
GM Morning Star |
2 people marked this as a favorite. |

There's a hole in the world like a great black pit
And the vermin of the world inhabit it
And its morals aren't worth what a pig could spit
And it goes by a thousand names!
At the top of the hole sit a privileged few
Making mock of the vermin in the lower zoo
Turning beauty to filth and greed… And you
May have sailed the world and seen its wonders
For the cruelty of men is wondrous, true
But there's no place like...
THE BLIGHT
“Welcome friend. Take the air if you can and walk with me along the cobbled streets of the City of Secrets and Lies, the Deathless City, the City of a Thousand Names, the Blight. The stories I have to tell may alarm you, may frighten you, may entice you — but one thing I will say before we begin — to the local there is but one phrase to remember; ‘trust only yourself,’ for this is the city of deceit and it is built upon a lie …”
For the uninitiated, The Blight is campaign setting/adventure path revolving around the bloated city of Castorhage. Thematically, the setting is grim, grim, grim. In this industrial hell, there exist endless different ways to die and twice that many to suffer. All that keeps the myriad evils in check is the fact that none of them get along. At the same time however, the city is a veritable wonderland - every race from goblins to angels walk through streets filled with every diversion imaginable (and unimaginable) in the single most technologically, magically, and economically advanced metropolis in the world.
Reading through the book, I decided that this campaign will truly thrive if one player gets dropped in their own deadly playground and lavished with as much personalized attention as possible. Thus, I’d like to offer a single player the opportunity to rise from a fresh-faced nobody to one of the major players in the city.
BACKGROUND: As Atticus Finch says: you can choose your friends, but you sure can’t choose your family. With that in mind, I’ve written part of your backstory for you.
- You were found 20 years ago, abandoned as a baby; your parents and exact age unknown.
- You bore certain unusual and obviously inhuman characteristics.
- As a child, somebody identified and explained to you that you are a changeling.
- Strangely, you went through puberty but have yet to receive “the call” to seek out your true heritage as most changelings do.
- You have never actually been inside the city of Castorhage and instead have grown up (or currently live) less than a day's journey away in the small hamlet of Wicken.
The rest is of course up to you. Don’t think that because of grim setting, your character need be all doom and gloom as well. Humor is always welcome even in the darkest of places. Relationships such as mentors, friends, and enemies are encouraged and may even make some surprise appearances over the course of the game. Lastly, for inspiration you might want to peek at the altered changeling race, campaign traits, and deformity drawbacks at the bottom of this post.
BUILD OVERVIEW: Since a full statblock is a lot to ask when I’m only selecting one player, all you need to apply is a rough overview featuring classes, archetypes, campaign trait, and whatever else you want. For reference, characters will be built at level 1 using tristalt (three classes), 30 point buy, background skills, and these feat tax rules. All official material and classes are available, although some Golarion-specific options may need to be re-skinned or simply altogether inappropriate. Assume that 3rd party won’t be allowed, but if you want to use something particularly cool and thematic it can’t hurt to ask.
A word to the wise: those who manage to achieve anything that even vaguely resembles success in the Blight generally possess three qualities and it is recommended that you keep them in mind when picking classes.
- Intrigue: In the City of Secrets and Lies, an aptitude for intrigue is predictably essential. If you’ve been wanting to try out some of the more obscure “social” abilities, now’s your chance. High skill point classes with plenty of out of combat tricks will fit right in.
- Magic: The adage that “magic is power” holds true everywhere, but even more so in the Blight. Magic is carefully hoarded and tightly controlled by those who have it. Full casting classes will garner spots among the elite more easily, but careless displays of power might draw unwanted attention.
- Survivability: Even the most careful of souls find themselves in more than few scrapes. Especially going solo, you’ll want to be able to hold your own in close combat, where martial classes with plenty of hit points will do you well.
- ”A trap is only a trap if you don’t know about it. If you know about it, it’s a challenge.” - China Mieville
- ”All moral principles are idle fallacies.” - Marquis de Sade
- ”The healthy man does not torture others - generally it is the tortured who in turn tortures.” - Carl Jung
- ”Between two evils, I always pick the one I never tried before.” - Mae West
Ability Scores: Your ability scores are determined by your heritage:
- Annis: +2 Str, +2 Cha, -2 Con
- Ash: +2 Wis, +2 Cha, -2 Con
- Blood: +2 Wis, +2 Cha, -2 Int
- Dreamthief: +2 Str, +2 Cha, -2 Wis
- Green: +2 Wis, +2 Cha, -2 Con
- Mute: +2 Int, +2 Wis, -2 Con
- Night: +2 Wis, +2 Cha, -2 Dex
- Sea: +2 Dex, +2 Wis, -2 Con
- Storm: +2 Wis, +2 Cha, -2 Con
- Winter: +2 Int, +2 Cha, -2 Con
- Annis-born: +1 racial bonus on melee damage rolls.
- Ash-born: +1 racial bonus on damage rolls for spells with the fire descriptor. This bonus increases by 1 for every 4 levels beyond 1st.
- Blood-born: The DCs of Sense Motive checks to gain a hunch about you increase by 5.
- Dreamthief-born: +2 racial bonus on saving throws against mind-affecting effects.
- Green-born: +2 racial bonus on Bluff checks against creatures that could be sexually attracted to you.
- Mute-born: +2 racial bonus on saving throws against gaze attacks.
- Night-born: +2 racial bonus on saving throws against disease.
- Sea-born: You can hold your breath for a number of rounds equal to three times your Constitution modifier before you risk drowning.
- Storm-born: You are treated as two size categories larger for the purpose of resolving wind effects.
- Winter-born: +5 racial bonus on Acrobatics and Climb checks on icy or slippery surfaces.
Uncanny Senses: You have darkvision (60 ft.) and low-light vision.
Inhuman Defenses: You have a +1 natural armor bonus, Damage Reduction 2/??? (overcome condition is unknown to you), and Spell Resistance 6 + character level.
Quick to Learn: You gain a bonus feat.
Un-Called: Having yet to experience the call so late into your life has prevented you from exploring certain avenues to further your powers. You count as a human instead of a changeling for the purposes of qualifying for feats, traits, favored class options, etc.
1. The smallest three toes on each of your feet have fused together. You take a –2 penalty on Acrobatics, Climb, and Perform (dance) checks.
2. Your incisors grow so long and sharp that you have difficulty eating. Eating takes twice as long. Consuming a potion or other magical foodstuff requires a full-round action.
3. You have an extra digit on each hand, which hampers your fine motor skills. You take a –2 penalty on Craft, Disable Device, and Sleight of Hand checks.
4. Your limbs and torso are covered with piscine scales that you must constantly moisten. If more than 1 day passes without you applying at least a gallon of water to them, you take 1d3 points of damage each hour until you do so.
5. Your skin bears a sizable scarlet mark that flushes and lightens with your moods. You take a –2 penalty on Bluff and Disguise checks.
6. One of your eyes has grown enlarged and developed a pale, milky film. Daylight seems uncomfortably bright to you. You take a –2 penalty on saving throws against light-based spells and effects, and you are automatically dazzled for 1d6 rounds when exposed to bright light or sunlight.
7. The soles of your feet are flat, and you tire quickly. You can hustle for only a half hour before becoming fatigued, and every 4 hours spent traveling by foot in a day deals 1 point of Constitution damage.
8. Your already pallid complexion grows unusually sensitive to the rays of the sun. Exposure to direct sunlight for more than 1 hour at a time makes you sickened for 24 hours.
9. The tip of your tongue is forked and stiff. You have difficulty making yourself understood. You take a –2 penalty on Bluff, Diplomacy, and Disguise checks to fool or persuade others.
10. The painful and stiff swelling of your joints puts you at a disadvantage in combat. You take a –2 penalty on combat maneuver checks and Escape Artist checks to free yourself when grappled or pinned.
11. Your ears have stretched to an abnormal size, making you overly sensitive to loud noises. Whenever you are dealt sonic damage, you take 1 additional point of damage, and you are deafened for 1 minute whenever you take damage from any sonic effect.
12. The pupils of your eyes resemble a cat’s, and beasts cannot abide your presence. You take a –2 penalty on Handle Animal and Ride checks.
13. You grow velvety-soft fur along your back, arms, and legs that chafes and catches under clothing and armor, increasing the armor check penalty of any armor by 1 and applying a –1 armor check penalty to ordinary clothing. Clothing and armor can be specially fitted for you, eliminating the increased penalty but increasing their price by 50 gp.
14. You grow an extra row of sharp, crooked teeth. The uneven set of your jaws gives you constant headaches. You take a –2 penalty on concentration checks and saving throws against pain effects.
15. It is nearly impossible to find armor that fits your concave chest and unusually narrow, sloping shoulders. The armor check penalty of any armor you wear increases by 1, and you take a –1 penalty to AC when wearing medium or heavy armor.
16. Your throat balloons out like a frog’s, and your voice comes out as an odd croak. You take a –2 penalty on Diplomacy checks and on Perform (act, oratory, and sing) checks.
17. An oozing sore has developed on your face that refuses to heal and makes you more susceptible to illness. You take a –2 penalty on saving throws against disease.
18. Your flesh grows bark, and your major joints have become gnarled and knotted like tree limbs, causing you to move slowly and stiffly. You take a –2 penalty on Reflex saves.
19. Your thin, almost translucent skin is delicate and tears easily. You take 1 point of bleed damage from slashing attacks that deal at least 1 point of damage to you.
20. A massive patch of multicolored warts covers much of your face. People cannot help but stare, and they always remember you once they’ve seen you. You take a –4 penalty on Disguise checks.
21. Your unruly hair grows with alarming speed. If you do not spend 1 hour trimming and grooming your hair every 48 hours, it snarls in nearby foliage whenever you are outdoors, imposing a –2 penalty to your Armor Class and on attack rolls and Stealth checks.
22. Your limbs are thin and frail. You take a –2 penalty to CMD against disarm, grapple, and trip attempts.
23. Your bones shatter as easily as glass. You take 2 additional points of damage each time you are hit by an attack made with a bludgeoning weapon.
24. One arm is turning to stone, though you retain limited mobility. You take a –4 penalty on all skill checks requiring the use of two hands and on attack rolls when wielding a two-handed weapon or fighting with two weapons.
25. The joints in your unnaturally long thumbs have fused, and you often fumble objects. When you retrieve a stored item, you have a 10% chance of dropping it.
26. Your knees bend backward like a bird’s, which makes many athletic movements difficult to master. You take a –2 penalty on Climb and Swim checks, and your running speed is only three times your regular walking speed.
27. A tenacious patch of fungus has sprouted on your back, weakening your system against toxins. You take a –2 penalty on saves against poison effects.
28. Your misaligned eyes affect your ability to judge distances. You take a –2 penalty on ranged attack and damage rolls.
29. When you get flustered, heat builds up in your face until it glows with inner fire. You take a –4 penalty on Diplomacy and Perform checks when in the presence of 5 or more creatures.
30. Your ears curl up like dried leaves, and you experience difficulty picking up sounds. You take a –2 penalty on hearing-based Perception checks.
31. Your curving, claw like fingernails grow so long so quickly that they impede you in dangerous situations. You take a –2 penalty on Escape Artist and Sleight of Hand checks.
32. One of your legs measures noticeably longer than the other, and you lose your balance easily. You take a –2 penalty to CMD against bull rush and trip attempts.
33. Your eyes have swollen to mere slits. You take a –2 penalty on sight-based Perception checks.
34. You develop a shaggy pelt about your neck and shoulders that makes you overheat quickly. You take a –4 penalty on checks and saves to resist environmental heat effects.
35. You grow a tail that you can’t easily conceal and that thrashes violently at inconvenient moments. You take a –2 penalty on Disguise and Stealth checks.
36. You grow vestigial gills. While they grant you no ability to breathe in water, they make it harder for you to catch your breath. When you are fatigued, it takes 12 hours of complete rest to recover. When you are exhausted, it takes 2 hours of complete rest to become fatigued.
Almost Killed: You fell in a river, were hit by a runaway horse, fell from a tall building, or something else. Choose one of the following penalties: lose 5 ft. movement or permanently lose 1 point of Constitution. However, your instincts are sharper as a result, giving you +2 Dexterity and a +1 bonus on all Reflex saves. You have odd nightmares about the event that somehow manifest themselves in the dreams of others, who find it impossible to save you.
Trader’s Apprentice: A trader raised you. Choose a Profession skill and gain Skill Focus for that profession as a bonus feat. You also know the name of a banker in Castorhage who’d let you borrow up to 100 gp.
Mirror Marked: Whilst you were young, you suffered from recurring nightmares in which you were drawn through mirrors into a strange dreamscape. You gain Knowledge(???) as a class skill (to be reveal later in the campaign), as well as an insight into the real world about you, granting you a +1 to all Perception checks due to an uncanny sixth sense you’ve developed. Furthermore, you are deeply affected by the experience and cannot abide being near mirrors. Whenever within 20 ft. of a visible mirror or other strongly reflective surface (even water), you make all Will saves at –1.
Raised by Beer Slops: You were raised in the bars and taverns. Choose any Perform skill and consider it a class skill. You make all interaction checks with landlords or tavern owners (Bluff, Diplomacy, Intimidate or Perform) with a +2 bonus.
Isolated Beauty: You are uncannily beautiful, even for a changeling, but many other children ignored you for it which caused you nightmares. Add +1 Charisma. Whenever you are in a situation where a colleague or friend is not within 60 ft. and you must make a Will save, you do so with a –1 penalty.
Choir Child: You have an incredible singing voice. You gain Perform (sing) as a class skill and Skill Focus. However, the brutality for perfection meted out on you has scarred you. You make all saving throws to avoid being shaken at –2.
Cliche Orphan: Cruel adopted parents raised you, and you left home early. You are independent, but a bit of a loner. You make all Diplomacy checks to influence attitude at –2, but gain the Toughness feat and a +1 bonus to all Will saves.
Devotee of Mother Grace: Very religious adopted family who found great solace in the order of things in the church of Mother Grace raised you. You gain Knowledge (religion) as a class skill, or gain a +2 bonus to Knowledge (religion) checks if you already have it as a class skill. Your inherent faith is strong and, once per day as a free action, you can utter a prayer to Mother Grace that grants you +1 bonus to any saving throw, skill check, or attack roll.
Educated: You were remarkably well-educated for a country child. You gain the Skilled ability as though you were a human.
Freakshow Touched: You were raised in a freak show that toured the countryside and have become quite the performer, adding one to your starting Charisma. However, in the tough backstage life you had, you were never fed enough; you make all saving throws against disease or exhaustion effects with a –2 penalty. The show has since disbanded but you developed an extra friendship with one of the acts, who has since sought their fortunes in the city.
Guild Child: You were raised by someone with guild connections and have a potential benefactor that you could call on in the city, granting you an extra friendship. Choose a Profession or Craft skill and consider it a class skill; if you already have those as class skills, gain a +2 bonus to one of your choosing.
Kissed by Angels: Despite the unfortunate circumstances of your birth, you seem to have been born with a natural magnetism. Cats sit in your lap, children stop crying and laugh when you enter a room, and frosty discussions thaw when you talk. You make all checks for Bluff, Diplomacy, and Perform, as well as any other such check your GM deems appropriate, as though your Charisma was 2 higher than it actually is. Some petty people find such lucky folk annoying, and become jealous of them, of course.
Shadow’s Friend: When younger, you used your natural darkvision to explore dark places. Your night vision is excellent, and you have an almost sixth sense when operating in darkness. You gain a +2 bonus to Perception checks when in dim light or less, and operate as though you had the uncanny dodge ability while in those lighting conditions. If you already have such an ability, it improves in such conditions. You find daylight unpleasant, and prefer to wear tinted lens when the sun is at its highest.
Mill Child: You spent much of your childhood working in an uncharacteristically large mill in the country. You are very adept at getting through small spaces. You consider Escape Artist as a class skill; if you already have access to it, you gain a +2 bonus to it. You also make all Acrobatics checks to move through threatened or enemy spaces with a +2 bonus.
Riverchild: You have grown up on the banks of the Lyme River, and frequently interacted with halfling boatfolk making their way to and from Castorhage. You gain a +2 bonus to Swim checks a +2 bonus to all checks for Bluff, Diplomacy, Intimidate, and Perform when interacting with boatfolk, and gain Profession (sailor or boatman) as a class skill. You also gain River Cant as a bonus language.
Seventh Child of a Seventh Child: Your adopted mother was a seventh child who only bore six children and fate must’ve falsely believed you were her seventh. There is something decidedly odd about you; odd things happen around you, and occasionally unpredictable events occur — cats bristle and flee from you, plates fall on floors when you enter the room, or a clock strikes thirteen. This does not have a mechanical effect, but will be woven into the game from time to time. In addition one of your adopted siblings now lives in the city, acting as an extra friendship.
Dreams of the Depths: When young, you had constant nightmares about an unearthly ocean, and it had a profound and unsettling effect upon you. These dreamlike depths call to you, and you find it oddly consoling to have objects from there or even odd things from the mundane sea about your home or person. You gain the clerical Water domain granted abilities icicle and cold resistance at 6th level. You do not have the bonus spells unless you are a cleric with the Water domain, in which case you cast all domain spells at +1 to the DC of their saves. There is something oddly clammy and brackish about you.
Wicked Stepsisters: Wicked stepsisters who delighted in using you as little more than a slave raised you. You gain one of the following feats based on how you handled them. If you confronted them, gain Persuasive. If you often ran and hid from them, gain Fleet. If you tried to learn from them, gain Deceitful. A while ago they left for Castorhage to make their fortunes and meet their “prince charming,” so they must still be lurking somewhere in the city.
If you slogged through this giant recruitment post, thank you for giving me your attention even if you don’t apply. Given that I plan this to be a relatively fast paced campaign, I’d like to close recruitment on Mickey Mouse’s birthday (Saturday November 18th), but if there’s an influx of applications and the people demand more time, I am willing to keep it open longer.

Zanbabe |

Sounds fascinating. I'm thinking Ranger/Sorcerer and either rogue or bard (the negotiator archetype is pretty rogue-like, but also gives access to healing spells, which is nice).
Thinking Kissed by Angels or Wicked Stepsisters as the campaign trait... either would be fun.
I should have time to firm something up this weekend.

GM Morning Star |

The Blight is part of the Lost Lands line, for which you can explore these links.
Common Gods of Akados
Unofficial Golarion Deity Conversions
Lost Lands Pantheons
A Little More Lost Lands Deities Info
In a city the size of the Blight, you can find worshipers of nearly any deity, but some of the most popular ones are as follows:
Ocean’s Anger; Fish-Brother; God of Sea
Greater God
Alignment: Neutral
Domains: Animal, Chaos, Destruction, Water, Weather
Mithras
Lord Storm; The Battle; The Soldier-God; Mithrae Invicto; God of War, Battles, and Soldiers
Greater God
Alignment: Lawful Neutral
Domains: Animal, Glory, Law, Repose, Strength, War
Mother Grace
The Holy Mother; Mother of All; Goddess of Family, Order, and Tradition
Greater God
Alignment: Lawful Neutral
Domains: Community, Law, Nobility, Repose
Papyri
The Archivist; The Quiet One; The Lost Apprentice; The Thoughtful Silence; Goddess of the Written Word
Demigod
Alignment: Neutral
Domains: Esoteric, Knowledge, Magic, Rune
The Ash Queen
Queen of Whores; The Hunger; Goddess of Lust, Nature, and Witchcraft
Greater God (Outer God)
Alignment: Chaotic Neutral
Domains: Animal, Beast, Chaos, Earth, Plant[/b]

Joseph Soltz |

I'm currently thinking a Daevic (Focused around Wrath:Justice)//Inquisitor (Hexenhammer) of Mithras//Spiritualist, perhaps, or Skinshaper druid was the other idea I was looking at.
Edit: Honestly, I was thinking more along the lines of Conscript to add martial options without adding heavy doses of flavor, but that might be too much third party.

Billzabub |

Interested! I haven't had time to sit at a table for almost a year and it's been even longer since I did some PbP, but I sure could use it. I'll mull over some ideas and post something in the next day or two, and am thinking maybe keep it simple w/ unchained rogue/ranger/sorcerer. Questions: would it be helpful to pick up any of the Lost Lands stuff? What are you hoping for w/ post rate? I'm fairly flexible and can usually do multiple posts a day, and actually find it easier than posting once every day or two, etc.

Grunyn the Mossless |

Tristalt is a tricky thing to work into a character's background; justifying Wizard-Monk-Druid, or any other sort of combination with ostensibly varied lifestyles/training methods, is a bit of a chore in any circumstance.
Coming from the "hamlet of Wicken" would make things even more challenging; such a disparate group of individuals wouldn't likely be found in such a small location.
Would you be able to provide the names of a few other, perhaps larger, locales where we could opt for a more believable background? I noticed you included "or currently live" with Wicken, so I would assume it's safe that we be from elsewhere initially. I just don't know where said "elsewhere" might be.

GM Morning Star |
1 person marked this as a favorite. |

The Blight is located on the decently sized Isle of Lymossus. Since the campaign focuses on Castorhage, you're free to add whatever you need to the surrounding countryside.
Known paradoxically as the Fallowshire (or just the Fallow), the land is composed of beautiful, rolling green countryside; rural peasant farmers; horse breeders; and magnificent, stately homes and estates (some almost palatial in their dimensions and luxuriance).
Lych Fens
The flooded swamplands of the Lych Fens surround the city of Castorhage in a choking embrace. Attempts for the city to drain areas of these fens and spread outward have proven to be failures. No matter how much the swamps are drained, the inevitable saturation of the low-lying coastal lands, and frequently storm-wracked tides, ensure that none of the endeavors have yet come to fruition. As a result, the city has turned inward with a greater compression of its already jam-packed population. Many swampers dwell in small hamlets among these swamps, catching eels, raising goats and pigs, and even growing small plots of vegetables where dry ground can be found.
Devil’s Holt
Formerly known as Aldwarkshire, this was once a lush and beautiful forested area of the island. Long under the rule of the Gacci family, the chief settlement of Aldwark was turned into an industrial centre called by many “Toiltown the Lesser.” The vast stretch of brick manufacturies and mills built along the Redding Slough belched forth immense black clouds and consumed the hardwoods of the Aldwarkshire Wood with abandon. Now, the shire woodland is little more than a vast muddy plain of rotting tree stumps and stubborn vines, that cause itching blisters on any exposed skin that touches them. The Redding Slough is a black stream that slips into the Fetid Sea like the blade of a poisoned dagger, killing or driving off all aquatic life within 15 miles. A stinking pall of ash and grime lays over Aldwark, and most of its population is composed of indentured servants, whose contracts were bought by the Gacci to work their deplorable mills.
Mourneyshire
By far the most cosmopolitan of the shires (outside the urban blight of Aldwark), Mourneyshire is a broad land extending from the highland vale of the Upper Lyme Rover and down along the Great Lyme’s length to the hills of Fallowshire, as well as down through the Purtle Lows to Hollyhay and Quent’s Wood (which they share with Perish Shire). Technically, the lands between the Great Lyme and the south bank of Redding Slough are a part of the shire, but they are too dangerous for most folk to live there. Instead they are heavily travelled by sheriff’s patrols who prevent poachers and woodsmen from sneaking into Quent’s Wood to steal resources. The city of Mourney is the largest on the island outside of Castorhage, and has the air of an uplands market town.
On posting rate, given that this is a solo campaign, I'd certainly like to get in multiple posts per day.

Grunyn the Mossless |

Deformity Roll: 1d36 ⇒ 34
Also, I had edited this in, but it broke, and now it's been an hour.
The Powerful/Deft Maneuvers feats don't mention the +2 to CMD that the original, non-clumped feats gave. Is that gone, and if so, is there a way to get it back?
E: Something else: if we take a bloodline, would the hag one (Accursed) interfere with our hag-but-not-hag schtick?

Joseph Soltz |

I'm currently thinking a Daevic (Focused around Wrath:Justice)//Inquisitor (Hexenhammer) of Mithras//Spiritualist, perhaps, or Skinshaper druid was the other idea I was looking at.
Edit: Honestly, I was thinking more along the lines of Conscript to add martial options without adding heavy doses of flavor, but that might be too much third party.
I'm sorry, but I'm not really feeling the Spiritualist or Skinshaper. Any chance you could check out Conscript? Otherwise, I'll likely end up with fighter.

Vagabond? |

Posting interest as an Wizard [Pact Mage HHH]//Investigator//Fighter or Arcanist, focused on utility and not dying rather than actual combat.
If permitted, I'd like to take Vizer (AKA, Pathfinder Incarnum) for less of a focus on combat, and more on finding neat and useful tricks to get out of sticky situations.

Joseph Soltz |

Joseph Soltz wrote:I'm sorry, but I'm not really feeling the Spiritualist or Skinshaper. Any chance you could check out Conscript? Otherwise, I'll likely end up with fighter.I'm currently thinking a Daevic (Focused around Wrath:Justice)//Inquisitor (Hexenhammer) of Mithras//Spiritualist, perhaps, or Skinshaper druid was the other idea I was looking at.
Edit: Honestly, I was thinking more along the lines of Conscript to add martial options without adding heavy doses of flavor, but that might be too much third party.
One last time quoting, to further narrow things down; If Conscript is allowed, I'd take Maneuver Training, Armor Training, Berserker Sphere specialization, and give up half of my bonus talents to also take Guardian Sphere Specialization. I'd take Crushing Juggernaut as my martial tradition, and invest into the more utilitarian talents in Brute, followed by a little bit of Guardian, and a little bit of berserker.
By utilitarian, I mean things like Muscular Surge/Giant (legendary), though also likely Brace Weapon, so I can actually overrun people. I really want to take a different, hopefully interesting, combative route, and Inquisitor should be able to take care of my out of combat skill needs, as well as face-y-ness, with minimal issue without the utility of an Arcane Caster with scrolls out the wazoo for specific problems.
As far as backstory and personality go, I'm still getting things together, but I'm liking the direction so far.

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Here's my entry.
Will fine tune later(gp calcs) - still working out the details.
Male Oracle 1 (Spirit Guide)/ Sylvan Sorcerer 1 / Urban Ranger 1
N Changeling (Annis Hag)
Init +4; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14
hp 12
Fort +3, Ref +3, Will +4;
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Offense
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Speed 30 ft.
Melee Claw +4 (1d4+4), Claw +4 (1d4+4)
Ranged Shortbow +3
Spells known Oracle: (CL 1st; concentration +5)
Cantrips: Create Water, Light, Guidance, Detect Magic, Mage Hand, Ghost Sound
Lv 1 spells(5/day): CLW, Remove Fear, Divine Favour
Spells known Sorcerer: (CL 1st; concentration +5)
Cantrips: Read Magic, Detect Poison, Prestidigitation, Acid Splash
Lv 1 spells(5/day): Colour Spray, Keep Watch
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Statistics
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Str 16, Dex 14, Con 12, Int 13, Wis 14, Cha 18
Base Atk +1; CMB +4; CMD 16
Feats Boon Companion, Evolved Animal Companion (Claws on Camel)
Traits Magical Knack(Ranger), Reactionary
Skills
Perception +6, Disable Device +5, Knowledge Nature +5, Spellcraft +5,Diplomacy +8, Knowledge Planes +5, Knowledge Religion +5
Background skills
Handle Animal +5, Profession (Mercenary)+5
Alternate Racial Traits
Deformity
Your limbs and torso are covered with piscine scales that you must constantly moisten. If more than 1 day passes without you applying at least a gallon of water to them, you take 1d3 points of damage each hour until you do so.
+1 racial bonus on melee damage rolls.You have a +1 natural armor bonus, Damage Reduction 2/??? (overcome condition is unknown to you), and Spell Resistance 6 + character level.
Un-Called: Having yet to experience the call so late into your life has prevented you from exploring certain avenues to further your powers. You count as a human instead of a changeling for the purposes of qualifying for feats, traits, favored class options, etc.
Revelaton
You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.
Gear Thieves tools, cold iron morningstar, silver mace, Dagger, 4 days trail rations, Spell Component pouch, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, Shortbow, 100 arrows, gp TBD
Shamal
N Animal(Camel)
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+3 Dex, - 1 size +3 armor)
hp 13
Fort +5, Ref +4, Will +0
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Offense
--------------------
Speed 50 ft.
Melee Bite +4 (1d4+4) and Claw +4 (1d4+4) and Claw +4 (1d4+4)
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Statistics
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Str 18, Dex 16, Con 14, Int 6, Wis 11, Cha 6
Base Atk +1; CMB +5; CMD 18
Feats Narrow Frame
Skills Perception +5, Escape Artist +4
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Tricks Attack, Attack, Defend, Heel, Track, Hunt, Come, Down.
Combat Gear Leather barding
Horus
N Animal(Roc)
Init +4; Senses low-light vision; Perception +5
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Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 Dex, +7 armor)
hp 11
Fort +2, Ref +4, Will +1
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Offense
--------------------
Speed 50 ft.
Melee Bite +2 (1d6+1) and Talon +2 (1d4+1) and Talon +2 (1d4+1)
--------------------
Statistics
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Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Toughness
Skills Fly +8, Survival +5
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Tricks Attack, Attack, Defend, Heel, Flank, Hunt, Come, Down.
Combat Gear Leather barding
Yeah it's quite the menagerie.
Backstory wise - I picture him like this, except he tries to work as a monster slayer for hire. I need to work out more on how he feels like.
I know I could have focused more on my own personal defences instead of spreading it all over the place - but I tried to do a different route, just for variety.

GM Morning Star |

@Joseph Soltz My apologies, I completely missed your earlier inquiry about the Conscript, which I will allow.
@Kayri_Khaos Gunslinger's (and by extension the Mysterious Stranger archetype) are perfectly permissible. From my earlier comment about firearms: For the purpose of pricing and proficiency, firearms are Commonplace (25% cost and martial weapons). However, their use hasn't quite caught on among the general populace and it's mainly the watch, the army, a few guilds, and certain criminal elements who have ready access.
@Vagabond? Vizier is alright, but for fluff reasons I'll require that your Vizier abilities are untaught and innate, like the Sorcerer class.
@Just a Mort Just to warn you, a mount will be of very limited use early in the campaign.

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That's what narrow frame is for.
Anywhere a medium creature can go, so can Shamal.Kosher?
Or is the blight the kind of place you can't bring your camel?

GM Morning Star |

Although uncommon, a camel walking through the streets would be one of the less stranger things in the Blight. However, mounts won't generally be permitted inside most establishments. While Narrow Frame would certainly help in many situations, there are plenty of obstacles that it doesn't help with - a ladder, for example.

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Block and tackle it is then. Otherwise I could always swop one of the sorcerer spells for monkey fish

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I'd be considering a Gunslinger/ Unchained Rogue/ Warpriest. They'd be a bit of an all-rounder, eventually taking Charnel Soldiers and using animate dead to get some undead pirate buddies with teamwork feats. Get a boat, have a literal skeleton crew. It'd be great!
In all (semi)seriousness they would probably look something like this:
LE Changeling (Sea Hag)
Initiative +4 | Perception +8
-----------------------------
Defense
-----------------------------
AC 15 | touch 11 | flat-footed 14
HP 11
CMD 15
Fort +2 | Ref +6 | Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Claws +1 (1d4) | Rapier +5 (1d6)
Ranged: Battered Pistol +5 (1d8+1)
CMB +1
Spells known:
Orisons: Detect Magic, Detect Poison, Purify Food + Drink
LvL 1 spells(2/day): Murderous Command, Burning Disarm
--------------------
Statistics
--------------------
Str 10 | Dex 18, Con 11 | Int 14 | Wis 18 | Cha 12
Base Atk +1 | CMB +1 | CMD 15
Feats: Gunsmithing, Weapon Focus (Firearms), Rapid Reload (Pistol), Precise Shot
Traits: Sea-Born, Seventh Child of a Seventh Child, Never Stop Shooting
Deformity: Fungal Patch (-2 to saves vs. Poison)
Skills:
Acrobatics +8, Appraise +6, Bluff +5, Climb +4, Escape Artist +8, Intimidate +5, Knowledge Local +6, Perception +8, Stealth +8, Swim +4
Background skills
Profession (Sailor) +8, Sleight of Hand +8
I was considering taking the Buccaneer archetype for gunslinger, to make them more pirate-y, but then I'd have to probably go with an arcane caster so that I wouldn't need to split my major stats 3 ways, but arcane casters aren't as good at raising the dead so my skeleton crew would be delayed, ad it'd be a whole thing. The stat block up there doesn't account for armour mind you, I'd probably end up either grabbing leather or studded leather.

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Female Oracle 1 (Spirit Guide)/ Sylvan Sorcerer 1 / (Trapper+Freebooter) 1
N Changeling (Annis Hag)
Init +4; Perception +5
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Defense
--------------------
AC 16, touch 12, flat-footed 14
hp 12
Fort +3, Ref +4, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw +4 (1d4+4), Claw +4 (1d4+4)
Ranged Sling +3
Spells known Oracle: (CL 1st; concentration +5)
Cantrips: Create Water, Light, Guidance, Detect Magic, Mage Hand, Ghost Sound
Lv 1 spells(5/day): CLW, Remove Fear, Divine Favour
Spells known Sorcerer: (CL 1st; concentration +5)
Cantrips: Read Magic, Detect Poison, Prestidigitation, Acid Splash
Lv 1 spells(5/day): Monkey Fish, Keep Watch
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 14, Wis 13, Cha 18
Base Atk +1; CMB +4; CMD 16
Feats Boon Companion, Evolved Animal Companion (Claws on Camel)
Traits Dreams of the Depths, Reactionary
Skills
Perception +5, Disable Device +5, Knowledge Nature +6, Spellcraft +6,Diplomacy +8, Knowledge Planes +6, Knowledge Religion +6, Knowledge Dungeoneering +6
Background skills
Handle Animal +8, Profession (Mercenary)+5
Alternate Racial Traits
Deformity
Your limbs and torso are covered with piscine scales that you must constantly moisten. If more than 1 day passes without you applying at least a gallon of water to them, you take 1d3 points of damage each hour until you do so.
+1 racial bonus on melee damage rolls.You have a +1 natural armor bonus, Damage Reduction 2/??? (overcome condition is unknown to you), and Spell Resistance 6 + character level.
Un-Called: Having yet to experience the call so late into your life has prevented you from exploring certain avenues to further your powers. You count as a human instead of a changeling for the purposes of qualifying for feats, traits, favored class options, etc.
Revelaton
You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.
Gear Thieves tools, cold iron morningstar, Studded leather armor, Sling, 20 bullets, Thieves tools, 4 days trail rations, hammer, 4 pitons, backpack, water skin, 2 days carnivore feed, 2 days animal feed, Flint and Steel, 2 torches, Block and Tackle. 12 gp left over
Shamal
N Animal(Camel)
Init +3; Senses low-light vision; Perception +5
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Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, - 1 size +3 armor)
hp 13
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite +4 (1d4+4) and Claw +4 (1d4+4) and Claw +4 (1d4+4)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 6, Wis 11, Cha 6
Base Atk +1; CMB +5; CMD 18
Feats Narrow Frame
Skills Perception +5, Escape Artist +4
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Tricks Combat Training, Attack, Flank, Exclusive
Combat Gear Leather barding
Horus
N Animal(Roc)
Init +4; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 Dex, +7 armor)
hp 11
Fort +2, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 80 ft fly
Melee Bite +2 (1d6+1) and Talon +2 (1d4+1) and Talon +2 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Toughness
Skills Fly +8, Survival +5
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Tricks Attack, Attack, Defend, Heel, Flank, Hunt, Down.
Combat Gear Leather barding

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Akumu's earliest memories were that of an orphanage where there was never enough to go around. One day as she was running courier delivering packages around town, she ran into a boy who provided her with the first decent meal she had in weeks and told her there was an old man who would give her food and lodging and never ask for anything in exchange. Akumu, lured by the promises of food, went to the old man's house where he provided her with a delicious stew. She slurped down every single drop of it...then felt herself falling into darkness. Her last thought was, 'The food was poisoned..'
She woke up to to the sloshing of water and the creaking of the boards and a braided man cracking a whip at her. She had been shanghaied as a crew member on The Black Raven and that began her life as a pirate. She worked her way up the ranks from a cabin boy to one of them. The Captain Jack had told her to bring along some men to raid the warehouse, but unknown to them - the warehouse owner had employed one of the Order to guard the warehouse. So when she led her men into the warehouse to raid it, they were surprised to see the solo female figure with her blonde hair tied up in a bun, in a breastplate and her two handed sword in a lazy guard position waiting for them, as if he had been expecting them.
Thinking that a solo guardswoman would be easy prey, she ordered her men to attack, but that went south in a mighty hurry. The man seemed to have supernaturally quick reflexes, and they couldn't manage to touch him. Him on the other hand, hewed through them like a hot knife through butter. Akumu ordered her men to retreat - she would try to hold her back. They fought for a while, with Akumu desperately trying to prevent the woman from landing a killing blow, and earning quite a number of cuts from her. As the bloodloss begun to slow her down, she saw the sword streaking towards her chest, as she tried to dodge...all too late. There was a burst of agony, as she felt the sword pass through her..then oblivion.
The next thing she remembered was waking up on a bed with her chest bandaged and faintly hurting and that woman looking at her intently. "Welcome back. You've got two choices - I could turn you over to the watch - where you'd get hanged....or you could do your penance with the Order. You're a little young to go to the gallows - and if you're willing to die for your comrades, you can't be all that bad."
"Frankly I'd rather you chose the latter, or that would have been a waste of time trying to save you earlier."
Akumu chose the latter - and with Teresa as her sponsor - she has been conscripted into the Order - the Order has told her about her otherwordly origins as well as given her training in both the arts of sword and magic and providing her with a camel. She has been dealing with people's problems, some of them involving monsters and some more mundane issues, for one of which she received a roc egg as a reward, which she hatched. Her current assignment brings her to the Blight...

Banesama |

My submission for Scarlet Blood:
Scarlet was found and adopted by the Blood family. A very minor noble family that are the 'Lords' of the hamlet of Wicken. Even though they were nobles, they had no power or influence to be found in Castorhage nearby. The family is made up Lord Blood and Lady Blood, their two daughters that are both in the mid-20s and finally Scarlet, the adopted youngest child. Even though she was adopted, she was treated very well by the Blood family and are on good terms with all of them.
Early on she showed signs of her ability to manifest water with her mind, which marveled her family but she kept that she was also able to manipulate the blood of others a secret. Afraid such powers would make her an outcast in her family.
Her early childhood was mostly her acting like a tomboy, running around, rough housing, and playing with the boys of the hamlet. Lady Blood wanted her to be more lady-like but Lord Blood only laughed it off. Saying it was just a phase.
Unbeknownst by everyone else, she started stealing from others. It thrilled her and she would often slip out of her home at night and burgle houses in the hamlet and pickpocket a few things from travelers that moved through. One day she managed to steal a book that later turned out to be a spellbook with a few spells in it. She found she was able to understand it after a few weeks of reading it and tested it out. She kept it a secret that she was able to cast spells from everyone until she turned '20' where she revealed to her father that she was able to cast spells. This surprised him but he realized that the small hamlet was too small for her and instructed her to travel to the city. Somewhat reluctantly she agreed and prepared to go to the city with her father sponsoring her, for what it is worth and telling her to head to his friend's shop and that he should help her setup.
Classes (Archetypes): Hydrokineticist (Blood Kineticist) / Magus (Bladebound) / Unchained Rogue
Altered Changeling Race: Dreamthief
Deformity: The pupils of your eyes resemble a cat’s, and beasts cannot abide your presence. You take a –2 penalty on Handle Animal and Ride checks.
Campaign Trait: Mirror Marked
"When the Black Camel comes for me, I'm not going to go kicking and screaming - I am, however, going to try to talk my way out of it. No, no, you want the other Walter Slovotsky." – Joel Rosenberg

Chobo |

Finally, landed on a concept I like, using this Image as inspiration and this quote:
”Hell is empty and all the devils are here.” William Shakespeare
+
+
Investigator (Empiricist)/Witch (White Haired)/ Magus (Hex Crafter). This will net 3/4 bab, all good saves, 9 caster levels (plus another 6 from magus and 6 levels of alchemy), and 6+int skill points/ level plus inspiration.
Name: Ahel
Race: Changeling (Annis Hag)
Campaign Trait: Freak show touched
Deformity: 21. Your unruly hair grows with alarming speed. If you do not spend 1 hour trimming and grooming your hair every 48 hours, it snarls in nearby foliage whenever you are outdoors, imposing a –2 penalty to your Armor Class and on attack rolls and Stealth checks
Some of the biggest problems with solo games are action economy, resource management, and not having the right skills to advance the plot. This build uses 1 stat for casting (Intelligence) which will also boost skill points.
1. Action economy - The magus and White haired witch have great action economy. The magus with spell combat and spell strike (able to burst damage). While the white haired witch can grapple and still perform other actions. Later it gains constrict, trip, pull and strangle as riders to its grapple. Plus, Hexes (from magus) can end fights period. Finally, will have a witches familiar to aid in action economy (without having a traveling circus).
2. Skills – will have a minimum of 10 skills/level (using favored class bonus) plus all these skills will have the ability to be modified by the investigators inspiration. Empiricist uses intelligence for many important skills too. Also, the witches familiar will allow a second chance at some of these skill checks. This will help advance the plot.
3. With three spell casting classes she should have enough resources and versatility to make it through and adventuring day. Investigator provides healing, buffing, and status removal spells, magus blasting spells and witch to fill in the gaps (and break worlds eventually).
4. Lack of full bab class – This is the easiest obstacle to overcome and is inconsequential at lower levels. The Investigator has mutagen, inspiration and studied combat at later levels to overcome this. The biggest problem will be the loss of two hit points to start. This is mitigated by the DR for the custom race.
Investigator - 6 skill points/level, Studied Combat & Strike (Bonuses in combat), Inspiration (Bonus to skills and attacks), Investigator talents (flexible to enhance skills or combat). Alchemy to prolong the adventuring day (buff/heal).
Magus (Hexcrafter) - I couldn’t imagine playing a witch or a changeling without hexes so took this archetype. Helps overcome action economy with spell combat and spell strike. Offensive spells boost combat viability, Hexes and Arcana add versatility.
Witch (Whitehaired) – to me Witch and changeling are almost synonymous. WhW loses hexes but gains action economy with the ability to grapple with her hair (at range) and not be considered grappled herself. Plus constrict, trip, pull and strangle at later levels. The 3/4 bab and buffing will help pull these maneuvers off. Also, will have the ability to land touch spells at range. Also, gains rogue talents at high levels. Finally, she also gains a familiar witch will provide great rp opportunities, action economy and perhaps the Sage archetype for all knowledge skills. (All this and 9 levels of spell casting goodness!)
Ahel is tall and lanky, standing well over six feet tall, with a lithe but well-muscled build. She has long and ropey limbs of corded muscle and sinew with short, sharp claws that tip her fingers. The willowy woman has a sinister, yet hauntingly beautiful face that always looks like she’s about to laugh or scowl. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, her large eyes framed by long, full lashes set off a gaze that is both knowing and penetrating. Ahel’s mismatched eyes marks her changeling heritage, the left one grey like the sky before a storm and the right eye black as the pits of hell. Her alabaster skin is as flawless and milky as fresh cream and stands in stark contrast to the dark locks of hair that appear to absorb the light around it. Her raven colored hair is long and flowing, cascading down to the middle of her back. The slender long-limbed beauty is most often dressed in black.
Ahel has a strong, cold, and sardonic personality. Her cruel upbringing has made her quite callous and blunt. She is tough and resilient with an icy demeanor that encourages people to mind their own business. However, she also capricious by nature and can be charming and playful when the whim strikes her. The changeling has a cruel sense of humor and enjoys debating controversial issues. She treats people fairly but is reluctant to go out of her way to help others, expecting them to carry their own weight. However, without exception she hates slavers, bullies, and those who would abouse small children.
Still working on the background will have it done this evening and put everything in one spot with a link to the Alias I will use.

Azen |

Zanbabe's submission:
Quote: "Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes
(Going less Sweeney Todd, more Don Quixote)
It was almost Aven's birthday... well, what she thought of as her birthday anyway. The day that she was found on the doorstep of the Priory of Saint Alman in Wicken. They were going to have a party at the Priory to celebrate with some of her first "family": Father Gromwell, who had been the one to tell her that she was a changeling, Sister Rose, who had taught her to sew, Lady Maren, who was teaching her how to control her magic, and a few of the other orphans she had grown up with.
It was also a goodbye party of sorts as well. They weren't leaving immediately, but Lady Maren was moving to Castorhage, and had asked Aven to go too. She loved Maren and was happy to go, but she would miss her friends here too.
______
Maren has skill in making and tailoring clothing, which is what she did to help out the orphanage before her magic developed. Father Gromwell had tried teaching her how to pray for spells, but she actually just sat and thought about life and how things worked, and that worked better for her. But Lady Maren was teaching her even more about connecting to something within her. Sometimes Maren called her aberrant or warped, but not in a bad way... she knew that she was different, that she saw the world a different way than everyone else. That was okay. She thought her way was better. Everyone else always seemed to be sad, and think things were going to get worse, but she knew things were going to work out. I mean, after all, they always did. All you had to do was look at your life to see it.
I got the name of the priory and Father Gromwell from a different recruitment post, so if I am misusing them in this story or something, just let me know and I'll change them.
Appearance and outlook... she's tall, olive complexion, dark hair, and beautiful, but she's not really aware of how those things affect other people that much. She's hopeful, and thinks that if things can work out for her, then they can certainly work out for other people. You just have to have faith and believe... and do something about it, of course.
Went with Druid instead of Bard, so she will have full arcane and divine casting and higher HP and full BAB from Ranger.
--Sorcerer with mutated Aberrant / Warped bloodline
--Ranger with Shapeshifter archetype
--Druid with Swarm Monger archetype (I really wanted to do skinshaper too, but unfortunately they overlap in one area. It was a hard call.)
Perceived Heritage: Green Hag / Piscine Scales "deformity" (they are actually quite beautiful, and keeping them moist is just another part of the daily ritual for her. Hopefully, with create water she should be good.)
Kissed by Angels campaign trait. Goes along with the hopeful (not quite to the point of madness?) Don Quixote vibe, and yes some people will resent it... but whether she will notice or care remains to be seen.
I know you said you wanted to do a solo, but I am not *that* selfish, and if you want to pull in another person, I think it would be totally fun. Your call obviously, and I'm totally cool with the solo thing as well. Just saying.
I think that is what you asked for, but if there is something I missed, or anything I need to change, just say the word. Happy to tweak anything to fit the game.
(Oh, and this is the Alias, but it definitely isn't done. Just a skeleton right now.)

Chobo |

Here is my submission let me know if I missed anything. Also, a Link to the alias I will be using. I will be updating the stat block over the next couple of days in the alias that way if I am selected I will be ready to go quickly.
”Hell is empty and all the devils are here.” William Shakespeare
Investigator (Empirisit)/Witch (White Haired)/ Magus (Hex Crafter). This will net 3/4 bab, all good saves, 9 caster levels (plus another 6 from magus and 6 levels of alchemy), and 6+int skill points/ level plus inspiration.
Name: Ahel
Race: Changeling (Annis Hag)
Campaign Trait: Freak show touched
Deformity: 21. Your unruly hair grows with alarming speed. If you do not spend 1 hour trimming and grooming your hair every 48 hours, it snarls in nearby foliage whenever you are outdoors, imposing a –2 penalty to your Armor Class and on attack rolls and Stealth checks
Some of the biggest problems with solo games are action economy, resource management, and not having the right skills to advance the plot. This build uses 1 stat for casting (Intelligence) which will also boost skill points.
1. Action economy - The magus and White haired witch have great action economy. The magus with spell combat and spell strike (able to burst damage). While the white haired witch can grapple and still perform other actions. Later it gains constrict, trip, pull and strangle as riders to its grapple. Plus, Hexes (from magus) can end fights period. Finally, will have a witches familiar to aid in action economy (without having a traveling circus).
2. Skills – will have a minimum of 10 skills/level (using favored class bonus) plus all these skills will have the ability to be modified by the investigators inspiration. Empiricist uses intelligence for many important skills too. Also, the witches familiar will allow a second chance at some of these skill checks. This will help advance the plot.
3. With three spell casting classes she should have enough resources and versatility to make it through and adventuring day. Investigator provides healing, buffing, and status removal spells, magus blasting spells and witch to fill in the gaps (and break worlds eventually).
4. Lack of full bab class – This is the easiest obstacle to overcome and is inconsequential at lower levels. The Investigator has mutagen, inspiration and studied combat at later levels to overcome this. The biggest problem will be the loss of two hit points to start. This is mitigated by the DR for the custom race.
Investigator - 6 skill points/level, Studied Combat & Strike (Bonuses in combat), Inspiration (Bonus to skills and attacks), Investigator talents (flexible to enhance skills or combat). Alchemy to prolong the adventuring day (buff/heal).
Magus (Hexcrafter) - I couldn’t imagine playing a witch or a changeling without hexes so took this archetype. Helps overcome action economy with spell combat and spell strike. Offensive spells boost combat viability, Hexes and Arcana add versatility.
Witch (Whitehaired) – to me Witch and changeling are almost synonymous. WhW loses hexes but gains action economy with the ability to grapple with her hair (at range) and not be considered grappled herself. Plus constrict, trip, pull and strangle at later levels. The 3/4 bab and buffing will help pull these maneuvers off. Also, will have the ability to land touch spells at range. Also, gains rogue talents at high levels. Finally, she also gains a familiar witch will provide great rp opportunities, action economy and perhaps the Sage archetype for all knowledge skills. (All this and 9 levels of spell casting goodness!)
Investigator - 6 skill points/level, Studied Combat & Strike (Bonuses in combat), Inspiration (Bonus to skills and attacks), Investigator talents (flexible to enhance skills or combat).
Magus (Hexcrafter) - I couldn’t imagine playing a witch or a changeling without hexes so took this archetype. Helps overcome action economy with spell combat and spell strike. Offensive spells boost combat viability, Hexes and Arcana add versatility.
Witch (Whitehaired) – to me Witch and changeling are almost synonymous. WhW loses hexes but gains action economy with the ability to grapple with her hair (at range) and not be considered grappled herself. Plus constrict, trip, pull and strangle at later levels. The full bab from slayer will help pull these maneuvers off. Also will have the ability to land touch spells at range. Also, gains rogue talents at high levels. Finally, she also gains a familiar witch will provide great rp opportunities, action economy and perhaps the Sage archetype for all knowledge skills. (All this and nine levels of spell casting goodness).
Ahel is tall and lanky, standing well over six feet tall, with a lithe but well-muscled build. She has long and ropey limbs of corded muscle and sinew with short, sharp claws that tip her fingers. The willowy woman has a sinister, yet hauntingly beautiful face that always looks like she’s about to laugh or scowl. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, her large eyes framed by long, full lashes set off a gaze that is both knowing and penetrating. Ahel’s mismatched eyes marks her changeling heritage, the left one grey like the sky before a storm and the right eye black as the pits of hell. Her alabaster skin is as flawless and milky as fresh cream and stands in stark contrast to the dark locks of hair that appear to absorb the light around it. Her raven colored hair is long and flowing, cascading down to the middle of her back. The slender long-limbed beauty is most often dressed in black.
Ahel has a strong, cold, and sardonic personality. Her cruel upbringing has made her quite callous and blunt. She is tough and resilient with an icy demeanor that encourages people to mind their own business. However, she also inquisitive and capricious by nature and can charming and playful when the whim strikes her. The changeling has a cruel sense of humor and enjoys debating controversial issues. She treats people fairly but is reluctant to go out of her way to help others. Without exception she hates slavers and bullies.
Ahel's life started, as far as anyone knew, in a wooden bucket that was found adrift among the reeds and bogs of the Lych Fens. Unfortunately, her time adrift in that bucket were the only peaceful moments she would have for a long time. Next to nothing his know about her true parentage but is assumed that her mother was an Annis Hag that stalked the Lych Fens and that her father… well, her mother must have found him delicious.
As fate would have it Ahel’s bucket was found by an illiterate, gap-toothed, swamper named Grin. He was a short tempered, heavy-handed man whose existence was the result of a long line of inbreeding. While Grin wasn’t very smart he knew an opportunity when he saw one; a female baby would bring good coin to the right people. While Grin was cruel he was not one to molest or abuse a child this young, nor was he the sort to condone that sort of thing, but he also knew better than to let an opportunity slip away. So with a merchant’s hart he made his way to Toil Town to sell the infant.
Fortunately the infant didn’t end up in the hands of slavers or worse. On the road to Toil Town Grin struck a bargain with Malehara and his Marvelous Menagerie of Mutants, Misfits, and Monsters. Malehara recognized Ahel for what she was and bought her for 1 gold piece, a jug of ale, and a hard cheese. Grin left with a smile, content with the deal, and Malehara had another freak for his show. Malehara’s judgement proved right and in time Ahel displayed many of the gifts she inherited from her mother, gifts other would pay to see. Mismatched eyes that could pierce the blackest midnight, nails that could scratch furrows in iron, and hair that grew at a prodigious rate and would obey her commands.
Malehara was greasy greedy little man, who was a hard and uncaring master when you were on his good side and a right bastard when you weren’t. Unfortunately, Ahel was seldom on his good side and spent much of her young life confined to her cage as punishment. Ahel learned to take pleasure in the willful disobediences and minor rebellions she orchestrated against Maelhara. Life in the menagerie was cruel and filled with many hardships but Ahel managed to form a semblance of a friendship with one of the other captive side show performers, a Grippli she called Hopper.
Life in the Menagerie wasn’t all toil, there were plenty of opportunities to learn it you were smart and Ahel was exceptionally smart. By virtue of the varied backgrounds of the entertainers and knowing when to listen she picked up knowledge on all manner of subjects from the arcane to the philosophical. Most importantly she learned how to pick locks often sneaking out of her cage to spend time with Hopper. Overtime he shared his vast knowledge of alchemy with her.
Life would have continued in this manner if weren’t for Malehara and his growing infatuation with the thirteen year old Ahel. His eyes began to linger on her a little too long and his hands wandered to places that made the girl uncomfortable. The other members of the menagerie teased her with stories of what the greasy man would do next. Not wanting to find out if the stories were true Ahel picked the lock to her cage and made her escape.
Escape was the easy part surviving took a lot more effort. Ahel wandered for days, tired, and hungry she passed out. She awoke hours later and was lying on the ground, cold and shivering, looking up at a canopy of leaves, tall dark trees over her, just a wisp of cloud peeking through and the barest sliver of the moon casting a fragment of light down upon her face when she heard the voice of the thrush. With the thrush’s help Ahel learned to hunt and found food surviving until they found a crones hut in a hamlet called Wicken. The crone agreed to take in the foundling and immediately put her to work on the various chores the crone no longer could complete.
Over the next seven years the thrush remained at Ahel's side with a caring voice, offering her courtesy, and compliments as well as wicked encouragement when needed. Eventually, the Thrush taught her how to petition other worldly forces for power. However, her relationship with the crone wasn’t as amicable and she made Ahel earn her keep by working from dawn to dusk. After a time the crone recognized Ahel’s vast intellect and began to share her secrets with her. The crone began to teach the changeling magic in the evenings after the young woman completed her days work. It wasn’t magic like she learned from the Thrush. Rather, it was magic leaned by rote, memorization and study. This continued until the crone unexpectedly died. With nothing else to keep her in Wicken Ahel packed her meager belongings and started down the road with no expectation of where she would wind up.

Kedeshah Arcn |

Name and image subject to change!
Grunyn the Mossless's largely-completed submission here. Crunch, minus a few languages and any items, is here. Flavor incoming.
Decided on (Kensai) Magus//(Flowing) Monk//(Enlightened) Paladin, and taking advantage of being Un-Called, went with Fast Learner and Improvisation for feats, for some lovely cheese: Full BAB, 3 good saves, Dex/Int/Wis/Cha to AC, and all the skills (plus 10SP with B/G skills). There are a few duplications, such as the Pally's weakened version of IUS that won't be used and two distinct ki pools (which we can deal with if I'm chosen and once she hits 4), and I did have to take a -3 to Con, but I like what I've landed on here.
Her story is also rather dark (when it actually shows up on here!).

Cercyon |

Interesting concept. Just too bad about the race being locked as well as gender. The stat bonus don't really seem to be very nice for any martial character that isn't a Paladin. Would it be too much to ask for one of the variants to be dex and intelligence focused?
It has +2 Wis, +2 Cha, -2 Con three times.

Azen |

Just a note--as I am building this out more, I am thinking I want to do a different ranger archetype. Thinking Urban Ranger or maybe Divine Archer. Also might change my deformity to either hair or fur. I want to build it out and see which fits best. If I do change something, I'll get any changes in by the deadline. Just wanted to note it in case you are doing some pre-evaluation. (I would also adjust and trim the background.)
Also, I know this is super unlikely since it is against RAW, but was wondering if you would allow both the Swarm Monger and Skinshaper archetypes for my druid aspect. (Removing the Swarm Shape from the Swarm Monger archetype would make them compatible.) Totally understand if the answer is no, but figured since we are going Tristalt already, might as well ask for more, just in case. ;)

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"I do not believe the world is a beautiful place, but I do believe in redemption." ~Colum McCann
I'm thinking of going all out goody-two-shoes, trying-to-save-the-world, type of character. Paladin/Cleric/Inquisitor with the Devotee of Mother Grace trait.
On the eve of her fifteenth birthday, Skye dreamed.
Fire. Screams. Violet lightning flashed through the air, while ash drifted down like snow. Grotesque beasts lumbered about in the distance, their faces masks of cruelty and sadism. Hell had come to earth.
Her dream changed; morphed into memories of her childhood. Children mocking one another. A bar fight. A mugging in a dark alleyway, ending with a corpse in the dirt. Arguments. Brawls. Lies. Harsh words and bruises and fear. The memories coming faster and faster, blurring into one another.
Another scene enters her mind--this one more terrible and vivid than all the others. Her adoptive family lies around her--throats slashed and limbs viciously hacked away. The man turned away from her mother's ravaged body and advanced on Skye. He ripped the nightgown from her body, leaving her naked in the chilly night air, then he proceeded to do to her what he had done to her sister and mother.
Skye woke from the nightmare with a cry, tears streaming down her face. That last memory was from less than a year ago, when her family had been brutally slaughtered by a madman. She had never understood why she hadn't also been killed that night, but now she did. In the final moments of her dream--when the man had finished with her and was raising a large knife--she had seen the slightest glimmer of regret in his eyes, of shame and horror at what he had done. The knife slipped from his bloody fingers and he numbly walked out of the small home.
Through her tears, Skye smiled. She had found the cure.
No one was beyond redemption. If people could be taught to put aside their violence and deceit towards one another--if they could see that they could still be good people, then the world could be healed. Made whole. If only she could show them.
Skye walked barefoot through the rain to nearby home of a cleric, pounding loudly on the door. She had work to do, and she wasn't going to be able to do it alone.
This would be an interesting character to play, since I don't share those viewpoints at all.

Nikolaus de'Shade |

Hey - Another question for the GM :)
Would you allow the Blacksmith class from Spheres of Might? (I'd be happy to drop the explicit spheres of ight stuff if that helps) I've always wanted to play a character that had a big craft focus and blacksmith is a great class for that.
In terms of build it would be (ideally):
Blacksmith + Oracle of Metal + Vigilante [intending to take all the crafting social talents]
I'll put some more thought in once I know about Blacksmith :)

GM Morning Star |

@Cercyon The ability score packages are from Blood of the Coven and while not particularly diverse, they work well with certain elements of the story. Taking the mute or winter packages along with the Almost Killed trait will grant bonuses to Dex and Int.
@Azen I'll tentatively allow those archetypes to overlap.
@Nikolaus de'Shade Go ahead with the blacksmith.

Vagabond? |

Oh, so the Spheres are on the table?
Hmm... On one hand, Creation provides an immense amount of utility, especially if I'm allowed stuff from the creation playtest. On the other hand, I'd be giving up Akashic's mostly passive action economy boons, as I can't really find a solid place to place it, as the Psyforensic lacks the talents to build it well.
As for character:
"Yes, bugger all that." said Nanny. "Let's curse somebody." -- (Terry Pratchett, Wyrd Sisters)
Wizard [Exploiter] [Pact Mage]/Investigator [Empiricist]/Vizer [Ruler]
Trait: Kissed By Angels.
Drawback: 32. One of your legs measures noticeably longer than the other, and you lose your balance easily. You take a –2 penalty to CMD against bull rush and trip attempts.
Type: Winter Hag.
Bind Stare of the Ghaele and Thurston’s Bladewards for DR 2/Bludgeoning and a free action shaken on any enemy that enters into Melee with me, applying a -2 to saves, plus another -1 to saves. This allows for the Wizard to toss some debuff spells or enchantments to get them to cooperate. Investigator provides utility and buffs, along with more skill boons.
Wizard [Exploiter] [Pact mage] Is primarily to expand their defensive abilities, with Dimensional Jaunt to teleport the hell away from things trying to kill me. The patron pact will either be Enchantment, Peace, or shadow, to allow for my character more improvisational learning. Curses will have to be looked into, but I have until level 5 to decide that.
Thank Tykee!
I've lived the last twenty years flying by on the talents I owe, the skills I possess, and my own innate abilities. I've risen in the social ranks, and have carved a niche. I'm maintaining a lifestyle of peace and enjoyment, providing alchemical remedies to the folks of this poor hamlet. Something I enjoy the use of.
I know that, eventually, something's going to kick me out. But until that day, I'm going to enjoy the life I still possess.

Azen |

Okay, still have a few things to decide, like feats and equipment, but firmed up the build and filled out most of the alias. Here is the revised submission:
=== Quotation ===
"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes
=== Classes ===
Sorcerer: Wildblooded Aberrant / Warped bloodline
Druid: Skinshaper / Swarm Monger (removed the Swarm Shape ability)
Ranger: Divine Marksman / Urban Ranger
The build offers a lot of spells, a powerful combat option, and both an animal companion (ranger) and familiar (druid) to help the character have more options and stave off the inherent loneliness of a solo campaign. ;)
It doesn't have as many class skills as a bard does, but the archetypes and traits (and perhaps a feat or two, depending on what I choose) will make up for that, and the character gets 10 skill points a level, which is fairly good (that could also go up when I decide on feats).
=== Racial Choices ===
Perceived Heritage: Green Hag
Deformity: Unruly Hair (#21)
=== Campaign Trait ===
Kissed by Angels
It was almost Azen's birthday... well, what she thought of as her birthday anyway. The day that she was found on the doorstep of the Priory of Saint Alman in Wicken. They were going to have a party at the Priory to celebrate with some of her first "family": Father Gromwell, who had been the one to tell her that she was a changeling, Sister Rose, who had taught her to sew, Lady Maren, who was teaching her how to control her magic, and a few of the other orphans she had grown up with.
It was also a goodbye party of sorts as well. They weren't leaving immediately, but Lady Maren was moving to Castorhage, and had asked Azen to go too. She loved Maren and was happy to go, but she would miss her friends here.
______
Azen learned sewing at the orphanage, which likes to teach all the orphans trades to help them along in life, and makes excellent quality clothing. She learned some magic from Father Gromwell and some from Lady Maren, and she learned archery from Her friend Zade, the local poacher's son who she used to spend a lot of time with out in the woods. He had moved to Castorhage to try to make more of himself, and she hadn't seen him for a while, but she hoped to look him up when she got there.
Azen's outlook is positive, even when things are bad. She knows they will work out eventually, as long as you believe and keep working at it.
Azen is tall, olive complexion, dark hair, and beautiful, but she's not really aware of how those things affect other people. She can seem innocent and gullible at times, but it isn't that she doesn't know that bad things happen, or had them happen to her. It is just that she refuses to let the bad things control her. She chooses to hope.
Azen respects Mother Grace, but if there is a goddess of hope or joy (like Hathor or Lliira), she prefers to worship her instead.
Let me know if you have any questions, comments, or other feedback. Happy to tweak anything to fit the story/setting.

Diamondust |

This sounds awesome so I will have to give it a go.
“Double, double toil and trouble;
Fire burn, and caldron bubble.”
― 3 Witches, Hamlet
Name: Vosk Fas
Hag: Mute(+2 racial bonus on saving throws against gaze attacks.)
Deformity: 12.(The pupils of your eyes resemble a cat’s, and beasts cannot abide your presence. You take a –2 penalty on Handle Animal and Ride checks.)
Campaign Trait: Seventh Child of a Seventh Child
The Witch will be using the Alley Witch archetype to give her a connection to the Blight and basically draw all her power from the city/people. When they suffer so does she, when they prosper she prospers.
The Druid will be using the Urban Druid archetype to complement the Blight connection and taking the Nobility domain to reveal another connection through her unknown father's noble blood. The Blight was meant to be hers. Maybe a long long time ago but she has royal blood descended from the city's original rulers.
The Alchemist will be using the Vivisectionist and Mind Chemist archetypes and bring the familiar 'brewing potions in a cauldron' feel to this witch and enhance and complement all her witch powers.
She will come properly into her own power and be a force to be reckoned with at about 7th level. At 6th she gets A Thousand Faces(Alter Self at will) and 7th she gets Leadership(giving a flanking buddy if she has to fight for that sweet sneak attack). If there is a network of witches she will want to be a part of that. If she finds out about her paternal father's royal blood she may decide that the reason she gains power from the city and people around her is because she is meant to lead, rule and protect them and she has a right to shape the future of the Blight, however she is able to influence it.
Wicken has been her home for her whole life. The small hamlet where everyone knows everyone and barely anything out of the ordinary happens without it being the talk of the town the next day. Strangely, Vosk drew a sort of energy from this, from all the people around her. The more people the stronger she felt. It is no wonder every story she heard of the terrible and glorious Blight filled her with a strange wonder. To be surrounded with an uncountable amount of minds to draw upon seemed like a veritable heaven. She grew up dreaming of living there and finding out everything that went on.
She learned the power of information from a young age. She always thought there was something wrong with her but didn't know why so many odd things kept happening until one day her father decided to tell her how they found her and what she was. Knowing she was adopted, that she wasn't just any abnormality, that there was a mother out there just like her helped her to make some sense of herself. She then waited and waited but the call never came. Though her adoptive family were kind to her, she had to know. Why didn't her mother call to her? Had something happened? Who was her real father? All this information she sought and more and somehow she felt that answers were to be found inside the Blight.
One of her older brothers moved there not long ago, perhaps he would be able to assist her and at least be a friend in an unknown place. In truth, she no longer felt at home in Wicken. Some people had given her the name of the Witch of Wicken behind her back. When she found out she decided to curse them with their own words with a spell. Though they were punished, this only cemented the name for her and her reputation grew. This unintended, but for others obvious, result gave her a proper reason to leave. It was a confusing time in her life and she was yet to discover her place in the world. She is young and naive and must decide for herself which kind of witch she will be.