s call. He gains a +4 bonus on saving throws against possession, death effects, and negative energy. This stacks with the bonus to resist possession that mediums gain from having high influence. At 18th level, he becomes immune to possession, death effects, and negative energy. This ability replaces connection channel and spacious soul.
    Last edited by Mornings; 2020-08-11 at 05:20 PM.

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    Spoiler: Magister
    Show
    Magister
    Nothing short of a genius, Magisters are respected authorities within their fields of study. Often Magisters engauge in friendly, but heated debates with their peers and compete in scholastic bouts of knowledge and study to prove their theories and research. Each Magister has spent a lifetime within the learned halls of countless institutes and been recognized as amongst the best and brightest minds of the world. yet, even within their field not all Magister's are equal. A hierarchy exists which differentiates between the average and excellent. From least to greatest, four ranks exist which form the ladder every soul hopes to climb; Magister, Arch-Magister, Savant, and Grand-Savant. Each rank holds nine orders awarded for grand deeds and proven research in the field of magic and science. Upon each tenth order a rank is given, but no order may be awarded outside the Grand Conclave. To the learned minds of the world, no event holds more important than the Grand Conclave. Hosted once every three years, the Grand Conclave takes all reviews and scientific records submitted to the council of Arch-Magisters during the yearly Lesser Conclaves at an assembly of all Savants across the Inner Sea. This massive month-long exposition forms the heart of the educated world and measure of power for civil lands all about Golarion. A Magister's recognition often represents both his field and country's advancements. It is each Magister's responsibility to take the measure of his peers to ascertain the strength and potential threats of other nation's studies while promoting his own. As respected envoys of their lords and peoples, these magicians often tend to be very proud individuals.

    Prerequisite: Alignment - Any Lawful, Age: Middle-Aged, Int 16, Access to Arcane Spell List, Party Limit: 2

    Recall Study (Ex)
    The Magister has read and memorized countless references and books across his long years of study. While he can't remember it all, sometimes he can recall even the oldest written works with clarity when he thinks on it hard enough. The Magister may attempt a DC15 Will Save after a full minute of uninterrupted contemplation, before attempting a Knowledge Arcana, Planes, Spellcraft or Use Magic Device skill check. This save DC increases by 1 for every point above DC20 the opposed check he is contemplating possesses (example: DC21 UMD check would increase the DC of his save to DC16). If the Magister succeeds this save he is treated as having rolled 20 on the attempted skill check. The Magister is fatigued for 1d4 hours regardless of the result and may not use this ability while fatigued or exhausted.

    Ponder (Ex)
    Professionals such as himself are recognized for their knowledge and knowhow, but ultimately it is only by exploring the unexplored that he will ever breakthrough his own limits and uncover the greater depths of the universe and the secrets beyond. As such, most Magisters are often found pondering the answers of life and existence when not arguing amongst their peers trying to prove their latest theory. When attempting to make a knowledge check the master may suspend the check to instead Ponder. The Magister may spend an hour at rest to grant himself a +2 circumstance bonus to his knowledge check and may attempt the check even if untrained. The Magister may only Ponder 8 hours without rest before exhausting himself. If he Ponders in excess of this time, he becomes exhausted for 1d6 hours and must succeed a DC15 fortitude save or fall asleep while thinking. The DC of this save increases by 2 for each additional hour he attempts to Ponder. Upon getting 8 hours of rest the Magisters uses of Ponder are restored.

    Argue The Facts (Ex)
    The Magister excels at convincing others with the knowledge he has, rather than his personality. All such men become quite adept in their ability to argue their point while fighting to prove their findings at each year's Lesser Conclave. The Magister may instead use an applicable knowledge check in place of a diplomacy, intimidate or bluff check. Those addressed may attempt to unravel the Magister's logic with either an opposed sense motive or an opposed knowledge check.

    Field of Study (Su)
    Each Magister begins within their chosen fields of study. A Magister must choose which fields he will pursue, but may delve into others as his knowledge expands. The Magister must choose an Arcane School to follow as a Wizard, but may no longer take levels or archetypes which would grant him an Arcane School. Upon reaching 20, 30 and 40 intelligence the Magister may select an additional Arcane School. The Magister is not eligible for Orders unrelated to his Fields of Study.

    Orders of The Conclave (Su)
    While Magisters may be the most intelligent and knowledgeable amongst normal men, that doesn't earn them the respect of their peers. The world in which they live is filled with in-fighting and heated debate often accompanied with shouting and the occasional fireball. While there exist nine Orders per rank within the Conclave they numerically begin in reverse, with the ninth being the lowest and first being the greatest. All Magisters are addressed by their Order and rank. A Magister without any Orders awarded is referred to as simply 'Magister', while a Magister who had received all nine of his Orders would be referred to as 'First Magister'. The sole purpose of a Magister's existence is to further the development of his field for his county or nation, while providing his knowledge to his lord to make informed and sound decisions. None of this is possibly without advancement through the Conclave, and as an experienced meister few things are more important than achieving your first Order and becoming a 'Ninth Magister'.

    In order to work towards earning an order, the Magister must complete a Thesis on a subject within his field of study. This report, which serves as a scientific journal is submitted to the Conclave each year, and if the Magister is able to successfully defend his findings until the Grand Conclave then it is submitted for final review. If the work is deemed worthy by the Savants the Magister may be awarded an Order. Before he may begin a Thesis he must discover an Inspiration. Inspirations are topics which the Magister discovers during his adventures which contain a yet-explored subject matter or potential which may redefine the magical world. The Magister becomes aware of an Inspiration upon coming into contact with it, but must succeed a minor quest before he learns enough about the subject to begin his Thesis. The Magister may attempt to write part of a Thesis for any Inspiration he has, however doing so is an extensive and laborious task. Completing a Thesis requires the completion of 4 minimum components, however each Inspiration contains unique requirements to complete their Thesis. These unique components may change the difficulty, time, number of requirements or add special conditions to finish a Thesis. The Magister is aware of all requirements for the current component he is working on for that Inspiration, but not for those that follow. Once a Thesis is complete it may be submitted to the Conclave as many times as the Magister choses, even if he fails to successfully defend his findings. The Magister must successfully defend his findings for two Conclaves before he is eligible to present his research to the Grand Conclave.

    Upon gaining an Order, the Magister is awarded a unique spell. Additionally he may select one arcane casting class which he has levels in. That class is treated as one level higher for the purposes of casting spells. The class gains all of the benefits it would relating to spells known, caster level, spell list and spell slots. This does not effect other abilities associated with the class, or abilities which grant spells such as Sorcerer bloodline.

    Perfect Sign (Su)
    As aspiring masters of magic, and masters over the mundane, Magisters possess one thing above all other casters which differentiate themselves from those who have not earned the right to carry the title. Some refer to it as the Origin or other more specific names, but within the Conclave it is simply referred to as Perfect Signs - the absolute expression of magic to trump all others. When a Magister receives his robes and chain, he chooses his first Perfect Sign, with others learned through the Conclave. Their nature, use and even their origins are a closely guarded secret.

    A magister begins play with robes worth 200gp and a unique magical chain forged from horicalcum which functions as a holy symbol of Amaznen and verifies the magician's noble status as a Magister. Each chain is attuned to a single Magister and cannot be worn by another creature. Though similar to being knighted into nobility, it is the highest honor a magician can receive and thus allows them to climb to even greater heights. Such magicians earn the respect and acknowledgement of all they meet, for even the lowliest Magister is amongst the best the world has to offer to the magical community. The Magister may choose one starting Perfect Sign, learning more as he earns the trust of his peers and the Conclave. Each sign requires a cost which cannot be recovered until after the specified or condition is met.

    Perfect Sign: Whitefire Sigil
    Cost: 1d6 Int Damage/round
    Recovery: 24 hours - After 24 hours damage incurred is removed
    Use: The Magister can spend a standard action after selecting a spell he will cast to increase the CL of that spell by 1 for the purpose of determining duration and spell effects, such as damage or the number of missiles produced. The Magister may chose to do this for a number of consecutive rounds equal to his intelligence modifier (without damage), paying the cost for each round. The Magister maintains the charge from this Perfect Sign for 1d3 rounds after ending his focus, but must cast the targeted spell before this duration expires or loose its effect. If this effect is lost, none of the cost is recouped.

    Penetrating
    DC/SR

    Devouring
    Absorb X levels worth of spells

    Relinquished
    Steal 1 spell / command spell - must be aware of spell, then identify it

    Unconquerable
    may cast a spell while ignoring material, verbal, somatic components or preparation. The casting this spell does not provoke attacks of opportunity, cannot be counter-spelled, and cannot be lost due to a failed concentration check. The spell automatically stabilizes in areas of Wild Magic and cannot be negated in areas of anti-magic. If the casting of the spell would be disrupted by an incident such as a readied action, the spell is cast anyways, but resolved after the action is completed. The magister need not be physically capable of casting the spell after the action for the spell to be cast (for example; the Magister is killed by an opposing wizard's readied fireball while casting her own 'Unconquerable' lightningbolt - though dead, the Magister's spell still proceeds as normal, being resolved in the same round). The magister may cast this spell even if she has lost her familiar, spellbook, arcane bond or other source of her magic - but the spell has to be one which she would otherwise normally know and be capable of casting if all components and requirements were available. The spell may still fail conventionally or be resisted by an appropriate save or SR.

    Sanguine, Lesser
    blood magic has always been a dark and malevolent practice, but still some seek to pursue the extremes of their destructive craft by sacrificing their own life energy. The Magister suffers 1d2 points of hit point damage plus an additional 1d4 points of hit point damage per spell level of the spell they cast with this ability. Upon casting the spell the magister takes 1 point of bleed damage for each damage die rolled for its Sanguine cost. This bleed persists for 1d4 rounds and does not stack with itself. Sanguine spells may have one of the following effects applied to it: - Effects an additional enemy (within 10ft) / - Deals 1d6 points of bleed damage for 1d6 rounds / - Sicken targets 1 round (no save) / - Spell gains 5-ft blast effect / - 1d4 Con Damage / Target rolls save twice, takes worst result




    and a large chain necklace made of horicalcum which serves as a holy symbol to and




    Advancement
    - 2 Levels in a Full Caster Class OR 1 Level in your Magister Favored Class
    - Gaining the Arcane School Class Feature (Stacks)
    - Taking the 'Learned Magician' Feat
    - Gaining a Magister Rank



    School Focus Paths Detail
    Abjuration Counterspell > Banishment > Protection
    Conjuration Creation > Extradimension > Teleportation
    Divination Foresight > Scryer > Luck
    Enchantment Controller > Manipulator > Master
    Evocation Admixture > Generation > Destruction
    Illusion Deception > Shadow > Phantasm > Creation
    Necromancy Undead > Life > Dark
    Transmutation Enhancement > Shapechange > Synthesis
    Universalist Endurance > Devotion > Death > Nightmares > Insanity > Mind > Peace > Light > Healing > Spirits > Storms > Space > Stars > Time > Wisdom 15 paths - Grand Savant:

    Arcane Bond Function Focus Schools
    Staff Offensive - A sure weapon in the hands of a Magister. Cast powerful hard-hitting spells, or combat foes directly with your own physical prowess. The cane or staff is the perfect balance of sorcerous magic and might to decimate foes upon the battlefield. [Staff-Focus Signs cast as a standard action] Any
    Wand Utility/Offensive - Lighting-fast and nimble, a refined and noble tool - the weapon of a refined gentleman or lady. Disruptive and quick, but lacking in power, the wand is the choice of duelists and scholars who do not tread upon the fields of war. [Wand-Focus Signs cast as a move action] Any
    Grimoire Offensive/Utility - The greatest and most powerful magicians know that genius cannot be rushed. With calm demeanor and the utmost patience these Magister's carefully research, prepare, and unleash the most devastating spells ever seen upon the world. Relying on their research and knowledge they weave together energies unheard of or forgotten - but the act itself is known to often take months or even years. [Grimoire-Focus Signs cast as a full round action] Evocation Illusion Conjuration Necromancy
    Jewelry Support - The most unassuming and humble were often found to be the most reliable. So it was with these simple tools as well, unassuming rings and jewelry containing great magic with often subtle and overlooked influence. Imbuing arcane energy into items, and tipping the scales of fortune were mere child's play - thus such tools were often most favored by tricksters and cunning magicians who preferred to remain inconspicuous. [Jewel-Focus Signs cast as a standard action] Abjuration Enchantment Illusion Transmutation
    Armor Defense/Support- Some peculiar Magisters existed as an example to oppose the notion of the robe wearing magicians imaged to be huddled away with their dusty old books. These magicians wore burly armor covered with etched plates of unknowable materials from some far off realm and were fit of body and mind. The burden of their bond and gauntlet-encased hands did not diminish their ability unleash torrents of energy with a series of strange gestures of words. They were as hulking figures, which inspired both fear and awe as they roamed across the world in their magically powered suits. [Armor-Focus Signs cast as a standard action] Abjuration Transmutation
    Shield Defense/Utility - While some chose to encase themselves in metal and enhance themselves, others chose a different path. There was no point in a fireball nor strengthening enhancements if one could be simply stabbed in the back from the shadows, no they sought something greater - the secret of eternity, everlasting and unconquerable invulnerability. Invulnerability to all that plagues man; time, age, death, harm, hunger, disease. It was a sickness, and with his magic it could be cured... [Shield-Focus Signs cast as a swift action] Abjuration Conjuration Necromancy
    Melee Weapon Offensive - There was something violent and intoxicating about the blinding tangle of limbs. When blade bit into flesh and anguish sounded, it reminded the wielder of their own strength... but such was not the case for the Magister. The blend of martial prowess and arcane might allowed him to create a strange and macabre art. The blade was the brush, the blood and magic - his ink. Be it manufactured of improvised, each Magister found their own way of doing things, abandoning the scholarly path to delve into the waves of violent and cruel combat. Capitalizing on raw destructive power to paint scenes of death, hot-blooded Evokers most often saw the appeal of this path. [Melee Weapon-Focus Signs cast as an Attack Action or Full Attack Action] Universalist
    Transmutation
    Necromancy
    Evocation
    Wholeness (Unarmed) Offensive/Defensive/Utility - Balance in all things is the greatest and most pure path. Universal understanding and wisdom are the only ways to grasp the greatest secrets of this universe and each reflection of it. Uniting ones consciousness, merging ones existence across the fractured space of a sundered multiverse of truths - he became whole. He was the demon, the saint, the magician and warrior. Even the strength of lives yet lived flowed unto him as he effortlessly stepped through the countless reflections of identities foreign to this world. He was unbound. [Wholeness-Focus Signs cast as a Swift Action] Universalist
    Ranged Weapon Offensive/Utility - Often thought of as the perfect balance between magic and mundane skill at arms, ranged weapons are a popular choice for many Magisters who favor a safer answer to dealing with their foes. The more simple minded magicians used their bond for nothing more than hurling concentrated bolts of arcane energy at their targets. However, in the hands of a more experienced Magister such a tool was a device which could pierce time, unravel fate and diminish reality's hold in the wake of unfathomable missiles of fueled with unspeakable might. These bolts of otherworldly energy blend unnamed magics to send projectiles of energy careening off to rupture the fabrics of the world's skin with their passing. [Ranged Weapon-Focus Signs cast as an Attack Action or Full Attack Action] Universalist
    Evocation
    Illusion
    Divination
    Conjuration
    Clothing Utility/Support/Control - Some Magisters preferred their fancy staffs and whimsical little tools, but others chose a more subtle role. After all, it wasn't the fear of a fireball which won the hearts of men, and it wasn't the daft who advanced and received recognition in their world. Cunning and guile were the greatest weapons of any Magister. It was the one weapon he could just as easily use against those who confronted him or turn against his brothers.
    Outwitting his enemies and undermining their efforts was the only war they could truly wage, least they risk the ire of the Waldfrau. A man with no secrets was no better than fodder, and with his magic men could hide nothing. [Clothing-Focus Signs cast as a Standard Action]
    Enchantment
    Divination
    Conjuration
    Last edited by Mornings; 2017-09-26 at 08:15 PM.

  24. - Top - End - #54
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    Default Re: Pale Departure: That Which Whispers OOC

    Arcane Aptitude
    Professor Talisen had described the nameless forces one possessed which determined a creature's ability to influence and interact with the cosmic energies of the multiverse as their 'aptitude'. In the centuries which would follow it would become the cornerstone which Magister culture, value and prestige would be built around. Every creature possessed a degree of ability, or lack-thereof to control the natural forces of the world and create magic. To Magisters this was a closely calculated and measured numeric value, closely observed and cultivated with the utmost care. With many years of work and regimented technique to grow ones psyche and mental faculties their aptitude could flourish. However, some still opted for other paths, placing less value in their own aptitude and instead seeking to blend magic with swords or strange elusive studies. These Magisters were a minority, and their ideology formed a sub-culture all its own which greatly differed from the atypical norms of their brothers and sisters.

    For a Magister their aptitude reflexed the extent by which they could grow and what goals they could achieve. Regardless of individual skill, one could never surpass their own aptitude, however with work and dedication their aptitude could be cultivated and slowly grown. Even if one was born with low aptitude, with effort they could grow into becoming a great magician - but never on par with one who invested the same efforts and time while possessing far greater aptitude initially; or so most believed. Magisters always possessed great aptitude, as it was one of the secrets behind their vast reserves of magical power, as such they actively sought out other peoples with high aptitude. A Magister could only take on a single apprentice at a time until they received the title of 3rd Magister or higher, at which point the Grand Conclave would determine how many apprentices that Magister should be afforded based on their primary field and how many currently progressed within that field actively. Competition for skilled and promising young recruits was a tough one and couldn't be left to be monopolized by a handful of individuals.

    The success and favor afforded to young Magisters or apprentices who sought to join the Conclave almost entirely revolved around the magician's aptitude, study and gender. Females of most races tended to possess the most stable and overall higher aptitude in general, while males was usually erratic at best. As such most apprentices and junior Magisters tended to be female, but half of the most senior magicians were male and developed some unusual circumstance or knowledge which eventually set them apart from their peers in time. While there was no real scientific explanation or link between male Magisters developing some unusual skill or ability to set themselves apart from the fairer-sex it was one of the most common superstitions of the Conclave. As such, the desire to find male apprentices with high aptitude was far greater and they enjoyed a certain level of favoritism because of it. Similarly, aptitude was strongly tied to ones hereditary background. Children born from two individuals which high aptitude were at least all but certain not to have poor aptitude themselves, or very likely to have aptitude which exceeded the norm. In same rare cases, children may even be born with aptitude which exceeded their own parents, as if inheriting a life-time of training and cultivation. These prodigies were the desire of every Magister with a legacy to pass on. For this very reason, it was not uncommon for a Magister to recruit a high aptitude male apprentice only to be wed upon their successful joining of the Conclave.

    Within the Conclave's society, most Magisters did marry to other Magisters, as anything less would be diluting their own blood least the person be of incredible, albeit unrecognized skilled in the outside world. For each Magister down to the lowliest amongst them wielded arcane might as powerful as the greatest wizards which walked the world outside of their sacred grounds. Ideally a Magister would wed above her station to a Magister of a higher class and aptitude, but such was usually only the concern of 4th Magisters and higher who had greater concern for peerage and their quasi-noble position. Conclave tenants did not restrict Magisters from only taking one one wife or husband, nor did it define its recognition of such unions only between certain genders or races. As it was, for some it was simply another avenue for study and experimentation, while others a means to secure the future of their magic and lineage. Each Magister had their own purposes and reasons, but regardless at its center was individual aptitude and its massive influence upon then entirety of Conclave dogma and society.


    Intelligence Modifier + Wisdom Modifier + Charisma Modifier + Progression Dice

    Female Progression Die: 1d4+2
    Male Progression Die: 1d8
    Last edited by Mornings; 2017-09-25 at 08:24 PM.

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    Default Re: Pale Departure: That Which Whispers OOC



    Number of Starting Signs
    - Gained when new Magister Rank achieved
    - Gained for every 3 consecutive Focus Paths unlocked under a single School
    - Gained for every 15 Aptitude possessed by the Magister


    FEATS
    Chosen Sign - reduce aptitude requ 3, reduce cost 1 (min 1), may be used 1 additional time before cooldown takes effect.

    Discover Sign - Select a Sign or Focus Sign you have access to. Add this Sign to the list of spells you know.


    School Signs (Basic) Focus Path
    Abjuration ⛤ Sign of Disruption
    ⛤ Arcane Wrest
    ⛤ Ethereal Jaunt
    ⛤ Blur Realm
    ⛤ Faust's First Bulwark
    Counterspell > Banishment > Protection
    Conjuration ⛤ Sign of Creation - Lesser
    ⛤ Thrice Blessed Blades of The Three Visions
    ⛤ Phase Through
    ⛤ Join Space
    ⛤ Dimensional Step
    Creation > Extradimension > Teleportation
    Divination ⛤ Sense Danger
    ⛤ Precognitive Defense
    ⛤ Beseech The Thousand
    ⛤ Sign of Fated End
    ⛤ Vision of Past
    ⛤ Revisit Death
    ⛤ Alter Chance
    Foresight > Scryer > Luck
    Enchantment ⛤ Dismiss Logic & Suspicion
    ⛤ Corrupt Perception
    ⛤ Sign of Enslavement - Lesser
    ⛤ Sow Despair & Fear
    ⛤ Termagant Temper
    ⛤ Script Thought
    ⛤ Sow Affection
    Controller > Manipulator > Master
    Evocation - Viacari's Cacophonous Cannon
    - Kelgore's Ashen Bolt
    - Kendel's Riot Sparrow
    - Viacari's Storm of Elemental Chaos
    - Fabricate Flame
    - Fabricate Frost
    - Viacari's First Sign of Annihilation
    - Viacari's Apocalypse From the Sky
    Admixture > Generation > Destruction
    Illusion - Befuddling Vision
    - Disguise Reality
    - Mirage Seal
    - Cloak of Umbral Shadow
    - Delve In Darkness
    - March of Haunting Ghosts
    - Phantasmal Beast
    - Nightmare Manifest
    - Adessa's First Sign of Manifestation
    Deception > Shadow > Phantasm > Creation
    Necromancy Undead > Life > Dark
    Transmutation Enhancement > Shapechange > Synthesis
    Universalist 15 Paths of Universal Wisdom



    close (25 ft. + 5 ft./2 levels)
    Effect one missile of acid

    Effect cloud spreads in 20-ft. radius from you, 20 ft. high

    Range medium (100 ft. + 10 ft./level)
    Range long (400 ft. + 40 ft./level)

    Range touch
    Target creature touched

    Range 15 ft.
    Area cone-shaped burst

    Target one portal, up to 20 sq. ft./level
    Target one object up to 1 lb./level
    Last edited by Mornings; 2017-09-28 at 03:30 PM.

  26. - Top - End - #56
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    Default Re: Pale Departure: That Which Whispers OOC

    Factions

    The Black Conclave
    Typical Alignments: CN, NE, LE
    Members: Black Magisters
    Number of Members: 30~




    The Occulus
    Typical Alignments: CN, NE, LE
    Members: Librarians,
    Number of Members: 30~


    NOVICE RANKS
    Apprentice
    Initiate
    Neophyte
    Prospect


    The Occlusion


    Spoiler: Signs
    Show


    Aptitude 9, Focus Path: Master
    aiight, Lesser Sign of Enslavement works like Command, except way better. You give the target a number of commands, one command and an additional one per 2/CL. The target follows those commands to the best of its ability, but they have to be able to complete these commands over the course of the spell. 1min/lv, you could tell someone, release the hostage, pick up the sword, and stab your friend - the spell lasts until the target completes the tasks or until it completes them, whatever comes first. Which lets you micromanage quite a lot of possible tasks, and Death Note people around





    Spoiler: notes
    Show


    The whole of the organization which all Magisters belong is called The Conclave. There are 3 factions within the whole. The Black Conclave, which Black Magisters belong to. The Occulus, which the Librarians belong to, and The Occlusion which the Archivists belong to. Not all Magisters belong to a faction, in fact, most don't belong to any of them.

    The largest is The Black Conclave, with roughly 30 members. They prioritize their own growth, power and development. They view other non-magical creatures as an insignificant existance, and those with high aptitute as worthy sacrifices for the advancement of the Conclave as a whole (not just the black). They see their fellow magisters as peers, and of all the Magisters have the closest ties with Waldfrau and The Thousand, the pseudo-goddess of the Conclave and what they believe is the source of the distribution of magic throughout the multiverse - a force known as The Thousand
    all Perfect Signs are received directly from Waldfrau, so it's no mystery as to why they are so loyal. They in a sense worship power

    Waldfrau doesn't claim to be an actual deity, but rather one of the predicesors of The Eldest, the Fey gods which created The First World (They are considered gods to the fey only). So to the fey she would be an elder god, as the progenitor of their own creators

    The Occulus is a smaller faction composed of The Librarians, diligent scholars and men who enshrine and catelog all of the combined knowledge of the Conclave to share freely with all members who have contributed to the Conclave, and thus added to the great libraries of knowledge they tend to
    this means your Magister Rank determines what you have access to, because to advance as a Magister, you have to be create a thesis based on a discovery or new study and have it acknowledged before the Conclave

    The Librarians often assist Magisters in constructing and researching their Thesis and preparing for when they stand before the Lesser Conclave, a council made up of their peers which assembles once a year. if they win this intillectual battle and can defend their findings from being pulled apart and unraveled by their peers then they are admitted to the following Lesser Conclave, which they must succeed again. Assuming they can win that, they can stand before the Greater Conclave made up of the Savants
    if they succeed their, they advance in rank

    the last faction is The Occlusion, these guys are the anti-Occulus
    they are made of The Archivists
    these bastards are secretive and miserly magicians who don't share information, instead they secret it away within their secret archives
    knowledge is not even shared between them individually, but they only band together so that they may jointly secure things they will never reveal
    most of the Archivists are obviously very low rank Magisters because of it

    though it may be begrudging, they trade knowledge like one might trade gold, but otherwise spend time with their secrets and are generally unseen, preferring to remain out of sight to squirrel away more knowledge than anyone could even know

    there is one final group, which is not a faction, but a very small shadow group. Their numbers are not known, but assumed to be less than 10
    they are called The Seclusion of the Three Visions - Their whole name is The Seclusion of the Greater Sphere of Three Visions
    most of their members belong to The Black Conclave these magisters function more as priests to Waldfrau and The Thousand

    priests in that they venerate Waldfrau and are able to cast divine magic and speak with her directly outside of the confines of the Greater Conclave which is the only time anyone really meets here
    her*
    they adhere to strange rules, obidience and follow her domains

    They typically belong to The Black Conclave because they are the closest and loyalist magisters in the Conclave who adhere to archaic believes and rituals which have generally been abandoned by modern Magisters.
    most Magisters just view her as something of a patron or guardian spirit who grants them knowledge of the Signs
    nothing more than that, and the rest is often simply dismissed as mere supersticious banter



    http://www.archivesofnethys.com/Spel...ng%20Oubliette

    Last edited by Mornings; 2020-08-10 at 12:37 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Game: E6 Pathfinder
    Level: 1 (Expert, Warrior, Aristocrat, Adept)
    Race: Human or (Half-Elf, Halfling, Half-Orc) or (Drow, Elf) or (Aasimar, Tiefling)
    Ability Scores: 3 sets of 3d6b3 or 20pb

    Wealth: The children captured within the enchanted village of Swallowfeld have been coerced into competing in the Pale Lady's death games. Forced to murder other children, no means was too underhanded in their fight for survival. Yet, even the winners had to return to the village at the end of it all, and everyone would know how they achieved their victory. Alliances had to be upheld, or the victor would not last for long. Those who had grasped survival were awarded with wealth and equipment to outfit themselves against dangers of the next devious challenge. Those who took more lives were afforded more, standing above their peers as a superior child-gladiator favored by the Lady.

    PCs follow the roll of one of the three Archetypes:
    The Alucinor: He was not as magically inclined as some of the others, but here in Swallowfeld where wild magic made spellweaving dangerous and unpredictable at best, that was a good thing. No, he was the 'haunted child', consort to ghosts, spirits, and far far worse. Here in this terrible hell he thrived, upsetting the balance of the spiritual realms, summoning otherworldly entities to eviscerate his enemies and cast their torn corpses into the ether. Though he may have carried weapons he could rarely use them, the violent and jealous spirits often sabotaged his efforts to demonstrate his independence with his own skill of arms. They needed him to rely upon them, to groom a dependence upon them so that they could force their otherworldly pacts and advance their own agendas - STARTING WEALTH 4,000gp (Haunted: 50% chance attacks made by the Alucinor with a manufactured weapon fails & may be damaged. Ranged attacks have a 25% chance to miss the Alucinor.)

    The Oculus: He was a magical genius, perhaps the shining beacon of the arcane world for this age - and he knew it. Yet, he was forced to crawl through the muck and grime like some filth covered maggot in this hole. His magic was made all but useless as long as he was imprisoned here, but it could not stop his true powers. He could peer into the hearts of men, know their thoughts and sense any enemy that he might be put against. He could out maneuver and escape from the Alucinor's terrifying specters and manipulate the simple minded children about him with his vast swath of abilities to grasp even the desires of those about him. This place had made him little more than a rogue, an assassin; a backstabbing conniving tactician. To those who joined in his alliance against the Alucinor and his seemingly unstoppable reign, he was the best of allies. 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 - STARTING WEALTH 2,000gp (Backstabber: Deals an additional 1d6 points of damage when attacking a flatfooted or unarmed creature)

    The Memoria: 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. Though she could not participate in the death games, she was not without possessions. She was brother and sister to the Alucinor and the Oculus, the glue which held the two together, bringing reason back into their lives. She's received many gifts from her friends - STARTING WEALTH 1,000gp (Empty Sign: As a standard action the Memoria can create a dark void which opens into a nondimensional space capable of holding 1,500 pounds of material. Additionally the Memoria can pluck out a piece of the darkness within and cast it at a target, this effect functions identically to a Bag of Shadow Clouds. This void persists until dismissed, a free action.)

    Bonus: 3 bonus feats
    Traits: 2 traits, 1 drawback - regional traits restricted
    Special:
    - Firearm Setting: Early
    - Arcane Aptitude: INT + WIS + CHA Modifiers + 3d6
    - Select one 1st Level Class ability from any class
    - Armor and weapon proficiencies only retained by Aristocrat & Warrior
    - Warrior Gains +2 hit points/level & +2 fort
    - Aristocrat gains +2 bonus on 2 saves of his choice & may reroll a failed save 1/day
    - Expert looses proficiencies, but may select 4 skills, these skills receive a +4 circumstance bonus
    - Adept receives 1 additional spell slot for all spell levels they can cast. Spells he casts are at CL+1
    - Ages 8-13 (bonuses & penalties apply)
    - Size: Small
    - Any number of Human PCs. Other racial groups identified above limited to 1 PC per group
    - Players may determine their own casting ability score

    Unique Abilities
    Certain unique abilities are possessed by the children. Only one may be chosen, the same abilities cannot be taken by multiple PCs.


    Recommended Classes
    - Alucinor: Aristocrat, Expert
    - Memoria: Adept, Expert
    - Oculus: Adept, Warrior

    Recommended Skills
    - Alucinor: Linguistics (Read Lips), Knowledge (Religion), Knowledge (Local), Diplomacy, Bluff, Sense Motive, Spellcraft, Appraise, Ride
    - Memoria: Acrobatics, Swim, Climb, Knowledge (All), Heal, disable device
    - Oculus: Linguistics (Read Lips), Spellcraft, Knowledge (Arcana), Knowledge (Engineering), Perception, Survival, Intimidate

    Recommended Roles
    - Alucinor: Face, Tank, Support, Minion Master
    - Memoria: Skill Monkey, Toolbox, Library, Blaster
    - Oculus: Control, DPR, Toolbox, Caster, Scout

    Recommended Items (Packages may only be purchased once)
    - Alucinor: Many spirits require certain rituals to command, while others torment from a distance and a difficult to find. A prepared Alucinor carries tools with him to assist in restoring balance to the spiritual world - Quicksilver barometer, Quicksilver (10 doses), salt (10 doses), Dew of Lunary (5 doses), Myrrh (10 doses), Silver dust (10 doses), obals (12 uses), powder bag (1/2lbs), prismatic crystal, repellant salts (12 doses), ritual bell, Spirit compass, Spirit trumpet, Storm glass, Thurible, Celestial censer, incense (10 sticks), smokestick (x5), Sparkle smoke (x2), Wind chime, Blain bane (hot, cold) (x4 ea), steel mirror (x2), flint & steel, candles (x10), Slow-heart concoction (x3 doses), Quieting needles (x2), Lethe water (x2 doses), Nightsage (x4 doses), Iron spike, cold iron (x4), Elysian Bronze dagger, Horacalcum dagger --- (Alucinor Package: 300gp)

    - Memoria: The host of the Memoria is often found in strange and dangerous places, not all of which belonging to her native plane. A prepared Memoria carries the tools needed to overcome the challenges of the ancestors and the various dangers of long forgotten dungeons from beyond this world - Stationary, inkpen, ink (black) 10-ft pole, hemp rope, silk rope, sunrod, tindertwig, pitons, iron spikes, crowbar, shovel, hammer, saw, portable ram, portable ladder, Elemental proofing, Phosphorescent gel, drill, alchemist’s glue, rusting powder, pints of oil, pellet grenade, compressed air, waterproof lantern, underwater compass, MWK snorkel, Wire saw (adamantine), Vivifying moxibustion needles, Surgeon's tools, healer's kit, steel mirror, shortbow, grapple arrow, adamantine arrow, second story harness, fireproof boots,



    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. Some spirits are bound to nature, elemental energy, or conceptual forces. 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. Getting along with a Praeter usually requires understanding their individualities.

    Relicuum Spirits (CR9 - 30): The strongest of all spiritual forces. They were entities from beyond the planes which had binded 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. 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.




    Oculus: The Ascendant Eye


    - Sense Magic:
    The following spells are active for the Oculus at all times, he may activate or dismiss any of these effects as a standard action:
    [Detect Magic] [Detect Arcane Sign]

    - Arcane Mastery:
    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. Identified spells are added to the Oculus's spell list and may be cast with spell slots or a number of focus points equal to the spell's level. The Oculus does not need to have spell slots of the spell's level to cast magic with this method. Signs cannot be gained with this ability.

    - 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:
    [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]

    - Determine Fate:
    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, the second he becomes exhausted for 1d6 minutes, upon the third he falls unconscious for 1d8 minutes)

    [Salvation] 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] 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] The Oculus targets one creature. Target creature takes 1d6 points of a random damage type 1d8 times as an unexplainable accident befalls them. Other unexplained beneficial or detrimental effects may also result for creatures in or around the area, including the Oculus (5 focus points)

    (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.)





    Memoria: The Ineffable Secret


    - Pact of Silence
    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 he honor the oath, in respect of this sacred bond many of his selves had cut out their own tongues in life or uttered not a word.

    [When the Memoria uses one of his abilities he becomes mute for a number of hours as determined by the secret he activates. The Memoria cannot use another secret while he is mute unless she spends two-times the cost in hours as focus points. Sharing information gained from his previous lives extends the duration of his silence by 3 hours]

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

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

    [Secret of Maddening Knowledge]
    There are some things that the Memoria of a certain life simply should not know, least they destroy his mind and sense of self. The Memoria may choose to forcefully merge his consciousness with his spiritual collective as a full round action. The violent experience of being torn back into the world and the singular identity deals 1d4 points of wisdom damage but grant him a +20 circumstance bonus to his next knowledge check. This ability persists for 6 hours, or until used. (Cost: 2 - 6 hours)


    - The Ineffable Rites
    The Memoria possesses an array of strange powers fueled by the various oaths between his present self and the countless spirits of his lives throughout all time. He himself was simply a state of singular consciousness, but he was not the present, nor the past, he 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.

    [Secret of Names] 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] Gain 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] Gain a +6 circumstance bonus to Wisdom, Intelligence, or Charisma for 1 hour. The Memoria becomes fatigued 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, his gift runs far deeper than simple knowledge, and the power has not left him 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 far beyond that which is wielded by 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)





    Alucinor: The Three Visions


    - Constant Detect Haunts
    - Constant Detect Mindscape
    - Detect Psychic Significance at will
    - Contact Entity (The Thousand): This functions as Contact Entity V, but only calls forth creatures part of the Thousand (4 focus points)
    - Friend of Spirits: Spirits, haunts and other incorporeal undead begin with an attitude of Friendly towards you, but not your allies - constant

    - Commune With Past:
    Summon a Praeter, a spirit of past fates. These fickle spirits can be asked questions of the past, but demand fair compensation. Developing a positive relationship with a Praeter is possible once the spirit is known by name. Knowing a spirit's name allows it to be summoned directly. These spirits are protective, suspicious and cunning, with personalities and personas as unique as the people of the world. The Alucinor & Praeters of legend called forth the souls of guardians known as the Aegisir in the fairytales of the spirits.

    - Commune With Future:
    Summons a Relicuum, a spirit of fates foretold. These spirits are spiteful, jealous and bitter, hoarding secrets like a man might hoard his wealth. Each spirit is bound in some fashion to the fate which was foretold to pass, these spirits fervently protect the secrets of this fate's existence least they weaken or destroy their own being. The Relicuum whisper secrets of destinies bound to rival spirits they wish to harm or cripple. Each spirit fights and vies for the attention of the Alucinor, attempt to further their own agenda. However unlike with Praeters, each Relicuum leaves a mark known as their 'Brand', intended to damage relationships and ruin the meticulous planning of their rivals. Relicuums are always aware of the Brands of others, and attempt to leave as many as possible to assert their dominance over their peers. Each Relicuum works towards seeing their bound fate fulfilled to empower themselves and stand above their kin in a vicious divine game of destiny. Unlike other spirits, Relicuum will resort to any acmeans to placate the Alucinor and earn favor to deny its rivals. Some Alucinor's in the past have made the mistake of allying themselves with only a single Relicuum, however the vengeful rival spirits instead turned to attack himself in turn. Relicuum and Praeter are never rivals, but rarely ever come into agreement. Relicuum are rarely honest, lie effortlessly and will twist truth or mislead with practiced skill. These spirits often meddle in the Alucinor's life regardless if they are called upon or not, often at critical times in his life to prey upon his weakness. While these spirits are not inherently evil, they are far from good. Regardless of their words or actions, they never place any value in the Alucinor's personal well being or belief's, only in his dependence upon them. Truly befriending a Relicuum is a very rare occasion defined by mutual understanding and respect for the game they played with one another; only a handful of Alucinor's with a past buried in the streets and a roguish history have ever managed to earn the honest respect of these spirits. In legend those that have earned the right to summon forth the god-killing souls often used against the

    - Gain DR10/- against spirits, but suffer a -2 penalty to will saves
    Last edited by Mornings; 2017-10-06 at 09:51 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    (Praeter) Kas'Llyn Ryel - Who Denied the Gods
    CR: 7
    Gender: Female
    Type: Humanoid
    Alignment: NE
    Disposition: Friendly, Protective
    Spite: 0
    Affliction: Faithless, Rage, Curse
    Drawback: Will attack clerics, paladins and priests (Ego 8)
    Summoning: Quicksilver (1 dose), Salt (1 dose), Ritual Bell
    Banish: Silver dust (1 dose), obals
    Home: Swallowfeld village - Marchhill Monastery , the cursed shrine
    Pact: 1
    Pact Summery:
    - Guardian: Negate one source of harm effecting the Alucinor once per round. This ability also effects area attacks and blast radius abilities or magic, but only to the Alucinor. All other creatures who would be effected by such abilities are effected normally. Spells and abilities which compel the Alucinor to harm himself can be negated with this effect and its duration is immediately ended. This ability can only be used on sources or creatures no more than 3 CR higher than Kas'Llyn Ryel.
    History: The ruins of the monastery can be seen overlooking the town. Before the Pale Lady came, the nuns of the shrine tended to the needs of people. All fell in line when the fairy queen's forces came, except for one. Flayed alive and butchered, she cursed the land as the enflamed shrine caved in upon itself. From her despair and depravity was this spirit born.


    (Praeter) Bloody T'Saelin - Who Ate his Brother
    CR: 6
    Gender: Male
    Type: Humanoid (Child)
    Alignment: CE
    Disposition: Friendly, Malicious
    Spite: 1
    Affliction: Gluttony, insanity
    Drawback: The curse of hunger makes T'Saelin uncontrollable (Ego 6)
    Summoning: Blood, Salt (1 dose), Ritual Bell
    Banish: Silver dust (1 dose), Wind chime, Myrrh (1 dose)
    Home: Swallowfeld - Deepwood Forest
    Pact: 1
    Pact Summery:
    - Devour: T'Saelin will attack the Alucinor unless directed otherwise. The attacked creature suffers 1d8 points of piercing damage, 1 bleed damage, and becomes entangled. The Alucinor must continue to succeed his Ego Check or the Praeter will target him. Ensnared creatures must succeed an opposed strength check against the spirit. The damage increases for each consecutive failure; 2d8 damage and 2 bleed the second round, 3d8 the third, etc. This damage resets upon a successful check and the ensnared condition is removed.
    History: The first 'champion' of the Pale Lady's games had murdered countless other children with such prowess, she granted him life far beyond that of a mortal creature. Yet, forever cursed to remain a child. After centuries spent in the First World, he had begun to become less human and more fae. When the Pale Lady heard of the revival of the Memoria, she sent her champion to kill the host. He would never return. Stricken with grief, she turned to her blighted magic and imprisoned his soul within the roots of the enchanted Deepwood. Where his addled mind took possession of the feeble bodies of children caught in battle. In insane bloody fervor they would tear, rip and devour one another to water the roots with their blood. This Praeter was incarnated from their torment.



    (Praeter) Phralata - Who Rests Forever
    CR: 9
    Gender: Female
    Type: Humanoid
    Alignment: NG
    Disposition: Hostile, Truth
    Spite: 22
    Affliction: Life, Rest
    Drawback: None
    Summoning: Blood, Ritual Bell
    Banish: Silver dust (1 dose), Ritual Bell
    Home: Swallowfeld village
    Pact: 1
    Pact Summery:
    - Whispered Secret: Phralata knows those who have died, those who are dying, and those fated to die within the next year along with the conditions which will result in the death. What she chooses to disclose is up to her. She often speaks cryptic ciphers but does not lie. The Alucinor must be prone so that he may place his ear to the ground to hear this secret.
    History: The enchanted lands filled with life are now only filled with death. Phralata remembers the lives of all those who once lived, and those dead and dying, mourning their passing. Phralata exists within the earth, the stone floors and every grave. She is sister to Lalaphra and holds a grudge against the Alucinor for every life he's taken... each name etched in stone within her mind.



    (Praeter) Lalaphra - Who Lay In Earth
    CR: 9
    Gender: Female
    Type: Humanoid
    Alignment: NE
    Disposition: Friendly, Lies
    Spite: 0
    Affection: 22/100 (Lalaphra will kill the Alucinor)
    Affliction: Death, Decay
    Drawback: Will never speak honestly, will mislead
    Summoning: Blood, Salt (1 dose), Ritual Bell
    Banish: Silver dust (1 dose), Ritual Bell
    Home: Swallowfeld village
    Pact: 1
    Pact Summery:
    - Gift of Decay: The Alucinor must be prone in an area of unworked dirt or stone. Speaking to Lalaphra he may evoke her gift and call Lalaphra up from the earth. From her hand she unleashes a 15 ft cone of rot and death. Plants immediately die upon coming into contact with this area, living creatures take 1d4 negative levels. Stone and other manufactured materials suffer 9d6 points of damage ignoring hardness. This area becomes permanently cursed dealing 1 point of constitution damage for every minute a living creature remains in the area. Using this ability significantly increases Phralata Spite's and Lalaphra's Affection.
    History: The love of death and decay shared by the Pale Lady's followers overcame the land, and making her sister Phralata weep. Yet here, Lalaphra was overjoyed, wallowing in the decay of corpses and hills of piled dirt. The trees wilted, stone cracked and houses fell at her very touch. Lalaphra loves the pain and murder the Alucinor has delivered unto the young souls ensnared within this manufactured hell. All things should return to the nothingness, then the cycle could begin a new. Creating and destroying forever...




    (Relicuum) Mask - The Stranger Who Dwells Between
    CR: 12
    Gender: ???
    Type: Humanoid
    Alignment: ???
    Destiny Clue: "I collect the stars..."
    Disposition: Friendly
    Spite: 0
    Brands: 0
    Affliction: ???
    Drawback: ???
    Summoning: Mirror, Salt (1 dose)
    Banish: Ritual Bell
    Home: ????
    Pact: 0
    Pact Summery:
    - None
    History: A strange Relicuum the Alucinor met while gazing into a reflection. Other Relicuum often don't seem to notice him.
    Special: This Relicuum can only be seen in reflections as a blurry, roughly humanoid gray figure. Like all spirits the creature cannot be interacted with or targeted by conventional effects and abilities until it has materialized, however Mask only materializes within a specific reflection. Mask's reflection is not visible upon multiple reflective surfaces reflecting the same thing, thus only a single mirror or surface will reveal Mask. Mask never manifests physically within the current plane occupied by the reflection it has occupied, and thus can only be targeted while occupying a reflection. Mask need not occupy a reflection to manifest. Creatures with special 'unique senses' may be able to detect Mask when he manifests even while he is not occupying a mirror. Due to the difficulty in detecting him, most other Relicuum remain completely oblivious to his presence. Mask's voice is often a combination of various voices; male and female, old and young. Among Relicuum he is well known for being elusive and difficult to understand.


    Last edited by Mornings; 2017-10-06 at 10:14 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Prologue: The Blanchard Massacre
    Blessed with strange new powers, and eerie visions of the past from the
    ancient 'forest spirit' Wenyri, the Swallowfeld children make good on their
    escape from the haunting village, with the assistance of the old magician
    Reyen Crawsford. A likable old man with a penchant for fine tabocco.
    Escaping from the horrors of their imprisonment, Professor Crawsford begins
    to teach them the truth of their mysterious powers... and the unearthly
    secrets of the Thousand. Yet, reality was far more frightful than the tales
    in books. The Pale Lady would not lose the children readily, nor afford the
    insult made by the magician's clever sleight in taking them. The darkest and
    most dreary of the armies of the First World would march upon the house of
    Blanchard... Though they did not yet know it, they would soon learn the
    Winter Court would avenge the grievances against them... thousandfold.

    - Professor Reyen Crawsford - Age 59, Lord Magistrate of the High Council. House of Lords, Magnimar.

    - Lady Aslyn Crawsford - Age 39, second wife. Noblewoman from the house of Vronds in Ustalav. So-called 'Queen of Hearts'

    - Providence Crawsford - Age 36, oldest living son. A prodigal son, genius scholar and skilled spellcaster

    - Mali Crawsford - Age 10, youngest daughter of the Crawsford family. Mischievous, curious and has a knack for magic

    - Minster Paitlyn Crawsford - Age 28, bright young woman following in her father's footsteps.

    - Gandre Crawsford - Age 38, Deceased. Believed to have died fighting the Imperial Army of Molthune. Half-brother.

    - Raulf - the family hound

    - 1st Magister Adessa Allessa - The Whispering Witch. Disagreement w/Talisen led to falling out with the Grand Conclave.

    - Ressa Crawsford - Adopted daughter, caretaker of the house. A bright girl with mysterious origins




    Chapter 1: Novella Orsus - The Eternal Path of the Sublime Archon
    One misfortune after another leads the children into a precarious situation and forced within the employ of Rusdain Galdry, a former Duster and Sczarni executioner with a lust for power. Yet, while he was a killer, he was a fair man - and the children had a debt to pay for the protection they'd been afforded. It was a heist gone wrong; caught red-handed within Castle Korvosa's keep, only the word and generosity of Vencarlo Orisini and Grand Magister Viacari keep the would-be thieves out of trouble.

    Chapter 2: The Seclusion of Three Visions
    Once again within the care of the trusted agents of the Conclave, the children learn the truth of their strange dreams and of the Path of the Sublime Archon. Within this vast 'Worldscape' of doors revealed by the Path, the reality of their identities quickly begins to come into focus. Yet, their journey towards self discovery comes to a sudden end as friends come into question, when the children discover a deadly secret which could eliminate all non-magical life from the universe.

    Chapter 3: The Primordial Dark
    All seems lost as Professer Reccu and Project NEMESIS are cast out into the Eternal Paths before the Reaping Sickness can be stopped. On Golarion, the Whispering Witch and the reborn Relicuum Shi'rahbi join forces to banish the world into darkness keeping the Reaping at bay. With all Magisters attending the Greater Conclave, and no one else to save them, the fate of everything rests within the hands of the Swallowfeld Children.



    Spell; word of fate
    Last edited by Mornings; 2020-05-24 at 05:57 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: THE BIG-BIG 12.5 - Chapter I: 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

    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.)?
    This is the first block for the ending of 'The Swallowfeld Children' series of games I've been running both on and off gitpg. The series was inspired by, and uses content from Lamentations of the Flame Princes's 'The Pale Lady' and 'Carcosa', in addition to Raging Swan Press's Swallowfeld Village. The game uses the Pathfinder Golarion setting, but primarily takes place within The Black Book. The story is told in retrospective in a fairytale fashion. While effectively all of cannon Golarion lore is kept in place, this is not a perfect mirrored version of that world and some things are slightly distorted. Perhaps some people who should be dead, aren't dead yet. Perhaps something exists where it shouldn't, or an organization holds influence where it never did. The influence of Relicuum spirits themselves may create a completely new development here, or elsewhere which can greatly alter what should have been. These periods where something has been drastically changed are called a Divergence and are detected by the Swallowfeld Children as a certain intangible wrongness with the way things are.

    As the vast majority of the game occurs within the book, the progression and narration follow this same theme throughout the game. Players are required to follow this same format in their posts to create a consistent interactive story; filling in the narration for their own character's actions.



    ******CHapters


    (Refer item 15)

    - High Technology
    (While rare, it does exist. Players may purchase technological equipment.)

    - Emerging Firearms
    (Advanced firearms do exist but are extremely rare even in Alkenstar. Modern firearms are unheard of, but do exist.)

    - Primal Magic
    (Primal/Wild Magic will be present, but become uncommon after the Prologue which focuses on escaping this area.)


    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    3 - one spot has been reserved for forg99rules as the requester of the game

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS


    5. What is the characters' starting status (i.e. experience level)?
    1st - 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?

    Wealth: The children captured within the enchanted village of Swallowfeld have been coerced into competing in the Pale Lady's death games. Forced to murder other children, no means was too underhanded in their scramble for survival. Yet, even the winners had to return to the village at the end of it all, and everyone left would know how they achieved their victory. Alliances had to be upheld or the victor would not last for long. Those who had grasped survival were awarded with wealth and equipment to outfit themselves against the dangers of the next devious challenge. Those who took more lives were afforded more resources, standing above their peers as a superior child-gladiator favored by the Lady.

    Each PC's respective Archetype determines their starting wealth & a corresponding boon:
    Spoiler: The Alucinor
    Show
    The Alucinor: He was not as magically inclined as some of the others, but here in Swallowfeld where wild magic made spellweaving dangerous and unpredictable at best, that was a good thing. No, he was the 'haunted child', consort to ghosts, spirits, and far far worse. Here in this terrible hell he thrived, upsetting the balance of the spiritual realms, summoning otherworldly entities to eviscerate his enemies and cast their torn corpses into the ether. Though he may have carried weapons he could rarely use them, the violent and jealous spirits often sabotaged his efforts to demonstrate his independence with his own skill of arms. They needed him to rely upon them, to groom a dependence upon them so that they could force their otherworldly pacts and advance their own agendas - STARTING WEALTH 4,000gp (Haunted: 50% chance attacks made by the Alucinor with a manufactured weapon fails & may be damaged. Ranged attacks have a 25% chance to miss the Alucinor.)


    Spoiler: The Oculus
    Show
    The Oculus: He was a magical genius, perhaps the shining beacon of the arcane world for this age - and he knew it. Yet, he was forced to crawl through the muck and grime like some filth covered maggot in this hole. His magic was made all but useless as long as he was imprisoned here, but it could not stop his true powers. He could peer into the hearts of men, know their thoughts and sense any enemy that he might be put against. He could out maneuver and escape from the Alucinor's terrifying specters and manipulate the simple minded children about him with his vast swath of abilities to grasp even the desires of those about him. This place had made him little more than a rogue, an assassin; a backstabbing conniving tactician. To those who joined in his alliance against the Alucinor and his seemingly unstoppable reign, he was the best of allies. 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 - STARTING WEALTH 2,000gp (Backstabber: Deals an additional 1d6 points of damage when attacking a flatfooted or unarmed creature)


    Spoiler: The Memoria
    Show
    The Memoria: 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. Though she could not participate in the death games, she was not without possessions. She was brother and sister to the Alucinor and the Oculus, the glue which held the two together, bringing reason back into their lives. She's received many gifts from her friends - STARTING WEALTH 1,000gp (Empty Sign: As a standard action the Memoria can create a dark void which opens into a nondimensional space capable of holding 1,500 pounds of material. Additionally the Memoria can pluck out a piece of the darkness within and cast it at a target, this effect functions identically to a Bag of Shadow Clouds. This void persists until dismissed, a free action.)


    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?
    Players may only take levels in the following classes: Expert, Warrior, Aristocrat, Adept
    These classes are being slightly altered to provide some additional tools which will be useful for each class's role. Players may not multiclass. Additionally the PC's will not receive other Class Levels in the future. PC's instead choose one of the following archetypes upon creation which will dictate their role in the game: Oculus, Memoria or Alucinor

    (Only one of each archetype can exist in the party at any time)

    ⯎ Proficiency Change:
    ⯌ Armor and weapon proficiencies only retained by Aristocrat & Warrior

    ⯎ Warrior:
    ⯌ Warrior Gains +2 hit points/level & +2 fort

    ⯎ Aristocrat:
    ⯌ Aristocrat gains +2 bonus on 2 saves of his choice & may reroll a failed save 1/day

    ⯎ Expert:
    ⯌ Expert looses proficiencies, but may select 4 skills, these skills receive a +4 circumstance bonus

    ⯎ Adept:
    ⯌ Adept receives 1 additional spell slot for all spell levels they can cast. Spells he casts are at CL+1




    Recommended Classes:
    ⯎ Alucinor: Aristocrat, Expert
    ⯎ Memoria: Adept, Expert
    ⯎ Oculus: Adept, Warrior

    Recommended Skills:
    ⯎ Alucinor: Linguistics (Read Lips), Knowledge (Religion), Knowledge (Local), Diplomacy, Bluff, Sense Motive, Spellcraft, Appraise, Ride
    ⯎ Memoria: Acrobatics, Swim, Climb, Knowledge (All), Heal, disable device
    ⯎ Oculus: Linguistics (Read Lips), Spellcraft, Knowledge (Arcana), Knowledge (Engineering), Perception, Survival, Intimidate

    Recommended Roles:
    ⯎ Alucinor: Face, Tank, Support, Minion Master
    ⯎ Memoria: Skill Monkey, Toolbox, Library, Blaster
    ⯎ Oculus: Control, DPR, Toolbox, Caster, Scout

    ⯎ Recommended Items (Packages may only be purchased once)
    ⯌ Alucinor: Many spirits require certain rituals to command, while others torment from a distance and are difficult to find. A prepared Alucinor carries tools with him to assist in restoring balance to the spiritual world and protect his own soul. - Quicksilver barometer, Quicksilver (10 doses), salt (10 doses), Dew of Lunary (5 doses), Myrrh (10 doses), Silver dust (10 doses), obals (12 uses), powder bag (1/2lbs), prismatic crystal, repellant salts (12 doses), ritual bell, Spirit compass, Spirit trumpet, Storm glass, Thurible, Celestial censer, incense (10 sticks), smokestick (x5), Sparkle smoke (x2), Wind chime, Blain bane (hot, cold) (x4 ea), steel mirror (x2), flint & steel, candles (x10), Slow-heart concoction (x3 doses), Quieting needles (x2), Lethe water (x2 doses), Nightsage (x4 doses), Iron spike, cold iron (x4), Elysian Bronze dagger, Horacalcum dagger --- (Alucinor Package: 300gp)

    ⯌ Memoria: The host of the Memoria is often found in strange and dangerous places, not all of which belonging to her native plane. A prepared Memoria carries the tools needed to overcome the challenges of the ancestors and the various dangers of long forgotten dungeons from beyond this world. When not being spirited away to strange realms, patching up her friends and nullifying toxins and poisons is her forte. - Stationary, inkpen, ink (black) 10-ft pole, hemp rope, Zipstick, silk rope, sunrod, tindertwig, pitons, iron spikes, crowbar, shovel, hammer, saw, portable ram, portable ladder, Elemental proofing, Phosphorescent gel, drill, alchemist’s glue, rusting powder, pints of oil, pellet grenade, compressed air, waterproof lantern, Soft Grenade, underwater compass, MWK snorkel, Antidote kit, Wire saw (adamantine), Vivifying moxibustion needles, Surgeon's tools, healer's kit, steel mirror, shortbow, grapple arrow, adamantine arrow, second story harness, fireproof boots, water purification sponge, underwater goggles, firewood, tent (medium), bedroll, table, chest (lock: good), Scent salts, Air crystals, Gravity Grenade, Flashlight, Ion tape (pink), Ion tape (black), Ion tape (red), food, good (x10), waterskin (x8), bloodblock, troll septic, Heathensnuff, Healy Myrrh, Sun cream, wand of lesser restoration (4 charges), Bodybalm, smelling salts, sun cinder, Antiplague, Applecheek, Blood-clotter salve, Antitoxin, Bloodgorge, Distilled terrap sap, Salt tablets (10), Phantom ash, Troll oil, Vermin repellent, Vapors of easy breath, Twitch tonic --- (Memoria Package: 300gp)

    ⯌ Oculus: Notoriously treacherous, the Oculus carried the tools to cheat, murder or lie his way to victory and defend his sworn allies. Using magic to discern the honesty of the company he kept while withholding his own devious plans had been the only way to keep pace with the Alucinor. Stealth, magic, traps and guile were his weapons and when that didn't work, there was always poison or brute force. Despite his means, he wasn't proud of them and that was one secret he aimed to keep away from the Memoria - Arrow (pheromone), Arrow (lodestone), Arrow (slow burn), Arrow (splintercloud), Arrow (tangleshot), Blunt arrows (20), Smoke arrow, Siccitite arrow (fire), Thistle arrow, potion of Abadar's Truthtelling, potion of cure light wounds, potion of Discern Lies, potion of Keep Watch, potion of True Seeing, potion of invisibility, Opal of Sequester Thoughts (1 charge), potion of Blend with Surroundings, oil of Forced Quiet (3 doses), wand of Insect Scouts (2 charges), wand of Insect Spies (2 charges), potion of Shield of Darkness, wand of Respectful Quiet, Potion of fireball (marked as Cure Light Wounds), oil of Tracking Mark (4 doses), oil of Blessing of the Mole, potion of Forest Friend, potion of Muffle Sound, potion of Overlook, trailrations (3 days), waterskin x3, Serrated caltrops x10, Hollow Caltrops (x10), Perfect ice, Bear traps, adamantine bullet (x4), Oil flask, shovel, cold iron dagger, spring wrist sheath, pocket scarf, Dahak's fire, black powder (30 doses), flash powder (5 doses), shortbow, pistol, Stagnant fog sack, Tangleburn bag, Tar bomb, lighter, chain, 10ft, adamantine chain, poisoned wineskin (whisperwound), poisoned apple (hemlock), bladeboot, Handy Haversack --- (Oculus Package: 300gp)




    ⯎ Death & Healing: PCs cannot be permanently slain while within The Black Book, however the effects of healing on them is weakened and limited to an extreme degree. PC's that would be slain will return, though incur serious debilitating wounds. These wounds can be healed but will not persist outside of the book (Refer to Section 15 for more on Healing & Wounds)

    ⯎ Companions: It is not recommended to bring any cohort, mount, animal companion or best friend. They will absolutely and most certainly be killed right next to the other NPC friends fighting at your side. You will have a great deal of allies who will support you, and combat will primarily be handled by them. However, most will not survive, and unlike you they are not immune to death.

    ⯎ Age: Each character regardless of race possesses a physical age between 8 - 13. The mechanical penalties and benefits of being a child are applied to the character. It is important to note that the character's physical age is unrelated to their actual age. Each PC has been trapped within the enchanted village of Swallowfeld for a minimum of two years, surviving and competing in the Pale Lady's cruel death-games. Those within the village no longer physically age, nor can they perish from old age. Thus characters can be of any age, even ages exceeding the typical lifetime of their own race. Each child who had been captured were forced to mentally mature and harden themselves to survive in the terrible contests which were spontaneously sprung upon them. Those who gave into madness and despair or gave the Pale Sisters any reason to deem a child 'defective', were never seen again.

    ⯎ Bonus Feats: Each character receives 3 bonus feats upon creation

    ⯎ Traits: Characters begin with 2 traits and may take a drawback for an additional feat or trait, however regional traits restricted.

    ⯎ Arcane Aptitude: Each Character possesses Arcane Aptitude, an innate understanding of the mystical forces of the universe. The aptitude of the character is equal to their Focus Points, a pool of energy required to perform their special abilities or cast special magic. Learning some spells or abilities requires a minimum Arcane Aptitude. Focus Points are replenished once a day after receiving the benefits of 8 hours of sleep. The absolute highest value an average person can possess is an aptitude of 23, thus most prerequisites will fall below this value. Arcane Aptitude is determined by the following (INT + WIS + CHA Modifiers + 3d6)

    ⯎ Class Ability: Characters may select a class ability from any class at 1st, 3rd and 5th level. The class ability which they choose must be of the appropriate level or lower and not possess any resource pool or requirement which they do not possess (eg: You cannot take a 'Ninja Trick' without a 'Ki Pool') As long as the pool or requirement is identical, it need not come from the same class. However, related pools such as Grit and Panache do not meet requirements for one another in this manner. Additionally, possessing a requirement from cross class sources does not incur identical benefits (eg: Possessing a Ki Pool from Monk to use Ninja Tricks does not grant the benefits of a Ninja's Ki Pool)

    Players may request 3pp class abilities but must submit the source for approval. The following swaps intended for Trap Finding may also be taken individually as class abilities.

    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.



    Core Archetypes

    Spoiler: Oculus
    Show



    Oculus: The Ascendant Eye


    Boon: Backstabber: Deals an additional 1d6 points of damage when attacking a flatfooted or unarmed creature


    - Sense Magic:
    The following spells are active for the Oculus at all times, he may activate or dismiss any of these effects as a standard action:
    [Detect Magic] [Detect Arcane Sign]

    - Arcane Mastery:
    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. Identified spells are added to the Oculus's spell list and may be cast with spell slots or a number of focus points equal to the spell's level. The Oculus does not need to have spell slots of the spell's level to cast magic with this method. Signs cannot be gained with this ability.

    - 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:
    [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]

    - Determine Fate:
    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, the second he becomes exhausted for 1d6 minutes, upon the third he falls unconscious for 1d8 minutes)

    [Salvation] 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] 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] The Oculus targets one creature. Target creature takes 1d6 points of a random damage type 1d8 times as an unexplainable accident befalls them. Other unexplained beneficial or detrimental effects may also result for creatures in or around the area, including the Oculus (5 focus points)

    (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: Memoria
    Show


    Memoria: The Ineffable Secret


    Boon: (Empty Sign: As a standard action the Memoria can create a dark void which opens into a nondimensional space capable of holding 1,500 pounds of material. Additionally the Memoria can pluck out a piece of the darkness within and cast it at a target, this effect functions identically to a Bag of Shadow Clouds. This void persists until dismissed, a free action.)


    - Pact of Silence
    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 he honor the oath, in respect of this sacred bond many of his selves had cut out their own tongues in life or uttered not a word.

    [When the Memoria uses one of his abilities he becomes mute for a number of hours as determined by the secret he activates. The Memoria cannot use another secret while he is mute unless she spends two-times the cost in hours as focus points. Sharing information gained from his previous lives extends the duration of his silence by 3 hours]

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

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

    [Secret of Maddening Knowledge]
    There are some things that the Memoria of a certain life simply should not know, least they destroy his mind and sense of self. The Memoria may choose to forcefully merge his consciousness with his spiritual collective as a full round action. The violent experience of being torn back into the world and the singular identity deals 1d4 points of wisdom damage but grant him a +20 circumstance bonus to his next knowledge check. This ability persists for 6 hours, or until used. (Cost: 2 - 6 hours)


    - The Ineffable Rites
    The Memoria possesses an array of strange powers fueled by the various oaths between his present self and the countless spirits of his lives throughout all time. He himself was simply a state of singular consciousness, but he was not the present, nor the past, he 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.

    [Secret of Names] 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] Gain 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] Gain a +6 circumstance bonus to Wisdom, Intelligence, or Charisma for 1 hour. The Memoria becomes fatigued 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, his gift runs far deeper than simple knowledge, and the power has not left him 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 far beyond that which is wielded by 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)


    Spoiler: Alucinor
    Show


    Alucinor: The Three Visions


    Boon: (Haunted: 50% chance attacks made by the Alucinor with a manufactured weapon fails & may be damaged. Ranged attacks have a 25% chance to miss the Alucinor.)


    - Constant Detect Haunts
    - Constant Detect Mindscape
    - Detect Psychic Significance at will
    - Contact Entity (The Thousand): This functions as Contact Entity V, but only calls forth creatures part of the Thousand (4 focus points)
    - Friend of Spirits: Spirits, haunts and other incorporeal undead begin with an attitude of Friendly towards you, but not your allies - constant

    - Commune With Past:
    Summon a Praeter, a spirit of past fates. These fickle spirits can be asked questions of the past, but demand fair compensation. Developing a positive relationship with a Praeter is possible once the spirit is known by name. Knowing a spirit's name allows it to be summoned directly. These spirits are protective, suspicious and cunning, with personalities and personas as unique as the people of the world. The Alucinor & Praeters of legend called forth the souls of guardians known as the Aegisir in the fairytales of the spirits.

    - Commune With Future:
    Summons a Relicuum, a spirit of fates foretold. These spirits are spiteful, jealous and bitter, hoarding secrets like a man might hoard his wealth. Each spirit is bound in some fashion to the fate which was foretold to pass, these spirits fervently protect the secrets of this fate's existence least they weaken or destroy their own being. The Relicuum whisper secrets of destinies bound to rival spirits they wish to harm or cripple. Each spirit fights and vies for the attention of the Alucinor, attempt to further their own agenda. However unlike with Praeters, each Relicuum leaves a mark known as their 'Brand', intended to damage relationships and ruin the meticulous planning of their rivals. Relicuums are always aware of the Brands of others, and attempt to leave as many as possible to assert their dominance over their peers. Each Relicuum works towards seeing their bound fate fulfilled to empower themselves and stand above their kin in a vicious divine game of destiny. Unlike other spirits, Relicuum will resort to any acmeans to placate the Alucinor and earn favor to deny its rivals. Some Alucinor's in the past have made the mistake of allying themselves with only a single Relicuum, however the vengeful rival spirits instead turned to attack himself in turn. Relicuum and Praeter are never rivals, but rarely ever come into agreement. Relicuum are rarely honest, lie effortlessly and will twist truth or mislead with practiced skill. These spirits often meddle in the Alucinor's life regardless if they are called upon or not, often at critical times in his life to prey upon his weakness. While these spirits are not inherently evil, they are far from good. Regardless of their words or actions, they never place any value in the Alucinor's personal well being or belief's, only in his dependence upon them. Truly befriending a Relicuum is a very rare occasion defined by mutual understanding and respect for the game they played with one another; only a handful of Alucinor's with a past buried in the streets and a roguish history have ever managed to earn the honest respect of these spirits. In legend those that have earned the right to summon forth the god-killing souls often used against the

    - Gain DR10/- against spirits, but suffer a -2 penalty to will saves[/FONT][/SIZE]



    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    Human or (Half-Elf, Halfling, Half-Orc) or (Drow, Elf) or (Aasimar, Tiefling)
    ⯎ Any number of Human PCs. Other racial groups identified above limited to 1 PC per group
    ⯌(Aasimar, Tiefling) Group taken


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

    - 3 Sets of 4d6b3 or if you hate your rolls you can grab a 25pb
    Don't use a 3rd Party Dice Roller. Regardless of your results, these rolls will not be counted.

    HP is max first level. Subsequent HP is rolled, if below half take average rounded up (ie: 1d10 = 5.5)

    Feel free to sink stats, but RP accordingly without being a nuisance. The vast majority of the PC's mechanical focus will be on out of combat activities, or using some flavor of magic to support your allies in combat from the rear. 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. Most creatures and beasties you will face will play into their fairytale role and be strange and terrifying, but rarely resolve attacks directly against AC. Instead favoring unusual skills or abilities to further fuel the constant narrative dialogue; an example of this might be an attack which forces an acrobatics check to dodge and a fort on failure for partial damage. Armor may provide some additional benefits against some abilities to balance the lack of iterative attacks. Combat will be more flavorful in that not all encounters will be straight slugfests, nor will an enemy always be trying to kill you. With that in mind, sink stats at your own discretion.


    10. Does your game use alignment? What are your restrictions, if so?
    Yes, alignment is being used, but players should understand that no PC is 'good' initially. Furthermore your alignment is not something set in stone, it is fluid. It likely has changed for most of the children during their time in Swallowfeld, and it will change again. Each PC should be able to develop as a character as they learn just who and what they want to be now that they are free.

    The torment and pain which awaits them may drive them further into the dark, or perhaps they may overcome it. But regardless, it will never end and they can never be free from the nightmarish cycle without one another.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Nope. (refer to #7)

    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 a post IC, or in the OOC, and you can post however you'd like in the OOC. You've been warned!
    Last edited by Mornings; 2017-10-12 at 01:05 PM.

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