Gestalt Strange Aeons

Game Master bigrig107

Gestalt Strange Aeons! Spooky!

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Havocprince wrote:
@GM How do you feel about a svirfneblin raised in a kolbold tribe? She was used in a previous strange aeons that just got past the first room and that is it.

If you can make it work, I’m fine with it.

Lemme see what ya got.

Here's my submission - one Changeling Shifter (Elementalist)/Bloodrager (Id Rager), as promised.

Morgana Darya
NG Changeling (Slag May) Gestalt 1 [Shifter (Elementalist)/Bloodrager (Id Rager)]
Medium Female Humanoid (Changeling)
Init: +1, Senses: Darkvision Perception +7
Deity: Gozreh
Age: 24 Birthday: 29 Kuthona


Morgana is a strikingly beautiful woman, though there is something strangely unearthly, almost unnatural, about that beauty. She stands a slender, yet curvy, 5'11", weighing about eleven stone. Her complexion is very fair, her skin so pale it almost appears to have been bleached by the sun, and yet, rather than appearing sickly, it only seems to emphasize her high cheekbones, pale pink lips, the tiny spattering of freckles across the bridge of her nose... Her eyes are as pale as her skin, yet bright, with the right eye an almost icy blue, and the left a cool green. She allows her long hair thick hair to fall loosely over her shoulders, its dark blonde colour having a somehow metallic sheen.


Starting with personality, because as an amnesiac, Morgana won't know her own backstory.

Morgana, at her core, is a good person who is truly looking for a sense of acceptance and comfort -- she's never really fit in, even in her own family -- which makes her the exact sort of person that can, unfortunately, be manipulated by people making false promises of love and acceptance... However, the second aspect of her personality is a dark, seething hatred - a combination of the effects of the Call from her (true) mother and a small part of her that's mentally stored up all of the negative reaction to the various small (and large) rejections, teasing, whispers -- and, later, manipulation by someone who'd claimed to love her.

She views that other part of herself as something other, something not really her, a demon inside -- but will, over time, need to accept that it is a part of her (and, by accepting it, take away much of its strength as something that can drive her) -- which fits into a grander theme of not having really accepted or come to terms with what she really is (and is, in fact, seeking that acceptance from others, as per the first paragraph). Of course .... with no memory, she's back to thinking of herself as a human and not understanding the Call -- so any progress that she might have started to make has been washed away.

In terms of what a more integrated Morgana looks like, I think that'll depend on what she experiences as she levels. It's possible that she could fall out of good if the hatred takes a stronger hold, basically working to save the world just to rub it in the face of those who wronged her (and maybe letting a little harm fall their way in the process) -- and if that happens, then she's in a very different place, with a different set of goals -- but as a nature-worshipper, she's basically become the storm.

But, at the same time, there's a basic, and solid, core of goodness in her (and regaining memories of the parents who raised her could help solidify that sense of self as a good person) - she's someone who grew up learning to help others, and so she could simply learn to focus her hatred as a weapon or tool -- something more like the righteous fury of Ragathiel. (Of course, if she never manages to "come together", then she might just try to save the world in order to win the acceptance of the party, or the populace). That Morgana would have a strong sense of justice (especially in the looking out for those who get picked on or bullied), and be looking to find (or win) acceptance, and eventually, even love and a family.

...though she'd also really like to know her actual birthday, too.


Morgana was a miracle, snatched from a nightmare.

It was a biting winter's night, with an early storm, when her mother, Talana, gave birth in that small hamlet near Corvischior in Varno County... but the child, the druid's first girl after four sons, was stillborn... at least, that's what they thought. The midwife and mother both did what they could, trying to make the baby cry with herbal remedies and druidic magic, until, after what seemed like an eternity, they gave up, defeated. Talana was heartbroken, so much so that she couldn't even look at the baby, and so the midwife took her into the back room before coming back to offer Talana a draught to help her relax and ease her pain, and then going to tell the rest of the family what had happened.

Talana was almost asleep when she first heard a baby crying. At first, she thought it was a dream, or the herbs, but the cry grew louder and more insistent, and Talana forced herself out of the bed, opened the door to the back room to find her daughter, crying in the cold - especially since the storm wind had blown open the back door, letting snow into the house and onto the baby. Somehow, the magic, the herbs, or maybe the desperate prayers, had worked. Talana quickly gathered up Morgana and brought her back into the warm bed by the fire.

It was clear in a relatively short time that Morgana was different than her brothers - and not just because she was a girl. Her pale complexion, first thought to be a result of the conditions around her birth, never darkened, even in the sun. Her pale blue eyes remained that icy colour, rather than darkening after a few months. Her fine, whispy golden hair didn't coarsen and didn't darken... and, most of all, she was tall... By two years old, she had almost caught up to her youngest brother, more than a full year older. By six, she was catching up to the next -- and by the time she was twelve, she was taller than everyone in her family, even her father.... and that, of course, started the whispers -- the girl was clearly Skaldish, but her mother was Varisian, and married to someone of Kellid blood...

Still, despite the whispers outside her home, Morgana was loved - at least by her parents. Talana told everyone that she thought it was the result of the magic that saved her daughter's life on the day she was born - and certainly acted as if it were so. Gathe claimed to believe his wife - and, in fact, never wavered in loving Morgana until the day he died... though, it was clear from his awkwardness he never quite reached the same level of comfort with his daughter as he enjoyed with his sons. Her brothers, on the other hand, wanted almost nothing to do with her - whether that was because she was a girl, or the baby, or because she was different -- or all of the above. And so, Morgana spent most of her time with her mother, learning the Druidic ways -- even if, for some reason, she never quite felt that same link with nature as her mother did... coming to it in a very different way - and, once again, having an affinity for the cold and wet, likely due to the circumstances of her birth.

Everything changed for Morgana when she was fourteen. She started feeling uncomfortable in her own skin - and for more reasons than her newfound curves. It was more than that, as if there was something inside her... something causing her to have nightmares and seeming to want to draw her away from home and into the cold marshes... Something she felt was trying to take a hold of her, that she was fighting against.. and in her nightmares, was losing to. Then, in the midst of that, when she barely felt like she was holding on by her fingernails, her father died right before her fifteenth birthday. Grief rocked Morgana, and the loss of his love and support made her feel even less like herself... but worse, now, with him gone, almost none in the village kept their whispers to themselves. On the day that he was buried, she overheard the gossip's whispers, calling her a bastard, attacking her mother, staying it was a mercy that her father no longer had to live a cuckhold... and the grief, anger, and... hatred within her caused her to snap. She leapt at the baker's daughter, her arms rimmed with frost, her nails shaped into talons, and struck her down - it was only her mother's admonition to stop - and magical intervention - that stopped Morgana from killing the girl. Still, Morgana realized that something insider her changed in that moment when the hatred took over -- and she could see the proof of that in the mirror - her left eye had changed from blue to green.

The night of the attack, Morgana left town - partially from shame and being simply unable to face the townfolk any longer, and partially in answer to the now stronger Call within her. But, as she was heading toward the swamps, she crossed the road and ran into a small caravan headed to Cesca -- and, almost on impulse, joined along with them. While not a large city, Cesca was more than a little overwhelming to a young girl of barely fifteen... especially once who was just looking to feel loved and accepted. Things went in a rather predictable fashion, with Morgana being taken in by a young, handsome man who had something other than her best interest in mind. That young man was expecting the girl's hurt and anger when she found out... but totally unprepared for the girl's rage, strength and claws. This time, her mother wasn't there to stop her as the rage and hatred overtook her.

Morgana, once again, horrified at what she'd done fled -- this time heading south.... toward Thrushmoor... and, when she arrived, overcome by guilt for having killed someone... went to the Asylum.


Initiative: +1
AC 16, Touch 11, Flat-footed 15, CMD 13
(+4 armor, +1 dex, +1 natural)
HP 12 (1HD) {11+FC}
Fort: +3, Ref: +3, Will: +0 (+1 v. spells/SLA of evil creatures; +2 v. fear/emotion)


Speed: 30 ft. (6 Squares)

Claws +5 (+6) [+7] {+8} (1d4+5 (+6) [+7] {+8}) [Slashing]
--Full Attack +6/+6 (+7/+7) [+8/+8] {+9/+9} (1d4+5 (+6) [+7] {+8}) [Slashing]
Dagger +4 (+5) [+6] {+7} (1d4+4 (+5) [+6] {+7}/19-20) [Slashing, Piercing]
Silver Dagger +4 (+5) [+6] {+7} (1d4+3 (+4) [+5] {+6}/19-20) [Slashing, Piercing]
Cold Iron Lucerne Hammer +4 (+5) [+6] {+7} (1d12+5 (+7) [+8] {+10}) [Piercing, Bludgeoning] {Reach, Brace, Trip}[/i]

Dagger +2 (1d4+3 (+4) [+5] {+6}/19-20) [Slashing, Piercing], 10' range increment
Chakram +2 (d8+4) [Slashing], 30' range increment

Base Atk: +1, CMB: +4 (+5) [+6] {+7}
Options: Elemental Strike (Cold) 1d6; Driven-by-Guilt-Smite (1/day); Hated Target (+2 to hit/+1 damage).
Note: (Elemental Focus - Water), [Raging], {Both}


Str 17 (19) [21] {23}, Dex 13, Con 13 [15], Int 10, Wis 10, Cha 15
Base Atk: +1, CMB: +4 (+5) [+6] {+7}, CMD: 15 (16) [17] {18}
Note: (Elemental Focus - Water), [Raging], {Both}


Normal Progression: Mother's Gift
Bonus: Skill Focus (Perception), Weapon Finesse (While Raging).


Cruel Child (Racial):
Your wicked bloodline shines through, manifesting as a sadistic bloodlust in battle. When you make a full-round attack with your claws, you gain a +1 trait bonus on the attack rolls.

Disillusioned (Combat):
Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion. You gain a +2 trait bonus on Will saving throws against emotion and fear effects.

Driven By Guilt (Campaign):
You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion. You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.


Trained Adventuring Skills (4 per level = 4) [4]

Climb [+5] = 1 rank + 3 str + 3 Class Skill -2 AC
Perception [+7] = 1 rank + 0 wis + 3 Class Skill + 3 Skill Focus
Stealth [+3] = 1 rank + 1 dex + 3 Class Skill -2 AC
Survival [+4] = 1 rank + 0 wis + 3 Class Skill

Background Skills
Handle Animal [+6] = 1 rank + 2 Cha + 3 Class Skill
Profession (Herbalism) [+4] = 1 rank + 3 Class Skill


Common, Druidic, Varisian.

Class Abilities:

Atavistic Avatar (Su) (Hatred)
An id rager chooses one emotional focus to define his core: anger, dedication, despair, fear, hatred, jealousy, remorse (see page 19), or zeal. He gains Skill Focus as a bonus feat in one skill associated with his atavistic focus.

When the id rager enters a bloodrage, he gains additional powers as if he were a phantom (Pathfinder RPG Occult Adventures 78) with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal.

Bloodrage (Su) (ooooo)
The bloodrager's source of internal power grants him the ability to bloodrage. A bloodrager can bloodrage for 5 rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours don't need to be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and a +4 morale bonus to his Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Elemental Aspect (Su) (Water) (oooo)
At 1st level, an elementalist shifter gains her first elemental aspect. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the omnielementalist class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th.
-- Water Aspect: Minor Form - You gain a +2 enhancement bonus to your Strength score. This bonus increases to +4 at 8th level and to +6 at 15th level.

Elemental Speech (Su)
When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect.

Elemental Strike (Su)
At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action. This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.

Fast Movement (Ex)
A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed.

Hated Target (Su)
While raging, the id rager can take a move action to designate one creature within its line of sight as a hated target. The id rager gains a +2 bonus on attack rolls against its hated target, and a +1 bonus on damage rolls. The id rager is so focused on this hated target that it takes a -2 penalty on attack rolls against all other creatures. The id rager can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of the id rager's line of sight for at least 1 minute. When the id rager reaches 7th level, the id rager can use this ability as a swift action, and takes no penalty when attacking creatures that are not designated as its hated enemy.

Weapon and Armor Proficiency
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

A shifter is prohibited from wearing metal armour or using a metal shield. A shifter can wear wooden armour that has been altered by the ironwood spells so taht it functions as if it were steel. A shifter who wears prohibited armour is unable to use his shifter aspect, elemental strike, elemental form and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Changeling (Slag May) Racial Traits:

+2 Strength, +2 Charisma, –2 Constitution: Annis-born changelings are frail, but powerful and comely.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armour: Changelings have a +1 natural armour bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Hulking Changeling: Annis-born changelings gain a +1 racial bonus on melee damage rolls.
Languages: Changelings begin play speaking Common and the primary language of their host societies.


lamellar (leather); traveler's outfit; chakram (x5); silver dagger; dagger; cold iron lucerne hammer; acid (x2);

Backpack, Common [ Rope (50 ft.); Bedroll; Waterskin; Trail Ration (x5); Mess Kit; Torch (x3); Chalkboard; Alchemist's Fire (x1); ];

Pouch (Belt) [ Flint and Steel ; ];

Coinpurse: 6gp, 10sp, 12cp.
Current Load: 85 lbs (Light)

Light Load 86, Medium Load 173, Heavy Load 260.

Charsheet of Rhax
Posted this guy before, but in a spoiler. Is this background enough to be considered?

The Exchange

Here's my 20 Questions answers

20 Questions:
1.What emotion best describes your character?  Vengeful

2.What emotion does your character evoke in others?  Inspiring to her friends for her no quit attitude. Scary to her enemies for the same reason.

3.What does your character need most? A sense of family

4.What is your character’s goal in life? To free her brother and tribe from the clutches of an ancient lich king.

5.How does your character believe this goal can be accomplished? Gathering knowledge in sorcery and strength in new fighting techniques.

6.Where did your character come from? Zasskin was raised in a small tribe of nomads in the deserts of Thuvia trading there skills for good and food.

7.when did you grow up? When she watched her brother Rassmos turned undead by an evil lich

8.What values does your character hold? She believes in loyalty sacrifice and liberty. She despises slavery cruelty to the innocent and cowardice.

9.How does your character dress? Zasskin ka-shar stands at 5ft11 and 130 lbs with well defined muscular body in which she is proud to show off through her sheer loose clothing of blue and gold. she has a few scars on pale orange looking sink from the many fights she would never back down from as she is far to stubborn for her own good. But she usually has a wicked sense of humour with a grin to match she has golden eyes that sparkle like candles. On top of head she has two crimson horns poking out of her long charcoal colored hair which she keeps lose and flowing like smoke in the wind. She has a big fear of enclosed spaces and to being locked up.

10.What are your character’s means?  She sell her skill as a warrior for food and goods but she has been know to steal when time's are hard.

11.What are your character’s personal tastes? She the feeling of warm sand between her toes and the sound of a large fire crackling and the taste of open air. She hates confined spaces and large crowds

12.What are your character’s opinions? Zasskin doesn't understand other people's obedience to the gods she feels it's best to do it yourself than to ask for help from someone in the heavens.

13.What is your character’s comfort zone? she feels most relaxed in Large open spaces.

14. Who has had the biggest impact on your character’s life? Her twin brother thay did everything together.

15.What are some of your character’s unexpected quirks? She likes to draw henna designs on her body and She suffers from claustrophobia.

16.What kind of story does your character belong in? Any

17.What role does your character fill? Zasskin is mostly malee With a little healing and a lot of fire magic.

18.What should the other players know about your character? she has a dark sene of humour

19.What is your play style? I'm still newish so not sure.

20.How do you want your character to die? In a blaze of glory.

Scarab Sages

Sadly I must withdraw my application. I've been accepted into a new game, and one I thought was finished is reviving. This one looks great but I don't want to overburden myself.

Hectic week in work, I am working on my submission and I will get something in. I'm pretty excited about this character.

Going through the 20 questions also, really helps you think deeply about your character.

Reposting the character (no changes) here after the 20 questions answers so that you only need to look at one post.

Dondlundus Wer

20 questions:

1. What emotion best describes your character? Cold, really. Yes, he is driven by a desire to restore the elven nation and to recover all of the lost elven culture that he can, but it more intellectual than emotional. He can justify choices with logic that emotions would normally restrict.

2. What emotion does your character evoke in others? Perceptive elves are generally saddened by what he has been doing with his potential. Other elves, based on their own motivations, are either encouraged by his behavior or they perceive him as a threat to the peace they wish to create on Golarion. Most other gentle races are frustrated by a stereotypically aloof elf.

3. What does your character need most? Love. Someone whose presence is more important to him than his current mission, who can focus him back to his original love of art, craftsmanship, and knowledge and away from the need to impose his sense of justice on those around him.

4. What is your character’s goal in life? Rebuild the elven empire and restore it to full glory.

5. How does your character believe this goal can be accomplished? Deceit, Destruction, and Discussion are the three primary methods of recovering the things and places which have been lost. The method of choice varies by circumstances, but Dondlundus is a long way from being able to recover lost territory, and he knows it. His hope is to do most of his recoveries with deceit, as discussion usually requires giving something up in return, and destruction can go either way.

6. Where did your character come from? Ehrea and Cos, his parents, lived in Iadara, capital of Kyonin, working as members of the Lantern Bearers. This gave Dondlundus access to the best the elven nation had to offer as he grew up. He needed nothing, but his parent ensured that he was always kept wanting something, so that he always had a reason to strive for more.

7. When did you grow up? Like most, he grew up in stages. The first big event was during his early training as a spell dancer, when they were being drilled on moving across dangerous terrain. Fearing nothing, he made a poor choice and ended up recovering from the injuries for seven weeks before he could return to his training. A harsh way to reinforce that no one will see to your safety better than you, yourself do. The second was just after learning of his father's death. Dondlundus let his emotions get the better of him, and he seriously injured Jilale Vis, another student he had been flirting with, during a sparring match. A harsh lesson about the impacts our choices can have on others. He retreated from his formal education at this point and began looking deeper into the ways of Calistria, wanting to seek vengeance for his father's death. The Calitrians forced him to grow up very quickly, and helped him channel his need for vengeance to a broader target than simply his father's death.

8. What values does your character hold? Gentle folk are precious, and need to be protected. Theft of elven heritage is a crime that must be punished. Beauty, art, and knowledge are the cornerstones of a civilization and culture worth having. Things not of Golarion should not be tolerated on Golarion.

9. How does your character dress? For the road, when he's working, Dondlundus dresses far more simply than most expect of an elf. His armor is carefully shaped cuir bouilli leather plates, each worked with a simple leaf motif that has taken damage over time. and each stained in a slightly different darker shade of brown. The entire set is also covered with hard, blackened metal studs shaped like leaves sewn onto the surface. Straps and buckles hold the cuir bouilli plates tight together around his form, leaving him mobility while eliminating most holes in the protection. The pants which show below the armor are a thick, simple buckskin dyed a deep red, but they quickly fold into the tops of his knee-high bull-hide moccasins. The moccasins are dyed darker than every other piece of leather he wears, but they have oak-leaf shaped pieces of lighter leather sewn onto them, expanding the leaf theme without requiring the more flexible leather to hold a worked design. The buttons running up the sides of the moccasins to secure the tie strap are deer-horn slices. The leather cap is clearly a matching piece for his studded leather armor, while his gloves look to match the breeches instead. The backpack is completely unremarkable, looking like so many others in the world. The belt also matches the breeches in color, but the scabbards hanging from it continue the brown carved leaf designs. The belt pouch on his right is dyed a deep green and bears an engraving that looks like an imbalanced six-pointed star. The pouch on his right is dyed yellow, and the engraving looks like a thin, three-pointed star. His feather-light, fine, nearly white hair barely shows out below his cap.

10. What are your character’s means? His family is actually quite wealthy. His father, Cos, died a Lentern Bearer fighting in the Tanglebriar against Treerazer. His mother, Ehrea, is still a Lantern Bearer, providing support in Iadara as a librarian and sage to the organization's leaders. Ehrea is, naturally, not pleased with Dondlundus' choice to seek vengeance on those who have taken elven relics and places instead of trying to work with them. Their association with the Lantern Bearer's though, ensured their child needed nothing that wasn't provided, even as he furthered his education.

11. What are your character’s personal tastes? The sight of a bright sunrise in a mostly clear sky. The sounds of a brook or creek running across it's natural bed. The smell of burning bee's wax. The feel of a worn leather-bound book, and the pages within. The subtle variances in flavor of a fine elven wine.

12. What are your character’s opinions? Queen Telandia Edasseril is afraid to lead the elves into their proper dominance of the planet, looking to appease the other gentle races instead of leading them, while avoiding the direct, final conflict that the more base enemies require. The other gentle races have a great deal to contribute, but they need to be shown how to look past today to reach their potential.

13. What is your character’s comfort zone? He's most comfortable in a large library, with good chairs and lighting. He's also very fond of well-tended gardens and parks and can lose himself admiring masterful works of art/crafting, though he is hesitant to admit the inherent beauty of non-elven masterful works, he still admires them.

14. Who has had the biggest impact on your character’s life? Arguably Treerazer, through the death of Cos (despite the fact Treerazer was nowhere near the fight), as that warped him from a love of beauty to a desire to wreak vengeance on those who take beauty away from the elves. Ehrea Wer gave him is love of knowledge and beauty. Jilale Vis taught him not to let his emotions take charge, to keep his intellect engaged instead of his hind brain.

15. What are some of your character’s unexpected quirks? If not suffering an immediate threat (or sense of urgency), he apparently randomly stops to admire the beauty of the dew on a plant, or the graceful movement of an insect, or the sound of a child's laughter. He taps his teeth with his left index fingernail while concentrating/focusing.

16. What kind of story does your character belong in? A tragedy, I think. He's going to associate easiest with those who represent traditional elven ways (at least in his head), and then with people who can help him regain control of things which belong to his people. In this case, working with people who can help him recover himself will fit that bill pretty well for an initial motivation . . ..

17. What role does your character fill? Dondlundus is primarily a trap/lock handler with significant knowledge skills and some combat ability.

18. What should the other players know about your character? Beyond the snotty, arrogant elf impression? He really is a good person, and if you support his goals, he will support yours. If you oppose his goals, things won't go as well.

19. What is your play style? I prefer character interaction and growth stories, but I have a (somewhat) tactical mind and try to get through combats as quickly as possible to get back to the story. The rules exist to support the story, not to define it, so I'm okay with some rules inconsistencies as long as they properly tie back to this AP's mantra of "trust your GM." I am a 54-yer-old Boy Scout, though, so I also believe that no matter how the story goes, the PLAYERS have a responsibility to work together. Sometimes for story purposes the PCs can be at odds, but the players need not to be.

20. How do you want your character to die? I think Dondlundus is most likely to die attempting to forcibly retrieve some piece of elven history from someone he doesn't think should have it. High irony would have it be a culturally worthless item. He is probably just as likely to die be as part of an invading army attempting to reclaim a lost ruin.

Background Sketch:

A young native of Kyonin, Dondlundus has grown up surrounded by tradition, beauty, and a need to recover what has been lost. Like most who have not centered their lives around the divine, he recognizes and honors the entire elven pantheon, though the path of his life has connected him more to three of them than the others.

Yuelral, as the eleven diety of knowledge and magic, has been a major fixture in his study of the path of the Spell Dancer. Her influence dominated early in his life, and has come to control much of how he thinks, of how he approaches both knowledge and problems.

Calistria, as the god of lust and revenge, figured heavily in his late puberty, as she has for so many other normal, healthy teens. In Kyonin, of course, these teens are given a variety of external targets they are taught deserve to have revenge taken on them, to be forced to return that which they took from the eldest elven cities.

As his training was finishing, Dondlundus found himself thrust into Ketephys' realm, as he went to join forces fighting against Treerazer, attempting to reclaim the land and history he has corrupted. This was not, of course, a random choice. Cos, Dondlundus' father, had died fighting against Treerazer's forces, as so many elves have. Joining this effort seemed a perfect way to grow his knowledge, grow his power, and achieve revenge all at the same time and in the same place.

Nothing is ever that simple. Dondlundus never made it to the front lines of that war. He vanished.

Dondlundus is driven to learn all that he can, and to recover all that he can from those who have taken what they should not have. This can make him easy to manipulate, if information is carefully selected and presented, though his intellect provides some protection against this.

He is truly NOT unfriendly, for an elf, but he doesn't decide someone is a friend with the speed of the younger races. Ally or potential ally? If appropriate. Friend? Not so much. This reinforces the aloof elf stereotype, but it also helps him avoid attachments to individuals that he might need to recover something from later.

He does put the greater good ahead of his own good, but he also puts the greater elven good ahead of the greater good.


Init +5 (Dex+3, Warrior of Old+2)
Speed 20'; 30' w/o pack

Spell Dance: +10' move

Melee+1, Finesse/Ranged+3, CMB+1/+3 (BAB+0, Str+1, Dex+3)

Standard Attack Options
Elven Thornblade +3 for 1d6+1 @ 18+/P or S/+2 to confirm critical threats
(Finesse+3, Str+1)
Kukri +3 for 1d4+1 @ 18+/S
(Finesse+3, Str+1)

Sneak Attack: +1d6 damage to flanked or denied Dex
Spellstrike: -2 to melee attack to cast 1 action spell; may further penalize attack as bonus to defensive casting roll

AC 16 T13 F13 CMD14 (Armor+3, Dex+3, Str+1, BAB+0)

Spell Dance: +2 AC vs AoOs from movement

HP 10 (8+1xCon+1+1xFavored Class+1)

Fort+3 (Base+2, Con+1)
Ref+5 (Base+2 Dex+3)
Will+3 (Base+2, Wis+1)

Elven immunities: immune to magic sleep; +2 racial vs enchantments

Cantrips: infinite/day DC13
Level 1: 2/day DC14

Arcane Pool: 4

Concentration +5 (Level 1, Int +3, Methodical Mind+1)

Caster Level +1(+2 vs Spell Resistance) (Level 1, Elven Magic+2)

Magus Magic:

Spells Prepared
Cantrips DC13
1 Acid Splash
2 Detect Magic
3 Read Magic

Level 1 DC14
1 Magic Missile
2 Magic Weapon

Arcane Pool: 4
1 pt to activate Spell Dance for 1 minute

Spellbook Contents
Acid Splash
Arcane Mark
Dancing Lights
Detect Fiendish Presence
Detect Magic
Disrupt Undead
Ghost Sound
Mage Hand
Ray of Frost
Read Magic

Level 1
Chill Touch
Keep Watch
Magic Missile
Magic Weapon
Ray of Enfeeblement
Shocking Grasp

Feats & Traits:
R Weapon Finesse
1 Skill Focus (Perception)

Campaign: Methodical Mind: +1 trait on Knowledge (Arcana, Dungeoneering, Planes) and Concentration checks
Race: Warrior of Old: +2 trait to initiative
Social: Clever Wordplay: Use Int modifier instead of Cha modifier for Diplomacy checks

8+Int +3=11 Adventuring Skills and 2 Background Skills per Gestalt Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]
+ 7-Acrobatics 3+1+3+AC
+ 3 Appraise 3+0+0
+ 1-Climb 1+0+0+AC
+ 3 Craft (Any) 3+0+0
+ 7 Diplomacy 3+1+3
- 1 Disguise -1+0+0
+ 7~Disable Device 3+1+3+AC(+MW Tools+2)(+Trapfinding+1)
+ 3-Escape Artist 3+0+0+AC
+ 3-Fly 3+0+0+AC
+ 1 Heal 1+0+0
- 1 Intimidate -1+0+0
+ 8 Knowledge (Arcana) 3+1+3+Methodical Mind+1
+ 8 Knowledge (Dungeoneering) 3+1+3+Methodical Mind+1
+ 4 Knowledge (History) (Background) 3+1+0
+ 7 Knowledge (Local) 3+1+3
+ 4 Knowledge (Nobility) (Background) 3+1+0
+ 8 Knowledge (Planes) 3+1+3+Methodical Mind+1
+10+Perception 1+1+3+Keen Senses+2+Skill Focus+3(+Trapfinding+1) - Lowlight
+ 3 Perform (Any) 3+0+0
+ 3-Ride 3+0+0+AC
+ 5 Sense Motive 1+1+3
+ 7 Spellcraft 3+1+3(+Elven Magic+2 to ID items)
+ 7-Stealth 3+1+3+AC
+ 1 Survival 1+0+0
+ 1-Swim 1+0+0+AC

Methodical Mind: Treat research into Knowledge (Arcana) as if I have the Skill Focus feat for that skill

AC -3 (-1 w/o pack)

Languages: Elven, Taldane; Celestial, Draconic, Sylvan

240 Budget
x20.0.0 Studded Leather Armor (+3/+5/-1/15%/30'/20#)
x60.0.0 Elven Thornblade (1d6/18+/4#/P or S/Finesse/+2 to confirm crits)
xx8.0.0 Kukri (1d4/18+/2#/S/Finesse)
x22.0.0 Kit, Magus 31# (2.5 w/o pack) (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
100.0.0 MW thieves' tools 2#
x10.0.0 Small Steel Mirror .5#
xxFREE Spellbook 3#
xxFREE Explorer's Outfit 8# (sturdy boots, leather breeches, a belt, a shirt, a jacket, gloves, a cloak, and a wide-brimmed hat)

220 GP spent for 76.5# (45# w/o pack) with 20 GP on hand

Light <= 50# (by armor)
Medium <= 100# (+3/-3/20'/x4)
Heavy <= 150# (+1/-6/20'/x3)

Gestalt Unchained Rogue/Magus (Spell Dancer):

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: The Gestalt's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (planes)(Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Gestalt Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Arcane pool, cantrips, finesse training, sneak attack +1d6, spell combat, spell dance, spells, trapfinding
2nd +1 +3 +3 +3 Evasion, rogue talent, spellstrike
3rd +2 +3 +3 +3 Danger sense +1, finesse training, magus arcana, sneak attack +2d6
4th +3 +4 +4 +4 Debilitating injury, rogue talent, spell recall, uncanny dodge
5th +3 +4 +4 +4 Arcane movement, rogue's edge, sneak attack +3d6
6th +4 +5 +5 +5 Danger sense +2, magus arcana, rogue talent
7th +5 +5 +5 +5 Dance of avoidance, knowledge pool, Sneak attack +4d6
8th +6/+1 +6 +6 +6 Improved spell combat, improved uncanny dodge, rogue talent
9th +6/+1 +6 +6 +6 Danger sense +3, magus arcana, sneak attack +5d6
10th +7/+2 +7 +7 +7 Advanced talents, fighter training, rogue talent, rogue's edge
11th +8/+3 +7 +7 +7 Bonus feat, finesse training, improved spell recall, sneak attack +6d6
12th +9/+4 +8 +8 +8 Danger sense +4, magus arcana, rogue talent
13th +9/+4 +8 +8 +8 Greater dance of avoidance, sneak attack +7d6
14th +10/+5 +9 +9 +9 Greater spell combat, rogue talent
15th +11/+6/+1 +9 +9 +9 Danger sense +5, magus arcana, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +10 +10 +10 Counterstrike, rogue talent
17th +12/+7/+2 +10 +10 +10 Bonus feat, sneak attack +9d6
18th +13/+8/+3 +11 +11 +11 Danger sense +6, magus arcana, rogue talent
19th +14/+9/+4 +11 +11 +11 Finesse training, greater spell access, sneak attack +10d6
20th +15/+10/+5 +12 +12 +12 Master strike, rogue talent, rogue's edge, true magus
Weapon and Armor Proficiencies: The Gestalt is proficient with all simple and martial weapons, plus the hand crossbow. They are proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spell Dance (Su): At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement.
At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.
This ability replaces the magus’s ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.
Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table).
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Spells Per Day
Lvl 0 1st 2nd 3rd 4th 5th 6th
1 3 1 - - - - -
2 4 2 - - - - -
3 4 3 - - - - -
4 4 3 1 - - - -
5 4 4 2 - - - -
6 5 4 3 - - - -
7 5 4 3 1 - - -
8 5 4 4 2 - - -
9 5 5 4 3 - - -
10 5 5 4 3 1 - -
11 5 5 4 4 2 - -
12 5 5 5 4 3 - -
13 5 5 5 4 3 1 -
14 5 5 5 4 4 2 -
15 5 5 5 5 4 3 -
16 5 5 5 5 4 3 1
17 5 5 5 5 4 4 2
18 5 5 5 5 5 4 3
19 5 5 5 5 5 5 4
20 5 5 5 5 5 5 5

Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells).
A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Magus Arcana: As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Arcane Movement (Su): At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of his next turn. This ability replaces the bonus feat a magus receives at 5th level.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Dance of Avoidance (Su): At 7th level, while wearing light armor or no armor, a spell dancer gains a +2 insight bonus to Armor Class. This ability replaces the medium armor class feature.
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Improved Spell Combat (Ex): At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose an advanced talents in place of a rogue talent.
Fighter Training (Ex): Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Bonus Feats: At 11th level, and every six levels thereafter, a blade dancer gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Improved Spell Recall (Su): At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1). Furthermore, instead of recalling a used spell, as a swift action the magus can prepare a spell of the same level that he has in his spellbook. He does so by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The magus cannot apply metamagic feats to a spell prepared in this way. The magus does not need to reference his spellbook to prepare a spell in this way.
Greater Dance of Avoidance (Su): At 13th level, while wearing light armor or no armor, a spell dancer’s insight bonus to Armor Class increases to +4. This ability replaces the heavy armor class feature.
Greater Spell Combat (Ex): At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Counterstrike (Ex): At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.
Greater Spell Access (Su): At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard's spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
True Magus (Su): At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.


+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

20 Point Buy
Base Race Level Gear Final
x3 13 +0 13 +0 13 +0 S 13 +1
x5 14 +2 16+0 16 +0 D 16 +3
x5 14 -2 12 +0 12+0 C 12 +1
x7 15 +2 17 +0 17 +0 I 17 +3
x2 12 +0 12 +0 12 +0 W 12 +1
-2 x8 +0 x8 +0 x8 +0 H x8 -1


What emotion best describes your character? Annoyed.
What emotion does your character evoke in others? Confusion.
What does your character need most? A place to finally belong.
What is your character’s goal in life? To find out who she is now that she is no longer part of her tribe.
How does your character believe this goal can be accomplished? By finding new tribe of course.

Salidraxis was born mere days before a raid by kobolds would wipe out her family's home. Normally this would be the end of the story and not the beginning if it were not for a young kobold finding Salidraxis. For unknown reasons, maybe out of some strange pity or maybe for pure sport, the Kobold decided to bring the baby back and raise it as a member of the tribe.

Sal grew up knowing she was different but tried hard to be a good Kobold. She was never trained to be a soldier but learned to fight by getting into scraps with her clutch mates, as she was always being ambushed for sport. Years went by, and even though she was not treated as a full member of the tribe Sal managed to earn at least a grudging respect. Life may have gone on this way for Sal until she was old and grey... but, for her, tragedy would always find it's way in. Sal became enamored of a young hunter. When she finally professed her love for him, he laughed at her for such stupidity. In a rage she beat the object of her misplaced affection to death with her bare fist.

Fearing what would happen to her, Sal fled the tribe. Her flight was long and difficult, never having been allowed to stray from tending to the muck cleaning and water hauling she had done all her life. It seemed for her that her ill fortune would finally bring her down. Sal finally gave in as she stumbled into town, her will to live having given out some time before and only the mechanical continuation of walking having kept her going.

How she ended up in an asylum:
If a small grey gnome showed up in your Victorian village dressed in just a loin cloth hissing at people, wouldn't you throw her in the bin just to get rid of her?

For ease, I am willing to switch out under undercommon for common. Also, took draconic instead of gnome to match her upbringing. Let me know if you are fine with her not speaking the common tongue with the rest of the group and the switch out for story reasons.

Presenting Lucia Moreau, a vivisectionist/urban barbarian. This is my first gestalt character, so happy to take any suggestions you might have.


Lucia Moreau
Female human (Taldan) alchemist (vivisectionist) 1/barbarian (urban barbarian) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 31, Pathfinder RPG Ultimate Magic 20)
N Medium humanoid (human)
Init +6; Senses Perception +5
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
hp 14 (1d12+2)
Fort +3, Ref +4, Will +2; +1 trait bonus vs. aberrations
Speed 30 ft.
Melee greatclub +4 (1d10+4) or
. . sword cane +4 (1d6+3)
Special Attacks rage (5 rounds/day), sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, long arm[ACG]
Str 16, Dex 14, Con 13, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Brew Potion, Improved Initiative, Power Attack, Throw Anything
Traits anatomist, foe of the strange, indomitable faith
Skills Acrobatics +3, Climb +4, Craft (alchemy) +6 (+7 to create alchemical items), Heal +5, Knowledge (arcana) +6, Knowledge (geography) +3, Knowledge (nature) +6, Knowledge (planes) +3, Perception +5
Languages Aklo, Common, Elven
SQ alchemy (alchemy crafting +1), controlled rage, crowd control, mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear mutagen[APG], potion of cure light wounds, potion of enlarge person; Other Gear studded leather, heavy wooden shield, greatclub, sword cane[APG], alchemy crafting kit[APG], backpack, belt pouch, earplugs[APG], flint and steel, formulae, ink, inkpen, iron vial (worth 0.1 gp, 1 lb) (2), soap, torch (2), trail rations (3), waterskin, 10 gp, 5 sp, 5 cp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Mutagen (DC 12) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Lucia Moreau is a vivisectionist who manipulates flesh in order to strengthen herself and her subjects. She believes that humanity and beasthood are connected to flesh and thus grafts organs and tissues from beasts into sentient beings and vice-versa. She sees these grizzly experiments as a necessity in helping people to attain their full potential and complete freedom, as some of her successes have had positive effects (such as her own unexpected physical strength).


Lucia is perceived as cold and arrogant, as well as threatening, as if she were about to explode in a fit of rage. Though all these are at least partly true, she is also reliable and has learnt to be almost friendly to people who do not mind her macabre sense of humour and unorthodox morals. She knows how people react when they see her experiments and is deeply private about them, avoiding also to show any of the scars left by her flesh grafts and experiments.


Lucia is a short (1.65m) and lean (55kg) woman of dark skin and hair. She dresses in fine men's suits, prefers neutral colours and is careful to project a very controlled and neat appearance, even when in attack of cold fury.

20 questions:

What emotion best describes your character?
Self-control (not really an emotion, but whatever)

What emotion does your character evoke in others?
Cold-hearted, unsettling, disturbing for not immediately clear reasons

What does your character need most?
Sources for her research, both as in texts and specimens.

What is your character’s goal in life?
Promote freedom to all beings, something which Lucia believes can only happen when the bestial meets the human halfway.

How does your character believe this goal can be accomplished?
Lucia believes that the opposition between beasthood and humanity is an illusion: these aspects should complement each other, not compete. If one being lacks humanity, they are easy to manipulate; if another lacks beasthood, they are weak and easily coerced. Through her experiments on others and herself, she has discovered ways of enhancing both aspects by fusing beastly flesh with human flesh.

Where did your character come from?
Lucia is a taldan of noble blood. Her parents died shortly after her birth and her assigned legal guardian left her at the family's country house with a few servants, tutors and many animals for most of her early life.

When did you grow up?
Even though the servants took care of the estate, few paid much attention to Lucia and most avoided her altogether. She was often severely punished for her extreme bouts of fury and cruel and spiteful behaviour. As she grew older, and through intense efforts from her tutors, she learnt how to control herself and became fascinated with the concepts of beasthood, humanity and their relationship with freedom.

What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to.
likes: freedom, humanity, beasthood
dislikes: slavery, cowardice, weakness

How does your character dress?
Lucia dresses in men's suits, eschewing any colours and always choosing grey, white or black clothes (a bit like guy in the centre here:

What are your character’s means?
Lucia might be a noble, but has no talent nor desire to manage her status and money. The house where she grew up is her last remaining estate and has fallen in disrepair as most servants either disappeared or have left as Lucia's experiments grew bolder.

What are your character’s personal tastes?
likes: grey, silence, wine, raw meat
dislikes: impoliteness, noise, squeamishness, leafy vegetables, sweets

What are your character’s opinions?
1. Humans and beasts are equally worthy and weak.
2. Freedom is a person's most important asset, but it can be forfeited for the greater good.
3. The mere existence of gods is unethical and corruted as their power is a threat to freedom of lesser beings.

What is your character’s comfort zone?
A laboratory with many healthy and willing specimens who are strong and resistant to pain

Who has had the biggest impact on your character’s life?
Her natural philosophy mentor, though weak-willed and not strong enough to go against societal norms, was an impressive physician and anatomist. Her moral philosophy mentor was of much more durable fibre instead and molded Lucia's outlook and ethics.

What are some of your character’s unexpected quirks?
* Lucia has no patience regarding expectations on young women, as well as things done simply for pleasure: dancing, drawing, socialising.
* Her interest in romantic relations is non-existent, though she does engage in purely carnal relations in order to better understand the beast within men and the mechanics of sexual organs.
* She likes to associate character flaws with someone's diet.

What kind of story does your character belong in?
I think the two main aspects of Lucia are:
1. her ideas between civilisation/humanity, beasthood and freedom;
2. the fact that these ideas have taken her to do pretty disgusting things. She does not believe she is evil and dislikes the fact her acts may cause suffering; at the same time, she knows she does horrible experiments on living subjects. She will never admit it to anyone, but she wonders about what her actions say about herself.

What role does your character fill? Roleplaying is all about the ensemble cast.
Lucia is supposed to be a melee fighter who can provide some help in buffing herself and the rest of the group (once she gets infusion). Being a vivisectionist means she will often depend on others for flanking, which can lead her to become closer to other melee characters. Being an urban barbarian, she will often go into a controlled rage whilst taking the mutagen. Once available, will take feral mutagens and make heavy use of poisons on her claws and sword cane (and possibly her companion's weapons).

Outside of combat, she will contribute with knowledge skills and minor healing.

As far as interpersonal relations go, I imagine it will often be unclear how much she is different from the Bad Guys™. She will have a difficult time convincing suspicious members of the group that she has no intentions of succumbing to promises of power from the elder gods, especially if her past is eventually revealed.

What should the other players know about your character?
She will butt heads with any good characters who might dwell too much on her bloody and merciless acts. She can definitely up for saving people in need (to preserve the greatest good, aka, human freedom), but she might do it in such a way that not everyone will approve. She will also be derisive of clerics and religious people in general, pointing out any possible parallels between elder god cultists and regular religions.

What is your play style?
Definitely more in the immersion bits and not that good with the mechanics of the game. As will probably be clear from the crunch.

How do you want your character to die?
I actually imagine Lucia dying in a rather heroic manner, against even my own expectations. Dying for freedom or something like that. Of course, she might just as well do one experiment too many on her body and succumb to a self-inflicted torture.

20 questions:

1.What emotion best describes your character?

2. What emotion does your character evoke in others?Friends would claim that Henrik is tender of heart, always looking for the best in people. Enemies might say that he is weak yet persistent.

3. What does your character need most?
Henrik needs a family. People to love him and to be loved by him. But in order to get that he needs to forgive himself for what he did in the past - once he is able to recall what he did.

4. What is your character’s goal in life?
To show others that love, compassion, and kindness truly can change the world for the betterment of all.

5. How does your character believe this goal can be accomplished? One small act at a time. And by rooting out the creatures from beyond that seek to enslave, destroy, and turn loved ones against each other.

6.Where did your character come from?
Henrik comes from a comfortable family in Lepidstadt, Ustalav. His father having been a respected professor of the university for which the city is most well known. And his mother a forlorn elf Though his father held Henrik accountable for his wife's death during childbirth, Dr. Cordovan did manage to pull strings in order for his son to attend the University. With the passing of Dr. Cordovan the University turned Henrik out and the young man was forced to find his own way in the world.

7.When did you grow up?
Though learning of his father's feelings pushed Henrik into maturity at a young age, it was not until he left University that he truly began to understand what it meant to "grow up." Always having had a knack for art, Henrik did his best to sell his works to survive. When the goddess Shelyn (or one of her heralds at least) took an interest in the malformed half-elf, Henrik found himself a would-be champion of the goddess of art, love, and beauty.

8. What values does your character hold? Sacred: compassion, innocence, and beauty (whether it be art, a living thing, or an action.) Ideologically opposed: harming innocents, destroying works of art, treating others as though they are not worthy of kindness.

9.How does your character dress? Henrik dresses no better than most street level merchants, opting for comfortably fitting clothes under a practical armored coat. His one concession to style is an elaborate is a simple filigree of a silvery metal woven into the cuffs of his sleeves. In his younger days, henrik kept his hair long and over his ears to hide the misshapen features. As he aged, Henrik began keeping his pulled back. The boots - which are slightly different sizes - on his feet have been repaired and patched and reinforced and stitched a multitude of times over the years.

10. What are your character’s means? Originally coming from a home where “wanting” was seldom an issue, it took Henrik quite a while to adjust to the lifestyle of earning a living. Most of his funds came from selling his paintings with small bumps confiscated from the hiding places of foul creatures. By far, Henrik’s greatest asset is his ability to befriend strangers wherever he goes. Often times this would lead to work of some kind and he invariably offered service or a percentage of his reward to whomever pointed him in the right direction. At some point the sword at his back began to whisper in Henrik’s mind. It spoke of helping the half-elf achieve great things similar to mother’s ancestor. Not just a powerful tool, the sword quickly became Henrik’s closest friend and eventually took the name Passion’s Ghaele, or simply Ghaele.

11.What are your character’s personal tastes? Henrik loves the sound of a charcoal pencil scratching across the surface of a sketchpad and the smell of pigments on canvas. A meal prepared by hands that truly cared for the full stomachs that would come after. The warmth of a cozy bed after a long journey. These are the things that bring Henrik comfort.

12.What are your character’s opinions? Henrik feels that children are among the most pure beings on Golarion and that, if it is in your ability to help, denying a child a loving home is among the worst sins one can commit. People put far too much importance on “intelligence” and “formal education.” Just because someone could not afford to attend The Acadmae in Cheliax does not mean they are dull. Ustalavic citizens spend too much time paying homage to the counts and barons and not enough time trying to better their communities.

13.What is your character’s comfort zone? Put Henrik in a room full of people who are openly sharing stories while a bard performs in the background and a blazing fire burns in a hearth and you will see him truly come to life.

14.Who has had the biggest impact on your character’s life? Henrik’s father, Dr. Cordovan, inadvertently instilled in Henrik the need to treat others (even those who at first appear to be undeserving) with goodwill. No person should be made to feel the way that Dr. Cordovan made his son feel.

15.What are some of your character’s unexpected quirks? Henrik finds nail biting to be a disgusting that he worked hard to break himself of. When working through a problem, be it academic or practical, Henrik often asks Ghaele’s opinion and many people assume he is simply thinking out loud. Henrik tends to avoid bright reds when he is painting, it is a color his father often wore.

17.What role does your character fill? Henrik is a frontline combatant and ranged support. He can probably offer a little more spellcasting that most Paladins and is able to remove harmful mental conditions. Outside of combat, he is a charismatic leader who knows that letting others utilize their own gifts is the best way to achieve victory.

18.What should the other players know about your character? Humanoid races (not monsters) will almost always be offered one chance to stand down. If they say "no" all bets are off. If/when memories come back, Henrik will most assuredly struggle with the fact that he was a fallen paladin. Anyone that offers wisdom or guidance in things that Henrik is openly less informed of will quickly become a the nicest way. He doesn't have all of the answers after all. Anyone that just wants to murderhobo or refuses redemption will find Henrik as an antagonistic individual.

19.What is your play style? I've been called a crazy person for the amount of time I spend in my characters' heads. I'm in it for the story. And I don't mean the greentext. Ttrpgs are a unique situation that allows for cooperative storytelling and that's what I like to see.

20.How do you want your character to die? If it has to happen during the course of the AP, I would prefer it to not be to random goblin #184. I try to avoid such deaths in my own games because while it is more "realistic" for any given enemy to take down a PC, it's not particularly fun for anyone. Besides, we're not playing PF for realism.

Loving the submissions so far, gonna be spending some time this weekend to read through them and send individualized feedback to as many people as I can.

Thank you all for showing so much interest!

Finished up my submission! Manny, the occultist/fighter Pathfinder.

Manossa 'Manny' Verne
Male half-orc gestalt 1 / fighter (lore warden) 1 / occultist 1
Favored Class: Occultist
Favored Class Bonus: Deal an additional 1/2 point of damage with focus powers.
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +3
Defensive Abilities ferocity
Speed 30 ft.
Melee handaxe +0 (1d6/x3)
Ranged shortbow +2 (1d6/x3)
Implement Schools
Conjuration (bowl of the spheres, 3 points)-Resonant casting focus; Focus servitor
Evocation (distressed wand, 4 points)-Resonant intense focus; Focus energy ray (1d6), shape mastery
Occultist Spells Known (CL 1st; concentration +5)
1st (2/day)-burning hands, cure light wounds
0-create water, dancing lights
Str 10, Dex 14, Con 13, Int 18 (+2 racial), Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Extra Mental Focus, Point-Blank Shot
Skills *Appraise +8, Diplomacy +5, Disable Device +6, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, *Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +4, Spellcraft +8, Survival +4, Use Magic Device +5; Armor Check Penalty *background skill
Traits Campaign: Methodical Mind; Combat: Helpful; Religion: Arcane Depth
Languages Common, Draconic, Giant, Gnoll, Goblin, Orc
SQ implements 2, mental focus (7)
Combat Gear acid (2); Other Gear bowl of the spheres, distressed wand, handaxe, shortbow with 20 arrows, studded leather armor, masterwork backpack, compass, wooden holy symbol of Nethys, ink, inkpen, journal, trail rations (4), waterskin, 10 gp 9 sp

special abilities:

Weapon and Armor Proficiencies: Manny is proficient in all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Scholastic (Ex): A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Spells: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.

An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).

At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su): Manny can access the conjuration school of magic through his bowl of the spheres and the evocation school of magic through the distressed wand. If these items are not in his possession, he must succeed at a DC 21 concentration check to cast burning hands (without the wand) or cure light wounds (without the bowl), or a DC 20 concentration check to cast create water (without the bowl) or dancing lights (without the wand).

Mental Focus (Su): Manny has 7 points of mental focus, which he can invest into his implements at the beginning of the day to access his implement schools’ resonant and focus powers. He can divide the focus in any way he desires. It takes 1 hour for Manny to invest his implements with mental focus.

Once Manny invests mental focus in an implement, the implement gains its school’s resonant power, and Mavaro can spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever
possesses it (allowing Mavaro to aid allies, but making his spells more difficult to cast; see Implements above). Manny must be holding his implements to expend their focus powers.

Manny can choose to save generic mental focus inside his own body instead of investing it. He can expend generic focus
on any focus power he knows, but doing so costs twice as many points of mental focus, and an implement into which he did
not invest mental focus grants no resonant power. If one of his implements is lost or destroyed, the invested mental focus is lost. Mental focus refreshes once each day after Manny sleeps for at least 8 hours.

Bowl of the Spheres
A brass bowl with many circular engravings in a 3-fold pattern. The many circles that cover the bowl have unique symbols in them, forming a crude map of the Great Beyond. The bowl grants Manny the following powers:

Resonant: Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Focus: Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Distressed Wand
A crooked stick of pale wood about 10" long, bearing numerous scratches and scorch marks. When held, it feels alternately hot and cold. The wand grants Manny the following powers:

Resonant: Intense Focus (Su): The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.

Focus: Energy Ray (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

Focus: Shape Mastery (Su): As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.

20 questions:

1. What emotion best describes your character? Searching.

2. What emotion does your character evoke in others? Initially confusion, since he defies the most popular stereotypes of half-orcs. His friends learn to trust his calm and intelligent nature, his enemies learn to respect it. If they live.

3. What does your character need most? Recognition.

4. What is your character’s goal in life? To achieve fame through his scholastic accomplishments.

5. How does your character believe this goal can be accomplished? His work with the Pathfinder Society.

6. Where did your character come from? Manny grew up in a poor village near Almas, to a half-orc couple. He scavenged for trinkets within the city's rubbish heaps to sell for money.

7. When did you grow up? When a comrade died after following faulty directions from him during his Confirmation. He concealed his involvement, considering it a necessary sacrifice to follow his dream.

8. What values does your character hold? He believes in exploration, respect for history, and acquisition of knowledge. He despises thoughtlessness, arrogance, and destruction of knowledge.

9. How does your character dress? Manny dresses in practical clothes designed to stand up to adventuring. He prizes his sturdy leather boots and his pouch-filled backpack. He favors black and grey fabrics, and wears little ornamentation besides his implemets and his holy symbol of Nethys.

10. What are your character’s means? Manny relies on his keen mind, considering it his greatest asset. His skill with a bow and his magical powers have come in handy at points, too.

11. What are your character’s personal tastes? He likes the smell of old paper, the feel of leather, and the sound of chants. He's not big on smoky smells, overly rough textures, or discordant noises.

12. What are your character’s opinions? He views the acquisition of knowledge as the highest calling, and looks down on people who try to solve problems without a plan.

13. What is your character’s comfort zone? He loves being anywhere that there's stuff to examine and learn about. Libraries are his favorite.

14. Who has had the biggest impact on your character’s life? His parents, who tried to convince him that he was destined for nothing more than a life of labor like they had. They're convinced that he'll die far from home for nothing, and they haven't talked to him since he left for Absalom.

15. What are some of your character’s unexpected quirks? Manny snaps his fingers when he thinks strongly. People never expect him to be as literate as he is, especially considering his unrefined accent. He dislikes snakes, and refuses to touch them.

16. What kind of story does your character belong in? A story about seeking knowledge.

17. What role does your character fill? Knowledge, ranged combat, and some support casting.

18. What should the other players know about your character? Manny will talk your ear off if you let him. He's not malevolent, but he's so goal-oriented that he can be a bit detached from moral concerns like innocent lives.

19. What is your play style? I like playing characters who know things.

20. How do you want your character to die? He can die once he's been published in a Chronicle. But he'll probably die in the field, and he wouldn't have it any other way.

This is Hayato Kens Insinuator (Anti)Paladin/Archeologist Bard.

20 Questions:

1. What emotion best describes your character? Satisfaction.

2. What emotion does your character evoke in others? Either impress or annoy, therefore mixed feelings.

3. What does your character need most? Find herself.

4. What is your character’s goal in life? Become rich, powerful and famous, adored by others, being able to spend live in luxury, independantly. If possible by finding out hiddden lore, secrets, treasures and other stuff buried in history.

5. How does your character believe this goal can be accomplished? Through knowledge, a bit of magic, persuasion, some hints of trickery and if necessary a little stab at the right moment.

6. Where did your character come from? From an elven settlement near Ustalav.

7. When did you grow up? By elven standards probably not long ago, but it might be never from some perspective. Graduating bard college was a thing though.

8. What values does your character hold? Knowledge is power. A good deal is a good deal. Be as good as you can and as mean as you must.

9. How does your character dress? Fancy but practical, dressing for the moment.

10. What are your character’s means? Connections to a bardic college, ties into elven society, relationships to outsiders from her powers.

11. What are your character’s personal tastes? Good dance and music, elven wine with venison, being admired and adored for her knowledge, abilities and more. She dislikes being outsmarted, bland food and being restricted by too many rules.

12. What are your character’s opinions? Rules are for others, real winners make their own rules. Ustalavics are too superstitious and don't have to be taken seriously. Locks and doors are a reason but no obstacle. Most people just have to be talked to in the right way.

13. What is your character’s comfort zone? Libraries full of magical and historical tomes, having the understanding aid of a willfull outsider, hunting secrets or digging in archeological sites.

14. Who has had the biggest impact on your character’s life? As a slightly colored elf, disliked by some, she wants to overcome dependancy and make her own fate. Graduation from bard college and the time spent there, along with all the friendships and rivalries.
-old elven professor who let her feel her origins in bad degrees (negative)
-some students excluding her for the same reasons (negative)
-a group of friends and some professors accepting her as she is, supporting her talents and befriending her.

15. What are some of your character’s unexpected quirks?
-can actually give great lectures
-although generaly more on the selfish side, she can be generous and spend her resources on others, for healing in example
-loves to share her knowledge
-also loves to kick ass
-has difficulties to share her abilities and support others like most bards do
-excels at using it for herself though.

16. What kind of story does your character belong in?
Faces a lot of conflicts of morality, driven by greed and hunger, influenced by different outsiders to their ends, often taking gambles.
Intrigue, detective stories, mysteries, but also hard conflict are her thing.

17. What role does your character fill?
Skills & Knowledge, melee and ranged, traps.

18. What should the other players know about your character?
Veda is a slightly different colored elf, suffering racial profiling and prejudice, which she seeks to overcome.
She can be quite the prick and has selfish tendencies, buried in her past.
Once befriended and her trust is won, she is pretty supportive though and surprises with lots of knowledge, good stories and the occasional supportive heal.

19. What is your play style?
Cooperative and team oriented, prefering good character and story immersion, more frequent interactive posts over lots of only GM oriented posts or self centered short stories. Gameplay should be challenging, but not impossible to solve^^

20. How do you want your character to die? Heroic of course, driven by their own momentum, leaving a print on Golarion, so others will sing about it.

More details on the character page.

Alright. It took me a while, but this is Ouachitonian's submission. Nox is a Tiefling Alchemist/Bloodrager. I'll be heavily focusing on the self-modification theme, as he learns more and more alchemy in the attempt to purge the tiefling taint from himself. He won't succeed, but he will do lots of interesting stuff in the meantime! Toward that end, I'll be taking feats like Armor of the Pit, and pretty much any class features I can will be fluffed as part of his experimentation (the Spelleater's fast healing and Untouchable's Spell Resistance, for example). I'll also be picking up alchemist discoveries like tentacle, wings, Spontaneous Healing, etc. Yes, I know that SR is often not well thought of for PCs, but I think it's mostly positive for me; I'll be using alchemist extracts to self-buff, so I won't really need other party members to cast spells on me, and if I do I'll just make sure it gets done before I rage when I don't have to worry about it.

I should also note that Nox is kind of a jack-of-all-trades. With Disable Device and sneak attack, he can act as a substitute Rogue. With the right discoveries (Infusion, or Spontaneous Healing+Healing Touch) he can work as a healer (he can also use CLW wands since it's on his class list, and can brew potions of the same).

As far as Discord goes, I've never used it. I don't *really* want to pick up another site to keep track of games on (just looking at my Campaigns tab is so much simpler), but I don't know if it'd be a deal-breaker either. Definite Maybe.


1. What emotion best describes your character?
Well, Raging certainly applies sometimes. lol. When he isn't in a rage, some good descriptors are Thoughtful or Inquisitive.

2. What emotion does your character evoke in others?
Probably fear and suspicion, from a lot of the "normal" people.

3. What does your character need most?
Knowledge. Answers.

4. What is your character’s goal in life?
To cure his tiefling 'condition'.

5. How does your character believe this goal can be accomplished?
He thinks he can do it with alchemy. That's why he's an alchemist. :)

6. Where did your character come from?
Nowhere consequential or memorable. Somewhere with tieflings. So maybe Cheliax, but the Worldwound is closer. He doesn't recall anything distinctive enough to pinpoint a location.

7. When did you grow up?
When a fire destroyed his parents alchemy shop when he was in his teens. After that, he pretty much took what scraps of inheritance had survived the blaze and left, and has looked after himself ever since.

8. What values does your character hold?
Most important to him is knowledge. He believes that's the key to...well, pretty much everything. But he also tries to be kind. He's found that to be the best way to get people to look past his...condition.

9. How does your character dress?
Somewhat shabbily. He wears his reinforced labcoat (ie an Armored Coat) pretty much all the time, especially in the lab. So it has its fair share of stains, burns, and the like. His dress is generally in Nethysian colors (black and white).

10. What are your character’s means?
Not great. He spends pretty much whatever he gets on his alchemical experiments. (He does have the standard 180 GP of starting wealth for an alchemist).

I might add some more later. But right now I need to go to bed.

Vash Morgred

here is my character submission. My character Vash morgred is the unfortunate byproduct of a cults ritual gone wrong. After gaining his unwanted witch powers society rejects him and he turns to the druids for aid. He is a Fetchling druid witch with a gorgeous white owl familiar named Che'Che.

If I missed anything in creating my character or you need more details on anything please let me know.

Finishing up a few things and I'll get a post in very soon! Hopefully not missing the deadline.

Bezmen Oradia, Tiefling Magnus/Occultist. Dragged kicking and screaming into the Sanitarium. Ready for the horrors to unfold.


I haven't finished the Crunch - I hope that doesn't go against me. If I am picked I would like to go through some ideas on a build.

I plan on a Tiefling Magus / Occultist. I was considering a frontliner, I picked Occultist for all the object reading and cool little tricks I could bring in that would be good for RP.


This is just a small overview of the character - I answered the 20 questions but I feel there is so much more that will come out.

Bezmen Oradia - a monster. The bastard son of a bastard son. His birth wasn't planned, he wasn't loved he was hated and despised before he was even born. From a father of wealth and a mother of lower class. But his heritage, his blood line made him more than just a half demon bastard.

He was born on the streets and that’s where he had to fight for anything he got, he worked harder than anyone else. But he had a few gifts the others street skum didn't have thanks to his demon blood.

He did bad things to survive but slowly he didn't do them to just survive he did them because he enjoyed the power, he enjoyed the feel of fear washing off those he prayed upon.

He would be a conman, playing on people's needs to get money out of them. (Fortune teller and that type of work)

When he wakes up in the sanatorium he will not remember his past, he will understand bits but I hope that will come back slowly to reveal the real monster he was.

20 Questions:

So the way I would like to do this is give a feel for both sides of my charater. The evil side the person he was before he lost his mind and the one he will be when he wakes up. I want to give a flavour and let you run wild if you wished, I want him to be conflicted when his memories come back. He will be an occultist so I want to get a hit of memories with the object reading ability, I will be doing that a lot and playing it up.
What emotion best describes your character?
Before his mind was wiped he was angry he reveled in the anger and drank from it deeply. It didn't come from just one particular thing but a whole host of problems as he liked to see them. He had a loathing a resentment for most people living their lives, wasting them on little things. It disgusted him. After the wipe he will be cheerful, kind, caring and have a fondness for people. This will change as his old self is revealed.
What emotion does your character evoke in others?
Before the wipe I think generally he would want to scare people, he would want people to avert their eyes from him. He would revel in the fear. He was sacred once he didn't like it and he grew from the fear, and now he only wishes to give it to others. He uses that to impress people like him, to stand out and join others above his social station.
After -
Enemies I want to intimidate them, I want them to be unsure of what I will do. I want to get in their heads and give them second thoughts about messing with me.
Friends I hope to play him as calm, respectful and compassionate. He will be very loyal to those he calls friend.
What does your character need most?
Before - He was a bored creature, he did the evil things he did because he could and because it brought him joy. He didn't really need for anything as he would take it.
After - He’s lost, he thinks he needs to get his memory back he needs to get whatever life he had back. He will want a connection he will want to feel something with other people.
What is your character’s goal in life?
His memories, the life he could have had but has forgotten about. It is the main drive he has for everything he is doing. He is a blank slate, not remembering anything and it’s like being in a void. To think of the people out there waiting for him to come home and it drives him forward. He needs to find out what happened to him and won't stop.
How does your character believe this goal can be accomplished?
He will just follow everything he can, if there is something remotely connected to him or the situation he’s in he wont stop to find them and ask them about himself. If anyone remembered him he will want to know everything they can tell him. He holds onto the fact he needs to find out who he was, but when he sees where it takes him maybe he will decide he doesn't want to learn anymore.
For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.
Where did your character come from?
He was born a bastard to Cheliax, a country rich with people like him but seen as a lesser person. His father was a well off man but the mother was a prostitute, a thing men with money and power went to experience something different. He started life early there was no pampering on the streets of Cheliax, he wasn't well looked after if he wanted to survive, he had to learn on the street. He had to steal and fight to survive it’s the thing that hardened him to the world. Everything he learnt he worked for, lucky for him there are certain gifts given to those of demon blood.
When did you grow up?
He had to grow up early, his father didn't want him. His mother was on the game working. She didn't cast him away but she wasn't a mother, she just had a bed for him to sleep. As a child he had to take full responsibility for himself or he just wouldn't live. It came down to fighting to protect himself, stealing to survive and doing what he had to do to learn.
What values does your character hold?
Self Freedom, he will not abibe people telling him what to do. He has lived his life as someone look down upon and hates it.
Before his memory was lost - nothing would hold him back from what he needed to do.
After his memory was lost - He will not hurt those in need, he will only defend himself.

How does your character dress?
Before he was very particular to what he wore, he would dress well for the types of work he did. He was fond of certain items that offered up significance to him. Normal items he stole or took off a dead body. With his power to read an object he took only the most powerful object that told stories and he would use that power. (Things like pendants, belts)
What are your character’s means?
He has nothing, he takes what he wants. He is a fighter, he had no training so he learnt on the streets. Most of his magical skill came to him from his demon blood. He is selfmade and plays on that immensely.
Now we’re picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.
What are your character’s personal tastes?
A certain flower his mother would wear as perfume, the very smell of it takes him back to the small shack they lived in and watching his mother get ready to go out and see the people she would work for. It reminds him of how pretty she was and how she wasn't all that bad at the start to him.
He enjoys witteling, the mindless act of carving away at wood it’s the one thing that he can just stop thinking about the world and focus on making something out of nothing.
He hates small talk. He will not abide conversation without a reason.
What are your character’s opinions?
I have a few ideas on this just can’t really get them down without talking to you. Some of these questions were hard to answer in relation to the AP we’re going to play.
What is your character’s comfort zone?
Same as above
Who has had the biggest impact on your character’s life?
His father, he hardly remembers anything about him but he knows that’s where it started when his father turned away from him and wanted nothing to do with him. He knew then this world wasn't easy and you had to fight for the attention you wanted.
Adaline - An elf she taught him a lot about life and magic, it’s where he learnt to use his skills in a more controlled manner, she wasn't the nicest person but she showed him the first real affection and he loved her. He still has a scar under his chin from her parting kiss. She was another step on his journey to realise you can’t truly trust anyone.
What are some of your character’s unexpected quirks?

While he has resistances to some energy he still hates the feel of it. If he was to do a trick like catching fire it would make him uncomfortable.
He has a fear of rats, since living on the streets he has memories of rats gnawing at his boots as he slept. He will never lose the fear of that.

These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what’s expected to give everyone a good time.
What kind of story does your character belong in?
Before - He gets joy from hurting others, from tormenting people from intimidating them. Feeling how uncomfortable he can made people, that was the funniest thing in the world to him. To see people squirm under his gaze. He is in a dark setting where one rarely faces and consequences.
After - He does not wish harm on anyone, but will defend himself and those around him with all his strength. He will stand his ground but will normally not be the first one to strike out.
He will have to pay for his brutal past, it will be something he never expected. Waking up with no memory and then confronted with the bad things he did in this past might break him.
What role does your character fill?
He should be front line, getting into the thick of it. He will have spells to help out and skills to aid the party. It will be and all rounder in most places because he’s 6 level caster. Offering himself up wherever he’s needed.
What should the other players know about your character?
It maybe interesting his he had hurt one of the other characters to what degree is up to you but that could really offer up some interesting RP if it was something we all forgot and slowly it came out. The big secret would be his past and the completely different type of person he was. There are a few points I have that could work here but I’d have to see how far you would want to go with them.
What is your play style?
I love to immerse myself completely, I do find it hard to get into a character right away I think as you play them you slowly get a feel for who they are. An AP like this works well for that. I understand there's a balance in everything, but I’d have to say I enjoy the RP side of things and letting things flow between players to be the most interesting thing.
How do you want your character to die?
I want his death to add to the story, if at a certain point it makes sense that him dying at this point would be amazing and impactful for the story then so be it. You can’t play an interesting campaign with everyone being alive and no death, or no arguments with people just going through the motions, people are complicated. I think it would be bittersweet if he died not truly understanding his life.


Bezmen stands at 6 foot tell, is well built and holds himself as if he’s always ready for a fight. He has a very typical look for a tiefling, having a tail and horns but his long hair is snow while. Eyes as black as the void, with a smile that shows his sharp pearl white teeth.

He dresses fancy whenever possible, making sure nothing is out of place.

Ah, yes, Discord.

I have previously played in a weekly voice game through Discord. Very easy to use.

I have a "favorite" dice bot utility with great scripting features. Dash Delta.

Discord or not. Dash Delta or not. Neither potential path concerns me.

Discord is nice. Didn't play there yet, but use it on a daily basis else. Open to play on discord.

Some questions:
Will the sanity and corruption systems be used?
And occult skill unlocks etc.?

There's gonna be a better backstory and character description here in the next days.

Forgot to mention, I will be tweaking and making an alias. I just wanted to get something down.

On Discord, I'm in three games playing there currently. It's just a better overall PBP experience. So I'd be happy to at least give it a try and help those not used to it if I got in with people who want to try it.

I second @_Veda_ questions too.

The Exchange

I won't be able to do Discord If that's what you decide.

I haven't done a Pbp on Discord, but I'm open to it since I'm familiar with the site

I would be fine with either discord or here - or using discord and here, as others have done.

In case I didn't mention it.

I'd prefer to keep most play here on the forums. My worry about doing everything on Discord is that someone who can't post for long hours is going to find themselves way behind if they miss a bunch of posts, and miss out on some of the RP, or lose interest because of that. Keeping the game on the forums also makes it easier to go back and reference something, since all the information is in one place.

That said, I like the idea of using a Discord as a backup, in case the forums go down, as well as a way for the GM to do one-on-one RP with the PCs if they are in a situation that calls for it.

Hey everyone! Sorry for being absent yesterday, was a pretty busy day unfortunately.

Getting to stuff I missed now.

Sanity rules: I am somewhat familiar with them, but had not decided on whether or not we'd use them. Probably another question for the final group. as it doesn't really affect anything in character creation.

Corruption: corruptions are a weird set of rules, most of which don't make sense to be in every situation. I'll probably read over the rules and the specific corruptions, and if a situation should arise, then we'll use them.

Occult skill unlocks: most seem fine to me, and if any become a problem, then I reserve the right to fix any balance issues they may cause.

Discord: Phntm brought up a good point, in that the boards are much more available for catching up. If I do use discord, I'll probably just have it set up so that we use it for one on one sessions that may need to happen and stuff like discussion or questions for me that I can answer easily.

Pathfinder Adventure Path Subscriber

Sounds all good! I'm not really familiar with the extra rules myself, but I had the impression they might be used with this AP.

This is just how I see it and from how converted I am to Discord games now. I was 100% all forums before I tried Discord.

Paces of a game is on the GM, if they wish to slow it down so others can post then it's on them. I find it so much more responsive it's as close to a live game as you can get.

The search function is 100% better on discord. Separate channels make it easier to RP more without mixing everything up.

Something like Inn RP for out of gameplay one on one rp.

But overall I'm not in it for where we play but just for a good game.

Thinking of something along the lines of a Paranoid/Anxious/Cowardly Ratfolk Gunslinger/Alchemist

Just posting to let you know that I'm still here and reading the recruitment thread daily.

I'm totally okay with discord; my experience with it for pathfinder has been good. I've done some game mastering of a game that was partially on a forum, partially on discord and we'd use it for a lot of OOC stuff. But the best part was being able to hammer out several rounds of combat in one night on those occasions where all the players were online at once, then post a summary of what happened in discord to the main forum for continuity's sake.

My character Cassius (Cass) Salvitto is just about ready. His crunch is finished and his backstory/personality formulated, I just need to get it into writing. I should manage to do that within the next 24 hours.

Alias for TerminalArtiste's application, will finish it tomorrow. I'll put in advancement plans for Manny as well.

Updated Amaya's profile with the 20 Questions.

As for discord vs forums I have done both with different groups. Personally I find forums useful for storing and saving information, and really like discord for one on one sessions which you can run quickly without affecting the pace of the game operating on the forums. Each to their own though, tried it both ways and a mixture and enjoy them all about equally.

Updated the character sheet with more descriptions.
More to come add I have time this week.

OK, I'm thinking of odd and complex, but I think the backstory works for what I understand of Strange Aeons...

Bexer Bonn, a young man hearing voices.

Crunch is a Synthesist Summoner/Bladebound-Spellblade Magus (Assuming the very class set doesn't actually set off a stroke, I can begin working on the crunchy bits.)

The short version of this is a young boy who was bonded with a piece of Numerian technology that manifests as a suit of baroque armor that whispers in his head. At level two he'll suddenly be manifesting a force blade in his off-hand, and at level three he'll find himself in sudden possession of an arcane sword that also tells him to do things...

Full Background:
Baron Arturo de Bonn traveled all across the Inner Sea Region as part of his duties as one of Taldor's ambassadors, shuttled from nation to nation to intervene in various diplomatic crises. His wife Dreana and son Bexerian traveled with him, providing his heir with exposure to a wide range of cultures at a young age.
That all ended in Bexerian's 12th year. During negotiations with the court of the Black Sovereign in Starfall, the Baron's suite was attacked by one of Numeria's Gearsmen. The Baron and Baroness were killed instantly, and Bexerian barely escaped, running in terror from the pursuing Gearsman.
His memories of the chase are faint, ending with him falling through a doorway in one of the corridors of Silvermount. There, in a room full of tiny flashing lights, he saw a strange device hanging within a column of light. His last memory was of a voice speaking in a strange language, and then darkness.
When Bexerian awoke, the room was dark but for a fading glow, by which he could see that the device had been implanted in his chest, only a small metal disc and a silvery squiggle showing. Confused, he struck at the device (which a voice in his mind called the 'Cyclo-Heart'). There was a sense of metal encasing him, and again he blacked out, awakening three days and fifty miles later.
Since then, Bexerian (now calling himself Bexer) can barely remember the last several years, except for images of the strange metal armor that encases him, and speaks in his head in a strange, cold voice, filling his head with things he can't possibly know.

I've had in mind a Merciful Healer Cleric of Pharasma that is mean with a dagger, since that is the deities weapon of choice. Going gestalt rogue knifemaster makes that vision quite doable.

So here is my application, a Merciful Healer Cleric of Pharasma/Unchained Knifemaster Rogue. Hopefully this character can work as the groups healer, with some sneaks/skills added in for good measure.

Character Sheet

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


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.

Still have some things to sort out, plus the 20 questions, but you get the idea.

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
caps wrote:
I will be submitting a Dwarf Investigator; probably Magus for the other half of the Gestalt but I haven't decided yet. I may try to incorporate a full BAB or even full caster class.

I think I could squeeze something in by the deadline, but what I have in mind is a buttoned-up dwarf who works as a kind of detective or fancy thief-catcher. I think it's a cool concept and works well in the campaign, but looking at your submission guidelines it seems that you want the PC to have done something horrific in their past that they can vaguely remember. And I don't think I can quite work that in.

Okay, so there are a ton of awesome submissions so far! Gonna be a hard decision for sure.

Reminder that the deadline is tomorrow night, July 18th, at midnight central standard time. I realize now I had posted 12 pm, but I meant to set the time to midnight Friday night.

I look forward to this hard decision I will need to make!

1 person marked this as a favorite.
The GM in Yellow wrote:
Reminder that the deadline is tomorrow night, July 18th, at midnight central standard time. I realize now I had posted 12 pm, but I meant to set the time to midnight Friday night.

And here I was looking to playing "The Final Countdown" during my lunch break tomorrow

I am still around, just for the record- I've just been unexpectedly busy, but I should be able to finish up the questions (and finish updating the spreadsheet) before the deadline.

Still here if you have any questions about my submission. (Other than why I didn't include the benefit of fast movement in my offense...)

Well, this guy didn’t make it at the other Strange Aeons game, and it’s late in recruitment here, but screw it. Let’s see if he can make it at this "table." (Fair warning, I’m still new-ish to Pathfinder, so please correct me if I put something in the wrong place or what-not.)

Dhomirren Tailbitter

The Crunch:
Male ratfolk gestalt (*hunter*/alchemist) 1
NG Small humanoid (ratfolk)
Init +3; Senses darkvision 60ft, Perception +8
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AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +2; +2 trait bonus vs. fear and emotion effects or spells
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Speed 20ft
Melee dagger +0, (1d3-1)
Ranged light crossbow +4 (1d6), range 80ft or
. . bomb +5 (1d6+3), range 20ft or
. . dagger +0 (1d3-1), range 10ft
Special Attacks bomb (4 per day)
Hunter Spells (CL 1st; concentration +3)
. . 0th - detect magic, guidance, mending, purify food and drink
. . 1st (2 per day) - abundant ammunition, summon nature’s ally I, wartrain mount
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st - cure light wounds, shield
- - - - - - - - - -
- - - - - - - - - -
Str 8, Dex 17, Con 10, Int 17, Wis 15, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits enduring stoicism, frontier-forged, worldly
Skills Craft (alchemy) +9 (+10 to craft an alchemical item), Disable Device +7, Handle Animals +3 (+7 for rodents), Heal +6, Knowledge (nature) +7, Perception +8, Profession (apothecary) +6, Ride +7, Sleight of Hand +7, Stealth +11, Survival +6 (+7 to get along in the wild), Use Magic Device +3
Languages Aklo, Common, Gnoll, Orc
SQ alchemy (alchemy crafting +1), animal focus, mutagen (+4/-2), rodent empathy (+4 racial to handle rodents), tinker (+2 racial on Craft (alchemy), Perception, and Use Magic Device)
Combat Gear mutagen, bomb (4 per day); Other Gear light crossbow (10 bolts), padded armor, holly sprig, spell component pouch, dagger, alchemist’s fire flask, antitoxin vial, smokestick (3), tindertwig (5), 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, 1sp, 34gp
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Alchemy (Su) click here
Animal Companion (Ex) click here
Animal Focus (Su) click here
Bomb (Su) click here
Brew Potion (Ex) click here
Mutagen (Su) click here
Nature Training (Ex) click here
Throw Anything (Ex) click here
Wild Empathy (Ex) click here

(I reeeeeaaaally didn’t want to make this stat block obnoxiously long, so here’s some links to the Archives instead.)

The Fluff:
Given the nature of this AP, I think It’d be best to present Dhomirren’s pre-established fluff as a series of memories he retains. If you want more specifics Mr. GM Yellow, just let me know.

> His mother, a druid, and his father, an alchemist, explaining to him how their warren accepts new members as he is given a very painful tattoo and is presented with a hatching viper egg. The snake is meant to be his companion for life. He names it Tymerran.

> Running through the dense forests as he hunts down some unknown prey. He feels at home here as he cocks his crossbow and takes a shot. The bolt goes wide and hits...something else. A very angry gnoll with an arrow in its leg bursts from the underbrush and attacks him.

> Walking with his mother and father towards a temple built into a cloven boulder. There is a large crowd gathered around the building, all of them trying to enter for some reason. They, and Dhomirren, are dressed in their finest clothes. A carved snake looks down upon the gathering with gleeful eyes. Tymerran squirms on his shoulders with happiness.

> Standing on the crest of a hill, looking down into a crevasse that was his home. He has returned from gathering something to find his home in flames, the countryside burning as gnolls cackle gleefully in the distance. At his feet, Tymerran is cut in half, dead. The knife is his. As he looks out, all he can think is one thing: ”This is my doing…”

> He is writing in his father’s formula book. It has a black cover, decorated with serpentine shapes. He steadies himself as the waves disturb his writing. He is in the hold of a ship, traveling to a land he does not know.

> An elephant trumpets as he walks past its cage. He is at a circus in some phenomenally wealthy city. He cannot speak the native tongue, but it does not stop him from enjoying the performances. As he walks, he sees an emaciated panther cub chained and staked to the earth near the ringmaster’s tent. The tiny creature looks at him with sad, hungry eyes. He reaches into his pocket, producing a freshly salted sardine. Checking to make sure he isn’t seen, he creeps forward and feeds the ebony-black cub. She purrs.

> He is running from town guards, running towards the sea as arrows nick his heels. He is holding the panther cub in his arms. She clings to him with desperate fear. He clutches her tight as he sharply turns around a sand dune and hold his breath, using his tail to obscure his tracks. He is determined to keep her safe.

> He is in a small tavern, talking with a heavily-scarred orc as the brute points a sword at his chest. The orc is a mercenary, who has taken an unknown dislike to him. Behind the orc, he sees the panther, now grown and healthy, creep around a corner. Betraying not even the slightest smile, he draws an explosive shell from his belt, and the skirmish begins.

The 20 Questions:
1. Contemplative.
2. A range from befuddlement to worry, depending on the circumstances.
3. A place to call home, a place where he can live in peace.
4. To keep Naiyla safe and (after he awakes in the asylum) to discover what his life was before.
5. The former by his own skill and competence, the latter remains to be seen.
- - -
6. Tailbitter Warren, a ratfolk community that lived in the wilds. His father was an alchemist and his mother was a druid, and they both taught him their crafts. He is uncertain of what exactly the warren’s purpose was, but he knows it involved snakes extensively.
7. He had been expected to be self-sufficient when he received his viper, Tymerran. He was exceptionally adept in the wilder fringes of the warren’s territory, hunting and brewing potions from assorted natural components.
8. He values self-sufficiency, the balance of nature, and the want to learn more. He opposes needless cruelty (especially to animals or the natural world), ignorance, and words that cannot be backed by ability.
9. In dark greens and blacks, with a (relatively) small cloak. All of his clothes have numerous pockets that he stuffs full of spell components and alchemical reagents. His fur is coarse and short, and he generally eschews footware.
10. Due to his survivalist bent, he could easily be mistaken for being poor. However, he has occasionally sold some alchemical items for a bit of coin. Overall though, his income is generally varied at best, and spares at worst.
- - -
11. He enjoys the taste of pomegranates, the smell of fresh rain, and fields of fireflies coming to life at sunset. He abhors the feeling of metal armor on the fur, the taste of cheese, and hyenas.
12. He has a particular distaste for gods and religions, and believes that submitting yourself to a being so powerful is equivalent to an ant worshipping the anteater. Perhaps it is paranoia, but whenever a serpent of any kind is near, he can feel its gaze upon him. He believes that discrimination due to another’s race is both a useless notion and a mark of ignorance.
13. A well-maintained greenhouse, full of green plants and the smells of flowers. Ideals he would be at rest, curled up on an earthen floor with Naiyla wrapped around him, purring softly.
14. Hard to say given the memory loss, but most likely his father, given his greater skill with alchemical mixtures than his mother’s druidic powers. Though, she also most certain granted him his love of wild places and animals.
15. Despite being so young, he is largely stoic in most circumstances, even if he is presented with something he detests. Usually only his words will give away his true thoughts on matters. He can be surprisingly tender and kind, even if his countenance does not shift. He sees Naiyla as something like his child, and will defend her as such without hesitation.
- - -
16. I see two paths for Dhomirren. One like a classical hero’s story, where he strives and works constantly to be the best he can be so that those he loves can be safe. The other I can describe in two words: break him. Take away everything he loves, make him suffer, make it his fault.
17. He is the straight-man. He keeps the group honest, is the one people play their jokes on/off of, and is also the one who more than likely can be considered either the group “head,” so to speak. Not to say he’s necessarily in charge of everyone, more like the group wrangler. (The deadpan mom-friend.)
18. Uh, this one is hard given the circumstances...depending on if the group had been together before the asylum, you all might have the vague impression Dhomirren has given you a disapproving look on more than one occasion for something you did wrong.
19. I’ve got a poet’s hands and an actor’s heart. I will keep playing in character even to self-detriment (I once had a character go insane willingly because he would 100% touch the dangerous shiny thing), but not to the detriment of the party. I don’t ruin the campaign to stay in character, but I will ruin my own story to do so.
20. I would want him to die knowing that those he cares for are safe, and that what he did for them made all the difference.

Naiyla the Panther:
Female black panther companion 1
N Small beast (small cat)
Init +5; Senses low-light vision, Perception +4
- - - - - - - - - -
- - - - - - - - - -
AC 17, touch 16, flat-footed 12 (+1 natural armor, +5 Dex, +1 size)
hp 18 (2d8+2)
Fort +4, Ref +8, Will +3 (+2 feat bonus)
- - - - - - - - - -
- - - - - - - - - -
Speed 50ft
Melee bite +3 (1d4+1) and
. . 2 claws +3 (1d2+1)
Special Attacks trip (bite)
- - - - - - - - - -
- - - - - - - - - -
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 15
Feats Iron Will
Skills Stealth +13, Survival +2
SQ animal focus, scent
Combat Gear none; Other Gear none
- - - - - - - - - -
- - - - - - - - - -
Link (Ex) click here
Share Spells (Ex) click here

If anybody has observations/questions/comments, I am all ears. :)

Hello! Ictoo here, this is Bezman Oradia. I will be updating his profile to include everything there before the deadline is over.

1 person marked this as a favorite.
Blue Symbiote wrote:

Well, this guy didn’t make it at the other Strange Aeons game, and it’s late in recruitment here, but screw it. Let’s see if he can make it at this "table." (Fair warning, I’m still new-ish to Pathfinder, so please correct me if I put something in the wrong place or what-not.)

Dhomirren Tailbitter
** spoiler omitted **...

Sticking with Naiyla, eh? Noice.

Henrik Vlastimil Cordovan wrote:
Sticking with Naiyla, eh? Noice.

Yeah, but I worked Tymerran into the backstory as a pseudo-cameo. Figured things might be more interesting if Dhom had been part of a snake cult(?).

Okay, both Aoife and the Spreadsheet are up-to-date and ready to go.

Just because I found myself with a few idle moments this week, I jotted down a few ideas for those of the 20 questions I hadn't answered earlier for my character submission. Again, her profile can be found (repeating the link just for ease of reference) here.

Good luck to everyone as we wait with bated breath! :)

And here's my submission which I've also added to the Spreadsheet!

1 person marked this as a favorite.

Just realized there’s a spreadsheet. A big thanks to whoever added me to it. :)

Okay everyone, time was officially up about 7 hours ago, but I couldn’t get the Paizo site to work last night. I’m posting now instead.

I will be looking over the spreadsheet all today, and should have my final roster of players either tonight or tomorrow.

If anyone has any last questions or wants me to specifically look over a particular part of any of your characters’ builds, be sure to let me know now and I’ll take a look at it for you!

Okay the time has come to finally announce the unlucky four characters I have chosen!

Before I do, I would like to reiterate just how incredible the applications for this game were. I honestly had such a hard time choosing the eventual final four PCs, I wasn't quite sure I'd be able to do it. But I did!

The four characters in the new party are:

Aoife Callevra Geanath
Veda Versade
Prasitis Ysgolan

The four of you, feel free to report to the gameplay and discussion threads that I'll be creating in a few minutes.

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