Black Tom's Strange Aeons

Game Master Black Tom

The nightmare never ends.

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.

I know I will regret this, but I just have to DM this AP, and because of the nature of the first adventure, I think it can stand alone quite well, regardless of how it goes on.

So, I'm looking for five characters. As always, I invite you to look at my older game threads to see if you think you'd appreciate my DMing style, which is rather crude and old school. You're more than welcome to role-play among yourselves but I'm not very good at it. What I am better at is keeping the action running and remaining reasonably civil.

As I said, I'm looking for five characters, and I will reserve three spots for anyone that has gamed with me in the past and liked it, since that tends to reduce the risk of the game falling apart at an early stage. Other than that I will give priority to the first comers, that is, the first characters posted with some degree of detail. Apart from that I intend to be entirely arbitrary in my choices (but I'm looking for a balanced and resilient party).

All Paizo material will in principle be acceptable but I reserve the right to say yes or no on a case-by-case basis. I also prefer old-fashioned, simple characters before weird races and archetypes. I think the AP works very well with traditional adventurers and would recommend you to lean that way, unless you have a really good concept.

20 point buy, two traits, one of which should be from the Player's Guide, and use the Background option for skills. You can go for average starting gold or roll - if I can't trust you to roll, the game isn't going to work anyway.

I intend to keep the recruitment open for a week but I may close it early if I find five characters appealing and think that all my old friends have had time to see this thread. I apologize in advance for all the disappointment that I will cause, but I hope that five of you and myself are going to have a nice and gory game.

Point buy?

20, sorry. Edited above.

Pathfinder Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Is it a 1:1 point buy or scaling link PFS?

The one in the Core Rulebook. Didn't know there was another point buy.

Dotting for interest. Thinking about an Investigator, probably either Psychic Detective, or the old stand-by Empiricist..

Dotting for interest. I think I'll try to build a human occultist.

Quick Question: What sort of posting frequency is expected from players?

Okay, here is a write-up for Spugnoir, hunchbacked alchemist

The Bells! The bells! Esmeralda!:

Full Name : Spugnoir

Race: 1/2 orc

Classes/Levels Alchemist 1(Vissectionist) (HP favored)

Gender M

Size M

Age : 25

Special Abilities :

Alignment: NG

Deity :

Location :Ustaluv

Languages :Common,Orc,Abyssal,Draconic,Giant

Occupation : ALchemist/Healer

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Alchemist
Hit Points: 11
Spd: 30
Init: +6
AC: 14 ( 2 armor shield)/Touch 12/FF 12)
BAB: +0
Saves: Fort +4 Ref +4 Will +0
Morning Star +2 1d8+3
Light Crossbow +2 1d8

Craft-Alchemy (1+3+3+1)8,
Perception (1+3)4,
Heal (1+3)4,
Disable Device(1+2+3)6,
Use Magic Device (1+3)4,
Climb (1+2)3

Background Skills
Know-History (1+3) 4
Profession-Servant (1) 1

Feats: Brew Potion(Class),Throw Anything(+1 to hit with thrown splash weapons, Add intelligence bonus to damage),Improved Initiative
Traits: Pugnacious(+1 attacks rolls when threatened by 2 or more foes, Increase reach by 5' 1 round/ or increase weapon damage 1 step for 1 round,Anatomist(+1 confirm critical hits),
Special Abilities: Dark Vision 60 Ft,+2 Intimidation,Orc Ferocity,Proficient with greataxes and falchions,Sneak attack +1d6,Mutagen (+2 Nat AC, +4 one stat, -2 to relevant stat)
Extracts per day: 2/
Extracts Known: Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul
Leather armor (10)
Morning Star (8)
Light Crossbow (35)
20 Bolts (2)
Alchemist Kit (40)
Alchemy Crafting Kit
Belt pouch
Iron Pot
Mess Kit
Torches (10)
Trail Rations (5)
53 gp

Description:Sugnoir is a bent and ugly half-breed, his lank hair is tied in a crude braid and his back bends from an awkward hump. His skin is grey-ish and his eyes don't seem to
really line up correctly. Only his hands don't seem overly strange, the nimble but strong digits making sure everything is clean and tidy

Memory:Spunoir remembers being in a basket, alone, and being found and servitude. Learning and then nothing.

Expanded: Born to a poor camp follower, Spugnoir was abandoned at an orphanage and taken in by a scholar who had need of a manservant. To make him more useful, Spugnoir was taught alchemy and to assist in the lab. Then something happened an accident? An attack?

Expected posting frequency is one post a day on weekdays. More is appreciated but not required. Conversely that is what I commit too, even if I may post more if I get the opportunity.

I'd Like to submit Ulfric Bjarnasson, Oath Bound Paladin with an Oath against Corruption

EDIT - Just to clarify, do you intend to run the whole AP or just the first book? Just wondering due to your first sentence

Dotting for interest here.

I've got this character submitted to GM Grey's game as well, but final selections for that should be made within a day or two and, if I don't get into it, I'm going to toss Jayson's hat into this ring.

He's built as a Scimitar-Wielding Dex-based Warpriest of Sarenrae with intentions of taking Dervish Dance at level three; not optimal, maybe, but I think it'll be an interesting build.

I do want to ask: the campaign trait I would take is "True Devotion", which gives the user an additional use of a domain spell or inquisition power per day. Since the Warpriest's "x per day" thing is the Blessing, if I'm selected, would you allow me an additional use per day of Blessing?


Pathfinder Pathfinder Accessories, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ok, I'll throw my hat in the ring with Julius "Piglet" Armistead, a Goblin Kineticist who was raised in a "longshank" orphanage. Kineticist Gold: 1d6 ⇒ 4 x10 = 40 gp. I'll have him done tonight.

Silver Crusade

I'm submitting Rogar, dwarf brawler. He is here to punch things in the face. Evil cultist? Punch it in the face. Gibbering, meeping ghoul? Punch it in the face. Madness-inducing horror from beyond reality? Punch it in the, um, just punch it wherever I guess.


Dwarf brawler 1 (Pathfinder RPG Advanced Class Guide 23)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d10+4)
Fort +5 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +3, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
Speed 20 ft.
Melee unarmed strike +4 (1d6+3)
Special Attacks hatred, martial flexibility 4/day
Str 16, Dex 13, Con 17, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Combat Expertise, Improved Unarmed Strike
Traits iron liver
Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Intimidate +3, Perception +5 (+7 to notice unusual stonework), Sense Motive +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ brawler's cunning, martial training
Other Gear chain shirt, 10 gp
Special Abilities
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Gear pending cash roll: 3d6 ⇒ (4, 1, 6) = 11 x 10
Still deciding campaign trait

Interested. Do you mind if I stack Kensai with Mindblade? Technically not legal, but it's a concept I've been interested in for a while now.

Very interested. I am looking to submit a half-orc hunter (no archetype).

I'll submit a character for this. A human wizard, of Ulfen decent. This is the alias I would use. Stat-block is up. I'll put together a character description. Don't recall what my background was...

Pathfinder Adventure Path, Rulebook Subscriber

Working on a submission but won't get finished until tomorrow morning.

The character is an illusionist wizard who will eventually make heavy use of shadow illusion spells.

I would like to offer Epheril the collector, half elf occultist.

I hope to run the entire AP if it doesn't disappoint me.

No mindblade/kensai, sorry.

I'd say the warpriest's minor blessing would count as a domain power.

Professor Cathryn Hrrr
Race: Catfolk (curiosity alternate racial trait)
Class: Bard
Stats: 8/10/10/18/10/16
HP: 8
Traits: Methodical Mind (dungeoneering, religion*, arcana); Scholar of the Great Beyond.
Feat: Skill Focus(knowledge-dungeenering)
Skills: (each knowledge skill, one point)
Role: Knowledge monkey. General know-it-all, provides secondary healing and party buffs.

What she thinks she knows
Professor Cathryn was an academic. She is pretty sure of that. Her fingers are ink stained and she certainly knows a lot of things. That means she was probably important. But nobody here seems to realize that.

She is, as fits the nature of many cat folk, exceedingly curious. About virtually everything.
Cathryn is a careful thinker in general, but values knowledge for the sake of knowledge, and sometimes doesn't think through the implications of what gaining knowledge might mean.

Possible Background:
While unclear, is seems likely that Cathryn became curious about things that are a too obscure for even an iron minded person to grap. Her quest for knowledge, most especially knowledge about the creatures from beyond our own reality may have unhinged her resulting in her admittance to the asylum.

Hey there BT =^^=
I want to submit the same character i have in the running in another recruitment, if that is okay?

Sylph Wizard. Abjuration Specialist. Going to go for Riftwarden PrC.
Idea behind her. She is part of interdimensional police force. Patrolling the inbetween planes against unwanted incursions and teleporting. How she ended up here, well. Who knows. Its part of the story right? =^^=

Pathfinder Adventure Path, Rulebook Subscriber

Exactly how much of the backstory do you want us to fill in? I know we don't remember much at first so I'm unsure just how to handle this portion.

Actually you could leave the backstory blank or sketchy since you won't remember it anyway. I think it will work rather well to retcon it when you get to the point where you recover your memories. Some pointers as to personality would be useful but that's about it.

Also I think it would be fair say that I will favor the core races. If you want to submit the same character to other recruitments that's okay, but please let me know if you are accepted elsewhere.

Dark Archive

Construction in process.

Somia is clearly built and trained to fight, and takes perhaps a little too much pleasure in sinking a blade into an opponent. She doesn't know anything else about herself. Is she a criminal, a bounty hunter or a hired blade? Perhaps she'll find out, oddly she doesn't feel like she much cares if she does - perhaps a fresh start is better than proving to be a bad person?

Alignment is neutral, but will be tending towards good - or at least loyal to those she's working with.

Somia stands about 6' tall, her hair is in a long plait, but shaved at the sides. She likely has a tattoo that marks her as a member of a cult/order, but she doesn't know what it means - but feels she should keep it hidden.

Mechanics-wise just trying to tie down the feats, going to be going with Ranger Combat style 2weapon Fighting, may just take initial feats in Power Attack and Cleave at this point. Not doing anything particularly complex mechanics-wise.

I may offer a character if it doesn't make it into Grey's game although I suspect it'll be a bit out there for you GM. Android Fighter... :)

I will let you know if chosen :)

Pathfinder Adventure Path, Rulebook Subscriber

Very good then, thanks for the answer. I've more or less finished now, I left most of her backstory out, only filling in the most important things to her first. I also divided them into a what she remembers and what those are connected to as separate things. I plan to eventually take the wasp familiar feat and likely school familiar one as well and don't plan to multi-class at this time.

Without further ado I present Khata, the shadowcaster illusionist:


female human wizard (shadowcaster) 1
CN medium humanoid (human)
Init +2; Senses Perception +1

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2

Speed 30 ft.
Melee dagger -1 (1d4-1 19-20/x2)
Ranged +2 (varies)
Special Attacks ability 1 (uses per),
Spells (CL 1; concentration +5):
1st—mage armor, magic missile, silent image (dc 15), shadow trap (dc 15) (ss)
0 (at will)—read magic, detect magic, acid splash
Shadow Spells: secluded grimoire

Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1;CMD 11
Feats WP: simple; racial heritage (gnome) (1st), effortless trickery, scribe scroll (wbf)
Traits sacred courtesan,
diplomacy +6=+2+1+0+3
knowledge (arcana) +9=+4+1+3+1
knowledge (planes) +9=+4+1+3+1
knowledge (religion) +9=+4+1+3+1
linguistics (bs) +8=+4+1+3
perception +1=+0+1+0
profession (courtesan) +4=+0+1+3
spellcraft +8=+4+1+3
use magic device +3=+2+1+0
Languages common, draconic, osirian, gnome, elven, shadowtongue
Combat Gear dagger; Other Gear gear 1
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin., 48 gp
Special Abilities

Arcane School: Illusion (shadow) Opp: necromancy and abjuration
Extended Illusion (Su):[/b] Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
[i]Binding Darkness (Sp):
As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Effortless Trickery You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Methodical Mind Choose three Knowledge skills (arcane, religion, planes). You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill (planes). When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules.
Racial Heritage Choose another humanoid race (gnome). You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
Sacred Courtesan You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (diplomacy) is always a class skill for you.
Shadow Spells At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.
This ability replaces arcane bond.

Pgs: 31/100
0-lvl: acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, jolt, mage hand, mending, message, open/close, root, arcane mark, prestidigitate
1-lvl: silent image, mage armor, magic missile, secluded grimoire, celestial healing, shadow trap, vanish

Khata is a twenty year old human woman of mixed Osirian and Ustalav decent. She has long, straight black hair that reaches her just below her backside and a curvy figure. Her eyes are a pale blue and her skin is fairly pale from a combination of her mother’s paler complexion and a life spent largely indoors studying. Khata is also much shorter than the average human standing only around four foot eight, this comes largely from her great grandmother on her mother’s side who is a gnome.

Khata prefers more ornate, and rather revealing, clothing in black and gold and has been known to wear a thin body stocking beneath her garments. She has a dagger that she wears but never uses and can often been found with a book in her hand whether it be a spell book or a text that she’s studying.

Khata is a woman who’s world revolves around illusions. She is an accomplished illusionist who studies shadow magic heavily even though she isn’t able to use much just yet. She is very sociable and often sensual preferring diplomacy or misdirection as opposed to outright confrontation. She’s loyal to her friends and makes a superb confidant easily teasing out information when she desires to. She is very close to her great grandmother, and though she doesn’t remember the woman at the moment, she knows she’s forgetting someone very important and influential in her life.

What is remembered:
Khata doesn’t remember much about her past, it’s strange to a woman with a mind such as hers since so much general knowledge is still there but who she is, where she came from, those things are gone. She remembers only her name and her facility with illusions, demonstrating a superb control of them able to easily maintain concentration on an illusion and still be able to cast spells, a feat most humans can’t manage. She also remembers serving in a temple of some kind, the enjoyment of physical pleasures, and the joys of revenge. What all of this means is unknown to her but they are very strong.

What isn’t remembered:
The missing pieces of Khata’s life are many but the ones connecting to what she knows is missing are the following:
1.) She doesn’t recall that her Great Grandma Mejet is a gnome illusionist of great power who married a human man from Ustalav and with magical aid was able to bear him children. While the gnomish nature has largely bred out each generation the facility with illusions was inherited by Khata and Mejet taught her how to use that talent to maintain illusions as some gnome illusionists, like herself, could.
2.) Khata served in a Calistrian temple as a sacred courtesan for a few years becoming a devout worhsiper and entering the priesthood as well despite being a wizard.
3.) When at the temple Khata became a talented courtesan and learned to use both her natural charms, and her illusions to please visitors and to help get revenge on those who wronged her.

Throwing my hat into this ring as well. Hope it's okay to double submit as mentioned above.

Here's Peyton, a Half Elf Psychic Detective (Investigator Archetype). She doesn't remember her first name. There's something in her past that was traumatic and it left her disillusioned but also with a compulsive need to know things. The amnesia is particularly disconcerting because of this. She's Neutral leaning to Neutral Good and is a good sneak, skill monkey, bookworm. Should be alright in combat and support too with psychic spells.

Let me know what you think. I swapped out the Half-Elf Multitalented for Blended Sights. Let me know if that's ok and thanks for the consideration.

I didn't put in much of a backstory at all because of the amnesia thing. I was thinking of maybe making her a half-drow for extra occulty flavour and justify the Blended Sights a bit more.

In any case my idea for her is that before whatever mysterious events happened that caused the amnesia she was a straight ahead investigator, maybe a Sleuth. She worked as an investigator for hire in Absalom and was pretty swashbuckly. She awoke in the asylum with a much more dour and hardbitten outlook in life, mysterious psychic powers, and a compulsive need to find out what happened.

Of course she doesn't know that she didn't used to have these powers but they niggle at her with their unfamiliarity.

Feedback welcome of course :)

Edit: Used average starting gold for investigator.

Peyton Female Half-Elf Psychic Detective:

N medium humanoid
Init +1 (1 dex)
Perception +1+1+3+2=+7 (1 rank, 1 wis, 3 class, 2 race)

STR: 15 DEX: 12 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 12 CHA: 10

AC 13 (10 + 2 armor +1 dex )
T 11 (13 - 2 armor)
FF 12 (13 - 1 dex )
hp 10 ( 8 + 1x1 (con) + 1x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 3 (2 base +1 dex)
Will 6 (2 base + 1 wis +3 feat) Special: +2 racial against enchantment spells and effects, +2 trait against emotion and fear
CMD 12 (10 + 2 Str + 0 BAB)

Special: Racial immunity to magic sleep effects

Speed 20 ft
Melee Longspear 2 (2 str + 0 BAB) (1d8/x3) 1d20+2;1d8+2
Range Alchemsit Fire 1 (1 dex + 0 BAB) (1d6/x2) 1d20+1;1d6
Space 5 Reach 5
CMB 2 (2 STR +0 BAB)

Methodical: Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).
Knowledges picked: Arcana, Dungeoneeering, and Planes. Arcana has Research Skill Focus

Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.


First: Iron Will
Race: Skill Focus (Stealth)

6 per level + 3 Int bonus + 2 background
Class Skills are

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Note: Acrobatics, Climb, and Perform removed due to Archetype.

Adventuring Skills

Acrobatics +1=+1 (1 dex)
Bluff +0
Climb +2=+2 (2 str)
Diplomacy +0
Disable Device +1+1+3=+5(1 rank, 1 dex, 3 class)
Disguise +0
Escape Artist +1=+1 (1 dex)
Fly +1=+1 (1 dex)
Heal +1=+1 (1 Heal)
Intimidate +0
Knowledge (arcana) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait) special: +3 additional when researching in library
Knowledge (dungeoneering) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait)
Knowledge (local)
Knowledge (nature)
Knowledge (planes) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait)
Knowledge (religion)
Perception +1+1+3+2=+7 (1 rank, 1 wis, 3 class, 2 race)
Ride +1=+1 (1 dex)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+7 (1 rank, 3 int, 3 class)
Stealth +1+1+3+3=+8(1 rank, 1 dex, 3 class, 3 skill focus)
Use Magic Device +1+3=+4 (1 rank, 3 class)

Background Skills

Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility) +1+3+3=+7 (1 rank, 3 int, 3 class)
Sleight of Hand
GEAR: Hide

Ranger's Kit 9 gp
Mapmaker's kit 10gp
Compass 10gp
Thieve's tools 30 gp
Caltrops 1 gp
Leather Armor 10 gp
Adventurer's outfit (free)

Longspear 5 gp
Alchemist fire 20 gp

10 GP leftover
Special Abilities: Hide

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Blended View: Half-elves can take this trait in place of multitalented. Source PPC:BoS


Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.

The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spell Casting:

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.

She can cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.

The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

Spells: Hide

Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
Spell Slots per Day
1st: 1+1= 2 (1 level, 1 int bonus)

Knacks (DC 13)
Telekenetic Projectile
Grave Words
Mage Hand
Detect psychic significance

Level 1 (DC 14)
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.

Color Spray
Mind Thrust

Dotting. Read through the Player's Guide this morning. Looks super fun!

GP: 2d6 ⇒ (6, 3) = 9 x 10

Female sylph wizard 1 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 2 258)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +3
Defensive Abilities resistance; Resist electricity 5, sonic 5
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks disruption
Wizard Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 15), mage armor, shield (2)
. . 0 (at will)—daze (DC 14), detect magic, mage hand
Str 10, Dex 16, Con 11, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Spell Focus (abjuration)
Traits magical knack
Skills Appraise +8, Craft (gemcutting) +6, Fly +7, Knowledge (arcana) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Spellcraft +8, Stealth +7; Racial Modifiers +4 Stealth
Languages Abyssal, Aquan, Auran, Common, Draconic, Ignan, Terran
SQ arcane bond (ring), breeze-kissed
Combat Gear potion of cure light wounds; Other Gear dagger, quarterstaff, - arcane bond ring -, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 15 gp, 9 sp
Special Abilities
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruption (1 round, 7/day) (Su) After melee touch attack, target must make a concentration check (DC 15 + 2 x spell level) to cast a spell or use a spell-like ability.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Envy (Counterspell) Associated School: Abjuration
Resistance 5 (Electricity) (Ex) When choosing spells, gain Electricity resistance 5 until next day.
Spell Focus (Abjuration) Spells from one school of magic have +1 to their save DC.

Only thing missing is campaign trait... since herolab for some reason doesnt have this AP on yet:
Methodical Mind
Planes [Focus]

Here's my stab at a human water Kineticist (Chiurgeon).

He's got a little blasting, healing, and is working into condition removal.
Starting gold: 1d6 ⇒ 6x10=60 gp

Money Money: 2d6 ⇒ (3, 3) = 6x10=60

Half-Elf Psychic with the Faith powers.

She was a talented mortician, but in later years went into serious study of an unknown subject for an even less remembered reason. Whatever it was, it was the last thing she did before winding up in the asylum. She doesn't know how long it has been or why she is even there.

Here is my submission for this game... Still have to update skills and such, but otherwise done with most of it.

Hello GM.

I also have this character in GM Grey's recruitment for this AP. I have come to really like him, so I would like to apply here, if I am not chosen for the other (which should be soon)?

Thank you.

I would like to submit Milton McMurray for this campaign.

Wow, a lot of people applying with wizards for this one. (Myself included.)

Nikolaus de'Shade wrote:
I may offer a character if it doesn't make it into Grey's game although I suspect it'll be a bit out there for you GM. Android Fighter... :)

Ditto... (Although not so far out there, human vigilante/Warlock)

Heh. They made it in. I didnt =^^=
So im in this recruitment now BT =^^=

Hello, I'd like to submit Valero Nermal de Eamon-Germonique, a Lepidstadt Investigator, for consideration.


The de Eamon-Germonique family got off lightly, as far as nobles during the Andoran People’s Revolt went. The family of provincial barons ruled two hamlets outside of Sauerton, Eamon & Germanique, well and quietly, so when the revolution came they were simply removed from power. They were permitted by the new republic to keep their extensive vineyards (after being heavily “taxed”), which produced a higher quality version of the normally cheap and tasteless Sauerton Red.

Never feeling comfortable in the new republic, which had thrown away not only their own feudal rights, but disregarded their years of benevolent rulership, the de Eamon-Germoniques nevertheless eschewed the underhanded scheming of other nobles trying to restore their power. Combined with their rural location, the family withdrew from all but local politics. They remained a significant employer near their old holdings of Eamon & Germonique hamlets, but otherwise kept to themselves.

The first de Eamon-Germonique born under Common Rule, Stellazzio chafed under the stories of his family’s former greatness, denied to them now for ideological reasons. Though he was to be the inheritor of the family estate and vineyard, in his youth he left home against his parent’s wishes for Absalom. He eventually joined the Pathfinder Society, and after a few successful expeditions he returned home with a fortune to significantly add to the de Eamon-Germonique’s modest country noble finances. He also brought back a mysterious wife, Zoza-Madelina Fieri, who claimed to be an exiled Galtan noblewoman. Though his parents were initially furious, checks with genealogical societies in Gralton confirmed Zoza’s story, though she had no other living relatives. Her command of plant life, which greatly helped with grape production, also helped endear her to the older generation of de Eamon-Germoniques.

Stellazzio and Zoza, both only children, were delighted when they produced identical triplets on their first try. Stellazzio the Younger, the oldest by five minutes, inherited his mother’s sorcerous magic, his father’s name, and eventually will inherit the de Eamon-Germonique vineyard and country house. Unlike his parents and younger siblings, Stellazzio the Younger was a homebody and was actively interested in running the vineyard, which the de Eamon-Germoniques tended to leave to a hired expert vinter. Zoza was actively involved in attempting to find the now 22-year-old a wife, with a strong preference for a sorceress like herself.

The next two boys were born less than 30 seconds apart. Valero (named after a quasi-legendary de Eamon-Germonique forerunner who was said to have been a bannerman for Aspex Eventongue) and Mantuo (named after a deceased Pathfinder companion of his parents) inherited their father’s desire to live a grand life like that of the nobles of old.

Valero, a voracious reader, devoured every genealogy book he could find, especially with information about his own family. As a teenager he also became acquainted with the genre of the mystery novel, and he was immediately entranced with the character archetype of the gentleman detective. Mantuo possessed a more martial character, frequently getting into fights as a child over small matters of honor- though only very rarely his own. He would frequently leap to the defense of others at even the slightest hint of an insult. Mantuo was fascinated with members of the de Eamon-Germoniques who had joined knightly orders, and as a young teen expressed a desire to join the Knights of Ozem in Lastwall.

Finally, no discussion of the de Eamon-Germonique family would be complete without mentioning their master vinter and sommelier, Hogs Puddinfoot. Hogs is just about considered a full member of the family, and all three of the de Eamon-Germonique children regard him as a step-grandfather. He is especially close with Stellazzio the Younger. Thanks to Hogs’s expert guidance, the family vineyards turn a healthy profit every year.

When Valero and Mantuo were of age, their father spent a portion of the fortune he had gained in his adventuring days to set his younger sons of their respective paths. For Valero, he purchased tuition to the legendary University of Lepidstadt, whose investigators the middle son held in high esteem. For Mantuo, a commission as a squire to a Knight of Ozem in Lastwall was acquired. The two travelled together in a caravan into Druma, and then by ship on Lake Encarthan until Mantuo was dropped off in Lastwall.

Continuing alone on the water to Caliphas, and then again by land to Lepidstadt, Valero was initially excited to be entering a realm of nobility. He was sorely disappointed when he arrived in Vieland to discover that the county was essentially a more corrupt and darker version of his homeland: a republic dominated by mercantile interests. Still, the four years Valero attended the University were the greatest of his life.

Valero became fast friends with his freshman roommate, an chemistry student from a similar background. Karsic von Pommorzen was from a family of Vieland country squires that had been dispossessed by the Palatinate revolution. They survived by moving to Caliphas, where they kept the favor Prince Aduard and thus were continually awarded salaried positions at court.

Conversely, Valero and Karsic had constant friction with a dueling society, the Cards Wild Club, populated by scions of nouveau riche merchants. Led by notorious loudmouth and braggart, the son of diamond merchant from Caliphas, Boris "Rip" Dunden, the Card Wild Club openly supported a Palatinate-like government for all of Ustalav. The club made trouble for scions of the nobility where the could, and more than a few Lepidstadt scars were earned. Thankfully both Valero and Karsic managed to avoid outright violence, but there were some cruel practical jokes between all parties involved.

Studying to become a detective utilizing the famous Lepidstadt method, Valero also formalized his love for heraldry, graduating recently as both an accredited investigator and herald.

Within a month of sending out letters seeking employment with various organizations around Avistan, Valero received an intriguing offer back. Unfortunately, getting the letter is just about the last thing that Valero remembers. When he tries to recalls the details, he just gets a sharp pain in his head. He evidently accepted, because he has now woken up in an insane asylum in southern Ustalav, with no memory of the past several weeks.


Valero’s desire is to become like the characters in the novels he has enjoyed throughout his life- a gentleman detective. Unfortunately, while he is by no means unpleasant, he lacks the natural grace and charisma that his older and younger brother both seem to have acquired from their parents. He does try, however, and hard work has to some degree made up for his natural mediocrity in wordplay.

Unfailingly polite, Valero has trouble reconciling the natural imperium a nobleman should possess with the egalitarian background of having lived in Andoran for his early life. Certainly, his time spent with the sons of the Ustalavic aristocracy at the University of Lepidstadt has helped him in this regard, but he does draw the occasional titter from his noble peers for extending excessive courtesy to the lower classes.

The de Eamon-Germoniques traditionally patronize Erastil's church, but thanks to his time at University in Ustalav and his brother's admittance to the Knights of Ozem, Valero frequently also offers prayers to Pharasma, Abadar, and Iomedae.

Character Sheet:

Valero Nermal de Eamon-Germonique
Male human investigator (lepidstadt inspector) 1 (Pathfinder Player Companion: Advanced Class Origins 15, Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (human)
Init +3; Senses Perception +9
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +5 (+7 vs fear or emotion)
Speed 30 ft.
Melee light mace +0 (1d6) or
. . sap +0 (1d6 nonlethal)
Ranged hand crossbow +3 (1d4/19-20)
Investigator (Lepidstadt Inspector) Extracts Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, detect secret doors
Investigator (Lepidstadt Inspector) Extracts Known
. . 1st- cure light wounds, detect secret doors, enlarge person, expeditious retreat, identify, jump, reduce person, see alignment, shield, tears to wine, truestrike
Str 10, Dex 16, Con 10, Int 14, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Persuasive
Traits enduring stoicism, rich parents (starting GP is 900 instead of 150)
Skills Acrobatics +5, Craft (alchemy) +6 (+7 to create alchemical items) (background skill), Diplomacy +6, Disable Device +7, Intimidate +7 (+8 to checks made to influence a creature's attitude.), Knowledge (local) +6, Knowledge (nobility) +6 (background skill), Perception +9, Sense Motive +10, Spellcraft +6, Stealth +5, Use Magic Device +4
Languages Common, Elven, Halfling
SQ alchemy (alchemy crafting +1), inspiration (2/day), interrogation
Combat Gear potion of lesser restoration; Other Gear lamellar (leather) armor[UC], crossbow bolts (20), hand crossbow, light mace, sap, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 47 gp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Interrogation +1 (Ex) Gain listed value on Intimidate to influence attitude & Sense Motive.

The Exchange

I offer Xerxzayas as a character for your consideration. He's kind of a mad scientist evil genius sort of character.

As a child Xerxzayas lived through several attacks by creatures with abilities far greater than those of humans. He dreamed of overcoming his own human frailty and making the world a safe place. He grew up training his body and mind but realized that he would not be able to surpass his own human limitations. He researched some way to surpass himself, sought the counsel and advice of the wise and the learned. Eventually, Xerxzayas came across a formula that could help him improve his form and expand his mind. It might also kill him, but it was worth the risk. He meticulously followed the recipe. When it was ready, without hesitation, Xerxzayas drank it.

He wakes in a room. His memory about recent events... any events, really, are a bit hazy.

At this point still a bit of a work in progress
Race: Human
Class: Alchemist (metamorph)
AP Trait: Methodical Mind

Character is done, thanks for consideration, BT.

I would like to submit Reagus for your consideration.
A middle aged man, aged before his time by countless hours spent pouring over forgotten tomes. An air of stoicism is found in his personality and his eyes maintain their sense of alertness, as if always looking for something.

Party roles are often influenced significantly by class. But even within classes the roles can vary greatly (a blasting evoker wizard has a very different role from a transmuter). As such I seek to define how my character will aide the team in different situations.

Reagus's role in combat:
Knowlegde, "I have seen an autopsy of one of these before, silver scalpels seems to cut through it much easier than steel."

Damage, will be minimal for now. Primarily a cantrip until I learn more spells.

Buffs, none yet, but I intend for this to be my primary contribution after knowledges.

Reagus's role in social situations:
As a student of philosophy, Reagus has a decent diplomacy and bluff. He tends to frame his arguments logically, even if he invokes his listener's emotions. "The ghoul has caused you great harm, it is not revenge to see it sent back to the grave, not while it threatens the children of this town."

Reagus's role out of combat:
Reagus's knowledge and spells can help greatly with research, this may be his primary role.

Skills such as climb and disable device are not Reagus's forte, but eventually he will be able to cast spells to overcome these situations if his party members lack these skills as well. I am a big fan of leaving at least one spell slot unfilled so it can be filled later with 15 minutes of concentration. "We seem to be stuck behind this locked door, give me fifteen minutes to go through my notes and I can see if a knock spell will open it."

Reagus has three items of great importance to him. The first two would be important for him to recover early in the campaign.

Leather Bound Spellbook
Fastened with a fine brass clasp, this book is clearly cared for by a loving owner. While its pages are yellowed where fingers would turn them, the binding remains remarkably undamaged. A beautifully gold monograph with the letters RO decorates the cover.

Eldritch Bonded Ring
This small white gold ring is unremarkable to the untrained eye, it's surface marred with scratches. A closer look by one with the proper training reveals that the scratches are not random at all, but rather are runes and letters with strange eldritch significance. A rough translation from Aklo reads: Me/We protect/defend from that wich lies outside/beyond

On a personal level, his Journal is of great significance. I would not expect to find the journal right towards the beginning of the campaign but could serve as the method for Regus to regain a sense of who he is.

If any comments or questions, please feel free to ask.

Thank you.

Li Huli Jing wrote:
Nikolaus de'Shade wrote:
I may offer a character if it doesn't make it into Grey's game although I suspect it'll be a bit out there for you GM. Android Fighter... :)
Ditto... (Although not so far out there, human vigilante/Warlock)

Yep! Got in the other one, so thanks and good luck to everyone here!

Congrats, Li Huli! Unfortunately, I was not so lucky as to get accepted into that game, so I'm officially submitting Jayson Sunfyre, human warpriest of Sarenrae. The build should already be put together correctly. Please let me know if you have any questions or concerns! Thank you for your consideration!

Dark Archive

Hey BT! Just got the news I didn't make DM Grey's game either and wanted to throw this character's hat in the ring over here. I adjusted a few things in the build, making the character a little more melee competent, but the essence is still the same. Full background and build are in the alias, but here's a more appropriate one for the start of the AP...

Those who don't learn from history...:
Study them, know them, kill them... Study them, know them, kill them... Study them, know them, kill them...
Again and again, these words repeated themselves in his mind. He was cold. He thought he remembered being cold before, but now he was really cold. He remembered starting to feel cold when he read the Book.
The Book? What book? That book?! Don't read that book. Don't let him lie to you. If you don't read that book he can't lie to you. He pretends to study, he pretends to know, but he just lies. He doesn't know. No one can really know...
He remembered reading that book. That leather book with his name on the front in a fine gold scrawl. The book his father gave him. But he didn't write those things. He couldn't write those things. He couldn't write those...lies.
Yes, they must be lies. Must be lies because if they're not lies then... No. Can't think it. Can't say it. Just have to focus. Study them, know them, kill them... Have to study them or they study me. Have to know them or they know me. Have to kill them or...
The night sky twirled in its celestial dance, following the beat of an unknowable song. He sat in the darkness and watched the dance and forgot what he had come to know. He forgot the terrible things he had seen in that book--his book. He forgot to save himself. He forgot, and he forgot, and he forgot.

And here's the wealth roll...
3d6 ⇒ (4, 6, 1) = 11x10=110

RPG Superstar 2009 Top 16

Will present something soon, considering A shaman (Speaker for the Past or True Silvered throne)

Robin Here
Thinking about an intelligent rogue

Definitely interested here. Will present a concept this evening :)

Most of the crunch is done. All I have to do is fix up the backstory. Don't have to do much, I already apparently had it in a back up file when I wrote it out for the failed AP. Will have it up tommorow hopefully.

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Black Tom's Strange Aeons All Messageboards

Want to post a reply? Sign in.