
Todoth Nankak |

I am still here and interested! As far as working with another ratfolk that would be cool (though sadly I don't expect to take much advantage of swarming with a range focused party member,) but I think that our backstories are divergent enough that we're going to be from different parts of the world, and are going to be meeting for he first time when being selected for the expedition.

Nemroider |

I am also still here.
Didn't see my Char in the submissions... maybe it was overlooked.
I came up with a character I'd like to submit for this campaign.
William Deschanel an all-rounder druid with a focus on healing. With a few levels I think he can be shaped to fill any one role that the party might need, I was thinking of a cleric-style support though maybe some wild-shaping.
If that is a character you would like to have in your campaign, I'd be delighted to play. Let me know if anything needs changing :D

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Sorry to those i missed the submissions for, I was looking for Unique aliases and posts with spoilers, I missed a few that had links instead.
Now to awnser your questions:
Are changelings on the menu?Also, since I didn't see a 'yea or nay'... is any 3rd-party stuff okay such as Spheres of Might/Power?
Yes to changling, And no, I do not want to deal with Spheres because it raises the power level of the character Dramatically unless I go through and change every monster I've already put into thw game, Into a Spheres caster as well.
Other than that, Its nice to see i had missed a few submitted Characters, and now I don't have to feel bad for dropping just one or two players :P

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I actually forgot about background skills, is Lore: Transmutation appropriate since Lore: Evocation is one of the options? Makes sense for my character to be able to have a greater ability to know what a transmutation spell or effect is after all.
Yes, that is allowed. particular Knowledge in one school of magic works for what Lore is. However it mostly gives info along thevlines of the creators of those spells :P

Sylvia 'Chimeria' Torchwood |

Yes, that is allowed. particular Knowledge in one school of magic works for what Lore is. However it mostly gives info along thevlines of the creators of those spells :P
Hmm while that is not that useful, it is flavorful to know origins of that kind of magic; which kinda is what background skills is all about, so that's fine.
What is your ruling on Adaptive shifter's Giant Form and Wild shape working together. By RAI they don't function, but not for any of the normal reasons why. See Enlarge person doesn't fail to stack cause it only effects humanoids, since wildshape doesn't actually change your type, nor does it cause issues being two polymorph effects (Which normally don't stack by default) cause Enlarge person isn't a polymorph tagged spell, just a basic transmutation.
No why it doesn't work is weirdly cause you can't have two effects that change your size, as per the rules in enlarge person. But what if the wild shape chosen isn't a different size from me? It's just in a weird grey area of 'almost work' and since pretty much all the reactive forms are designed to be used in wild shape, it's really up to gm rule. I'm fine either way and it wont come up til further in the game, but might as well get it hammered out now for down the line.

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Well here we have the druids wild shape:
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
Okay, If that's what wild shape is treated as, Let us go see that spell:
Beast Shape I
Source PRPG Core Rulebook pg. 247
School transmutation (polymorph); Level alchemist 3, arcanist 3, bloodrager 3, investigator 3, magus 3, redmantisassassin 3, sorcerer 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Effect
Range personal
Target you
Duration 1 min./level (D)
Description
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.
As we can see Beast Shape one is a polymorph effect, And what exactly does a polymorph effect mean?
Polymorph: a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature’s type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. (see Table: Ability Adjustments from Size Changes)
Oof that's a long one
Yeah, Even in the description of The Polymorph effect it says it's up to the DM.
Ugh, Well I personally believe It should chamge your type to the Creature you're becoming, Making it harder for you to cast Type specific spells. However because its a class ability that FUNCTIONS like enlarge person, It's safe to assume then that it's not actually Enlarge person.
As the Spell Enlarge animal works like Enlarge person but only effects animals, So I believe there is a little subtext under there saying that it just acts Like enlarge person but really isn't.
Its like how wild shape acts Like beast shape 1 only it last much longer and is considered a supernatural ability rather than a spell-like ability.
So even though Wild shape acts like a polymorph effect, and the other ability acts like a spell that only effects humanoids, neither are the spells they act like, making them separate effects with separate targets and effects, in the end.

Sylvia 'Chimeria' Torchwood |

Rational and well thought out, thank you for taking your time to go through the rules to find your best ruling you could give! I love dm's like you that dig in to look at all the nitty gritty.
I do wish Paizo would have made the X Person spells all have a X Monster version, specifically for abilities like this to replicate with less confusion; but you work with what you're given. *Shrug*

Sylvia 'Chimeria' Torchwood |

Logically sound to me, not that it matters for quite some time, said combo can't even begin til 6th.
Speaking of 6th, did you have a particular leveling speed in mind, like how fast you generally want us to progress from level to level?
I know some gms like to hand out level ups like candy, and reasonably so, all the fun monsters are higher level.
But others like to take it at a super slow pace for realism/consistant balance sake.

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Im gonna keep a middle ground, Although I may accelerate after lvl 5, as the monster ratio is definitely gonna raise at that point, however around lvl 8 its gonna slow again until 10, where a major Part of the story will occur. After that it will be back to middle speed.
It will vary at best, But Frankly, Don't expect to keep track of exp, I'll be leveling you when it's proper for the story.

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Yes, perfect time for Vampires, Werewolves, And Witches...
Although this Champaign will definitely dive deeper than just Gothic. The basis is definitely that good old fashioned topic
And an FYI: here are my inspirations for this Champaign-
Castlevania(the whole series), Bloodborne, The Remake of Assult on Castle Raveoft, Vanhelsing (the Hugh Jackman movie), and a few more... Minor things, as well as some things that if I told you would spoil the suprise.

Srik-srik 'Pinkie' |

Having problems copying this across to my profile, but wanted to get it in in time! Wilhelm Shieldbreaker's character here.
Name: Caporal Srik-srik ‘Pinkie’
Race: Ratfolk
Class Alchemist (Grenadier) 1
Sex: Male
Alignment: Neutral Good
Initiative: +3
Perception: +8
Born in the city of Verdun to 1st generation ratfolk immigrants, Srik-Srik grew up in the small
AC: 16= (10+3 Dex +2 Armour +1 Size) TAC: 14 FF: 13
HP: 9= (8+1con)
Fort: +3 Ref: +5 Will +2
Special Defenses:
Melee
Dagger +0, 1d3-1, 19-20/x2 10ft P/S
Club +0, 1d4-1, x2, 10ft, B
Ranged
Light Crossbow +4, 1d6, 19-20/x2 80ft P
Str: 10-2R=8 (-1)
Dex: 14+2R=16 (+3)
Con: 13(+1)
Int: 16+2R = 18 (+4)
Wis: 14 (+2)
Cha: 12 (+1)
BAB: +0 (+1 to hit as small) CMB -2 CMD 11=10-1 str +3 dex -1 small
Move: 20ft
Alchemy:
Competence bonus to Craft (Alchemy) checks to create alchemical items equal to class level. And in addition can use Craft (alchemy) to identify potions as Detect Magic. He must hold it for at least 1 round to make such a check.
Extracts: two 1st level extracts per day. Takes 1 minute of work.
Formulae known: (6=2+4int) Cure Light Wounds, Enlarge Person, Reduce Person, Fire Belly, Heightened Awareness, Shield
Bomb: 1+4Int = 5 per day
Use same round, Std action that provokes an AOO, 20ft range, Throw splash weapon, 1d6 fire damage +Int Mod (4). Splash damage equals bomb’s minimum damage (5). Reflex save for half, DC 10+1/2 level (1)+ Int mod = 15.
Mutagen: 1 hour to brew. When brewed select one physical ability score (Str, Dex, Con). Std action to drink. When consumed: +2 natural armour, +4 alchemical bonus to chosen physical score and -2 to associated mental score (Str-Int, Dex-Wis, Con-Cha) for 10mins per level.
Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Throw Anything: No penalties for using an improvised ranged weapon. +1 to attack with a thrown splash weapon.
Martial Weapon Proficiency: Musket.
Reckless: +1 Acrobatics and class skill
Clever Wordplay: Use Int for a Cha skill (Intimidate)
Silent Hunter: +1 Stealth and class skill
Drawback – Scarred: -5 on Disguise and -2 on Bluff
4+Int (4) +2 background
*Acrobatics (dex) 8 =3+1class+1trait
*Appraise (Int) 8 =4+1class
Bluff (Cha) -1 =1-2trait
Climb (Str) -1 =-1
*Craft(Alchemy) (Int) 10 =4+1class+2racial
Diplomacy (Cha) 1 =1
*Disable Device (Dex) 7 =3+1class
Disguise (Cha) -4 =1-5trait
Escape Artist (Dex) 3=3
*Fly (Dex) 3 =3
Handle Animal (Cha) NA (+4 for rodents)
*Heal (Wis) 6 =2+1class
Intimidate (Int) 4 =4
*Knowledge(Arcana) (Int) 8 =4+1class
Knowledge (Dungeoneering) (Int) NA
Knowledge (Engineering) (Int) NA
Knowledge (Geography) (Int) NA
Knowledge (History) (Int) NA
Knowledge (Local) (Int) NA
*Knowledge (Nature) (Int) NA
Knowledge (Nobility) (Int) NA
Knowledge (Planes) (Int) NA
Knowledge (Religion) (Int) NA
Linguistics (Int) NA
*Perception (Wis) 8 =2+1class+2racial
Perform (Cha) 1 =1
*Profession (soldier) (Wis) 6 =2+1class
Ride (Dex) 3 =3
Sense Motive (Wis) 2 =2
*Sleight of Hand (Dex) NA
*Spellcraft (Int) NA (Int) 4
*Stealth (Dex) 12 =3+1class+1trait+4size
*Survival (Wis) 6 =2+1class
Swim (Str) -1 =-1
*Use Magic Device (Cha) NA
Common, Aklo, Draconic, Goblin, Undercommon.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception and Use Magic Device.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Darkvision: Ratfolk can see perfectly in the dark up to 60ft.
Light: <
Medium:
Heavy: >
On person:Leather Armour, Light Crossbow, Dagger, Club, 20 crossbow bolts, Thieves tools, Bombchucker, Signal Whistle, Burglars Outfit (wearing), 2 x bandolier, dice
In backpack: Alchemist’s kit, Poncho
Sticking straight Alchemist (Grenadier), with the intention to get a musket as soon as reasonable. The aim is for Srik-Srik to be a stealthy scout, then to run like hell using his colleagues for cover. Once his bombs are used he will shoot, or use mutagens to get in close to protect others (just as a shield). Further down the road he will pick up the ‘Infusion’ discovery to assist others with his ability to get round the battlefield and administer healing or buffs, but his initial priority will be his bombs.

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Righty oh, I'll look over the given profiles, Weed out some outliers, aand put together a group i believe will be suitable for what I'm looking for.
3 things are being taken into account: Overall intrest- Character Consept- and Game Balance.
Additionally I'm looking for players to whom the story and its twists will effect more than usual. As I don't want your characters to transition very well, and want them to be completely unprepared.
So, I should have my selection soon.

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Okay, heres how this works: I'm gonna state the Character(with a link to the page or wherever they are posted) followed by 2 reasons I primarily picked your characters over the others.
1)Vanessa Asergale-: First- the idea your character has broken the chains layed apon her by demons lays a good foundation for me to buy apon with the plot of this story. Second- your ability to see good in all situations... I will love to test this
2)Sylvia 'Chimeria' Torchwood-: First- your Character being a shifter Helps with the Wild and Nature based part if this Champaign, it will aid when the druids become involved and it will be interesting to see how you respond to what I have in store. Second: I would like a more tanky character compared to our other selections
3)Srik-srik 'Pinkie'- First: Your Background is pretty Good, And fits the concept for most of the ratfolk in my Champaign- imigrants seeking a new life. Of course the reach is a dark place... And you'll find these ratfolk value community. Second- Your Combat style, being a Mix of ranged and healing support, will play a big part in the battles to come.
4)William Deschanel- First: your Character Consept (A restorer druid) will fit greatly with the polar opposites found in the Reach's druid Community. Your ideals rk destroy all evil taints and monstrosities will fit perfectly in counter against the Black Forest Druids. Second- I believe when you find just how deeply the wilds here have turned... It will be a great motivation for your character to take charge.
And finally 5) Thalrik Korun- first- as a spellcaster you'll be adding in another level into the combat, But that's not the point. As a wizard and someone who hides their genuine care and heart behind a mask of Logic I think it would be interesting to see your character develop as the game goes along. Second- as a Conjuration Specialist I can tell you intend to be a summoner, or at least have some summons... I believe your experience will come in handy late game, and may even save the party in the end, But that's up to you... And the group.
Okay, That's the group, you all applied great characters, and That's great. I loved thinking of how lovely it would be to torture all your characters But frankly I believe those I have choosen will make quite the sight.
I hope to see the rest of you all in game soon, For now, I bid you farewell and good luck
As for my new Victims, Report to The Discussion thread, And i do have a First Post up In gameplay, Go ahead and Post There and I'm gonna awnser all questions and such as we go.

Sylvia 'Chimeria' Torchwood |

I had a feeling I'd be picked primarily due to my more tanky martial class choice when I saw that many of the other applicants were more rougish or casters with very few bruisers being submitted. I also had a feeling druids would come up in the game after reading the history section, so it also feels like I cheated a bit... Still I'm glad to be chosen and will do you all proud for you!!