GM Lari's Strange Aeons

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Silver Crusade

Dot.

I'm very excited about this adventure path, and I'm looking forward to competing for a spot! I've already built a character for this, but I need to add the details to a profile here. I will work on that later tonight!

Can't wait to get your feedback once it's up....


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GM Lari wrote:


Posting Rate At minimum 1/weekday and 1/weekend. I’ll do my best to keep pace with people posting faster, and if you want to take steps to help combat flow faster (giving me a general plan for your next round’s action, etc.), that’s welcome. Everyone (myself included) has real life get in the way sometimes, so just give me a heads up....

I did that steadily for approximately three years in my old Kingmaker PbP campaign, right up until the GM quit on us. Absolutely will not be a problem for me should I get brought into this game.

I'm also an accomplished graphic designer, and would be willing to bring in the full weight of my skills to help enhance the game anywhere I can. For example, in my last PbP game (Kingmaker) I handled much of the art and cartography for the group, as well as helping to keep track of the Kingdom and district stats in various spread sheets. I even formatted all of the character sheets to look much like the one I linked above. You can see some samples of my work below:

I also have tons of subscription maps and materials that may be of use to you as a GM, if you don't already have them yourself.

I'm more than willing to step up in similar fashion for any game group that I play with (assuming they want me to that is).

Dark Archive

Ok, so my character concept is a level 1 cleric who is lawful evil. He uses sacred summons and summon evil monster to summon as a standard action, has spontaneous casting of command instead of cure/inflict light wounds, and has bardic performance instead of channeling. Every level after the first is summoner.

His mission before the fugue state was to preach the word of Asmodeus, and convert as many people to the cause as possible. He had a succubus partner (his eidolon that he will "remember" into existence at level 2) who was under contract (that she was suckered into by Asmodeus) to be his bodyguard, and to help him recruit. Once they had satisfied Asmodeus, the succubus was to be released and Damian was promised a cushy position as head of a temple. He isn't sure what happened, what went wrong, of why he can't remember anything except for bits and pieces of his childhood, and his holy quest (but only remnants that he isn't too sure about. All he knows is he is a lawyer, and Asmodeus wanted him to do something), and he is paranoid as hell about the whole thing (Twitchy campaign trait).

His crunch is pretty simple:
Damian Goremason
Male Human Lawful Evil Cleric (Asmodean Advocate/Evangelist)

Traits: Birthmark and Twitchy

Stats:
Str 10
Dex 13
Con 13
Int 12
Wis 14
Cha 16

Level Up Plan
1 Cleric: Sacred Summons, Summon Evil Monster, Familiar, Sermonic Performance, Spontaneous Command, Trickery Domain
2 Summoner: Cantrips, Eidolon, Summon Monster I SLA
3 Extra Evolution
4 Summon Monster II SLA
5 Extra Evolution
6 Summon Monster III SLA
7 Spell Focus: Conjuration
8 Summon Monster IV SLA
9 Augment Summoning
10 Summon Monster V SLA
11 Superior Summoning
12 Summon Monster VI SLA
13 Extra Evolution
14 Summon Monster VII SLA
15 Extra Evolution

His glaring weakness are his physical stats. It should be fun to play him, as I plan on making him the sort who will try to manipulate people into doing what he wants.

Any thoughts GM?


Pathfinder Adventure Path Subscriber

Mh seems there´s some possibly interesting roleplayers as well as a good Gm gathered here, might be worth a try.


Presenting Professor Leoric Faust, Human Alchemist 1 (Beastmorph)

Background:

To save your own son, would you not experiment upon yourself? I didn’t save him, though. Or did I?

A dark-haired, middle-aged man, drenched in sweat, struggles to his feet and looks frantically around his cell. He coughs softly and sees some blood on his hand. Starting to panic, he calls from his confinement.

”Is anyone there? Just…please…I need my chemicals and reagents! It’s…an emergency!”

Though he appears to be fit and even muscular, his skin has an ashen cast to it, and he does not appear to be well. His hands have a significant tremor, even when they are not shaking the bars.

"I am Professor Leoric Faust. I assure you, this is some kind of mistake! I can’t even remember what I’m doing here! I…I…have had some blackouts recently. I don’t… remember what I was doing! But I need to save my son! I am adept with creating alchemical extracts and potions. I can make you what you need…just…get me my chemicals and let me go… My son!" he trails off as no one responds, and hits the wall with his fist.

Professor Leoric Faust was an esteemed instructor, skilled in the art and teaching of alchemy. That, he knew. He shouldn’t be here.

And he had a young son. Oh, where was his son?! He knew his son had become very ill. It started with nightmares, then cold sweats, then waking dreams. Then everything went downhill so fast. His eyes were black, with black tears!

Professor Faust sought a cure. When the clerics couldn’t help and his son's health deteriorated rapidly, the alchemist tested his own cure. There wasn’t time, so he tested it on himself. Had the cure worked?! He couldn’t remember. This 'cure' had proven to strengthen the alchemist…he remembered that. He continued the experiments upon himself as time drew short. But it also had dreadful side-effects.

Coughing. Tremors. Chemical dependency. Blackouts. And Mr. Seethe. Why does that name sound familiar? This Mr. Seethe…has done terrible things while I was asleep! Could he be causing the blackouts?! Did he hurt my son?! Did he bring me here?

”Please! If I could just get my chemicals! Let me out, and I can save my son!”

Character Sheet:
Professor Leoric Faust
Male Alchemist 1
LN Medium Humanoid (Human)
Init +4 (Reactionary); Senses Perception +6
Languages Common, Draconic, Infernal

________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 15, touch 12, flat-footed 13
(+3 armor, +2 Dex)
hp 14 (1d8, +4 Con, +1 favored, +3 toughness)
Fort +4 (+6 vs. poison), Ref +4, Will +2
Defensive Abilities
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 30 ft. (6 squares)
Melee +4 Morningstar (1d8+3/x2)
Ranged +2 Sling (1d4+3/x2)
Base Atk +0; CMB +3; CMD 15
Special Attacks Bomb (1d6+2) (5/day)
Prepared Extract List: Alchemist (CL 1, Concentration +3):
1st - cure light wounds, enlarge person, long arm
Extracts per Day: (2/0/0/0/0/0/ DC:12 + spell level)
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 17, DEX 14, CON 14, INT 15, WIS 10, CHA 7
Feats Extra Bombs, Throw Anything, Iron Will, Toughness
Traits Pragmatic Activator, Twitchy
Skills Acrobatics +1, Appraise +2, Bluff -2, Climb +2, Craft (Alchemy) +9, Diplomacy -2, Disable Device +5, Disguise -2, Escape Artist +1, Fly +1, Heal +0, Intimidate -2, Knowledge (Arcana) +6, Knowledge (Nature) +6, Perception +6, Ride +1, Spellcraft +6, Sleight of Hand +2, Stealth +1, Survival +0, Swim +2, Use Magic Device +6 Armor Check Penalty -1
SQ Mutagen (10 min/lvl)
Combat Gear acid flask (x3) Other Gear morningstar, spiked gauntlet (cold iron), dagger (cold iron), studded leather, formulae book, sling, bullets (10), backpack, bandolier, bedroll, rations (trail/per day)(x3), rope (silk/50 ft.), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), earplugs, smokestick, tindertwig (x2), alchemist's lab, 10 gp

Formulae Book:
Level 1: cure light wounds, enlarge person, heightened awareness, long arm, shield


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's odd, seems the link to my character sheet above broke somehow. Here it is again.


Pathfinder Adventure Path Subscriber

So i came up with a concept, something i wanted to play for some time.
Here´s the first crunch.

Strange Aeons Mystery Oracle of Lore:

Strange Aeons
Female human (Varisian) oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Sanity 41, threshhold 4, edge 20
Fort +2, Ref +4, Will +2; +2 trait bonus vs. fear and emotion effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee starknife +4 (1d4+4/×3)
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cure light wounds, divine favor, sanctuary (DC 15)
. . 0 (at will)—detect fiendish presence, light, purify food and drink (DC 14), read magic
. . Mystery Lore
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 15, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Divine Fighting Technique (desna's Shooting Star), Noble Scion Of War[ISWG]
Traits enduring stoicism, unpredictable
Skills Bluff +9, Diplomacy +8, Heal +4, Intimidate +5, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (religion) +5, Spellcraft +5
Languages Aklo, Celestial, Common, Varisian
SQ oracle's curse (tongues), revelation (sidestep secret)
Other Gear studded leather, starknife, backpack, bedroll, blanket[APG], 98 gp, 4 sp
--------------------
Special Abilities
--------------------
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Tongues (Aklo) You can only understand and speak one language in combat.
--------------------
Planned development:
-Toughness
-Psychic Sensitivity
-Weapon Focus Starknife
-Point Blank Shot
-Startoss Syle etc
-Steadfast Personality
-Extra Revelations

Originaly i wanted this character to be from an old ones cultist family doing her own rebelion. Seing how that would not fit, i changed it a bit. First considered dark tapestry, but think lore is better. Now she´s with Desna, but dabbling in ancient and forbidden lore and communing with the dark butterfly. More on the paranoid side of life and later joining in occult rituals. Focus is clearly light combat, skills + knowledge, and a variety of different spells.
More backstory and character will follow.


Okay, GM, I'm thinking of submitting a Spellbreaker Inquisitor. The broad strokes would be someone exposed to the depravity of a dark cult as a youth, who then decided to learn how to break such dark powers. Character would probably be a bit overzealous in his stamping out of evil forces. I can see him leaning chaotic neutral.

If that doesn't work, I was also considering a cleric who started his career worshiping a Great Old One under false pretenses and under the influence of a ritual where he was drugged, sacrificed people to that dark power. Ever since, he has sworn vengeance against the Outer Powers.

Either of those preferable?

Scarab Sages

Here's the Warlock rendition I'd be interested in possibly playing, if you approve. One tweak I'd like to make is to make its magic Intelligence-based rather than Charisma-based. I thought the trend of making arcane magic Charisma-based as a rule rather than exception was misguided ever since I first opened up the 3.0 Player's Handbook and read the Sorcerer entry.


@GM: I think I would like to try playing a dhampir and probably an occult class. Perhaps a Sha'ir occultist or a cult master mesmerist. What do you think about the cult master archetype, especially as regards Leadership?


Actually, please ignore my character submission. I don't think I'll have the time to play another AP at the moment :-(


I'll throw in a dot with an aerokineticist. He's starting with the electric blast, and I'm thinking of picking up water for the expanded element. His role is going to be a fast switch hitter, with kinetic blade/whip and his kinetic blast. I'm thinking of eventually taking the Psychic Sensitivity feat, and maybe some other flavor feats, as I don't need many for him to be effective.

Crunch:

Farrow Morn
Male Kineticist 1
N Ustalavic humanoid (human)
Init +3; Perception +5
Favored Class: Kineticist
Favored Class Bonus: +⅙ Extra Wild Talent
--------------------------------------------------------
DEFENSE
--------------------------------------------------------
AC 10, touch 10, flat-footed 10
HP 14 (1d8+3 Con +3 Toughness)
Fort +6, Ref +5, Will +1
-------------------------------------------------------
OFFENSE
-------------------------------------------------------
Speed 30 ft
Melee kinetic blade +3 (1d6+3, x2)
Melee dagger +3 (1d4, 19-20/x2)
Ranged electric blast +3 (1d6+3, 30 ft., x2)
Ranged light crossbow +3 (1d8, 19-20/x2)
Ranged dagger +3 (1d4, 10 ft., x2)
Infusions kinetic blade
Wild Talents basic aerokinesis
-------------------------------------------------------
STATISTICS
------------------------------------------------------
Str 10, Dex 16, Con 17, Int 12, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Skills (ACP -1) Acrobatics +6, Craft (carpentry) +5, Knowledge (nature) +5, Perception +5, Stealth +6, Use Magic Device +3
Traits Armor Expert, Sensitive Mind (Appraise)
Feats Armor Proficiency (light), Toughness, Weapon Finesse, Weapon Proficiency (simple)
SQ Burn (6), Elemental Focus (Air), Gather Power
Gear light crossbow with 20 bolts, chain shirt, monk’s kit (backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), waterskin, 4 gp

Backstory:

Farrow grew up on a farm in a small Ustalavic village. One of several children, he was always there to help his parents around the farm. As he grew, he was eventually apprenticed to the local carpenter, a decent man who had no children of his own. Farrow showed some skill at carpentry, and sought to learn what he could from the carpenter. As he was still in the same village, he was still able to see his family often - if not everyday.

One day, when he was 17, he went to deliver some chairs he and the carpenter had made to a buyer. That is the last thing he remembers. Now, he has awoken...somewhere, with these people around him. He’s always had a good feeling for people, and he thinks they are his allies - or, at least, not enemies. He’s also wearing armor that he has never seen before but seems very comfortable in, and carrying a crossbow and a dagger that he definitely wouldn’t have walked around with back home. This is so confusing. Wait, are there sparks coming from my fingers? What the heck is that? What’s happening? Where am I?


Actually now that I have had a chance to read the player's guide, I'm not going to play the cult master. It seems like that would have the same issues as worshipping a Great Old One in this AP.

Still trying to narrow it down.


Dot

Silver Crusade

Quick comments on most of the characters posted so far. If you're not included I'll hopefully be reviewing yours tonight.

  • Ravingdork- Hama, N Human Sorcerer (Arcane) Comments coming soon, as your higher level version
  • Rostam- [ooc]Ulfric Bjarnasson, LG Half-Orc Paladin of Shelyn Looks pretty good at first glance.
  • Aldizog- Dervak, CN Half-Orc Bloodrager (Aberrant) Looks pretty good, though you seem to have an extra trait.
  • Andrea1- Trevor Culexis, NG Half-Orc Fighter (Mutation Warrior) Everything seems fine
  • JAF0- Quinlan Forge, Tiefling (Daemon) Psychic Investigator On the whole things look OK, but I’ll need to look more closely at the variant tiefling stuff. I’m fine to allow variant heritages. You might want to double check traits and starting gold as well.
  • Aerondor Sorry to see you go!
  • Alientude- TBD Halfling Jinx Witch Concept sounds fine, looking forward to hearing more
  • Seth86- Grymm Planeswalker, NG Sylph Wizard (Thassilonian Abjurer) Mechanically looks fine, looking forward to hearing a bit about who she is.
  • Rungok- Mnuvae Daecaryn “Cutter”, N half-elf Rogue (Knife Master) Looks good so far
  • GM Evil- Damian Goremason: LE Asmodean Advocate/Evangelist The one issue here would be that technically you’re supposed to be within one step of your eidolon’s alignment. One possible solution would be to start as NE, and have a darker version of the angel on one shoulder and devil on the other. The Devil Impostor

  • Scarab Sages

    I'm Hiding In Your Closet wrote:

    Please clarify:

    How do you feel about about partial homebrew/homebrewed material as additional options (i.e. new spells/class feature choices or the like)? Are you familiar with the 3.5 Tome of Magic and Pact Magic?

    As for "the character sheet makes it very clear as to how everything works," how much detail would be necessary? Could we just include a link to another site with the rules if possible (all the rules for Akashic Mysteries and veilweaving, for example, are on d20pfsrd.com)?

    I'm eager to submit a character, but I still need clarifications for these issues first.


    Would you like me to drop the drawback and bonus trait? if so, I will, it's not a problem... (they are artifacts from another campaign)


    Alright, here's Amia Tosscobble, a halfling jinx witch. All information below is also in the profile.

    Description:
    Amia is of average height for a halfling. Her lustrous brown hair, a feature she's always taken pride in, tumbles down below her waist. She tends to wear simple clothes, but prefers bright colors when possible.

    Personality:
    Until recently Amia was cheerful, optimistic, and easygoing, always ready to help another out, whether it be with a quick joke or hard work. That was before the Gap. Now, she's much more cautious and reserved. Something happened, something she can't explain, and it's taken its toll on her. She's a little more cynical now, and a whole lot more reserved. But Amia is an irrepressible sort. Surely she'll recover her optimism.

    Background:
    Amia's parents were rescued from slavery in Cheliax by Andoran's Eagle Knights, and they gladly took up residence in their new home in Carpenden. Their years of slavery in Cheliax working at a winery aided them greatly, and their industrious spirit soon saw them owning their own vineyard.

    Amia grew up in Andoran, never knowing anything more about slavery than what her parents shared with her, which was very little. She was an innocent and carefree girl, content to wile away her days in the frivolous pursuits of youth. Just after her 22nd birthday, she fell in love with a dashing adventurer, a halfling by the name of Kaleb Ashworthy. Theirs was a whirlwind romance, and a mere three months after they met, they were engaged.

    It was merely a few days before her wedding that her memory ends. Now she's beset by a vague feeling of guilt, as if she had done something shameful...possibly horrific. To say nothing of the nightmares that plague her every time she sleeps. Visions of her family's vineyard burning, of Kaleb wrapped in the embrace of a local barmaid, and, sometimes, of worse things...of death. Deaths that she can't quite shake the feeling she might have been involved in.

    The only thing she can take solace in is the weasel that seems determined to stay with her. The little guy is absolutely voracious when it comes to food (hence her naming him Gobbler), and when she wakes in the morning, shaking with terror and guilt, Amia can be sure Gobbler will calm her down with some simple petting time.

    Amia wants to know what happened to cause this situation, and she will find out, no matter the cost, no matter the terror, even if it means using these strange ideas that she can affect others will little more than a glance.

    Statblock:

    Amia Tosscobble
    Halfling witch 1
    NG Small humanoid (halfling)
    Init +1; Senses Perception +9
    --------------------
    Defense
    --------------------
    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    hp 9 (1d6+3)
    Sanity 41, threshhold 3, edge 20
    Fort +2, Ref +3, Will +2; +2 vs. fear, +1 trait bonus vs. spell effects from evil creatures
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee hanbo +0 (1d4-1)
    Ranged sling +2 (1d3-1)
    Special Attacks halfling jinx (DC 12), Evil Eye (DC 13)
    Witch Spells Prepared (CL 1st; concentration +4)
    . . 1st—cure light wounds, ray of enfeeblement (DC 14)
    . . 0 (at will)—dancing lights, daze (DC 13), detect magic
    . . Patron Nightmares
    --------------------
    Statistics
    --------------------
    Str 8, Dex 12, Con 14, Int 17, Wis 10, Cha 14
    Base Atk +0; CMB -2; CMD 9
    Feats Malicious Eye
    Traits driven by guilt, seeker
    Skills
    ..Intimidate +6 (1 rank, +3 class skill, +2 Cha)
    ..Knowledge (arcana) +7 (1 rank, +3 class skill, +3 Int)
    ..Knowledge (nature) +7 (1 rank, +3 class skill, +3 Int)
    ..Perception +9 (1 rank, +3 class skill, +1 trait bonus, +2 racial bonus, +2 from Alertness)
    ..Sense Motive +2 (+2 from Alertness)
    ..Spellcraft +7 (1 rank, +3 class skill, +3 Int)
    Racial Modifiers +2 Perception
    Languages Common, Elven, Gnome, Goblin, Halfling
    SQ witch's familiar (weasel named Gobbler)
    Combat Gear groaning bullets (10); Other Gear hanbo, sling, sling bullets (10), backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit, soap, spell component pouch, trail rations (5), waterskin, 126 gp, 8 sp
    --------------------
    Special Abilities
    --------------------
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evil Eye -2 (6 rounds, DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
    Familiar Bonus: +2 to Reflex saves. You gain the Alertness feat while your familiar is within arm's reach.
    Fearless +2 bonus to save vs. fear.

    Gobbler
    Weasel
    N Tiny magical beast (animal)
    Init +2; Senses low-light vision, scent; Perception +5
    --------------------
    Defense
    --------------------
    AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
    hp 4 (1d8)
    Sanity 23, threshhold 1, edge 11
    Fort +2, Ref +4, Will +3
    --------------------
    Offense
    --------------------
    Speed 20 ft., climb 20 ft.
    Melee bite +4 (1d3-4 plus attach)
    Space 2 ft.; Reach 0 ft.
    Special Attacks attach
    --------------------
    Statistics
    --------------------
    Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
    Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
    Feats Weapon Finesse
    Tricks Fetch, Flee, Get Help, Menace, Sneak, Track
    Skills Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Intimidate -2, Perception +5, Spellcraft -1, Stealth +14; Racial Modifiers +8 Acrobatics, +4 Stealth
    Tricks fetch, flee, get help, improved evasion, menace, sneak, track
    SQ
    --------------------
    Special Abilities
    --------------------
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

    Build wise, I don't have specifics laid out, but I would definitely intend to take more of the jinx feats. Amia would mostly be focused on debuffing in combat.

    Silver Crusade

    I'm also Interested. Slinging up the thought of a Hobgoblin Battle Host Occultist. Seeing how I'll spin it after reading the players guide but it would definitely be Lawful.


    Fixed the trait.


    GM Stuff:

    Pictures

    Leaning toward this for her social persona

    and leaning toward this for her vigilante persona

    Although I could use this for her social persona and this for her vigilante persona

    Thoughts?

    @GM - What would you think of two drawbacks, one for each identity?

    Umbral Unmasking for the Vigilante Persona, and Paranoid for the Social Persona? Not having a shadow while in Vigilante mode would fit with the wierd vibe, but not having it in social form would be a giant glaring giveaway. On the other hand, paranoia in Social mode would perfectly fit not wanting their vigilante mode being found out? I'm thinking of playing them like split personalities...

    Finally :

    It's hard to do a background given we are all amnesiacs. :) Personality wise, Li is a martial artist, so she tends toward patient and thoughtful, preferring to analyze before acting, not liking those who act without thinking. She is generally helpful to others, but not suicidally so.

    Dark Archive

    GM, I just kept the alignment of the eidolon as Lawful Evil, and called it because of her being subjected to the contract. She wants to be chaotic, but since she's bound by a magical contract written by a god, she's stuck not being able to sow wanton destruction.

    At least, that's what it was originally. I'm very much intrigued by that archetype. I never even thought about running an archetype on the summoner side. I'm looking over it now and making a new write up for the eidolon, since unchained gives a lot less evolution points and she was pretty much statted out all the way to 15 just like Damian.

    I really like it though. Especially for this game.

    Silver Crusade

    My submission is Yuyut Uppal, a Vudrani Perfect Scholar Monk of Irori, living and studying at the Open Palm of Shaheed in Qadira when his fugue state begins.

    As a Perfect Scholar, he becomes a knowledge monkey and pretty quickly gains bonuses related to Ultimate Intrigue's Research rules. I'm taking the Focused Study alt-human trait to lean into the skill focus a little more heavily.

    Originally from Katapesh, Yuyut has traveled all over the central parts of the Inner Sea in quest of dark knowledge. He's encountered hints about the Old Ones; ancient beings from the Dark Tapestry. Always just hints, background noise in works about other topics, but he's been starting to try to put together the pieces. Finding and assembling these pieces of knowledge has directed his travels, that have landed him most recently at the Open Palm of Shaheed in Qadira. Renowned among Irorians for its library; one of the monks there was said to know where a curious book that I can't remember; why, why can't I remember? was to be found.

    The campaign trait I've chosen is Formerly Mind-Swapped. Mechanically, it works really well with the Knowledge monkey build, and I like the idea that his dark research led him to such an encounter with an other-worldly being (though he doesn't quite understand that yet). In addition, Formerly Mind-Swapped effectively "turns on" the Glimpse Beyond story feat, which requires a prior encounter with a high CR outsider.

    Crunch:

    Yuyut Uppal
    Male human (Vudrani) unchained monk 1 (Pathfinder Campaign Setting: Inner Sea Intrigue 44, Pathfinder Unchained 14)
    LN Medium humanoid (human)
    Init +1; Senses Perception +11
    --------------------
    Defense
    --------------------
    AC 16, touch 16, flat-footed 14 (+1 Dex, +1 dodge, +4 Wis)
    hp 11 (1d10+1)
    Fort +3, Ref +3, Will +4; +2 bonus vs. fear effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dan bong +3/+3 (1d3+2/19-20) or
    . . monk's spade +3/+3 (1d6+3) or
    . . nine-section whip +3/+3 (1d8+2/19-20) or
    . . unarmed strike +3/+3 (1d6+2)
    Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 14)
    --------------------
    Statistics
    --------------------
    Str 14, Dex 12, Con 12, Int 14, Wis 18, Cha 7
    Base Atk +1; CMB +3; CMD 19
    Feats Dodge, Glimpse Beyond, Improved Unarmed Strike, Skill Focus (Perception), Stunning Fist
    Traits crowd dodger, formerly mind-swapped
    Skills Acrobatics +5 (+7 to avoid attacks of opprotunity for leaving a threatened square or to move through a creature's space), Knowledge (dungeoneering) +6 (+8 to identify vulnerabilities and powers of aberrations, this check can be made untrained), Knowledge (religion) +6 (+8 to identify vulnerabilities and powers of undead, this check can be made untrained), Linguistics +6, Perception +11, Sense Motive +8, Stealth +5
    Languages Ancient Osiriani, Common, Kelish, Varisian, Vudrani
    Other Gear dan bong[UC], monk's spade[UC], nine-section whip[UC], backpack, belt pouch, blanket[APG], hemp rope (50 ft.), soap, torch (10), trail rations (2), waterskin, 2 sp, 9 cp
    --------------------
    Special Abilities
    --------------------
    Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
    Glimpse Beyond +2 to save vs. fear, bonuses to ID certain monsters.
    Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
    Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
    Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
    --------------------
    If party lacks a seriously arcane or UMD-focused character, swap Crowd Dodger for Dangerously Curious and shuffle skill points to turn on UMD

    Advancement:

    Everything here is subject to evolving with the arc of the story, but this is a possible path.

    2: Monk Unchained
    Bonus Feat: Improved Initiative
    FCB: 2/4 ki point
    3: Monk Unchained
    Feat: Deific Obedience
    FCB: 3/4 ki point
    4: Monk Unchained
    Ki Power: Qinggong Power - barkskin
    FCB: 4/4 ki point
    5: Monk Unchained
    Feat: Jabbing Style
    FCB: +1 skill point
    6: Evangelist
    7: Evangelist (Monk)
    Feat: Mobility
    Bonus Feat: Jabbing Dancer
    Ki Power: Elemental Fury
    8: Evangelist (Monk)
    9: Evangelist (Monk)
    Feat: Power Attack
    Ki Power: Abundant Step
    10: Evangelist (Monk)
    11: Evangelist (Monk)
    Feat: Jabbing Master
    Bonus Feat:
    Ki Power:


    *slides in, leaving a slime trail behind*

    Crunch:

    Damien
    Human Archivist Bard
    NG Humanoid
    Init +2; Perception +4 (+2 more in dim light and darkness)
    --------------------
    Defense
    --------------------
    AC 15, touch 12, flat-footed 13
    hp 10 (1d8+2)
    Fort +2, Ref +4, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee Longspear +3 (1d8+4) , Unarmed strike +3 (1d3+3)
    Bard Spells known (CL 1th; concentration +3)
    . . 1st (2/day) — Grease, CLW
    . . 0 (at will)—Sift, Light, Message, Mage Hand
    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 13
    Base Atk +0; CMB +3; CMD 15
    Feats Arcane strike, Improved unarmed strike
    Skills Perception +4, Disable Device +6(including ACP), Knowledge Arcana +6, Knowledge Dungeoneering +5, Knowledge Local +5, Knowledge Religion +5, Knowledge History +6, Knowledge Planes +6
    Languages Common, Aklo

    Traits Methodical Mind(Knowledge skill focus – Knowledge History), Trait bonus History, Arcana, Planes, Vagabond child

    Feat plan:
    Lv 3: Lingering Performance
    Lv 5+: Haven’t really thought about it. Improved Initiative? Combat Reflexes? Phalanx formation?

    May switch Phalanx formation with Lingering performance also.

    Alternate racial traits: Dimdweller

    Gear: Studded Leather Armor, Thieves Tools, Shortbow, Cold Iron Dagger, Longspear, Rope, Grappling arrow, Journal, Ink, Backpack, Belt Pouch, Waterskin, Spell component pouch, Explorer’s outfit, Ink Pen, 40 arrows, Quarterstaff, 24.99 gp leftover

    Background:

    Damien and Bella lived next to each other, their parents poor farmers. Damien used to ridicule Bella, pulling her pigtails, saying that only boys had the brains to study. Bella soon proved him wrong by beating him in science and mathematics, though he still got topped the school for literature and history. Once he realized he was faced with serious competition, he started treating Bella with grudging respect for her academic skills. Realising that she was better in mathematics and sciences, while he was her better at the Arts, they both came to an agreement that they would help each other so they could both get their tickets from rags to riches in getting a scholarship from the Lepidstadt university. They both did well in their examinations and he was offered a place in the faculty of history and her, a place in the faculty of chemistry.

    Bella blossomed from a little girl in pigtails to a beautiful young lady(which Damien didn't seem to notice), until one day, he saw a group of rich students looking down on her, saying that poor peasant girls had no place in the establishment. Fierce protective feelings welled up from within him and he punched their leader on the nose for his insolence, breaking it. Since they outnumbered him, the result was fairly predictable. The rest of them jumped on him as a group, kicking and punching him until he passed out. The next memory he had was waking in the infirmary with a broken arm and a sore head, and a very anxious and concerned Bella by his bedside. She had stood up against the bullies, shamed them off him by chiding them for their cowardly behaviour (of ganging up on a single person), before dragging him off to the infirmary. He realized all these years what a gem had been under his nose all the time that he had missed. She helped ask his coursemates for notes, tried to sit in his classes(when she had time off), to understand his curriculum and try to explain it to him. Daimen was touched by her efforts, despite that her explanations often just confused matters.The notes were definitely helpful, though.

    When he recovered from his injuries, they began to go out together, and take self defense lessons together, mindful that they might run into that gang of bullies again. Where he proved, with some training, to be fairly handy with fists, she proved to have hand and eye to turn everyday objects into thrown weapons. They ran into that group again, one night when they were returning from a play, Daimen dropped the first person with two swift blows, and Bella started pelting the group with broken pottery fragments from the nearby dump, the rest fled.

    They finished their studies and were offered tenure in the university. They wed soon after their graduation, and bought a cottage near the university. Damien became a professor of history, while Bella worked on her alchemical projects in the universities laboratory, and meeting on campus and of campus when their schedules permitted.They lived this blissful, martial life for several years, their only regret was that they were not blessed with a child.

    Parts of the Gap
    One day, tragedy struck and their marital life shattered forever. In a horrible freakish accident, the mixture Bella was decocting exploded. The flask shattered into many pieces, flying in all directions, injuring many lab workers. One of the shards punctured Bella's jugular and she bled out almost immediately, before anyone could save her. Damien rushed over from the other side of the campus when he heard news of the lab accident. When he found his wife's body, he fell to the ground, weeping and inconsolable. Why had the accident happened? Bella was always careful to take precautions when dealing with explosive substances. And they never did anyone any harm..why would heaven want to punish them that way. Damien spent the next few days in a daze, coming to terms with Bella's demise, with his colleagues and Bella's family having to arrange for the funeral(after being unable to afford the cost of a raise dead with their collective savings). One onlooker remarked that at the funeral, he was like a wooden mannequin, pale as death itself, as if part of him had died with Bella.

    After the funeral, in the night, he secretly dug up his wife's coffin and carried it to the basement in his cottage.He arranged for a priest(of a dubious god) to have Bella's body preserved. He had read in some books that there were ways to bargain with powers from Beyond...and they could grant anything, as long as one was willing to pay the price...

    For GM to fill in. I expect he started contacting other entities, pleading with them to restore Bella to him - he would have done anything they asked


    The GM for the first game I joined might have disappeared, so... *Coughs* If they don't show up soon, I might be interested in applying here instead.

    Regina here is an Ethermancer, a class with something of a cosmic theme to it that seemed quite appropriate for this game. Its main role is being a flexible ranged DPR class, with a small side of buffs, debuffs, and utility. It's an "all day" class, but has a sharp limit in the form of its Ether Pool, which fuels the abilities of the class - the Ether Pool constantly regenerates, but never as fast as the Ethermancer would really like to spend points, so they can only add effects to their blasts so many times before they have to catch their breath, as it were.


    I was torn between several options. Finally went with a Ghoul Sorcerer.

    I present the Orc Legraka. Thank you for your consideration.

    Stat Block:

    ===Legraka===
    CN Ghoul Sorceress 1
    Female Orc HP: 11 (1d6+5)
    Init: +2 Senses: Darkvision: Perception -1, Sense Motive -1
    Speed: 30ft
    ===Defenses===
    AC: 12 Touch: 12 FF: 10 (+2 Dex)
    Fort: +1 Ref: +2 Will: +1; +2 vs fear and emotion spells and effects
    ===Offense===
    Melee:
    Cold-Iron Dagger +0 (1d4/19-20x2)

    Ranged:
    Light Crossbow +2 (1d8/19-20x2)

    SQ: 6/day 2 Ghoulish Claws, Ferocity

    ===Spells===
    Sorcerer Concentration +5
    Level 0 → Acid Splash, Detect Magic, Disrupt Undead, Mage Hand
    Level 1 → 4/day → Chill Touch, Mage Armor

    ===Statistics===
    Str:11 Dex: 14 Con: 12 Int: 8 Wis: 8 Cha: 16
    BAB: +0 CMB: +0 CMD: 12
    Feats: 1b) Eschew Materials; 1) Toughness
    Traits: Enduring Stoicism, Desperate Resolve
    Trained Skills: UMD +7
    Language(s): Common, Orc
    Combat Gear: Cold-Iron Dagger, Light Crossbow, 20 crossbow bolts
    Other Gear: Sorcerer’s Kit, Antitoxin, Tanglefoot Bag

    ===Notable Class Abilities===
    Ghoul Bloodline
    -Arcana → Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.

    -Power → 6/day Ghoulish Claws (Su) Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack using your full base attack bonus. Each of these attacks deals 1d4 points of damage + your Strength modifier (1d3 if you are Small). At 5th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fort negates). At 7th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. If you're a ghoul with this bloodline, instead of gaining this ability, your levels in sorcerer stack with your racial Hit Dice when determining the DC of your paralysis and disease special abilities.

    Background:

    Legraka wasn’t overly skilled in any one area, but she was willing to learn. For this reason, the tribe shaman took her in and began teaching her how to use the magical items the tribe obtained.. It would typically take her a half dozen attempts to get the strange sticks to do anything. But when they worked, it was so much fun!

    Though she lacked the physical needs of a warrior, she would still train with the others when she had the time. Claiming it was ”Just in case”. Truth of the matter was, it gave her a reason to hang around Glug Uck. So strong...so safe.. and other such thoughts swam through her mind at the mere mention of his name. Life was good.

    Days before her coming of age quest, the pink skins attacked! So outnumbered! The tribe fought long and hard. Even Lgraka joined the fight. Using one of the shaman’s sticks and a dagger she knocked down a couple. Another behind her! Turning….to slow...she collapsed at the sword found it’s mark. Unable to move, she lay there as he stabbed her again and again.

    Parts of the Gap
    Waking strapped down. She tried to pull away, but couldn’t move. Wait...Didn’t I die? They were poking, prodding, sticking her when strange instruments. All speaking in an unknown tongue. Why can’t I move?? Suddenly something shot out of her hands… She couldn’t see…

    Bright light in her eyes, creatures talking. ”Hello?” she hollered. No response. Coldness on her limbs. Chains?. Gently she tried to stand. Ok, I can move this time… Looking around to find stone walls and a door. No windows. Some kind of bucket in a corner and a mound of hay on the floor.

    Sometime later, blood on her hands? Daggers sticking out...or were the claws? Gnome in white bleeding on the floor. She runs out of the room. Black…

    Fuzzy memory...Running...Trees? Something chasing me. Come to a cliff… Did I jump? Was I caught?.

    Nothing else. Woke up in this strange place. There are others here too.

    Looking around the room to her companions, she utters ”Uh...H-Hello? I Legraka. Why we ‘ear?”

    Scarab Sages

    I'm Hiding In Your Closet wrote:

    Please clarify:

    How do you feel about about partial homebrew/homebrewed material as additional options (i.e. new spells/class feature choices or the like)? Are you familiar with the 3.5 Tome of Magic and Pact Magic?

    As for "the character sheet makes it very clear as to how everything works," how much detail would be necessary? Could we just include a link to another site with the rules if possible (all the rules for Akashic Mysteries and veilweaving, for example, are on d20pfsrd.com)?

    Please forgive me if I'm being a bit of a nudje, but I need these questions clarified so I can know what character I might be able to make.

    Grand Lodge

    Marconias Mithenddal

    Summary: Marco is a myth-buster, ghost-hunter, and investigator of the strange and unexplained. He is convinced that these things can be explained by magic and science, and seeks to comfort those plagued by strange phenomenon by researching and finding the cause of such effects.

    Background:

    Marconias Mithenddal was raised in a beautiful forest as a member of a loving family and supportive community. Life was picture perfect, and the only real conflicts came from an occasional goblin raid that was easily put down. Life was good.

    But then, strange things began to occur. First, it was phantom noises that no one could explain, and then occasional flashes of lights. Some claimed to have seen shadows that appeared to follow them, and some of the younger ones swore they would see monsters lurking in the night!

    Marco became fascinated with these phenomenon, and begin to investigate. With a few of his closest friends, they stayed up all night, watching and waiting for signs of the strangeness. The found none.

    As the reports became more and more common, some of the families of his friends decided to relocate. Then a girl went missing. The council started issuing curfews, and more of the families talked of relocating. When two young boys also disappeared, panic started to set in. At night, spooky sounds were prevalent and kept many awake.

    Marco watched, and waited, and one night, he got lucky. He had fallen asleep on his watch, when a twig snapped nearby. He woke to find 3 haggard old ladies hiding in the foliage, casting spells that were causing the strange sounds. He quietly followed them out of the area that night, and listened in as they talked of their plans to scare the elves out of the area so that they could access some hidden caves under the area.

    When Marco brought his news to the council, they were relieved and took immediate action, forming parties to find and dissuade these witches. Life was returning to normal again, for all except Marco. He began to read about similar stories throughout the land, and he became obsessed with them. Some, like his own situation, turned out to be hoaxes or simply fey playing tricks. But others continued to be unexplained, as if there were truly nefarious forces at work in the world. He vowed to discover the truth behind these stories, and packed his bags and his books, and set out to discover the truth for himself.

    Character Sheet:

    NG Male Elven Empiricist Investigator 1
    Languages Common, Elven, Sylvan, Draconic, Celestial, Goblin, Aklo, Abyssal
    Low-light vision

    DEFENSE
    AC 13 (+0 armor, +3 dex), touch 13, flat-footed 10
    CMD 13 (+0 BAB +0 Str +3 dex)
    HP 7 (8-1)
    Fort -1 (+0 class -1 Con)
    Ref +6 (+2 class +4 Dex)
    Will +3 (+2 class +1 Wis)

    Defensive Abilities
    immune to magic sleep effects
    +2 racial saving throw bonus against enchantment spells and effects.
    +2 trait bonus on all saves vs spells or effects with the fear or emotion descriptors

    OFFENSE
    Speed 30 ft
    Base Attack +0; Melee Touch +0; Ranged Touch +3
    CMB 10 (+0 BAB +0 Str)

    Ranged (+0 BAB, +4 Dex / +1 PBR)
    Crossbow, hand +4/+5 PB Att, 1d4 Dmg(P) Crit 19–20/×2 Range: 30 ft.
    Dagger +4/+5 PB Att, 1d4 Dmg, 10 ft, P, Crit 19-20/x2

    Melee (+0 BAB, +0 Str)
    Sword cane +0 Att, 1d6 Dmg, P or S, Crit x2
    Dagger, Light/Small +0 Att, 1d4 Dmg, P or S, Crit 19-20/x2

    Prepared Extracts: (Free means 1 minute to prepare in the field)
    I1. Cure Light Wounds
    IB. Detect Secret Doors

    STATISTICS
    Abilities Str 10 (+0), Dex 16 (+3), Con 8 (-1), Int 18 (+4), Wis 13 (+1), Cha 12 (+1)

    Skills
    Acrobatics* +7 (+ 1 ranks + 3 Dex + 3 class skill)
    Appraise* +4 (+ 4 Int)
    Bluff* +1 (+ 1 Cha)
    Climb* +0 (+ 0 Str)
    Craft (Alchemy)* +8 (+ 1 ranks + 4 Int + 3 class skill)
    .. Identify Potion +9 (+ level)
    Diplomacy* +5 (+ 1 ranks + 1 Cha + 3 class skill)
    .. Gather Info +5
    Disable Device* +8 (+ 1 ranks + 3 Dex + 3 class skill + 1/2 level)
    Disguise* +1 (+ 1 Cha)
    Escape Artist* +3 (+ 3 Dex)
    Heal* +1 (+ 1 Wis)
    Intimidate* +2 (+ 1 Cha +1 trait)

    Knowledge (all)*
    Knowledge (Arcana) +8 +1d6 free (+ 1 ranks + 4 Int + 3 class skill)
    Knowledge (Dungeoneering) --
    Knowledge (Engineering) --
    Knowledge (Geography) --
    Knowledge (History) --
    Knowledge (Local) --
    Knowledge (Nature) --
    Knowledge (Nobility) --
    Knowledge (Planes) +8 +1d6 free (+ 1 ranks + 4 Int + 3 class skill)
    Knowledge (Religion) +8 +1d6 free (+ 1 ranks + 4 Int + 3 class skill)

    Linguistics* +8 +1d6 free (+ 1 ranks + 4 Int + 3 class skill)
    Perception* +7 (+ 1 ranks + 1 Wis + 3 class skill +2 racial)
    .. Trapfinding +8 (+1/2 level)
    Perform* ()
    Sense Motive* +1 (+ 1 Wis)
    Sleight of Hand* +3 (+ 3 Dex)
    Spellcraft* +8 +1d6 free (+ 1 ranks + 4 Int + 3 class skill)
    .. Identify magic items +10 (+2 racial)
    Stealth* +3 (+ 3 Dex)
    Survival +1 (+ 1 Wis)
    Swim +0 (+ 0 Str)
    Use Magic Device* --

    * +1d6 if using inspiration

    Inspiration Points: 5 of 5 per day (1/2 level + 4 Int modifier)
    Any Knowledge, Linguistics, or Spellcraft skill checks is free.

    The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

    Skill Ranks per Level: 6 + 4 (Int) = 10 ranks

    COINS
    PP – 0
    GP – 150
    SP – 0
    CP – 0

    EQUIPMENT
    Sword cane (45 gp)
    Dagger (2 gp)
    Hand crossbow (100 gp)
    10 Bolts ()

    Investigator Extracts Allowed per Day: (Bonus: 1st-3rd)
    1st: 1 (DC 15)

    Travelling formulae book - Extracts Known: (2+4 at 1st level)
    1st Level:
    Cure Light Wounds, Blend, Detect Secret Doors

    Feats:
    Point-Blank Shot (1st level)


    Traits:
    Enduring Stoicism:
    Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive.
    You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.

    Battlefield Disciple:
    You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.

    Special Abilities:

    +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

    Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Elves have a base speed of 30 feet.

    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

    Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

    Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

    Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

    When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

    An alchemist/investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

    An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

    When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must re-prepare his extracts every day. Mixing an extract takes 1 minute of work.

    Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

    An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

    An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

    Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

    An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. 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. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. 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.

    Empiricist (Archetype)
    Champions of deductive reasoning and logical insight, empiricists put their faith in facts, data, confirmed observations, and consistently repeatable experiments—these things are their currency of truth.

    Ceaseless Observation (Ex): An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance


    fluff (substantially as before):
    It wasn't Alžbeta's fault she was raised by parents who inculcated their daughters with a constant sense of competition and inadequacy. And it wasn't Alžbeta's fault that Margrit was smarter, more driven, more personable, more everything. It wasn't even Alžbeta's fault that Margrit became the toast of Lepidstadt with the successful demonstration of aetheric interference, interference that previous theories had pronounced impossible. But at some point, although she is loathe to admit it, it might have been Alžbeta's fault that she became a fraud.

    The fraud set in motion a chain of events that are, to say the least, extremely unclear - but if they follow inexorably from the fraud, then that was the only conscious sin of commission Pharasma's record. Of that she is sure; the alternative would be unthinkable.

    When Margrit got into Lepidstadt, Alžbeta failed - and so did what any self-respecting daughter of the minor nobility did and cheated on the next entrance exam. While Margrit wasted her time over books, Alžbeta wasted hers with a tres chouet dueling fraternity and supper club. (Of course Margrit was the better fencer anyway, of course she made a better impression at the same circles Alžbet had to ingratiate herself with night after night.) When Margrit graduated with honors, Alžbet rolled up her sleeves and cheated again. Life just isn't fair, but like Father said, of course life is not fair, and so all the greater reason to respond with industry, toil, and the sincere pressing of every advantage...

    Things continued to progress that way for a while, and began to run up against the limits of Alžbeta's native grit and mendacity - other advantages had to be sincerely pressed. The fraternity to whom she swore, drunk at midnight and wearing only a blindfold, to never reveal the secret handshake, was now willing to help her get a professor's seat - in exchange for other oaths. Alžbet was reluctant to go further into the debt of people who despised her, but knew - feeling the glares of Mother and Father - that it was preferable to being despised by those to whom she was forever in debt.

    Oaths were, in some sense, unnecessary. Having raised her star further than she could fly on her own, experiments needed to be faked, peers and students convinced of her competence... And, it seemed, at times her secretive fraternal association had remarkably specific ideas about what experiments ought be faked, and which theories they ought confirm or refute - as if there were especial lines of scientific enquiry which they wanted shut. This was all, she was assured (by these professional liars) for strictly altruistic, if strictly confidential, reasons. They taught her techniques "from ancient Osirion" to better deceive and mesmerize, and they started asking her for other favors, ones which need remain secret - even from her. Hour-long gaps began to appear in her memory, and then evening-long, and longer...

    (And of course by the time we begin she has forgotten five whole years, though I don't know more than that!)

    Alžbet isn't stupid or uncultured - just not at all the genius (the Margrit) that she tries to appear as. Her fear of the world seeing through her fraud, of of her being complicit in sins beyond it, dominates her every action. The one to whom Alžbeta lies most regularly is, of course, herself.

    crunch:
    Alžbeta Zhelem
    Human (Varisian) mesmerist 1 (Pathfinder RPG Occult Adventures 38)
    LN Medium humanoid (human) (honestly, she could be any nongood alignment, depending on how you interpret the axes, but I went with Lawful Neutral as someone who's primarily motivated by fear of social disapproval)
    Init +2; Senses Perception +3
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
    hp 10 (1d8+2)
    Fort +2, Ref +4, Will +1
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee rapier +2 (1d6-2/18-20)
    Special Attacks hypnotic stare (-2), mesmerist tricks 5/day (mesmeric pantomime), painful stare (+1)
    Mesmerist Spells Known (CL 1st; concentration +5)
    . . 1st (2/day)—innocence[APG], sleep (DC 15)
    . . 0 (at will)—detect magic, detect psychic significance[OA], prestidigitation, read magic
    --------------------
    Statistics
    --------------------
    Str 7, Dex 14, Con 14, Int 12, Wis 9, Cha 19
    Base Atk +0; CMB -2; CMD 10
    Feats Improved Feint, Weapon Finesse
    Traits formerly mind-swapped, heirloom weapon (proficiency)
    Skills Bluff +9, Diplomacy +8, Intimidate +8, Knowledge (arcana) +5, Knowledge (nobility) +5, Knowledge (planes) +2, Perception +3, Sleight of Hand +6, Use Magic Device +8
    Languages Ancient Osiriani, Common, Varisian
    SQ consummate liar +1, gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), phrenology (knowledge [arcana]), read aura (perception)
    Other Gear leather armor, rapier (heirloom, from her fraternity initiation), backpack, bedroll, belt pouch, flint and steel, hypnotist's locket[OA], ink, inkpen, pot, stationery[UE], torch (10), trail rations (5), waterskin, 88 gp
    --------------------
    Special Abilities (including Occult skill unlocks, if we're using those)
    --------------------
    Consummate Liar +1 Counts as Combat Expertise for some feats.
    Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
    Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
    Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
    Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
    Improved Feint You can make a Bluff check to feint in combat as a move action.
    Mesmerist Tricks (110 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
    Painful Stare (+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
    Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
    Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.


    GM Lari, please see this profile for possible character submission, originally created but not chosen for a Carrion Crown game. Character would explore themes of self-loathing, identity, and racism; intent would be to take self-alteration discoveries and a few levels of barbarian (to reflect his self-surgeries awakening something within him), and eventually become a Master Chymist. Mechanically he would be a self-buffing melee combatant with moderate healing abilities.

    If you think tengu is too strange a race for your game, or find the concept otherwise distasteful, I understand. If he seems a valid candidate, I'll tweak his crunch and last bit of background to be in line with this AP and formally submit. Either way, thanks for your time!


    Okay, I've got a pretty solid concept in mind now. He's a dhampir ranger with all these archetypes stacked on:

    -Infiltrator to replace favored terrain with the ability to copy favored enemy (probably human first then aberration)
    -Skirmisher to replace spellcasting with hunter's tricks
    -Divine Tracker to replace the AC with 2 warpriest blessings (not sure which diety/blessings yet)

    I will also be taking the Natural Charmer dhampir racial feat to take 20 on Cha skills with friendly humanoids.

    So he's a versatile high-cha skill/striker guy. I will be looking to select hunter's tricks and blessings which play well with others and do some moderate buffing that way as well.

    I have some vague ideas for him personality-wise. I know this is pretty much all crunch but the nature of this AP makes fluff less important than usual. I expect to figure out a way to bring it all together into an interesting character.

    Let me know if you have any feedback on the concept. I will start putting my sheet together in the meantime.


    I would like to submit my medium, Rabano Ferencz, for consideration:

    In the following stat block he's not channeling a spirit, if you'd like to see him with various spirits channeled just ask.

    Rabano Ferencz:
    Rabano Ferencz
    Male human (Varisian) medium 1 (Pathfinder RPG Occult Adventures 30)
    NG Medium humanoid (human)
    Init +5; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
    hp 9 (1d8+1)
    Fort +1, Ref +1, Will +3
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee heavy mace +2 (1d8+2)
    Ranged light crossbow +1 (1d8/19-20)
    Special Attacks spirit
    Medium Spells Known (CL 1st; concentration +3)
    . . 0 (at will)—detect magic, guidance
    --------------------
    Statistics
    --------------------
    Str 14, Dex 12, Con 13, Int 14, Wis 12, Cha 15
    Base Atk +0; CMB +2; CMD 13
    Feats Improved Initiative, Spirit Sense[OA]
    Traits sensitive mind (appraise), unintentional linguist
    Skills Appraise +3, Diplomacy +6, Heal +7, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +7, Perception +6, Sense Motive +6, Spellcraft +6
    Languages Aklo, Celestial, Common, Daemonic, Elven, Varisian
    SQ manifestation points, ability scores, spirit bonus (+1), spirit surge +1d6
    Combat Gear healer's kit; Other Gear studded leather, crossbow bolts (30), heavy mace, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Eritrice)[UE], mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Eritrice, 9 gp, 10 sp
    --------------------
    Special Abilities
    --------------------
    Manifestation Points, Ability Scores ([none], 14/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
    Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
    Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
    Spirit Sense +5 bon on chks to notice haunts. When tar inc crea with cor spl or eff, have 75% of aff targ.
    Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
    --------------------
    A descendant of a family of prominent lawyers of remote Varisian extraction in Karcau, Rabano has spent most of his young life in and out of mental institutions. Always a sensitive child, as a grammar school student, a day trip to see the angel-draped facade of the Cloisoi Theater and the attendant heroic statues of Blaispear Plaza left Rabano a gibbering wreck.

    Speaking in tongues as frequently as not, the next ten years of Rabano's life were a series of visits to mad houses, Pharasmin healing wards, and doctors of various stripes. Nothing seemed to work, and Rabano's mother finally resulted to consulting with an old Varisian fortune teller and witch in a desperate attempt to cure her son.

    Unfortunately for Rabano, his first meeting with Mother Nemov is the last thing that he seems to remember with any clarity, and that happened nearly ten years ago. The rest are little snippets of Mother Nemov teaching him to conrol, and heed without fear, the angelic voices in he head. Then travel, maybe far from Ustalav? A return and an argument with a slightly older man who may be a brother or cousin. Then nothing before waking in a familiar location- Briarstone Asylum, a place where he spent many weeks as young teen in an attempt to cure what was thought of as the time as schizophrenia.

    Rabano experiences his spirit patrons as celestial champions of various Agathion Empyreal Lords. Unfortunately, his recent memory loss has left him without the ability to recall excatly who they are, though he does remember how to conduct a seance to call on them. In his possession is a plain holy symbol of Eritrice, agathion Empyreal Lord of Truth, which gives some evidence as to whom his Hierophant spirit is.

    This is a very tentative endgame build for Rabano:

    End Game Rabano:
    Rabano Ferencz HL
    Male human (Varisian) medium 17 (Pathfinder RPG Occult Adventures 30)
    NG Medium humanoid (human)
    Init +5; Senses Perception +26
    --------------------
    Defense
    --------------------
    AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
    hp 122 (17d8+34)
    Fort +9, Ref +8, Will +13
    Weaknesses taboo
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee heavy mace +16/+11/+6 (1d8+3)
    Ranged light crossbow +13 (1d8/19-20)
    Special Attacks haunt channeler (8d6), shared seance, spirit, trance of three (17 rounds)
    Medium Spells Known (CL 17th; concentration +20)
    . . 4th (1/day)—legend lore, prognostication, telepathy[OA], teleport
    . . 3rd (3/day)—detect scrying, divination, dreadscape (DC 16), fly, greater invisibility
    . . 2nd (4/day)—analyze aura[OA], bestow insight[ARG], blur, cast out[APG] (DC 15), knock, spider climb
    . . 1st (5/day)—calm spirit[OA] (DC 14), identify, mindlink[OA], object reading[OA], oneiric horror[OA] (DC 14), true skill
    . . 0 (at will)—detect magic, guidance, light, mage hand, message, read magic
    --------------------
    Statistics
    --------------------
    Str 16, Dex 12, Con 14, Int 14, Wis 12, Cha 16
    Base Atk +12; CMB +15; CMD 26
    Feats Absorb Spirit, Alertness, Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Spirit Sense[OA], Spirit Speaker, Weapon Focus (heavy mace)
    Traits sensitive mind (appraise), unintentional linguist
    Skills Appraise +3, Diplomacy +23 (+27 to improve attitude of absorbed spirits), Heal +23, Knowledge (planes) +22, Knowledge (religion) +22, Linguistics +23, Perception +26, Sense Motive +26, Spellcraft +22
    Languages Abyssal, Aklo, Aquan, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Osiriani, Protean, Shoanti, Sylvan, Thassilonian, Varisian
    SQ ask the spirits, astral journey, connection channel, location channel (17 rounds), manifestation points, ability scores, propitiation, spirit bonus (+5), spirit surge +1d8
    Combat Gear healer's kit; Other Gear studded leather, crossbow bolts (30), heavy mace, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Eritrice)[UE], mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Eritrice, 9 gp, 10 sp
    --------------------
    Special Abilities
    --------------------
    Absorb Spirit Temporarily absorb an incorporeal undead or haunt to prevent rejuvenation.
    Ask the Spirits (At will) (Sp) Use contact other plane to contact the Astral Plane for advice, never taking Int/Cha dam.
    Astral Journey (At will) (Sp) Enter coma to use astral projection on self. Can't enter other planes and gear is nonmagic.
    Combat Casting +4 to Concentration checks to cast while on the defensive.
    Connection Channel (Sp) Use location channel anywhere with connection. Treat familiarity as highest of any at seance.
    Haunt Channeler (8d6, DC 28) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
    Location Channel (DC 28) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save.
    Manifestation Points, Ability Scores ([none], 31/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
    Propitiation (1/day) (Su) 10 min ritual, reduces influence from hosted spirit by 1.
    Shared Seance (Su) Can share the Seance bonus with others.
    Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
    Spirit Bonus +5 (Su) Gain a bonus based on the type of spirit you host.
    Spirit Sense +5 bon on chks to notice haunts. When tar inc crea with cor spl or eff, have 75% of aff targ.
    Spirit Speaker Talk to spirits you’ve absorbed.
    Spirit Surge +1d8 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
    Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.
    Trance of Three (17 rounds) (Su) As a swift action, can access intermediate power of diff spirit for 1 influence.


    I really like the ideas behind this AP.

    I am working on a character concept: A bullying big kid who kidnapped younger kids for a dark cult to save his own life. He is filled with remorse, but can't find another way out. When he wakes up, the spirits of the children he brought to slaughter are making him their agent, while nonetheless making his life miserable.

    The crunch would be brawler 1 upon awakening, with subsequent levels in spirit guide oracle with the haunted curse.

    Let me know if you have comments or concerns.


    Pathfinder Adventure Path Subscriber

    Alafair Argescu:

    Strange Aeons Alafair Argescu
    Female human (Varisian) oracle (psychic searcher) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
    CG Medium humanoid (human)
    Init +4; Senses Perception +0
    --------------------
    Defense
    --------------------
    AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
    hp 10 (1d8+2)
    Sanity 41, threshhold 4, edge 20
    Fort +2, Ref +4, Will +2; -2 penalty vs mind-affected effects
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee starknife +4 (1d4+4/×3) or
    . . starknife +4 (1d4+4/×3)
    Oracle (Psychic Searcher) Spells Known (CL 1st; concentration +5)
    . . 1st (4/day)—charm person (DC 15), cure light wounds, divine favor, hypnotism (DC 15), sanctuary (DC 15)
    . . 0 (at will)—detect fiendish presence, light, purify food and drink (DC 14), read magic
    . . Mystery Lore
    --------------------
    Statistics
    --------------------
    Str 10, Dex 10, Con 15, Int 13, Wis 10, Cha 18
    Base Atk +0; CMB +0; CMD 10
    Feats Divine Fighting Technique (desna's Shooting Star), Noble Scion Of War[ISWG]
    Traits formerly mind-swapped, unpredictable
    Skills Bluff +9, Diplomacy +8, Heal +4, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (religion) +5, Spellcraft +5
    Languages Celestial, Common, Varisian
    SQ oracle's curse (aboleth), revelation (sidestep secret)
    Other Gear studded leather, starknife, starknife, backpack, blanket[APG], hip flask[UE], 73 gp, 5 sp
    --------------------
    Special Abilities
    --------------------
    Aboleth -2 penalty on saving throws vs mind-affecting effects. Bonus spells known.
    Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
    --------------------
    Possible Feats:
    -Fast Learner
    -Toughness
    -Psychic Sensitivity
    -Weapon Focus Starknife
    -Point Blank Shot
    -Startoss Syle etc
    -Steadfast Personality
    -Extra Revelations

    Revelations:
    -Lore Keeper (CHA instead of INT on knowledge checks)

    Origins:

    Alafair Argescu lately doesn´t remember much. For reasons unknown to her, many parts of her former live flee her memory. What she remembers though doesn´t make that a surprise for her.
    Fearsome memories reach far back into her childhood, when she first noticed irregularities on the family manor and people behaving oddly. While her family seemed quite nice and normal on the outside, it bore - and probably still bears - terrible secrets. She´s not sure who, but thinks several members of her family are part of a cult. A cult that venerates unspeakable horrors. Horrors from beyond and below. There are blurred pictures about events of the past, when she was taken to secret meetings and rituals, where abominations where summoned and sacrifices made. She had been young then and not able to understand all of it, but it had left deep impressions. On one event she was brought forth, before the unspeakable, dragged by someone she loved and trusted, and somehow it had touched her, deep inside. They had tried to take something from her and make her a part of it all, but it hadn´t worked.
    Or at least it hadn´t worked in the intended way. Or so she chose to think about it.
    In that night and some others later, she had found herself in a strange and alien body wandering an even stranger city. Or had that only been a dream? She´s never sure about it and all details remain fuzzy.
    After that her mind refused everything and many say it wasn´t working right.
    She knows different though. She knows about the things which wait and whisper in the shadows. The shadows behind the door as well as the shadows between the stars in the night sky. Or the shadows in the ocean. They are everywhere and she knows something horrible will happen.

    After that incident she stayed with her family, but things were different. Gaps and blurrs in her memory, closed doors, cold shoulders, whispers about her being not right ... it all added up and made her a bit paranoid. She stayed inside alone a lot, reading the many old books and tomes to be found in her home. So she grew up o be a pale and clumsy albeit well-read and educated young person.
    Later she tried to join the clergy of Desna, whose faith always was comforting to her. Unfortunately her mercuriality and clumsiness did not do her well there and she lacked the discipline the life of a cleric needed. Still she seemed favored by the godess, being able to invoke her divine magic and seemingly having a talent with her favorite weapon, the starknife, while being an utter failure at wielding any other weapon successfully. She´s not sure when or why she had left the training at the priest college. She´s pretty certain though that she had been researching ancient and forbidden lore in dusty libraries and met new people.
    Unfortunately that´s kind of everything she remembers right now.

    Comment:

    This is kind of a special character concept for me and Strane Aeons seems like the right place to play that. There´s certainly different ways this can be done, but right now i favor this one. Maybe because i never played an oracle before and it seems like a real good fit, with all the feats and traits falling into place.

    Desnas shooting star and the massive use of CHA certainly seems like powergaming or badwrongfun in the eyes of some people, but it´s what makes this concept actually possible here.
    I don´t believe this character will be overpowered though, since the focus is more on skills and some divine magic.
    It´s more of a clumsy, paranoid nerd on Golarion.

    There´s nothing set 100%, i also changed the campaign trait and the curse to reflect my vision better. There are other curses which would be a good fit and that can certainly be talked about. Same for the feats, there´s room to adapt to the rest of the party.


    Hmm... this seems very interesting. One concept that I have is a vigilante who's forgotten his second identity; he'd go about using his Vigilante talents in his normal persona and eventually, if the need presented itself, discover that he is disturbingly good at pretending to be someone else entirely. It sounds like an interesting line to develop, and one of the few story ideas I've had for a Vigilante that I'm genuinely eager to develop. What do you think?


    Dotting. I'm going to try and get in by the deadline a Ustalavic doctor, a man of science who traveled the countryside with his apprentice, helping the superstitious and destitute.

    Once the game begins, the PC is a spiritualist, though he doesn't know it, with the spirit of his dead apprentice yet to manifest.


    This is Navin Starling, dhampir ranger.

    Spoiler:
    Navin Starling
    male dhampir ranger 1 (infiltrator, skirmisher, divine tracker)
    chaotic good medium humanoid (dhampir)

    Init +1; Senses darkvision, low-light vision; Perception +7

    DEFENSE
    AC
    16, touch 11, flat-footed 15 (+5 armor, +1 dex)
    HP 12 (1d10 +1 Con +1 FC)
    Fort +3, Ref +3, Will +1
    Special Defenses +1 saves vs spells/SLAs from evil creatures; +2 saves vs disease and mind-affecting

    OFFENSE
    Speed
    20 feet
    Melee greataxe +4 (1d12+4, x3, S)
    Ranged shortbow +2 (1d6, x3, 60' range, P)
    Special Attacks driven by guilt 1/day

    STATISTICS
    Str
    16 (+3), Dex 12 (+1), Con 12 (+1), Int 7 (-2), Wis 12 (+1), Cha 17 (+3)
    BAB +1, CMB +4, CMD 15

    Feats
    Proficiencies:
    A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
    Natural Charmer: You possess some of the dominating powers of your vampire progenitor. You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.

    Traits
    Ease of Faith:
    Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
    Driven By Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

    Skills 6 skill points/level -2/level (Int) = 4
    Bluff +5, Diplomacy +8, Knowledge (Dungeoneering) +2, Perception +7, Survival +5 (+6 to follow tracks)
    AC Penalty -4

    Languages
    Common

    Racial Abilities
    Undead Resistance:
    Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
    Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
    Manipulative: Dhampire gain a +2 racial bonus on Bluff and Perception checks.
    Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
    Darkvision: Dhampir see perfectly in the dark up to 60 feet.
    Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
    Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

    SQ
    Favored Enemy: Humanoid (Human)
    At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype.
    Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
    Favored Weapon: At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat. This ability replaces wild empathy.

    GEAR
    Combat Gear

    greataxe, shortbow, 40 arrows, 40 blunt arrows, scale mail, 2 flasks acid

    Other Gear
    explorer's outfit, ranger's kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)

    Money 15 gp

    FLUFF
    Description

    Navin looks like most dhampirs: tall, willowy, pallid, spooky, attractive. He is familiar but not distinctive, almost ethereal.

    History
    Navin, like most of his kind, was an orphan. He doesn't know whether his mother died in childbirth or just abandoned him but he carries a bitter hatred for her memory. He was raised in a Karcau orphanage in the shadow of the great Opera. With his natural charm, he could have been an outstanding performer but that lifestyle held no appeal for him. Instead, he ran away from the orphanage and began life on his own as an adolescent.

    He traveled aimlessly around northern Ustalav, surviving through odd jobs and petty crime. He was chased out of more than one village by superstitious peasants and ultimately developed a sense for life in the wilds between civilization.

    He also developed a bitter hatred for the evil he so often saw in humans. The string of abuses and discrimination he faced triggered something in his genes: a thirst for human blood. He resisted the urge without ever thinking twice but his sleep was haunted with horrible images of feasting on humans.

    When he awakes, he is overwhelmed with a sense of guilt. He can't remember why, but something in him knows it's related to his darkest desires as a vampire-spawn. He also has something else new- a tattoo of a bloody butterfly on his neck.

    Age: 118

    Deity: Desna


    Pathfinder Adventure, Adventure Path Subscriber

    Thinking about it, it would be better that Trivani, the Human Merchant Occultist be Varisian.

    background:

    travelling Ustalav collecting and selling the strange and marketable objects in the land. He normally travels under the protection of a Varisian caravan, but often leaves his wife, Crestia in charge of his stall as he goes in search of those special objects. It has been several weeks since he left the caravan, which has moved on. His wife, with whom he has a business-like relationship, knows that the dangers in finding those rare pieces might mean, he must be away for a year or more, or even lead to his death. It may add to their wealth and prestige, beyond the time he is away, so is happy to continue as she sees fit.

    Her mother, who has 'the sight', can be asked for guidance as to Trivani's current situation, but it seems that mists surround and obscure his current state.

    Trivani is driven by the desire to collect the Goblet of Lord Hakoric, an old pewter goblet, ornate with skulls spewing out fire in the form of firestone gems around its cup. The fragment of parchment that was in Trivani's possession, has some words written in an unknown tongue, that Trivani believes have some power, though what cannot be explained. On the back of the parchment written in common merely states 'Thrushmoor'. But that was a previous existence....

    I seems Trivani is following in his father's footsteps, obsessed with finding some great artifact, until he never returned... The merchant's life is not without danger, more so than many would guess, or is this a curse that is hanging over the family..


    See previous post for crunchy stuff...

    Silver Crusade

    Sorry everyone! Been a bit slower than usual with holiday craziness. Will have commentary and such shortly.


    Putting Amrit in for consideration, though I still have a few questions outstanding about what he's got going for him.


    Here is my submission: Lubella Heathertoes, a Halfling Dawnflower Dervish Bard. I am playing her in a Carrion Crown PBP, but unfortunately that game seems to be grinding to a halt.

    Personality:

    -Lubella is highly altruistic; she will devote considerable energy to helping people she doesn't know. Wealth is unimportant for it's own sake - it only matters as a mean to helping others.

    -Lubella will associate with evil creatures if the greater good is served, or if she feels that they could be redeemed.

    -Violence is a last resort; diplomacy is her preferred option.

    -Lubella is filled with doubts that she doesn't live up to the very high standards of behavior that she sets for herself, which ties into the Driven by Guilt Campaign Trait: Lubella has a terrible feeling that she has compromised her principles in some way, and is determined to atone for whatever she has done.

    -Lubella considers herself to be an agent of Sarenrae.


    Background:

    Lubella was born into a lower class Halfling family in Katapesh. Her father died of plague when she was 14, and the remaining family was plunged into poverty. Lubella was sent to serve on an estate of the Church of Sarenrae, where her talent was quickly recognized, and she was groomed to enter the Cult of the Dawnflower. Lubella disliked the rules and structure of her training, and began getting into trouble.

    After a series of “Incidents” a transfer was arranged to the Temple of Sarenrae in Korvosa (sending the problem to someone else). That's where her memories end. She has a terrible feeling that she has compromised her principles in some way, and is determined to atone for whatever she has done.


    Role:

    Main Skill Competencies: Bluff*, Diplomacy, Sense Motive*, Stealth
    *=2nd level
    Combat Role: Melee fighter (moderate damage, strong defenses). Lubella seeks to fight the most dangerous opponent, despite her diminutive stature. She has minor healing abilities (cure light wounds).

    Note: Her bardic Inspire Courage bonuses only apply to herself.

    Gameply Posting Samples:

    Gameplay Thread -Posting as PCScipio

    Dark Archive

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    **Watches with interest to see which souls will be granted a glimpse of the universal truth, that humanoid life is a flickering candle in a howling void, populated by unimaginably powerful, and utterly alien, beings**


    The universal truth is that the true meaning of life is breakfast, second breakfast, elevenses, lunch, afternoon tea, dinner and supper!


    42


    Haven't heard anything from that other GM, so I'm definitely interested in applying with Regina if she seems like a character you'd like. XD

    Lantern Lodge

    Would the Summoner Eidilon Ancestor from Blood of Beast be allowed? NOt sure if its PFS legal but its seems to be a cool concept. My grandfather was alive last time I remember but now I awaken to find out he has taken over a guardianship as my Eidilon.

    I know this seems like an Occult class Spiritualist but I dont have the occult book.


    For what it's worth, the Occultist is on both the official SRD and d20pfsrd.com - so you do have access to it.


    Ulfric, Paladin of Sarenrae, is complete


    Dreaming Warforged wrote:

    I really like the ideas behind this AP.

    I am working on a character concept: A bullying big kid who kidnapped younger kids for a dark cult to save his own life. He is filled with remorse, but can't find another way out. When he wakes up, the spirits of the children he brought to slaughter are making him their agent, while nonetheless making his life miserable.

    The crunch would be brawler 1 upon awakening, with subsequent levels in spirit guide oracle with the haunted curse.

    Let me know if you have comments or concerns.

    I'll have to withdraw. Happy gaming!


    dot.

    Going to go for a sorcerer that prior to the gap lived life as a dragon, but upon awakening finds that his magic is scrambled almost beyond repair (word caster), his strength diminished, and most insulting and disgusting of all, he's HUMAN.

    Will eventually prestige into dragon disciple.

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