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One quick question about wizards. Will there be a chance to make use of scribe scroll or do you not allow crafting? I know part of the power of wizard is the feat, so before committing to wizard I figured I'd ask. Thanks in advance.

Fred Junior

Fluffy bitz:

Intro and Description
A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches stands in front of his prospective employer. A rapier is sheathed on his right and a longspear is strapped to his back with a heavy wooden shield with a horse emblem. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service."

After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!"

Junior clears his throat, "Fred wants to know how much the pay is."

Junior's history (in his own words)
There once was an ork from Cheliax
Insulting nobles behind their backs
They put him in chains
But he left through a drain
And now hunts nobles with an axe.

I imagine that the only thing Junior remembers is the above limerick and the name of the gold coin that only he can hear talk to him, Fred. The only other thing I'd like to add about his background is that he is the bastard son of a high priest of Asmodeus, they don't get along.

Crunchy bitz:

Male Half-Ork Skald
Neutral Good Medium Humanoid (human, ork)
Init +1; Senses Darkvision 60ft; Perception +3
AC 19, touch 11, flat-footed 16 (+5 armor, +2 Dex, +2 Shield)
hp (1d8+2 con +1 FCB)
Fort +4, Ref +1, Will +1, +1 vs spells cast by evil creatures, +2 vs fear
Speed 20 ft.
Ranged Sling +1 (1d4+2, x2)
Melee Rapier +2 (1d6+2, 18-20/x2)
Melee Longspear +2 (1d8+3, x3)
Skald Spells(CL 1, Concentration +4):
Level 1 (2/day, DC 14) Cure Light Wounds, Comprehend Languages
Level 0 (DC 13) Detect Magic, Read Magic, Mending, Message
Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +2, CMD 13
Feats Simple Weapons, Martial Weapons, Ork Weapons, Light Armor, Medium Armor, Shields, Endurance (Shaman’s Apprentice), Scribe Scroll (Skald 1), Skald’s Vigor (1)
Traits Driven by Guilt 1/day swift action for 1 rd add cha to attack and 1 damage/level vs evil creature, Courageous - +2 trait to saves vs fear, Dangerously Curious +1 trait to Use Magic Device
Skills Acrobatics (1) 0/-2, Knowledge (all) +1, Perception +3, Perform (Oratory, Percussion, Sing) +7, Spellcraft +4, Use Magic Device +8, ACP -5, -7 with shield
Languages Common, Ork
SQ Bardic Knowledge (+1), Raging Song 6rds/day: Inspire Rage (+2 str and con, +1 will, -1 AC, rage-like), Ork Ferocity 1/day
Gear 5 PP, 10 GP, 8 SP
Four-Mirror Armor, Heavy Wooden Shield, Longspear, Sling (20 bullets), Rapier, Backpack, Bedroll, Belt Pouch, Common Drums, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess Kit, Mirror, Rope (50ft), Soap, Torches (10), Trail Rations (5), Waterskin, "Fred"

Extra bitz:
Regular posting isn't a problem, usually games move way too slow for me. 1 or more posts a day is fine. I'm in CST, -6. I'm currently running 2 games and playing in 3. It's important to note that I'm running a Strange Aeons game and playing in another one. The SA game that I'm playing in moves too slowly for my tastes and if I'm accepted I'd probably opt out of that game in favor of this one.

J Scot Shady wrote:
One quick question about wizards. Will there be a chance to make use of scribe scroll or do you not allow crafting? I know part of the power of wizard is the feat, so before committing to wizard I figured I'd ask. Thanks in advance.

My skald also gets scribe scroll for free. I presume you'd want to replace it with spell focus if crafting isn't allowed.

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Delmoth wrote:
J Scot Shady wrote:
One quick question about wizards. Will there be a chance to make use of scribe scroll or do you not allow crafting? I know part of the power of wizard is the feat, so before committing to wizard I figured I'd ask. Thanks in advance.
My skald also gets scribe scroll for free. I presume you'd want to replace it with spell focus if crafting isn't allowed.

FYI, Skalds in PFS (where crafting isn't allowed) get Extra Performance as a bonus feat instead. This is not a PFS game, of course.

Bugit – Goes by Maria

Maria does her very best to fit in as a proper human girl would. Her understanding of grooming mostly comes from the young university students among whom she spent most her life.

She dresses in a fairly juvenile, and very feminine manner. She prefers bright skirts and flowy dresses with loose, blousy tops that rarely look quite right on a thin, muscular goblin. She routinely wears a long black wig that she keeps carefully braided and impeccably clean, frequently with bright headbands or even flowers woven into it. When she can get her hands on it, she wears heavy makeup (that usually clashes horribly with her green skin) and a bit too much cheap perfume.

She is, by goblin standards, incredibly clean and tidy. Her time as a slave and servant left her extremely adept at laundry and cleaning!

Her style does little to help her fit in in human society. It does however leave her looking much less threatening than most her kin. She looks so odd that its hard to be terribly alarmed by her.

Maria is desperate for acceptance. She spent only her very earliest years in the company of other goblins and truly considers herself a part of human society. Unfortunately, as a goblin and a slave she has only ever seen the very surface of human interactions which has left her understanding on people, social norms, and morality extremely tenuous.

She is highly positive and tries hard to act happy all the time, she smiles broadly at everyone she meets and shakes hands with everyone that she speaks to… even if they have met dozens of times before. She tries very hard to be good and normally never wants to cause harm to anyone but she has little real understanding of law or complex morality and her ignorance leads her astray at times.

Unusually intelligent by any standard, her years at the university as a slave left her both educated and insatiably curious. She is desperate to learn and understand. Desperate enough to get herself into trouble.

She fights it for all she is worth, but you cant totally take the goblin out of the girl. While she is usually upbeat and really quite pleasant, when threatened – or when she has imbibed to much alcohol (or chemical) she goes nearly feral – her inner goblin side can turn her vicious, reckless, and even a little cruel at these times.

Hopes and Dreams:
Maria is desperate to find a way to make true friends and be accepted by society. She KNOWS that if she keeps learning, someday she will be able to find a way to permanently change her outward appearance so that she can find a home in society.

Her loneliness and desperation may someday break her. She may eventually take one step too far in her quest to find acceptance. If that happens she could become truly frighteningly vicious and reckless.

Brief past:

Maria was taken at a very young age and enslaved by one of the colleges at the university in Lepstadt as a permanent servant. She was not terribly mistreated – really more of a house servant than a slave – but for a young child it was painfully lonely. Eventually her time around the university gave her the opportunity to learn much and she discovered a remarkable gift for research and learning. A few years after she grew into adulthood she escaped the university seeking a way to transform herself into something accepted by society… She doesn’t remember what happened after that.

Female Goblin Alchemist 1
CG Small Humanoid
Init +8; Senses: Darkvision 60’, Perception +7
AC 17, touch 15, flat-footed 11 (+1 armor, +5 dex, +0 shield, +1 size)
hp 8
Fort +2, Ref +7, Will +0
Speed 30 ft.

Melee -1

Ranged +6
Str 6, Dex 21, Con 10, Int 16, Wis 8, Cha 11
Base Atk +0; CMB -3; CMD 15\
Ritualistic (Campaign Trait): Cast Detect Magic 1/day
Freed Slave (Regional): +1 to Will Save
Reactionary: +2 to intiative

Point Blank Shot
Brew Potion (Alchemist Bonus)

Skills (7 points; 4 class, 3 INT)
Appraise (Int) – 7 ( 1 rank background, 3 int)
Craft (Alchemy) (Int) – 8 (1 Rank, 3 Int, 1 class bonus, Background)
Disable Device (Dex) – 9 (1 rank, 5 Dex)
Fly (Dex)
Heal (Wis) - 1
Knowledge (arcana) (Int) – 7 (1 rank, 3 Int)
Knowledge (nature) (Int) – 3 (3 Int)
Knowledge (Religion) (Int) – 7 (1 rank, 3 Int)
Knowledge (Local) (Int) – 7 (1 rank background, 3 Int)
Perception (Wis) – 7 (1 Rank, -1 Wis, 4 race)
Profession (Wis) - 1
Sleight of Hand (Dex) – 5 (0 rank, 5 Dex)
Spellcraft (Int) – 7 (1 rank, 3 Int)
Survival (Wis) – -1 (0 ranks, -1 wis)
Use Magic Device 5 (1 rank, 1 Cha)
Stealth 13 (5 Dex, 4 Race, 4 Size)


*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Varisian, Kelish, Goblin

Special Abilities:



Bomb 1d6+3


0th (at will)

1st (2/day)

1x Shield
1x Cure Light Wounds


Starting Gold: 110
Combat Equipment:
Padded Armor (Equipped): 5 gp
Dagger (Sheathed): 2 gp
Light Crossbow (on back): 35 gp
Remaining gold: 68 gp
Scholars Outfit (In bag): 5 gp
Travellers Outfit (Worn): 1 gp
Cold Weather Outfit (In Bag): 8 Gp
Hooded Cloak (Worn): 5 gp
Hat (In bag): 1 gp
Veil (In Bag): 1 gp
Remaining Gold: 47
Bedroll (Bag): 1 gp
Small Tent: 10 gp
5 days rations: 2.5 gp
Flint and Steel: 1 gp
Remaining gold 32.5 gp

About me - Longtime pathfinder and D&D player. Almost always in the GM seat and I have run 5 APs to completion - though never this one. I have run one AP via PBP (got through 4 books then it died) but never played in one and am not playing or GMing any at all at the moment. I am usually able to post many times a day - though less on weekends - and I really prefer a faster pace to the extent possible in Pbp. I work standard 9-5 PST.

About the character - Goblin is a controversial choice and not one that typically fits with Lovecraftian horror. There is an inherent silliness to pathfinder goblins that I don't totally want to do away with, however I think this character has enough depth, nuance and darkness to fit into a heavier campaign while providing little bursts of lightness. That said, if goblin just doesn't seem like it would fit, I can change her to a changeling pretty easily which would be very thematic.

@GM Chapel I'm modifying a bit my entry. The concept is still the same (human-raised half-elf infiltrator inquisitor of Desna), but I'm changing its combat style, from two-handed to finesse (it just fits him better).

While looking at the character sheet I noticed something odd: this character has probably never seen a full-blooded elf in all his life, but by the rules he starts the game with the knowledge of the elven language.

My question is: can I change his starting languages from common and elven to common and varisian (the native language of his foster father)?

Thank you in advance for your answer.

Delmoth wrote:
J Scot Shady wrote:
One quick question about wizards. Will there be a chance to make use of scribe scroll or do you not allow crafting? I know part of the power of wizard is the feat, so before committing to wizard I figured I'd ask. Thanks in advance.
My skald also gets scribe scroll for free. I presume you'd want to replace it with spell focus if crafting isn't allowed.

I was more thinking of taking an archetype that trades it out rather than swapping it like they do in PFS. But I guess that is the GM's call.


I have a concept for a cultist of Groetus that might fit in Strange Aeons. I want to think about it some more.

I'll be sending out some feedback and answering questions tomorrow.

I had very little time this weekend as my 5 week old son has been having an upset tummy.

Alright, so with my previous idea out the window, I think this will be my submission.

Zylah Nightbloom:
Zylah Nightbloom
Female halfling spiritualist (shadow caller) 1 (Pathfinder RPG Occult Adventures 72, Pathfinder RPG Ultimate Intrigue 50)
N Small humanoid (halfling)
Init +2; Senses Perception +3 (+7 to notice haunts)
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +6; +2 vs. fear, +2 trait bonus vs. fear and emotion effects
Speed 20 ft.
Spiritualist (Shadow Caller) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, magic fang
. . 0 (at will)—detect magic, light, mending, telekinetic projectile[OA]
Str 7, Dex 14, Con 12, Int 12, Wis 16, Cha 16
Base Atk +0; CMB -3; CMD 9
Feats Spiritualist’s Call[OA]
Traits dusk dancer (nidal), enduring stoicism, spiritual attachment
Skills Acrobatics +2 (-2 to jump), Bluff +3 (+5 vs. someone possessed by incorporeal undead), Diplomacy +3 (+5 vs. someone possessed by incorporeal undead), Intimidate +8 (+10 vs. someone possessed by incorporeal undead), Knowledge (history) +5, Knowledge (planes) +5, Linguistics +5, Perception +3 (+7 to notice haunts), Sense Motive +7 (+9 vs. someone possessed by incorporeal undead), Sleight of Hand +3, Spellcraft +5, Use Magic Device +7
Languages Abyssal, Common, Halfling, Shadowtongue
SQ creepy doll[HA], inhabit shadow, shade (Phantom, emotionless), shadow bound (5 ft.), shadowcaster
Other Gear 240 gp
Special Abilities
Creepy Doll Can hide in plain sight as a doll, and no size pen to Intim vs. larger humanoids.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Inhabit Shadow (Su) Gain darkvision and circumstance bonus on Stealth vs. creatures without darkvision of see in darkness while shade resides in shadow.
Shade (Shadow Manifestation) Shade can manifest as a separate creature or provide bonuses while inhabiting your shadow.
Shadow Bound (5 ft.) (Su) Shade must remain close or concentration required. Can move any distance in areas of total darkness.
Shadowcaster When shade inhabits your shadow your caster level is one higher for shadow and darkness spells.
Spiritualist’s Call (Dexterity) When sum phantom, give it a +2 enhan bon to its Str, Dex, or Cha.


Phantom CR –
Shade (Pathfinder RPG Occult Adventures)
N Medium outsider (phantom)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (1d10+1)
Fort +1, Ref +6, Will +2
DR 5/slashing
Speed 30 ft.
Melee 2 slams +3 (1d6+1 plus -2 Str)
Special Attacks weakening touch
Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Lightning Reflexes, Weapon Finesse
Skills Acrobatics +6, Intimidate +5, Stealth +6
Languages Common
SQ ectoplasmic phase lurch
Special Abilities
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Weakening Touch (Su) Touch inflicts -2 penalty to Strength for 1 round.

Zylah was born and raised in Nidal, and was hand picked by the umbral court at a very young age because of her spiritual sensitivity. She was made to harbor a shadow inside her very being in order to gain power from it. This training and manipulation changed her in many ways, especially mentally, but she never changed for the worst.

For reasons that were never made clear, she was spirited away by the members of the Esoteric Order of the Palatine Eye and taken to Ustalav. There she learned learned to work with the order and believe in their purposes.

That is, until she was spirited away again. Now she doesn't know who or where she is, but there is still something living in her shadow.

Very rough idea of what Zyhla looks like. Zhyla Nightbloom.

She is a very small, almost frail looking halfling girl with nearly white skin and eyes, which is off-set by the raven-black hair that she wears loosely. Her dress is simple, but functional. Sometimes it seems like her shadow moves independently of her.

[ooc]I can flesh this out more later. I just wanted to get something really basic out there.

Generally, I have no issues posting at least once a day, as I work in front of a computer during the week, I can usually keep up on my games.

Currently I have 4 games going in the forums here (not including PFS/SFS games).

I'm in Mountain Standard Time.


Appearance: Merius has pale blue skin, and his eyes have no pupils or irises. To offset this appearance that most people find disturbing, Merius wears his hair long so that it draws attention to his more traditional humanoid facial structure. He wears tinted glasses whenever the opportunity calls for it, even though he doesn’t need them, or it would be unusual.
Personality: Merius tends to be very methodical and aloof, as his long lifespan and generational memories make him slower to act than most of his shorter-lived compatriots. He is often friendly, and amicable, but embraces his position as an old soul. Due to his renewed ties to Erastil, he often thinks that means he needs to protect and watch over those younger than him, which is to say, most everyone.

When it comes to battle though, he is often sharp and precise, looking to act quickly and protect those around him.
Backstory: Of his current life, Merius only remembers that he grew up in Caliphas in a heavily Varisian community. He does not remember much of his youth, or any clerical training at all. He remembers being enrolled in some of the city’s schools, but does not know what he learned there. His loss of his current memories have caused his mind to cling more closely to a past life, where he vividly remembers serving Erastil as a druid, fighting against the undead of the Whispering Tyrant. He’s awakened with a renewed conviction to deal with the unnatural horrors ahead of him.


Merius Galca
Male Cleric (Divine Strategist) 1 | VMC Wizard (Diviner)
LG humanoid (samsaran)
Init +5 (+2 in surprise round) Senses: Perception +10, Sense Motive +8

AC 16, touch 11, flat-footed 15 (+4 armor +1 dex +1 shield)
HP: 10 (All FCB in HP)
Fort +3 Ref +1 Will +6
Concentration: +5
Defensive Abilities:
Lifebound: +2 to save vs death effects and negative energy / levels
Enduring Stoicism: +2 to save vs fear and emotion effects.
Master Tactician: Always act in a surprise round.

Speed 30
Melee +0 Light Mace (1d6 + 0 x2)
Ranged +1 Longbow (1d8 + 0 19-20 x2)
Domains: Animal (Feater)
Offensive Abilities
Master Tactician: Bonus to initiative for self and allies.
Caster Support: Aid another on concentration and caster level checks, 1/2 bonus for non-divine casters.

Spells Per Day
1st—2+1 calm animals

Str 10 Dex 12 Con 12 Int 14 Wis 18 Cha 11
BAB +0 CMB +0 CMD 11

Lv01: Improved Initiative

Tr: Enduring Stoicism
Tr: Reactionary
Tr: Seeker

Adventuring Skills
Acrobatics (DEX) (0) +
Bluff (CHA) (0) +
Climb (STR) (0) +
*Diplomacy (CHA) (0) +
Disable Device (DEX) (0) +
Disguise (CHA) (0) +
Fly (DEX) (0) +
*Heal (WIS) (1) +8
Intimidate (CHA) (0) +1 (+1 Enduring Stoicism)
*Knowledge: Arcana (INT) (0) +
Knowledge: Dungeoneering (INT) (0) +
Knowledge: Local (INT) (0) +
Knowledge: Nature (INT) (0) +
*Knowledge: Planes (INT) (0) +
*Knowledge: Religion (INT) (0) +
*Perception (WIS) (1) +10
Ride (DEX) (0) +
*Sense Motive (WIS) (1) +8
*Spellcraft (INT) (1) +6
Stealth (DEX) (0) +
Survival (WIS) (0) +
Swim (STR) (0) +
Use Magic Device (CHA) (0) +

Background Skills
*Appraise (INT) (0) +
*Craft: Alchemy (INT) (0) +
Handle Animal (CHA) (0) +
Knowledge: Engineering (INT) (0) +
Knowledge: Geography (INT) (0) +
*Knowledge: History (INT) (1) +6
*Knowledge: Nobility (INT) (0) +
*Linguistics (INT) (1) +6
Perform (CHA) (0) +
*Profession (WIS) (0) +
Sleight of Hand (DEX) (0) +

Languages: Taldan, Varisian, Orisiani
Special Qualities
Samsaran Magic: 1/day each: comprehend languages, deathwatch, and stabilize
Mystic Past Life: Add 5 spells from other divine lists to your class spell list.
Heightened Awareness
Euphoric Cloud
Sleet Storm
Wall of Thorns
Eyes of the Hawk: +1/2 level to Perception (min 1). +2 to initiative if there is a surprise round.

Worn Gear
Light Mace

Other Gear
Cleric’s Kit

About me:

I've been playing Pathfinder for several years now, and been on the forums here for a bit. Most games where I've been a PC have all fallen apart for one reason or another, which is often devastating as I tend to get rather attached to my submissions. Right now I'm running either one or two games depending on the count, and very recently back down to 0 games. I'm normally in Mountain Time (currently on vacation), working 8-4 and able to post at some points during the day. Evenings are busy with kids until later again at night.

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@Blue Symbiote:

Personally, I like the idea of a Ratfolk having a danger noodle as a pet. Poetic justice in a way. But, I’m also one to take flavor over numbers, so you do you.


The concept of recalling false memories is definitely something I’d be willing to work with. It could explain the VMC wizard.

@J Scot Shady:

I know that there isn’t a whole lot of downtime in this campaign and I plan on running it fairly close to as written. That being said, I take issue with the crafting rules and am open to having any crafting being done in “off screen.” Meaning purchase the materials needed to craft in advance and then work on item creation during the adventuring day.

@Diaz Ex Machina:

I think Elves are common enough that he probably would have met one at some point but your argument still stands. Absolutely.

General Answers for things I forgot to mention in the initial post:
VMC is permitted.
I level at milestones not experience.
Maps will be handled via google slides. Handouts and a loot list will be provided as well.
For crafting, PC’s will just have to spend the coinage at an appropriate location (town/city/etc) and checks will be done during the adventuring day.
I’m pretty lenient on most things (after many years of “No, you can’t do that” got tedious). Please don’t take advantage of that.

Since we had a second SA recruitment go up at about the same time, I wanted to clarify a couple of things:
I’ll be running this AP pretty close to as written as possible.
I expect The GM in Yellow’s campaign will be a tad bit more gruesome than this one.This one won't be "From Beyond" or “Re-Animator” but there will be some creepy crawlies.
By all means, apply to both games. I’ve already informed Yellow that I intend to apply to his game too lol.

I've sent out some feedback/comments on submissions. If you don't receive one from me, don't worry, It just means that I didn't have any questions or concerns. That's not to say that if you did receive a PM that you're character won't be picked either. Geez, you all are sensitive.

GM Chapel wrote:
Geez, you all are sensitive.

Lol, to be fair people tend to get nervous when someone is judging them.

Which brings me to: I just realized that my submission may be a touch silly, which might not be the tone you're going for. My other idea would be a hunger cursed oracle with the bones mystery. I know you're inundated with submissions but if you wanted a more serious minded character I could develop that concept instead.

3 people marked this as a favorite.
Delmoth wrote:
Which brings me to: I just realized that my submission may be a touch silly, which might not be the tone you're going for. My other idea would be a hunger cursed oracle with the bones mystery. I know you're inundated with submissions but if you wanted a more serious minded character I could develop that concept instead.

Dude... my original idea was gonna be a goblin hulk..... The only reason I didn't submit it is because the build was garbage.

Do goofy if you wanna do goofy. :)

So more silly then? Lol

Thank you GM Chapel, I appreciate the feedback. I have reconsidered my concept and I am returning to a first idea I had for this AP. I have wanted to play a Stargazer for some time, and I always envisioned it in the Strange Aeons AP. The build will likely have Brew Potion instead of Scribe Scroll, so the question should still apply.

Please allow me to introduce you to Kayalenta Noack, Stargazer of Pulura. The build will be a cleric with a splash of witch, then moving into the Stargazer prestige class. She is a healer and support character, but has enough options to not get boring.

Kayalenta Noack:
Female Kellid-Ulfen Human Cleric 1
CG Medium humanoid (human)
Init +0; Senses Perception +2

AC 15, touch 10, flat-footed 15 (+3 Armor, +2 Shield)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +4; +2 on Will saves vs. charm and compulsion effects

Speed 30 ft.

  • heavy wooden shield -3 (1d4+1)
  • or cold iron dagger +1 (1d4+1/19-20)
  • or shortspear +1 (1d6+1)
  • or melee touch +1 (varies)

  • sling +0 (1d4+1)
  • or cold iron dagger +0 (1d4+1/19-20)
  • or shortspear +0 (1d6+1)
  • or ranged touch +0 (varies)

Special Attack channel energy 6/day (Will DC 13, 1d6)
Domain Spell-like Abilities (CL 1, concentration +3)
  • 5/day – storm burst (1d6 non-lethal, -2 penalty to attack rolls for 1 round)

Cleric Spells Prepared (CL 1, concentration +3)

Str 13, Dex 10, Con 12, Int 14, Wis 14, Cha 16
Base Atk +0; CMB +1; CMD 11
Feats Improvisational Healing, Selective Channel
Skills (ACP -3) Craft (alchemy) +6, Handle Animal +4, Heal +6 (+9 to treat wounds), Knowledge (geography) +3, Knowledge (nature) +3, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Spellcraft +6
Languages Abyssal, Celestial, Hallit, Skald, Sylvan, Taldan
SQ aura, bonus languages, Elysium’s call 6/day (1 round), skilled
Traits child of two people, magical knack, true devotion

Combat Gear potion of cure light wounds (CL 1); Gear studded leather armor, heavy wooden shield, cold iron dagger, sling, cold iron sling bullets (10), artisan’s outfit, masterwork backpack, belt pouch, flint and steel, healer’s kit (10 uses), wooden holy symbol of Pulura, ink, inkpen, journal, spell component pouch, 3 sunrods, surgeon’s tools, 7 silver coins, 1 gold coin
Encumbrance Light (56.5 of 58)


Physical Description: Kayalenta is a beautiful women of sturdy build. She tends to wear her hair in comfortable braids, keeping it from her face so she can perform the healing she has become known for. She bares traditional tribal marks on her face, given to her by her mentor in honor of her mother. Her dress is normally simple, though of good quality and matching the style of most people used to living off the land.

Along with Kayalenta’s healing kit and tools, she if rarely seen without the heavy shield she wears on her back. The shield is the one her father used in the crusades, and it is among her most treasured items. Though she is not nearly as skilled with it, she carries the shield to honor her father and the lessons he taught her.

Inspiration Image

Personality: Kayalenta was a quiet girl, accustomed to listening more than speaking. Which may be why she took to many fields of study. As she gained in knowledge of healing and herbs, in the divine, and in the world itself, she learned to speak her mind, and speak in defense of those she cared for. Her love of knowledge led directly to her love of peace, though she will not allow other innocents to suffer to maintain that peace.

While Kayalenta would prefer a peaceful resolution to most conflicts between men, she does not share such desires for demons and their followers. Pulura granted her the ability to stop them, and in her experience if a demon is allowed to prosper, then the world will suffer, even if it is limited to just one family. She will stop at nothing to destroy these evil elements, along with the undead and the evil fey in the world as well. As she grew older she began to understand her father’s teachings, “Peace can only come when evil is brought down by war.”

Kayalenta’s anger and aggression towards demons, fey, and other evils, are not her core beliefs though. To Kayalenta the most important things are honoring her family, her friends, and her people. When a danger arises her first instinct is to care for those who need help, then make sure any evil is ended. She is a caregiver first and a warrior second.

(Brief) Background: Kayalenta was raised by father, a retired crusader, and her mother, a Kellid tribal shaman, on the edge of the Estrovian Forest in Mendev. Her mother taught her about healing and magic and her father taught her to defend herself. Her mother died when she was young, but her training in magic continued thanks to her mother’s companion, the pooka Biolatail. As she grew into a young woman, Kaya served the residents of southern Mendev as a healer, using her talents to keep people safe and her magic when needed.

Kaya became inspired to worship Pulura thanks to the stories her mother used to tell from her people. The tribespeople of her mother’s youth were followers of Pulura, honoring the Maiden from the Stars, and using her teachings to fight back again the demons of the Worldwound. When Kaya began to pray to Pulura after her mother’s death, she was surprised to find she could heal with a touch like her mother often did, though Biolatail eventually explained how Pulura’s blessing was different than the witchcrafter her mother practiced.

Kaya now lives in Egede, upon the shore of the Lake of Mists and Veils. She continues to heal those in need and uses alchemy to craft various remedies. She is still visited by Biolatail often, who continues to teach her, and recently Biolatail began to talk more about sensing a connection between Kaya and some other force. Together they spotted an ermine with an unusual star-like marking, it seemed to be following Kaya, but before they could learn more Kaya seems to have disappeared.

Setting up the element of her taking a level of witch at level 2 or 3. The ermine is to become her familiar.

About Me:
I have been playing various RPGs for about 35 years, including Pathfinder from the beginning. I have tried PFS but found the inconsistent nature of organized play to be less appealing over time. I am looking to play as many APs as I can while people are still offering to run them, both in person and online. I am currently running a Mummy's Mask PBP and playing in a (hopefully) continuing Rise of the Runelord PBP. I am looking to be involved with one more game for now, and will assess my ability to post in those I am involved with before entering another.

I tend towards more support roles in a party, though I LOVE playing full casters and archers as well. I've been focused lately on Prestige Classes as I've often found them interesting as concepts, even if Pathfinder tends to make them less than ideal mechanically (some exceptions exist though, including the Stargazer).

I work normal business hours but have access to post while there. I also tend to be on at night as well. I try to post at least once per day, more if I can, but life does get in the way occasionally. When I know I will be out of action, I let the group know as soon as I can. I also firmly believe that even when my character may not have something to contribute to a conversation, posting thoughts can show that I am engaged in the game at least.

I live in the Eastern US, and tend to post in the afternoon and evenings EST.

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@Delmoth: Zellara is a drug-addicted cleaning lady. I think she would hit it off fabulously with an orc who hunts rich people/nobles for a living.

@GM: as I mentioned, I have reshuffled some of Zellara's ability scores so she's a tad more mentally stable. Other than that and some extra equipment, everything stays the same. I'll repost crunch/fluff here for the sake of convenience.


Zellara was an alchemist's servant who slowly developed an interest (and a chemical dependence) on her master's practice. Her understanding of alchemy comes not only from the fact she worked for her master for almost two decades, but also because she became addicted to some of the substances manufactured in the laboratory. The fact some of these made her mind work better created a sort of simultaneously vicious and virtuous cycle: she got more and more addicted to something that made her smarter whilst being smarter made it easier for her to learn how to feed her addiction.


Zellara is rather blunt and down-to-earth, as well as often cynic and bitter. This, together with an overly sceptical outlook, means that she will be regularly unimpressed with some of the horrors she might encounter (cultists? "Gods, I hate rich people with too much free time on their hands." Unholy tentacled eater of planets? "it's just some gnomish contraption that will fall apart in 10 seconds, you'll see"). She doesn't remember much from before, but she knows that 1) she has suffered a miserable lot; 2) things always get worse; and 3) she always needs to be prepared because the transition from bad to terrible can happen in the blink of an eye. So better to just grit her teeth and move forward; as long as she can get her "little treat" after a hard day's work and smoke her special pipe the rest of the time, things will be bearable.


Zellara is a very plain 30-year-old woman, used to being seen simply as "the help." Her hair is dark and her skin shows the signs of a hard-worker's life, already bearing noticeable wrinkles, and her brown eyes are in a constant wide-eyed gaze. When she wakes up, her clothes will be an odd sight: a leather armour over a maid's old dress, two bandoliers worn in an X on top of said armour and all of that crowned by a dirty torn bonnet on her head.


Female human alchemist (mindchemist) 1
N Medium humanoid (human)
Init +5; Senses Perception +6

Str 12, Dex 16, Con 10, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Skills Acrobatics +2 , Climb +0 , Craft (Alchemy) +7 , Craft (Alchemy) (Create item) +8 , Craft (Clothing) +7 , Disable Device +6 , Escape Artist +2 , Fly +2 , Intimidate +0 , Knowledge (Arcana) +7 , Knowledge (Nature) +7 , Knowledge (Planes) +4 , Perception +6 , Ride +2 , Spellcraft +7 , Stealth +3 , Swim +0 , Use Magic Device +7
Traits enduring stoicism, pragmatic activator, reactionary
Languages Common, Aklo, Read lips, Aboleth
SQ alchemy, bonus feat, brew potion, cognatogen, formulae, skilled

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +2, You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.

Speed 30 ft.
Melee cold iron dagger +1 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +3 (1d4+2/19-20)
Ranged bomb +4 (1d6+4)
Ranged acid +4 (1d6+4)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +3 (1d4+2/19-20)
Ranged sling +3 (1d4+1)
Ranged alchemist's fire +4 (1d6+4)
Ranged holy water +4 (2d4+4)
Ranged alkali (flask) +4 (1d6+4)
Ranged bomb +4 (1d6+4)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks bomb, throw anything

Alchemist Spells Prepared (CL 1st, concentration +4):
1st—cure light wounds, targeted bomb admixture UC

Combat Gear acid (4), oil, powder, black powder (dose), alchemist's fire, holy water, alkali (flask); Other Gear studded leather armor, cold iron dagger, acid (4), oil, dagger, sling, alchemist's fire, holy water, alkali (flask), bomb, peasant's outfit, spell component pouch, bandolier (2), formula book, sack, iron vial, sling bullets (10)


Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Background Skill (Craft (Alchemy), Craft (Clothing))
Bomb (Su) You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+3 points of fire damage. Your bombs also inflict an additional 0d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cognatogen (Ex) You learn how to create a cognatogen, as the cognatogen discovery.
Enduring Stoicism Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn't feel like it's worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don't know what to expect from you.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Chapel - how do you feel about guns and specifically the gun chemist archetype. I am considering it for Maria, but I know they don't fit with every AP or vision.

GM Chapel wrote:
Geez, you all are sensitive.

Not really, but . . .. I'm a little older than some. Younger than a few.

One of the things I've learned is that when a GM gets invested in a character during the character creation/submission process, it becomes much harder for the GM to look past that same character at other options.

Now, getting invested usually takes a lot more than one or two questions and answers, but I've watched it happen in submissions where I was a hopeful. Haven't seen any sign of that here, yet.

NOW who's sensitive? <evil grin>

FranticGM wrote:
Chapel - how do you feel about guns and specifically the gun chemist archetype. I am considering it for Maria, but I know they don't fit with every AP or vision.

Emerging guns.

Also, I'm a fan of that archetype.

1 person marked this as a favorite.
Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

This will be a bit of an unconventional post to make to submit to a game. If it is too unconventional, let me know and I can harden it. However, I think it has all the necessary information


Str 17
Dex 14
Con 11
Int 15
Wis 10
Cha 6

Dwarf, probably with racial traits related to goblins, orcs, and stonework swapped out for something more thematically appropriate
Empiricist Investigator
Skill ranks will be investigation-focused first, including social skills. I will be sure to have ranks in stealth, linguistics, and UMD
-Starting Feat:
Steel Soul
Glory of Old (regional)
Bruising Intellect
Enduring Stoicism (campaign)
works out to 9, depending on whether or not I need the FCB for a skill rank
-Starting Wealth:
Equipment will be a traditional dwarven weapon alongside a rapier or cane sword
Probably no adventuring equipment to speak of; an investigator's kit and light armor should do


None of these need to be super long. A few sentences.
-Appearance (Feel free to include a picture.)
I'm imagining him wearing a suit, possibly with some kind of fancy mechanical monocle. Almost steampunk. A dwarven Sherlock Holmes
Direct and to the point, even rude, when he speaks his mind. But he frequently keeps his thoughts to himself. He can come across as aloof and arrogant (both of which are probably true of him). Persistent and stubborn. Won't let a problem go once he's got a hold of it.
He left the Five Kings Mountains as a young dwarf and ended up in Ustalav as a kind of fancy "thief catcher." He ultimately grew to catch more than just thieves, solving crimes and finding criminals all around town

Extra Bits:

-What is your Time Zone
Mountain Time, USA
-How many games are you currently in/running?
I am running no games but playing in... counts games ...10 games, not counting PFS and SFS


Samsaran blood arcanist 1 (Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Bestiary 4 230)
CG Medium humanoid (samsaran)
Init +2; Senses low-light vision; Perception +2
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +4; +2 vs. death effects, negative energy effects, negative levels, +1 trait bonus vs. spell effects from evil creatures
Defensive Abilities lifebound
Speed 30 ft.
Special Attacks arcane reservoir (1/4), consume spells
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—comprehend languages, deathwatch, stabilize
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 5/day—psychic strike (1d6)
Blood Arcanist Spells Prepared (CL 1st; concentration +5)
. . Bloodline Psychic
Str 7, Dex 14, Con 10, Int 18, Wis 14, Cha 14
Base Atk +0; CMB -2; CMD 10
Feats Logical Spell[OA]
Traits driven by guilt, magical lineage, wayang spell hunter
Skills Craft (alchemy) +8, Diplomacy +3, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Sense Motive +3, Spellcraft +8, Use Magic Device +6
Languages Abyssal, Celestial, Common, Draconic, Infernal, Samsaran
SQ bloodline (psychic[OA]), bloodline arcana (use thought and emotion components instead of verbal and somatic), mystic past life[ARG]
Other Gear 240 gp
Special Abilities
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life (Blood Arcanist) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon.
Psychic Strike (1d6, 5/day, DC 12) (Sp) As a standard action, ranged touch attack deals damage to foe and leaves it shaken
Logical Spell You can eschew emotional components by exercising logic.

Benefit: A logical spell can be cast without emotion components. Spells that don't require emotion components are not affected. A logical spell uses up a spell slot 1 level higher.

Appearance, Personality, Who was Kioku:

Kioku is a lithe Samsaran. She is fairly short for her race, standing at 5'9". Like most Samsaran's her skin is a soft shade of blue and her eyes are solid white. Her hair is worn long and loose and is a deep black, almost as if it is absorbing the light around it. Kioku's garb tends to be loose and flowy. Image (except with human ears)

As a child, Kioku was extremely shy. She kept hearing voices which she didn't understand were the thoughts of those around her. As she aged and learned to build a wall in her mind against the voices, Kioku began to grow into her own. She developed a very outgoing personality. She was inquisitive and extremely friendly. After the accident, Kioku turned inward and closed herself off, afraid that she might hurt someone again.

Who was Kioku
Kioku came into being as a young child. Growing up as a child she consistently heard voices of the thoughts of those around her. She learned to build a psychic wall to shield herself from these thoughts. Shortly after this, Kioku confided in a young boy she liked that she had certain gifts. The boy pushed her to train and hone her skills while she herself was hesitant. However, she relented and they would work together to refine her psychic gifts. During this time, the two of them fell in love. One day, however, a fit of anger crossed Kioku and she lost control of her powers and unleashed a psychic blast permanently maiming/killing her love. In despair and guilt she fled Tien looking to start over.

Obviously, the character, being an amnesiac, would not remember any of this. She would still have her psychic wall (as she doesn't have mind reading powers yet). However, as she doesn't remember her accident, her personality would be outgoing and friendly. That being said, I gave her the guilty campaign trait so should would have some feeling that she did something wrong. As for what happened to her lover, I would leave that to GM discretion. She could have killed or she could have broken his mind so he is left in a "Hodor" like state.

About Me:

Time Zone: Eastern

How many Games: So, if you look at my profile you will see 3 active games. However, if you look further, you will see it is only one active game. The first game is a Wrath of the Righteous game. I think there was a 9-10 person party in that game. I quickly found that I don't enjoy games that have that large of a party. As such I dropped from the game, fairly early. The second game is an Iron Gods game. The game recently started but the GM is has been largely gone and we haven't even done the first encounter yet. While the game is technically active, I would not be surprised if the game is shut down soon. The final game is a Hell's Rebels game and it is currently active.

I will update this profile with a proper profile if selected. I will also do all my purchasing if selected as well. I wasn't sure what to do about "Who was Kioku" as writing an amnesiac is difficult. I can expand on the story if you feel I should or try and dial it back more if necessary. I would obviously keep player and character knowledge separate.

Okay, took a hot minute, but I finally got things worked out. Please let me know if I did anything wrong, I'm still new to Pathfinder, so I make no promises about my ability to crunch all these number correctly. :/ Regardless, without further ado...

Dhomirren Tailbitter

LN *Hunter* 1
None, the Frontier (Tailbitter Warren)
Ratfolk, Small (+1), Male, 22, 3'7", 69lbs, dark brown fur, green eyes
- - -
Str 8 (-1) /// Dex 19 (+4) /// Con 11 (+0) /// Int 15 (+2) /// Wis 15 (+2) /// Cha 7 (-2)
HP 9, DR 0, SR 0, Init +4, Speed 20ft
AC 16, Touch 15, Flat-Footed 12
Fort +2, Ref +6, Will +2 (+4 / +8 / +4 versus fear or emotion effects)
- - -
BAB +0
CMB -2, CMD 12
Light Crossbow: +5, 1d6+4 pierce, Crit 19-20/x2; range 80ft
Dagger: +0, 1d3-1 pierce or slash, Grit 19-20/x2; range 10ft
- - -
Class Skills: Climb +2, Craft +5, Craft (alchemy)* +8, Handle Animals* +2 (+6 for rodents), Heal* +6, Intimidate +2, Knowledge (dungeoneering)* +6, Knowledge (geography)* +6, Knowledge (nature)* +6, Perception* +9, Profession +5, Profession (trapper)* +6, Ride* +8, Spellcraft +5, Stealth* +12, Survival* +6 (+7 to get along in the wild), Swim +2
Trained Skills: none
Other Skills: Use Magic Device +0
Languages: Aklo, Common, Gnoll
- - -
Loads: L 19.5, M 39.75, H 60 / 16.5 lbs
On-Hand Gear: light crossbow (10 bolts), padded armor, holly sprig, spell component pouch, dagger
Magic/Alchemical Gear: alchemist's fire flask, antitoxin vial, smokestick (3), tindertwig (5)
General Gear: explorer's outfit, backpack, candle (10), chalk (10 pieces), fishhook, flint and steel, belt pouch, trail rations (3 days), sack, sewing needle, vial (20), waterskin
Money/Treasure: 1sp, 34gp
- - -
Feats: Point-Blank Shot
Racial Abilities: Darkvision (60ft), Rodent Empathy, Swarming, Tinker
Class Abilities: Spells (divine, Wis); Orisons; Chaotic, Evil, Good, and Lawful Spells; Animal Companion (tbd); Animal Focus (1 min); Nature Training; Wild Empathy (1d20-1)
- - -
Spell Save DCs: 12 zero, 13 first
Spells Known: 4 zero, 2 first
Spells Per Day: 1 (+1) first, (+1) second
0th - Detect Magic, Guidance, Mending, Purify Food and Drink
1st - Abundant Ammunition, Summon Nature's Ally I, Wartrain Mount
- - -
Traits: Enduring Stoicism, Frontier-Forged, Worldly

Appearance: Kind-of like *this* but without the sword and with much darker colored clothing and lighter fur. Dhomirren (aka Dhom) also has a tattoo of some variety, but I'll get to that in a second.
Personality: Dhom is a stoic person who takes most things deadly serious and deals with them similarly. He doesn't have much in the way of sense of humor, but he isn't heartless. He rescued his animal companion from a bad situation, and he's willing to give aid if asked. However, he has a severe coldness towards the gods and those who worship them, and he does not have patience for those who can't fend for themselves. (For reference, I am very loosely basing his personality off a Clint Eastwood performance I saw years ago. [Don't remember which one...])
Who Was He: Dhom was definitely a hunter-gatherer for his warren, going out into the wilds and collecting food from plants and animals alike. His warren was untimely annihilated in an event that he may or may not have had a hand in (tbd), which led to him returning to civilization and wandering the world. I had this fun idea that as his memories come back, each one is more outlandish than the last and he starts wondering if he really lived all of that out. Like, memory one is him working in a cafe, then the next one he's playing darts with an ogre, then the next he's in the king's palace for a circus performance, etc.

Now, for the twist in this submission. DM Chapel, while I do agree with your danger noodle observation, I made the mistake of making a cat animal companion and getting emotionally attached to it. The problem is, I think Dhomirren might work better in this adventure with the snake, as that version of him is much more horror themed. Quite frankly, I'm caught between these two and can't pick one. So, if you could please look them over and let me know your recommendation, I would greatly appreciate it. Just so you know, each spoiler contains the companion stat block and a bit of fluff about how it would effect my playing of Dhomirren. (Also, if anybody else wants to chime in, I'm all ears! :) )

Tymerran the Python:
N, Companion 1
Constrictor Snake, Medium (+0), Male, 17, 9'2" long, 91lbs, brown scales, amber eyes
- - -
Str 15 (+2) /// Dex 17 (+3) /// Con 13 (+1) /// Int 1 (-5) /// Wis (+1) /// Cha 2 (-4)
HP 18, DR 0, SR 0, Init +3, Speed 20ft (climb 20ft, swim 20ft)
AC 15, Touch 13, Flat-Footed 12
Fort +4, Ref +6, Will +3
- - -
BAB +1
CMB +3, CMD 15
Bite: +3, 1d3+3 pierce, Crit x2
Grab: special
- - -
Class Skills: Acrobatics +6, Climb +5, Fly +6, Perception +4, Stealth* +7, Swim +5
Trained Skills: Survival* +2
Other Skills: none
- - -
Loads: L 66, M 133, H 200 / 0 lbs
Gear: none
- - -
Feats: Iron Will
Racial Abilities: Low-Light Vision, Scent
Class Abilities: Link, Share Spells
Tricks: Heel (follows Dhomirren closely)

If Dhomirren were to have Tymerran as a companion, he would be a much darker figure. He would 100% have had a hand in his warren's destruction, likely even orchestrating it to some degree. I would also play him a little more creepy, with him randomly sneaking up on people just so he can observe them in their "natural habitat." Also, expect him to feed small enemies (non-sentient or otherwise) to Tymerran if they've especially ticked him off. His tattoo would be a scale pattern on his tail.

In terms of gameplay, he would play more like a rogue in combat, using Tymerran's different speeds to get to strange places for ambushes or to get to people behind defenses. He'd only use the snake in combat when absolutely necessary, and he himself would probably go back into hiding after taking a shot or two.

Naiyla the Panther:
N, Companion 1
Small Cat (black panther), Small (+1), Female, 3, 2'1", 73lbs, black fur, green eyes
- - -
Str 12 (+1) /// Dex 21 (+5) /// Con 13 (+1) /// Int 2 (-4) /// Wis 12 (+1) /// Cha 6 (-2)
HP 18, DR 0, SR 0, Init +5, Speed 50ft
AC 17, Touch 16, Flat-Footed 12
Fort +4, Ref +8, Will +3
- - -
BAB +1
CMB +1, CMD 15
Bite: +3, 1d4+1 pierce, Crit x2; trip
Claw (2): +3, 1d2+1, Crit x2
- - -
Class Skills: Acrobatics +8, Climb +4, Fly +8, Perception +4, Stealth* +13, Swim +4
Trained Skills: Survival* +2
Other Skills: none
- - -
Loads: L 32.25, M 64.5, H 97.5 / 0 lbs
Gear: none
- - -
Feats: Iron Will
Racial Abilities: Low-Light Vision, Scent
Class Abilities: Link, Share Spells
Tricks: Heel (follows Dhomirren closely)

If Dhomirren were to have Naiyla as a companion, he would be a much gentler figure. He may or may not have had a hand in his warren's destruction, but if he did it certainly wasn't intentional. I would play him almost as like a father to Naiyla, spending most of his free time tending to/playing with her and making sure she's okay in combat. She in turn would be super affectionate with him, possibly also with the rest of the party depending on how much of her memory she keeps. His tattoo would be a cat's paw print on his palm.

In terms of gameplay, he would play more like a hit-and-run scout, using Naiyla's high speed to become a mobile crossbow turret. Their mutually high stealth would be used to scout the area ahead and then report back to the group. The cat would be a constant presence in combat, taking down any weak-looking enemies after Dhomirren softens them up.

Also quick side note: I'm probably gonna pick up some gear for the one that gets chosen. Hope that's okay? :3

Extra Bits:
- Player's Guide has been read. never played an amnesiac before, so this should be interesting.
- I will certainly try to post every day, but please do keep in mind that I am fresh out of college and trying to establish this "life" thing everybody keeps on telling me to get. Granted my schedule is soon opening up as I won't be holding 2-and-a-half jobs, so maybe things'll balance out? I'll let you know. Either way, I'm busiest on the weekends, jsyk.
- OH THANK GOD! I wish people on here would spell that out, I'm always so uncertain if i should! -_-U
- US Easter Seaboard, aka New York Time, aka EST. I'm most likely to post either around noon, or near-midnight, depending on if I can get a post in before or after work.
- I'm not running any, and I am currently in two, neither of which are Pathfinder (one's Masks, the other's D&D 5e). I am in/run a few 5e games IRL, but they're pretty much in hibernation over the summer. Too many people out of town.

Submitting Gruingar. Possibly the only PC that might have been legitimately locked up in there.
Not in any PbP campaigns. Just starting a FtF Ruins of Azlant (as player). But I do a fair amount of PFS. Both PbP and FtF.

Quick question. You said max wealth for 1st level. But don't we start with nothing locked up in a cell? If we do actually have gear, that will be very quick for me to add later. Note: The 'Vain' drawback is in the build just to allow Herolabs to give him 3 traits without an error message. I would be playing him as excessively vain anyway. Because dragons are of course vain.

Fear no longer! For I, Gruingar, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be a peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.

crunchy bits:

Gruingar de'Morcaine the Kal Drak
Male human (Garundi) bloodrager (rageshaper) 1 (Pathfinder RPG Advanced Class Guide 15, 84)
NG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +3
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1; +1 trait bonus vs. death effects
Speed 40 ft. (30 ft. in armor)
Special Attacks bloodrage (6 rounds/day), claws
Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 16
Base Atk +1; CMB +3; CMD 15
Feats Improved Initiative, Iron Will
Traits blood of dragons, greater purpose, serpent runner (intimidate)
Skills Bluff +3 (+1 for 24 hours when you fail an opposed Charisma based check), Diplomacy +3 (+1 for 24 hours when you fail an opposed Charisma based check), Disguise +3 (+1 for 24 hours when you fail an opposed Charisma based check), Intimidate +7 (+5 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +5, Knowledge (history) +2, Knowledge (religion) +2, Linguistics +2, Lore (dragons) +5, Perception +3, Survival +3, Swim +3
Languages Common, Draconic, Osiriani, Varisian
SQ fast movement, vain
Combat Gear
Special Abilities
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

creamy filling:

Little to nothing is known (or at least remembered and admitted) of Gruingar's past. He was found unconscious near a healer's hermitage suffering from at least a few diseases, poisons, illicit substances, and a large number of individually minor wounds. Though he was very near unto death they managed to help him recover over the course of a few weeks. Delirious for most of his recovery, he staired a poor quality painting of a large lizard that was on the wall beside his cot. Eventually he began to mutter "I am the dragon...", "only dragons are perfect...", "my hoard will be the beginning..." and similar nonsense. Then one afternoon he simply walked out of the hermitage (not paying for services rendered).

Though he has no external scars, Gruingar believes himself to be a dragonic avatar of Apsu who has somehow gotten trapped in the shape of a human. His goals are to find a way to 'return' to his proper dracon form. Then to peacefully rule in Apsu's name. {Totally irrelevant to me if becoming a dragon and starting a nation is beyond the scope of the campaign. Maybe those will be a post level 20 occurrences. That is what he has in mind and what he is working toward.}

He is unaware of the already existing draconic kingdom on the isle of ??? of the coast of ???
If brought to his attention, he will vehemently deny its existance as nothing more than a myth which he will bring to reality.

Appearance: A tall fairly athletic young man. Gruingar is obsessive about shaving all hair off of his entire body. He find is embarasing that he has hairs instead of his proper scales. Although he normally dresses as any normal moderately well-off traveller, He does have one set of fine vestments for when he istempting to be an evangelist for Apsu.

Will take 4 levels of sorcerer, then 10 of dragon disciple, and will take a few of preferred spellcaster feat to keep casting as a full level sorcerer.

I feel like this group might need some divine support, so here is my Merciful Healer Cleric of Pharasma.

Livia Taviskin

Livia is taller than the average woman in Ustalav. She possesses shoulder length raven black hair and pale skin. She is quite lovely, though in a dark and somewhat sullen manner. Her eyes are a deep blue color that are underscored by dark rings, making her seem tired or under rested. She appears at all times calm and reserved, and her movements are always fluid and deliberate.

When performing her religious duties, Livia will dawn the black robes of Pharasma. Whilst on the road, Livia opts instead for more rugged clothing, which includes her armored coat and mace, with a hooded cloak of black.

Physical Traits
Height: 5'8
Weight: 115 lbs
Hair: Raven
Eyes: Dark Blue

Reference Image

Livia is a kind and altruistic person, devoting her life to helping heal the sick. She regularly gives alms to the poor, and defends the down trodden by whatever means at her disposal. As such, she generally leaves a great impression with the people she meets, and has respect among the residents of Sandpoint. She is wise beyond her years, and carefully considers all options before making any decisions.

While outwardly kind, Livia suffers somewhat from depression and generally harbors a pessimistic view of the world around her. Though she tries to help the poor in whatever ways she can, her view is that little can be done until greater equality and peace is found throughout Golarion.

Livia was born to Atticus and Servilia Taviskin in the village of Thrushmore. Livia was an only child, and her birth proved difficult on her mother. Her parents were both practitioners of the healing arts, and dedicated followers of Pharasma. Though never wealthy, Livia was never left wanting of anything as a child, always having been well fed with a roof over her head. She also received an education, in addition to training in the healing arts from a young age. Livia herself showed great promise as a healer, so her mother began having Livia accompany her when she helped deliver children as a midwife, or make house calls to help the sick and dying.

Life was simple and rewarding for Livia, but that would all change when her parents took her along to visit a family friend who was dying in Ravengro when Livia was fourteen. Their trip ended in tragedy when the family was attacked by desperate bandits in the rural regions surrounding Ravengro. The bandits left the Taviskin family for dead, taking all their worldly possessions with them. As luck would have it for Livia though, a wondering caravan happened to find the family shortly after the attack. Though her parents were killed during the assault, Livia was revived by a kindly middle aged Cleric of Pharasma that had been traveling with the caravan named Petra Alder.

Feeling pity for the orphaned teenager, Petra decided to look after Livia, and was delighted to discover her healing skills and decided to finish her training. Though saddened by the loss of her parents, Livia was grateful to Livia for her kindness. Now years later, Livia has come to realize she has learned all she can from Petra, and has decided to adventure to the world beyond Livia to help the sick, poor and dying.

Extra Bits:

Please read the Player’s Guide Check
Plan on posting once a day, minimum Check
Unless, of course, you want to. Made one.
What is your Time Zone EST
How many games are you currently in/running? Two at the moment.

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Blue Symbiote wrote:

Okay, took a hot minute, but I finally got things worked out. Please let me know if I did anything wrong, I'm still new to Pathfinder, so I make no promises about my ability to crunch all these number correctly. :/ Regardless, without further ado...

Dhomirren Tailbitter
** spoiler omitted **...

Ulric doesn’t remember much after being a boy in the Snow Tiger Clan, but he would love to have a cat friend.

Naiyka, Warm Kitty .

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BotBotBot wrote:

Ulric doesn’t remember much after being a boy in the Snow Tiger Clan, but he would love to have a cat friend.

Naiyla, Warm Kitty .

Yes, soft kitty. Soft, man-killing kitty. >:3

The Exchange

I'm still working up the details, but I am envisioning a Brawler/Investigator... someone who was educated despite a "kid from the streets" background who decided on a career of research and investigation... that is until he started seeing too much. His method of dealing with it was to resort to self-medication - first with over-imbibing, and then using some of his knowledge to dabble in chemical concoctions. Perhaps his amnesia is simply a result of his medicinal remedies... or perhaps it is something deeper in his psyche. Either way, he is just barely hanging on...

My submission: Erik, the Bad-touch Cleric of Groetus.

Male human (Ulfen) cleric of Groetus 1
CN Medium humanoid (human)
Init +1; Senses Perception +4
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6; +2 insight bonus vs. mind-affecting, +2 vs. vs. madness and confustion effects, +2 trait bonus vs. fear and emotion effects
Resist guarded mind
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . heavy flail +2 (1d10+3/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks madness variant channeling 4/day (DC 12, 1d6 plus 1 channel penalty)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—vision of madness (+1/-1)
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—lesser confusion[D] (DC 15), doom (DC 16), murderous command[UM] (DC 15)
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Madness, Void[HA]
Str 14, Dex 12, Con 12, Int 8, Wis 18, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Selective Channeling, Spell Focus (necromancy)
Traits broken mind, enduring stoicism, sacred conduit
Skills Acrobatics -4 (-8 to jump), Heal +8, Intimidate +2, Knowledge (geography) +0, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +3, Profession (torturer) +8
Languages Common, Hallit, Skald
Other Gear chainmail, crossbow bolts (10), dagger, heavy flail, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Groetus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Groetus, 21 gp
Special Abilities
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Cleric Domain (Void) You can call upon the cold darkness that exists between the stars, and you see inspiration in the eldritch truths hidden in those dark spaces. Some may speak of secrets mortals were never meant to know, but you understand that these are the timid cri
Guarded Mind (Ex) +2 insight vs. mind-affecting effects.
Madness Variant Channeling (±1 Profane) Bonus vs. confusion, insanity, etc./become confused
Madness Variant Channeling 1d6 plus 1 channel penalty (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Vision of Madness (+1/-1, 7/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen.

Erik is an Ulfen man of moderate height and build. His long hair is a reddish-blond starting to streak with grey.

He has not been taking care of his appearance, and his hair and beard are matted and dirty. His armor and weapons are rusty, and his clothing tattered.

Erik is insane, though he is capable of long periods of lucidity. Groetus gives direction to his madness, but to an outside observer, he seems erratic and capricious.

He will often start spouting prophecy or seemingly meaningless poetry. Some of them might even be prophecy, but who can tell the difference.

He views the rest of the party as a means to an end. Protecting himself requires working together, so he will strive to protect the group as much as possible until he finds a path toward power

Erik was born in a small fishing hamlet on the southern shore of Glacier Lake in Irrisen. If the town had a name, he doesn't remember it.

While Erik was still a small boy, a year came when his family was unable to pay the white witches' eorbitant taxes. His mother and father were imprisioned and Erik was enslaved and placed in service to the border patrols where he became a servant for a questioner.

He quickly forgot anything about his life before enslavement, and treating the victims of torture simply became normal. His skill at caring for the victims (both alive and dead) soon earned him a position as an apprentice, and then as a questioner in turn.

He was successful at the trade, and never gave much thought to the morality of the profession.

One day, while going through the effects of a degenerate madman that had been his assignment for the day, Erik came upon a book of written ravings. Reading through the book out of morbid curiosity, he found that the more he read, the more sense it made.

He began reading the book over and over in the following weeks until the writings made more sense than the people around him. Madness had taken over his mind, and in the madness came visions of a bloody, laughing moon.

The visions called to him, and he snuck away from his patrol, ending in an abandoned chuch in the Hoarwood where he first met with cultists of Groetus. Having found a group that shared his madness, he made a home for himself and began training in a quest to find the end of everything.

Some time later, visions came to him. A power was rising in Ustalav. A power that the cult might be able to take control of. He set out to see what he could find.

Note: I am not completely tied to negative channeling. I can see both aspects working with this character and would be willing to change if party balance required it.

This character may or may not dip into a martial class in order to pick up Heavy Armor Proficiency. I am undecided if it would be better to lose a level of spellcasting or give up a feat. I'll decide that as I go, if selected.

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
caps wrote:

This will be a bit of an unconventional post to make to submit to a game. If it is too unconventional, let me know and I can harden it. However, I think it has all the necessary information

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **

GM, did this submission work for you? I am happy to flesh it out if you prefer, though I think all the critical info is there already.

Revolving Door Alternate wrote:
Note: The 'Vain' drawback is in the build just to allow Herolabs to give him 3 traits without an error message.

If you go on the Personal tab on Hero Lab you can add permanent modifiers, like more Traits allowed or increase the number of Background points available to the PC.

caps wrote:
caps wrote:

This will be a bit of an unconventional post to make to submit to a game. If it is too unconventional, let me know and I can harden it. However, I think it has all the necessary information

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
GM, did this submission work for you? I am happy to flesh it out if you prefer, though I think all the critical info is there already.

Not gonna lie, it does look a little bare lol

But there is enough there for me to get a good idea of what your shooting for. Honestly, I'm kicking myself for always statting everything out completely.

@ Everyone
I'll be getting some more messages sent out today as well.

@Revolving Door Alternate
Max wealth, muh dude. I direct you to the player's guide: "Players in Strange Aeons should trust the GM" ;)

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

@GM I agree it looks pretty bare. I am happy to stat it up completely if you prefer, but at the same time I'm not sure it will give you any more useful information.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Throwing my hat into the ring with "Zhao Fen"

Zhao Fen is a young Tien-Shu woman who dresses simply in green and white, as befitting a worshiper of Tsukiyo. A single memory burns brightly in her mind, the promise she made to her mother as she died, her rock to hold onto as the rest of her mind falls apart.

I had this picture in mind

"I will always be here for you". She hears herself saying it, and she knows she meant everyone who suffered like her mother, with diseases of the mind. The thought dislodges others, and she remembers the routine of caring for her mother, learning to show her how to find her way back to her family, and she remembers afterwards. Standing outside the house looking to the moon, and resolving to walk the lands of Goka bringing relief to those who need it.

She does not remember how she ended up in a strange place with strange people speaking a strange language, nor how she can understand them. Her body is corded with muscle she cannot recall, and her hand aches for the hilt of a blade she has never used.


Her stats aren't final by any means, I'd consider switching her to a cleric of Tsukiyo if I were picked and the group needed one. The Soul Sentinel Paladin really seemed to fit with both Tsukiyo's portfolio as described in Faiths of Golarion, and the adventure path though

Zhao Fen
Female human (Tian-Shu) paladin (soul sentinel) 1 (Pathfinder RPG Horror Adventures 65)
LG Medium humanoid (human)
Init +1; Senses Perception +0
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +2; +1 trait bonus vs. spell effects from evil creatures
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+5/19-20) or
. . naginata +4 (1d8+7/×4) or
. . nodachi +4 (1d10+7/18-20)
Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 15
Feats Furious Focus[APG], Power Attack
Traits armor expert, blessed touch, driven by guilt
Skills Acrobatics -2 (-6 to jump), Diplomacy +7, Handle Animal +7, Knowledge (religion) +3, Linguistics +0, Profession (Therapist) +4
Languages Common, Tien, Varisian
Other Gear lamellar (leather) armor[UC], dagger, naginata[UC], nodachi[UC], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Tears of Jade)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Tsukiyo, 132 gp
Special Abilities
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Thanks for running and looking over all the submissions!

@GM Chapel - Haven't had any feedback regarding Zylah Nightbloom, so I'll just assume that she's the best thing you've ever seen. :D

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I forgot the extra bits!

Extra Bits:
I'm in the UK so GMT+1 at the minute, GMT October to March. Contrary to a lot of posters on here I'm an evenings and weekends poster, but as my evenings line up with US afternoons it seems to work out.

I'm currently playing in 1 game, and am in 3 PFS games, 2 of which will end soon, but one of which is a multi-scenario "campaign" and will probably go on for quite a while.


Ah yes, extra bits..

Extra Bits:
Eastern US (UTC-4).
I am online constantly and rarely take a day off. I have been trying to limit my posting to a couple of times a day so as not to take over threads.
I am running one game of Shattered Star. I am in a game of Ruins of Azlant that has been dragging recently, but is still super fun. I am also in one other campaign style game that may continue after the current story arc is complete.
So: Running 1, Playing 2

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Can't forget the bits.

They're the bittiest.

Three days folks. I won't be accepting any submissions once July 15th rolls around.

If you submit on the 14th and are worried about not getting any feedback, or haven't received any yet, don't worry. I'll still get some out come Monday the 15th and will give everyone until the end of the 17th to make any adjustments they see fit.

If you're worried that isn't much of a window to make adjustments, don't. Nothing I have to say requires a full character rebuild or concept scrapping.

Except for Blaydsong's goblin ;P

GM Chapel wrote:

Except for Blaydsong's goblin ;P

Ouch! Right in the feels. :p

Seriously, though. Looking forward to seeing how this pans out.

Pathfinder Adventure, Adventure Path, Starfinder Society Subscriber

Cool, I'll keep a watch around then

Looking forward to seeing who made the cut. Good luck everyone.

J Scot Shady wrote:
Looking forward to seeing who made the cut. Good luck everyone.

Good luck to you too!

Indeed, good luck to everyone =)

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
caps wrote:
@GM I agree it looks pretty bare. I am happy to stat it up completely if you prefer, but at the same time I'm not sure it will give you any more useful information.

I'd like to know if I'm at any disadvantage with the way I did my submission. Please let me know.

Good luck to all!

caps wrote:
caps wrote:
@GM I agree it looks pretty bare. I am happy to stat it up completely if you prefer, but at the same time I'm not sure it will give you any more useful information.
I'd like to know if I'm at any disadvantage with the way I did my submission. Please let me know.

I would have definitely let you know.

I would like to throw my character in the ring, All his powers comes from his class the adaptive shifter but I am saying its all due to him being a traditional vampire. I am still making finishing touches on him but I wanted to dot before this recruitment thread is closed.

Eladko looks like a traditional nosferatu vampire, long thin fingers, bald head with a emancipated body that looks like he hasn't eaten in months. his ears are slightly tapered back with two rows of sharp teeth with the middle ones being a little bit longer.

Eldako talks with a Quiet and reasonable manner, and he will constantly inquire on others health. This is due to almost remembered reflex that he was concerned about that sort of thing. He knows and understands that things are meaningless. He seems also to know what people are thinking almost like he was a empath. (sensitive mind campaign trait.) A by-product of his heritage makes it where he stays out of the immediate light if he can help it. (light sensitivity)
He doesn't depend on blood like a vampire but he has a deep hunger and everything he has tried tastes awful. (blood drinker feat)

History in a moment:

Eldako acts much as he was in life even though he doesn't remember. He remembers that he was always alone and is happy to be able to have a group to be with. He is eager to please and has a creep factor. However when he is in combat he is vicious and remorseless. When He wakes up with the group Eldako wont know his heritage and some of the abilities will come as a surprise. He is a Atheist (ill be taking the divine defiance feat) and that will explain why the positive energy would hurt him. (racial trait) and his personal healing from the Class archetype will make up for this lack.

Build notes : I will be building Eldako like a very traditional vampire, I will be only taking thematically appropriate shifter reactive forms, Like only wild shaping to Wolf, Bat, and Rat. and only using the Bite shifter aspect. I might multiclass if I think it is appropriate to get more vampire-like abilities like (mesmerist gaze, or Wizards familiar bat, psychic for Occult unlocks.) on where I "feel" like the character is going. I gave him the Healing Reactive trait to start off with to mimic how fast healing they have and the Climbing form to gain a climb speed I felt like these are some of the most iconic abilities of the group. I wont be having him "feeding" on people and doing evil things. He will be simply trying to find out what happened and learning about his abilities.

Extra bits:

- I am in Central time Zone
- I am in one game that I DM, the other just broke up while I was watching this one. I have found out that only playing two games on PbP is my sweet spot.

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We may have broken the GM. :p

Stuff happens. Chapel did say the 17th for final adjustments so maybe that's the new deadline.

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