
The Little Game Master |

(Tier 1-2; homebrew)
The port-city of Krisol is known for its chaotic mix of races; from its Ifrit mayor down to the neighborhood of catfolk; not to mention the backdrop of half-elves, half-orcs, and multi-ethnic humans.
Mayor Minoj, has hired you and six others to "run an errand" for him: to travel to the nearby desert town of Fwey to retrieve his son Minah. The boy had been staying with some family while the mayor had been making some rather sensitive diplomatic decisions, and didn't want the boy to be subject to any ridicule that was really meant for the mayor. He's since learned that the road to Fwey has seen a rise in bandit activity.
"I'm sure it's nothing to fret over," the fire-haired man says calmly, but sternly, "I know the type, never stay in one place too long. I just have to be sure. The boy's all I have you understand, and I can't risk it."
That's how it starts. This is an action/adventure campaign that's heavy on the fighting, diplomacy, and the occasional, but necessary use of knowledge. Stealth is useful too, but only as it pertains to the fighting...I think. Here's the necessities:
Number of Characters: 3-7 (hopefully on the 7 side, but I can make it work. If there's more interest, I'll try to build the best team for the campaign, and keep everyone else on a wait list in case someone drops)
Classes/Races: Any Paizo (If you want to do Drow, standard only)
Alignment: Any. I know that’s risqué, but I’ve always wanted to try it. Feel free to be whatever you want, and act however you feel your character would act. That being said, if you’re evil there are some rules you have to follow, and work in to your character’s background: no attacking or killing the other PCs, no betraying the other PCs in a way that might get them harmed or killed, and no graphic acts (to include rape, child murder, public indecency, etc.).
Level: the highest I want the tier to be is 2, so you can be level 3 but only if someone will counter with a 1.
Point-Buy: 19, just to be random. No min/max, but remember, I'm choosing based on how well the team fits the campaign.
HP: Max the first, then roll on here for the rest
Background: VERY IMPORTANT, I need a good story for your character. Notice I said good not long. A note on languages: common is Taldane for this campaign, but in the spirit of creativity, if you want your character to be from a far(ish) away land where Taldane is not the common language, take a rank in Linguistics on me.
Feats: Any paizo
Traits: 2 of any paizo that your character qualifies for (as in, you can’t take a trait that isn’t supported by your character’s background, not that I’ll do a lot of research on everyone). You are ENCOURAGED to take a third and a drawback, or four traits and two drawbacks, heck you can go as far as you want with that, as long as it fits your character. I haven’t seen enough drawbacks.
Spells: …you guessed it: any paizo
Money: Show your roll. I will be looking very closely to your background if you choose the Rich Parents trait… Also, if you rank your profession, I’ll let you make one DC 15 Profession check per rank for 50gp and an additional 10gp per score above the DC, if you roll a natural 20, you get a bonus 100gp.
Equipment: I will be looking at carrying capacity, so be smart with your purchases. That being said, the mayor will let you leave whatever you want in his office under lock-and-key, so just make sure your essentials aren’t too heavy.
I'll also be tracking food (one day's ration/day; .25 lb water/day) and water. Not to worry, I'm not above god-moding some manna for you guys.
If I missed something, follow PFS rules.
I’m expecting a post from everyone at least every other day, but the faster we post, the faster it goes. I personally should be on every day. If you’re going to have to bail (even just for a while), gimme some notice so I can have someone pinch hit for you/GMNPC you without there being a huge pause in gameplay.
My style (that I’m currently developing) is fairly sand-boxy, especially since this is a homebrew of mine. I’m familiar with my own world, and you have free reign of it.
As far as maps go, I’ll be keeping track of battles with my very very rudimentary map, it won’t be pretty, but that’s what your imagination is for.
Time will be kept by player action (each post takes 6 seconds, more if indicated—like if you take 20 or summon an eidolon or what have you). But that won’t matter very long…*maniacal laughter*
Recruitment will be open for the next 168 hours (closed in the wee hours of next Wednesday, the 7th of May). Obviously if we don’t have what we need by then there will be an extension. And if we have exactly what we need before then, we’ll close early (but feel free to continue posting if you want on the wait list).
I only need race, class, level, name, and a brief backstory until then. You’ll then have another 3 days to fully hash out your character once picked.
I know I can ramble/be confusing, so if you have questions, don’t hesitate!

Tatu "Tanque" Skarskind |

Interested...
This is my submission - let me know if you want me to change anything - his background mentions Magnimar and Varisia - this can be changed to Krisol and surrounds...
Happy to leave him at level 1 so someone else can be level 3, or change him to level 2...
Also - Equipment is a placeholder:
Funds: 5d6 ⇒ (2, 4, 3, 5, 4) = 18 x10 =180 gp
[EDIT - Equipment adjusted]
[Double EDIT - just noticed 19 point buy. Tanque is 15, so I'd probably up his Cha to 14...]

The Little Game Master |

No age limitations.
No definite minimum or maximum for ability scores, just remember if you are too specialized you may not fit well in this campaign.
I should note, even though it's probably obvious, that if your character is 14 years old, there should be a good reason in their backstory as to why they're alone.
Not that they have to be alone: feel free to stat NPC parent(s) and/or guardian(s) for them.
Can't wait to see the build!

The Little Game Master |

I know it's a little early for this, but:
1. Tanque: Male Human Fighter 1; Varisian Caravan Guard
2. Nondescript Human Rogue; age 14
3. Nondescript Sand Shaper? (Seriously though, I'd hate to see you go through all the work of converting, and then not actually be able to use it)
4. Bronan: Male Aasimar Cavalier 1
Current Tier: 1

Dementia Walker |

Understood, dropping the Sand Shaper idea.
I present Garret, question about gold if starting at second level do we use second level gold off the table or do we still roll?
Favored school; Transmutation, Enhancement School(APG)
Opposed schools; Evocation, Necromancy
Arcane bond(Ring)
Alignment:Neutral Evil
19 point buy
Str 12
Dex 15+2(Human)+1(Favored School)
Con 12
Int 16
Wis 12
Cha 7
Background: Garret grew up in Cheliax as part of a rich wizard family(Avarice, Hedonistic, Power-Hungry) that would get hired to summon devils to write up contracts. When young he was constantly left with his fathers Imp to care for him, while his family members went out on jobs, which due to it being an evil creature wasnt the greatest of ideas. It would constantly torment him(Infernal Influence, Magical Knack) as such he would regularly flee his home to escape the Imp, As such he met and befriended some street urchans who shared some of their tricks with him(Deft Dodger, Child of the Streets, Fighter) When he came of age he went to one of the wizarding schools for training on summoning but found that his talents lay elsewhere(Wizard, Transmutation) His parents ended up sending him away to 'hide' him due to his lack of tallent in summoning devils, before he left they gave him a bow(Herloom Weapon) that had been kept in the family for years but no one else cared enough to learn to use it. Garret traveled for a time trying to find a way to make easy money before he turned to adventuring to fulfill his many vices.
Feats; Point Blank Shot, Precise Shot, Arcane Strike
Traits; Magical Knack, Herloom Weapon(Composite Longbow), Infernal Influence, Deft Dodger, Child of the Streets
Drawbacks; Avarice, Hedonistic, Power-Hungry
Money:
Equipment;

The Little Game Master |

@DW: Money above level 1: off the table please, I don't want to stifle you.
And I'm not against it, but is there a super-special reason you went for the multiclass rather than choosing Magus? I suppose if you're in love with your favored school, then there's that.
As far as all the traits go, I may have gotten ahead of myself...a little. How about an equal number from each category? That should limit it a bit.
IE: if you have 8 traits, you should have one of each: Combat, Equipment, Faith, Magic, Race, Regional, Religion, and Social Traits.
If you have less than that they can be any kind, but must be different kinds.
If you have between 8 & 16 (...how?) then you can have no more than two in each, etc.
Again you must have one drawback for each trait over two.

Grixus Nox |

Definitely Interested with a Human. Need to write a back story in, but I I'm thinking mischievous orphan child turns sells sword. Going with the Sword Lord Archtype and Moving into the Prestige Sword Lord. here is a link to the breakdown of what I'll be doing. Grixus.

Hilde Alfborne |

This is Alhandra. She is a cultist of the Elder Gods who live on the bottom of the ocean or the outer planes, take your pick. 8)
She is not really evil, for a person trying to bring about the end of the world. She is not a homicidal murder monkey aside from the odd NPC sacrifice that she needs to make to the elder powers.
I really want to play her in a sandbox campaign because no other kind ever seems suited to her.
She is more than a little insane and interacts with both the world around her and the one in her head at the same time. She is addicted to pesh, which drives some people mad but tends to calm down her wilder ideas...or at least make her too sleepy to carry them out.
Oh, and she has tentacles. But then, you did say all races are open. 8)
So, if you'd like to usher a more than slightly made cultist through the difficulties of exploring evil temples, sacrificing everyone in them and then rededicating them to the Elder Gods, please let me know.

Odd'n Lhrar |

I'll throw my hat into the ring.
Odd'n is a human unarmed fighter with a mildly odd history that makes for someone who should absolutely not be the group 'face' due to latent potential for violence.. but he does have a slowly developing heart.. :P
Character info is kinda up.. but I just made it for a level 1. If you are interested, Mr Little Game Master, let me know and I'll adjust to lvl 2 / alter ability scores for 19-point-buy (Used 20) / change my gold amount / add more background if you'd like.
Look'n forward to see where this goes..
EDIT:
HP: 1d10 + 4 ⇒ (6) + 4 = 10
1d10 + 3con + 1favoured class
Gold: 5d6 ⇒ (2, 5, 4, 2, 1) = 14
14x10.. 140 gold. Meh.. kinda crummy but fits with my character and I still get the items I had picked ;)
Cheers.

Odd'n Lhrar |

EDIT:
[dice=HP] 1d10 + 4
1d10 + 3con + 1favoured class[dice=Gold] 5d6
14x10.. 140 gold. Meh.. kinda crummy but fits with my character and I still get the items I had picked ;)Cheers.
Ugh; screwed up HP; con is 14.. bonus only +2. my bad. HP gained at lvl two is only 9.. fixed it on character sheet.

Adventurer#33 |

Okay here is my submission
Thorn Bedwyn
lvl 2 rogue(cutpurse)
The mayor had sent for Straker a well know Rake and duelist. Unfortunately Straker had recently plucked the wrong man's bird so to speak and was now on the run with Red Mantis assasins on his trail. The local head of the theives guild a shadowy figure know as the Upright Man sent Thorn to let the Mayor know that Straker would not be coming, and to offer his services if needed.
Thorn is something of a pet-project for the Upright Man. A foundling, Thorn was raised by the thieves guild. He has been cutting purses in Krisol for at least five years. Thorn just recently turned fourteen, and the Upright Man has started sending him on more difficult jobs. The job for the Mayor is a test for Thorn. Can he get the Mayor to accept him in Straker's place? Straker held a high place in the guild and it was rumored that the Upright Man was grooming him to take over. Can Thorn complete the Mayor's task, and step into the place left by Straker's departure?
The Upright Man also wants what ever political clout he can get by doing the Mayor a favor. The guild always need friends in high places.
Male Young Human (Varisian) Rogue (Cutpurse) 2
N Small humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 13 (2d8)
Fort +0, Ref +8, Will +0; +2 trait bonus vs. fear
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks rogue talents (hidden weapons), sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 10, Int 12, Wis 10, Cha 14
Base Atk +1; CMB -1; CMD 14
Feats Athletic, Weapon Finesse
Traits canter, courageous, vagabond child (urban)
Skills
Acrobatics +10,
Appraise +5,
Bluff +6,
Climb +6,
Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized),
Disable Device +7,
Escape Artist +9,
Knowledge (local) +5,
Perception +5,
Perform (juggling) +6,
Profession (Thief) +5,
Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +10 to intercept a secret message),
Sleight of Hand +11 ( +13 to conceal a weapon),
Stealth +13,
Survival +1,
Swim +5;
Racial Modifiers measure the mark
Languages Common, Polyglot, Varisian
SQ pride
Other Gear 170 gp
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Canter If someone uses Bluff to give you a secret message, they get +5, if you attempt to intercept a secret message with Sense Motive, you get +5.
Courageous +2 save vs. fear.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Weapons +2 (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
rolls for extra cash: 1d20 + 5 ⇒ (16) + 5 = 21
rolls for extra cash: 1d20 + 5 ⇒ (8) + 5 = 13
2 lvls in profession thief one roll of 21 50+10x6=110 gp

Dementia Walker |

More fluff for Garret, this is more his personality then his background
Growing up in a Lawful evil land that summons devils regularly made Garret kind of a dick, being from part of a rich family didn't help much either.
Avarice, Garret feels that he is literally better then everyone he works with and therefore deserves more of the loot, however he doesn't have the 'face' to back it up and when he doesn't get more loot he becomes short with party members and will not assist them, even with important things.
Hedonistic, Unfortunately Avarice isn't his only sin and most of the extra money he does gain goes to pamper himself, if he does not get to pamper himself on a day he is usually lazy and whiny the next day.
Power-Hungry, Any time someone promises wealth or power to Garret he quickly looses sight of whatever his main goal is over come with dreams of wealth and getting pampered. And usually assists or is at least more likely to listen to said person.
Extremely Fashionable, Garret always wears at least 150gp worth of gold or jewelry, no matter what he is doing, he also always has prestidigitation as one of his cantrips so that after he is done slogging through sewers or sleeping on the ground he can quickly clean himself so that he looks his best.

AdamWarnock |

HP: 1d8 ⇒ 41d10 ⇒ 6
Still brainstorming, but it's more for the crunch.
Anyway, the basic premise of the character is that she is trying to be good. She grew up among thieves and certain habits are harder to break than others. First is the need to have at least three different knives hidden about her person. The second is randomly stealing from vendors that crowd the markets. She always returns the item, but she can't keep herself from doing it in the first place, and often subconsciously.
Anyway, I'll have the details up later today or tonight.

Grixus Nox |

@ The Little Game Master: So, I have a question. You have everything paizo as acceptable. I'm just curious what your your thoughts are on the tiefling variant SLA chart. I have a few abilities in mind that would be fun to play, but I feel like I'd want to get your ok before I go through with it.
Specifically:
# 7 You can eat and gain nourishment from ash, cinders, dust, and sand.
#16 You have over-sized limbs, allowing you to use Large weapons without penalty.
#23 You never need to drink to survive.
#66 You can drink and gain nourishment from ash, cinders, dust, and sand.
#87 You can survive on one-quarter the amount of food and water a human requires.
I was looking at a fun ranged build with #16 but wanted to know what you thought before I fleshed everything out.

The Little Game Master |

@Grixus: I have an answer. LOVE TIEFLING VARIANTS, as a matter of fact it's a rule of mine that if you're going Aasimar or Tiefling, you have to pick a heritage. I wasn't going to mention it unless it came up.
That being said, I realize you might want the standard tiefling racial traits, and that's fine, you can claim a heritage that affects the story and not the traits/SLA if you want.
Once your heritage has been selected, whether or not you're using the related stats, you can pick one variant ability and one variant physical feature that fits your heritage. IE: if you're in love with having oversized limbs, you'll probably want to be the descendant of something Large (with humanoid limbs) or that itself has oversized limbs.

Odd'n Lhrar |

@ TLGM (The Little Game Master)
Any chance I could claim a lvl 3 character spot or should we wait till you have picked the characters you would like and see if the lvl 1's would first like to up to 2?
In any case I'll be a meat tank rolling around (quite literally) in the thick of battle.. so extra HP is a lovely thing :P
Thanks!
-RLBK

Grixus Nox |

Sweet, I'm thinking Asura spawn, I was looking a the real world mythology on the Asura (Hindu and Buddhist) and they fit pretty well with what I'm going for. I'm thinking I'll go with the oversized limbs (Some Buddhist texts translate Asura as giant or titan).
As for the physical trait, maybe vestigial limbs since the Asura usually had 4 to 6 arms, but other than that, they aren't our stereo typical horns and tail demon.

Oniwaban |

Assuming you still have openings, I've got a Gnomish mercenary (alchemist) I'd like to play around with.
Here's some story, if you're interested, and I'll post stats, etc. if I am accepted.
From a young age, he was fascinated by topics such as engineering, tactics, strategy, and history. He dreamed of one day being a general, using his tactical acumen to achieve victories, but as he grew it quickly became plain that his gifts did not extend far enough into the physical realm for him to stand a chance at becoming a talented warrior in the traditional sense. This saddened him, but he resolved to find a way to merge his love of knowledge and logic with his talent for all things tactical.
It was shortly after this that he discovered alchemy, in an old dusty tome he found at the bottom of a pile of books for sale at a local shop. The well-worn tome became his constant companion, as he developed an immediate love for the subject, his imagination running wild with ideas for practical applications of alchemical models. Realizing, however, that he'd only be able to get so far by reading, he vowed that he would do whatever it took to find talented teachers from whom he could learn.
And so he set off to do exactly that, learning from a series of teachers in exchange for helping them with their work. After enough time, he felt ready to call himself a full-blown alchemist, but still wasn't fully satisfied.
It was not long thereafter that he came to the attention of a soldier-turned-alchemist, Lunding, who had heard of the bright young gnome from some of his colleagues, and recognized in him a kindred spirit. He took Kervick under his wing, and began to teach him his place in the world. After a time of study, in which he learned more about war, on both the personal and academic levels, and the application of alchemy thereto, Kervick was approached by Lunding about "fieldwork"... and that became his first mercenary contract. The two alchemists hired themselves out to a mercenary captain who was part of a group that had been tasked with disabling the offense of an upstart border lord before he could begin a war.
Kervick now knew his purpose. The campaign had cost Lunding a leg, leaving the young Gnome alone in the field... but he didn't mind. At last he'd found a place where he didn't have to get too close to people. He was given a job, and expected to do it to the best of his ability, and that job allowed him to fuse his interest in warcraft with his alchemical studies in a way he'd never dreamed of.
And so his mercenary life began...
I'm leaning towards Saboteur, or maybe Grenadier. :) Again, let me know if you'd like me to stat him up, etc. Thanks!

AdamWarnock |

Okay, Here's the Skeleton of my submission (It'll be more fleshed out when I get home tonight.)
Gwyndolin Maulsen NG Musetouched Aasimar Fighter 1/Rogue 1
I would like to know how visible the criminal underbelly is and who the minor and major players are, but I can work around that.

The Little Game Master |

@Odd’n: go ahead and leave it at 2 for now, and I’ll let you know once I’ve picked whether we can afford for you to level up
@Grixus: just to stick with the mythology, I’d like for you to go with a Pathfinder asura. The asurendura asuras (try saying that 5 times fast) are large, in charge, and quad-limbed; so they would be fitting ancestors for your Sword Lord (also, asurendura asuras are known for using longsword-like force effects).
@Oniwaban: great backstory (your traits are showing…haha); recruitment will be open until this coming Wednesday morning, so I’ll let you know if Kervick will make his way to Krisol by then.
@AW: like the concept of an aasimar thief…very self-oppositional. And you don’t have to pick a particular azata of whom Gwyn is a descendant since they’re all fairly humanoid. But if you wanted to pick out a variant abilities & an alternate physical trait they’d need to fit with one type (just like Grixus’ Asura-spawn Tiefling).
As far as the criminal underbelly is concerned, Krisol is a bustling port-city, so it (of course) has its fair share of crime: pirates from the sea, loosely organized crime, and of course the standard allotment of street-rats (some of them more literally than others). All of this crime is known, but unspoken in polite company; the big names change as regularly as the city’s population and even the city itself.
Currently however, the bandits who trouble the nearby trade routes are led by a vagabond—well-known among the beer-and-bonnie crowd—called “The Wish.”
@Saltykid: I need a brief backstory for Darven ASAP. Trying to pick a good group and I don’t want to leave him out just because I don’t know anything about him.

AdamWarnock |

Rolling for the Variant Abilities
3d100 ⇒ (47, 95, 60) = 202 Welp 95 it is.
I'm using the chart here. I'll look up what kinds of Azata there are and let you know what Kind she's descended from.

AdamWarnock |

Azata-Blooded Aasimar (Musetouched) Fighter 1/Rogue 1
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+1d8+2)
Fort +3, Ref +5, Will +0; +1 vs. charm and compulsion
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
. . dussack +5 (1d6+2/19-20) and
. . dussack +4 (1d6+2/19-20) and
. . kerambit +4 (1d3+2/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—glitterdust (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits adrift, armor expert, charming
Skills Acrobatics +8, Bluff +6 (+7 vs. characters who could be attracted to you), Diplomacy +8 (+9 vs. characters who could be attracted to you), Disable Device +11, Escape Artist +7, Intimidate +6, Perception +5 (+6 to locate traps), Perform (dance) +8, Perform (sing) +8, Sleight of Hand +7; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing)
Languages Celestial, Common, Sylvan
SQ mark of slavery, trapfinding +1
Combat Gear potion of cure light wounds (4); Other Gear masterwork chain shirt, dagger (4), dussack, dussack, kerambit (2), artisan's outfit (2), backpack, masterwork, bedroll, belt pouch, scarf, blanket, grappling hook, hat, silk rope, thieves' tools, masterwork, 43 gp, 1 sp
--------------------
Special Abilities
--------------------
Adrift +1 to save vs charm and compulsion effects.
Armor Expert -1 Armor check penalty.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
More detailed background tomorrow. I'll explain how she got everything.

The Little Game Master |

@ Grixus: I also need a backstory from you too, the sooner we get these in, the better.
@ Hilde: I hate to ask, but could you make an alias on here for Alhandra? The pdf is crashing my browser...
@A#33: I'm trying to figure out how you got a REF save of +8...
@AW: I wanted to make sure you knew, you can pick any variant ability and any alternative physical feature that fits your specific heritage...you don't have to roll

Adventurer#33 |

@TLGM Honestly I have no idea. I build my characters using herolab and that is the number it spit out. I can't find any rules that would give rogues a +3 on reflex saves. It seems to be a class feature though. When I change the class to bard it changes to +7 and when I change it to fighter it changes to +5.

AdamWarnock |

@AW: I wanted to make sure you knew, you can pick any variant ability and any alternative physical feature that fits your specific heritage...you don't have to roll
My inner min-max started giggling like a maniac when I read this.
I looked over the Physical stuff, but nothing fits what I have in mind.

The Little Game Master |

@Hilde: I got the pdf to work...but I have a question: how do you (at level 2) have 24 hit points? Or did you stat her for another game?
Also, I LOVE the concept. What kind of aberration is she turning into? Several of them have tentacles...just curious!
Finally, as far as your language/origin bit goes: she should be merfolk for the purposes of this campaign, so her racial language should be Aquan. That being said, if she's hearing the voice(s) of the Great Old Ones, it stands to reason that she would be able to speak Aklo: take a free rank in Linguistics to know it.
@AW: The Yamah Azata fits your character well (celestial thieves who steal powerful magic/magical items from evil-doers); if you chose it, you could pick blue skin, butterfly wings (not as fitting for a theif), or winged shadow. Again, not necessary, your human blood could just as easily win out.

The Little Game Master |

Those are from your heritage and you can take your heritage stats if you want. I'm talking about the variant abilities from this chart