Gestalt Strange Aeons (Inactive)

Game Master bigrig107

Gestalt Strange Aeons! Spooky!


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Congrats to those chosen!


Well foowie...oh well. Have "fun" guys.

Sovereign Court

Congrats to the unfortunate souls lucky chosen!


Thanks, folks! I hope you all find games soon, and maybe sometime we'll be in another game together.


Hello everyone that originally participated, and everyone that has joined us for the first time!

We have recently lost one of our members, apparently permanently, and recruitment is now reopening for all interested parties!
Build rules are on the first page here.

I will warn you: this appears to be a longer, slower paced campaign, so if that isn’t for you, be wary.


dot. seems like an investigator with some kind of psychic class could be really interesting.


Dotting. Thinking maybe an abomination psychic/ crossblooded sorcerer with the aberrant and psychic bloodlines.


Nox Copperscale wrote:

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.

** spoiler omitted **...

I’ll probably be submitting an updated version of my initial submission here. I’d recycled the alias in the meantime, but I have to original stats saved somewhere, so I can rebuild him pretty easily.

What did you lose, and would you prefer a submission that fills that hole? I can probably tweak Nox that direction if need be.

Dark Archive

Seriously considering tossing a character concept I've been had lurking in my head for a long time into the ring, because I think I've FINALLY figured out a way to build it properly.

Details will have to wait until I'm off work, but a quick rundown is a Dark Tapestry Oracle (likely with the Aboleth curse) crossed with a Cabalist Vigilante, with the Vigilante's Dual Identity feature serving to represent multiple personalities.


Dotting


okay i'm leaning more investigator/fighty type. going for a "noir cop" feel. probably a dad. maybe divorced. definitely too preoccupied with work to be good at relationships. father was also a workaholic law man. probably both alcoholics. his mother was a saint and no his father never hit her but... something happened. he can't remember what though.

something like that anyway...


I would like to submit a character I put in for another recent Strange Aeons recruitment, details posted here.

I'd need to make them gestalt but otherwise the details are the same. NE Skinwalker (Wererat) Aether Kineticist, worships Norgorber. Extremely paranoid.

Not sure what the other side of the gestalt would be. Vigilante, Inquisitor, Unchained Rogue, and Medium are strong contenders.


@GMiY there is some question as to whether or not one could use TWF with unarmed strikes in a grapple. it's a matter of whether the grapple restriction is referring to literal hands or effort "hands" per the unwritten rules. i don't care which way you want to do it it just affects how i build so i'm curious what you think.


Alright, this is Ouachitonian's submission. Nox is a Tiefling Alchemist/Fighter. 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. I'll also be picking up alchemist discoveries like tentacle, wings, Spontaneous Healing, etc. I took the Dragonheir Scion archetype on the fighter side, but I'm intending to kind of re-fluff that as part of his tiefling heritage, not that he's a tiefling with dragon blood too.

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).

Questions::

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).


Hi GM in yellow, is preference going to be given to the people that previously applied? I have a interesting concept for an ifrit warlock, but wanted to know if it was worth to write it up or if only the previous applicants would be truthfully considered. Thanks! :)


Question: Where are the "Questions" coming from? Did I totally miss them in the opening recruit? Or possibly from somewhere else? I see Nox answered some questions. Or did you - Nox - come up with those on your own?


I mostly copied that from my initial application the first time around. I don’t recall where they came from, now that you mention it....


Ha! Gotcha. And I can totally understand not remembering, trust me. :P

Background skills or no?


So I've been thinking about this AP for a bit now, and how it would be awesome to play something like old Bruce Wayne from Batman: Beyond; more specifically, from the episode where Bruce was put into an asylum for hearing voices, and this little interaction.

With that in mind, I would like to submit the following character for consideration:

Danielle Corsin:

LN Human Unchained Monk 1 | Unchained Rogue 1

str 14
dex 16
con 14
int 12
wis 8
cha 14

HP 12
AC: 16; T: 16; FF: 12 (10 base +3 dex +2 cha +1 dodge)
BAB 1
Init +3

Fort +4
Ref +5
Will +1/4 vs. Charm or Compulsion; +2 trait vs. fear or emotion

Speed 30'

Weapons:
1) Unarmed Attack: +4 to hit; 1d6+3 damage; 20/x2 crit

2) Shuriken: +4 to hit; 1d2+2 damage; 20/x2 crit; 10' range

Skills:
*Acrobatics r1 +7
*Bluff r1 +6
*Climb r1 +6
*Disguise r1 +6
*Disable Device r1 +7
*Intimidation r1 +7
*Perception r1 +3
*Sense Motive r1 +3
*Sleight of Hand r1 +7
*Stealth r1 +7
*Swim r1 +6

Languages:
*Common
*Tian

Monk Class Features:
*Flurry of Blows (Bonus Attack)
*Stunning Fist
*Unarmed Strike

*Archetype (Scaled Fist)
- Draconic Might

Rogue Class Features:
*Finesse Training

*Archetype (Phantom Thief)
- Refined Education (Stealth)
- Broad Education

Traits:
*Quain Martial Artist (+1 trait bonus to unarmed damage; region)
*Enduring Stoicism (+2 trait bonus to saves vs. fear or emotion; +1 trait bonus to intimidation checks)
*irrepressible (use cha mod instead of wis mod on will saves vs. charm or compulsion)

Feats:
*Dodge
*Enforcer
*Improved Unarmed Strike
*Iron Will
*Stunning Fist
*Weapon Finesse

Equipment:
Hospital gown

History:

Danielle doesn't know how she came to be here, but she knows that Danielle both is and isn't her real name. Her other name is something darker, and when she thinks of it, she sees herself standing atop a large building, looking down over a darkened city. Lights twinkle in the distance, almost like stars.

She hears a voice behind her, but she can't make out what they're saying. As she turns to see who is speaking to her, her vision ends.

Appearance:

Danielle is a tall, attractive, middle-aged woman in good shape.

She has slightly shorter than shoulder-length hair, which is dyed black. She had green eyes, and always smells faintly of the ocean, especially after taking a bath.

She has several scars she has no explanation for, including a front and back matching scar that appears that something pierced her chest just below the collarbone on the front, and just above the shoulderblade on the back.

It's clear, however, that these scars are years old.

Danielle's hands are covered in tiny scars that show she spent quite alot of time working with her hands.


Apologies, had a busy weekend with things.

Background skills: yes! Absolutely. I love background skills. But be sure to make them fit into your character. No silly metagame skills.

The questions are the first ten questions from this website, which I find quite useful in creating characters.
Ten Questions. Just gives me an in depth idea of who your character actually is and what they want from the game.

Recruitment ending: I plan on having this run until next Saturday, the 25th, giving everyone plenty of time to get an application in.


any response about unarmed TWF in a grapple? monks can flurry while grappling, but that seems like it's a separate thing that has nothing to do with the rules interpretation above.


Oh okay. Cool. Thanks!


Reposted with background skills and 10 questions:

Danielle Corsin:

LN Human Unchained Monk 1 | Unchained Rogue 1

str 14
dex 16
con 14
int 12
wis 8
cha 14

HP 12
AC: 16; T: 16; FF: 12 (10 base +3 dex +2 cha +1 dodge)
BAB 1
Init +3

Fort +4
Ref +5
Will +1/4 vs. Charm or Compulsion; +2 trait vs. fear or emotion

Speed 30'

Weapons:
1) Unarmed Attack: +4 to hit; 1d6+3 damage; 20/x2 crit
2) Shuriken: +4 to hit; 1d2+2 damage; 20/x2 crit; 10' range

Adventuring Skills:
*Acrobatics r1 +7
*Bluff r1 +6
*Climb r1 +6
*Disable Device r1 +7
*Disguise r1 +6
*Escape Artist r1 +7
*Intimidate r1 +7
*Perception r1 +3
*Sense Motive r1 +3
*Stealth r1 +7
*Swim r1 +6

Background Skills:
*Linguistics r1 +5
*Sleight of Hand r1 +7

Languages:
*Common
*Tian
*Draconic
*Aklo

Monk Class Features:
*Flurry of Blows (Bonus Attack)
*Stunning Fist
*Unarmed Strike
*Archetype (Scaled Fist)
- Draconic Might

Rogue Class Features:
*Finesse Training
*Archetype (Phantom Thief)
- Refined Education (Stealth)
- Broad Education

Traits:
*Quain Martial Artist (+1 trait bonus to unarmed damage; region)
*Enduring Stoicism (+2 trait bonus to saves vs. fear or emotion; +1 trait bonus to intimidation checks)
*irrepressible (use cha mod instead of wis mod on will saves vs. charm or compulsion)

Feats:
*Dodge
*Enforcer
*Improved Unarmed Strike
*Iron Will
*Stunning Fist
*Weapon Finesse

Equipment:
Hospital gown

History:

Danielle doesn't know how she came to be here, but she knows that Danielle both is and isn't her real name. Her other name is something darker, and when she thinks of it, she sees herself standing atop a large building, looking down over a darkened city. Lights twinkle in the distance, almost like stars.

She hears a voice behind her, but she can't make out what they're saying. As she turns to see who is speaking to her, her vision ends.

Appearance:

Danielle is a tall, attractive, middle-aged woman in good shape.

She has slightly shorter than shoulder-length hair, which is dyed black. She had green eyes, and always smells faintly of the ocean, especially after taking a bath.

She has several scars she has no explanation for, including a front and back matching scar that appears that something pierced her chest just below the collarbone on the front, and just above the shoulderblade on the back.

It's clear, however, that these scars are years old.
Danielle's hands are covered in tiny scars that show she spent quite alot of time working with her hands.

10 questions:

1) What emotion best describes your character?

Methodical.

2) What emotion does your character evoke in others?

Depends on who you ask; Criminals? fear. People she helps? respect.

3) What does your character need most?

To constantly be in control of the situation at all times.

4) What is your character’s goal in life?

To keep people safe and stop monsters of all shapes and sizes.

5) How does your character believe this goal can be accomplished?

Eternal vigilance; i.e. alot of sleepless nights.

6) Where did your character come from?

Danielle is from Magnimar, where she operated a popular tavern for adventurers called The Dragon's Last Copper.

7) When did you grow up?

A little bit of everywhere. After her parent's murder at the hands of the Red Mantis, Danielle spent her childhood learning how to fight evil and hide her identity.

8) What values does your character hold?

Not that she would ever say it outloud, but "to protect the weak, and vanquish the evil" would about sum it up nicely. No Killing. Nothing is beyond redemption, but sometimes redemption requires broken limbs.

9) How does your character dress?

As Danielle: Comfortable work clothes that show a little skin (good for getting tips).

As Wraith (her alter ego): A dark gray and black full-body suit with a tattered cloak and cowl that covers the top half of her head.

10) What are your character’s means?

While not what you would consider wealthy, Danielle is decidedly upper middle-class.


Dotting for interest. Beastmorph Vivisectionist Alchemist / Beast Totem Barbarian is a concept that I've always wanted to play. Since this is Strange Aeons, I'm also toying with making it Chirurgeon instead of Beastmorph (or both if GM would be willing to handwaive the archetype stacking - they both modify parts of Poison Use, unfortunately), and Abberant Bloodrager instead of Barbarian. The second option will match more thematically with the campaign and the character concept I've got, but I still need to make sure the archetypes mesh well together.

On that note though, what would be your ruling for Monstrous Graft (alchemist discovery) interacting with Vestigial Arm (alchemist discovery)? Would replacing the arms with the grafts allow extra attacks as standard limbs, or would the graft still be limited by the "no extra attacks" clause of the vestigial arm?

I'm not positive I'd end up taking them because there are so many downsides to it:
Two discoveries to get two vestigial arms.
One discovery for Monstrous Graft to replace both arms. Total cost: Three discoveries and -4 WIS penalty just to gain two extra claw attacks.

But thematically...
A skinwalker raised in Lepidstadt - the Lepidstadt University is famous for its focus on math, medicine, and the "mortal sciences". He grows up to be intelligent, and curious. The scholarly side of him wants to push the boundaries of modern medicine, hoping to find a way to better humankind, or find cures/repairs for potentially mortal wounds. Preferably nothing necromantic in the end result, but using that as a stepping stone along the way for research purposes should be fine. This leads him into his alchemical focus - mutagens and extracts to heal, empower, and change the drinker even more than his own natural talents allow.

But being so near the Realm of the Mammoth Lords and the Kellid tribes living there prompt him to look at their raging abilities - not to mention the Orcs of Belkzen to the west and the demons of the Worldwound to the north, both known as potential catalysts for bloodline abilities - for "internal stimuli which prompt an increase in physical faculties". This leads him to embracing his inner rage and, mixed with his skinwalker heritage and abilities, focus on what is collectively known as the "Beast Totem Path".

...

The beastmorph and beast totem archetypes are obvious mechanical choices for Mikel, though the same story could play out differently and lead to a bloodline ability - specifically Shapechanger, but add in crossblooded with Abberant which ends up getting him involved with the Asylum. Whether he showed up there originally on his own, or was brought there by some(one/thing) else, we can work on. If the beastmorph/totem sticks, then he went their on his own to study (by means of experimentation) the effects of limbgrafting on, well, people who may not be the most well-looked-after or are otherwise untreatable by the Asylum staff.

Both of these paths would lead him to becoming the multi-limbed monstrosity that I envision, including the Monstrous Grafts performed on himself, loss of wisdom and all. The Chirurgeon alchemist archetype that I mentioned at the beginning would fit in as the medicinal portion of his background, and it would go with the vivisectionist as a "if you know how to fix it, you should know the best ways to break it" mindset. But forced to choose between Chirurgeon and Beastmorph, I think the beast is more how I picture him.

Anyway, this is getting long and I've got to get to bed. Let me know what you think or if you have any questions/suggestions and I'll finish building him before recruitment closes.

Shadow Lodge

Interesting. Dotting
Is the party still level 1?

This might finally be a good game to play my Black Mage character (Vigilantee (warlock)//fighter))
They're a power hungry mage that made a deal with an unknown higher power for arcane might

Shadow Lodge

Ooh I could even play up the vigilantee identity as like a split personality sort of thing
LN shy librarian to power hungry CN warlock depending on which "identity" they're in
And they have sort of hazy memories of what they did in their other personality.... could even go realistic likeness Kitsune and have the two forms have like entirely different bodies.


Resubmitting Jhamid, the Undine Hydrokineticist (Kinetic Chirurgeon)//Spiritualist (Phantom Blade).

Crunch:

Jahmid
Medium undine kineticist (kinetic chirurgeon) 1//spiritualist (phantom blade) 1
N outsider (native)
Init +3; Perception +9; darkvision 60 ft.
Favored Class: Spiritualist
FCB: +1 Skill Point
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 11 (1d8+3)
Fort +5, Ref +5, Will +4
Special Defenses hydrated vitality, resist cold 5
OFFENSE
Speed 20 ft, swim 20 ft
Melee phantom rapier +3 (1d6/18-20) OR unarmed +3 (1d4) (harbored)
Melee dagger +3 (1d4/19-20)
Ranged kinetic blast +3 (1d6+3)
Ranged sling +3 (1d4)
Ranged dagger +3 (1d4/19-20)
Special Attacks gather power, spell combat
Undine Spell-Like Abilities (CL 1st, Concentration +3
Spells Known (CL 1st, Concentration +3)
1st (2/day) - chill touch (DC 13), shield
0 - guidance, mage hand, mending, stabilize
Utility Wild Talents kinetic healer
Simple Blasts - water blast
Element Water
STATISTICS
Str 10, Dex 16, Con 16, Int 12, Wis 15, Cha 8
Base Atk +0; CMD +0; CMB 13
Traits Curse Queller, Marid’s Fury, Sensitive Mind (Appraise)
Feats Alertness, Weapon Finesse
Skills (ACP -4) Heal +6, Knowledge (history)* +5, Knowledge (nature) +5, Linguistics +5, Perception +9, Profession (herbalist)* +6, Sense Motive +9, Swim +0
*- Background Skill points
Languages Common, Aquan, Dwarven, Osiriani
SQ Burn (6), kinetic chirurgery, knacks, phantom weapon
Gear sling, 20 bullets, dagger, scale mail, Spiritualist's Kit, 5 days trail rations, ink, inkpen, 5 pieces parchment, scroll case, 5 gp

Description:

Jhamid stands 5’10”, with bluish-green skin and longer hair the color of sea foam, held back by a leather cord. He has a slender build for his height, and webbed fingers and toes. He typically dresses in shades of blue to accent his skin color, and stands out in a crowd for his appearance.

Jhamid has been trained as a healer and herbalist, and has a caring personality to go with it. However, he is much more reserved among those he does not know and trust, and his healing is less likely to be offered freely in their company. He has an eye for noticing small details, and an ear for hearing a lie. He will turn away those who lie to him about the cause of their injury, for he views them as unworthy of his skills. Ever since the destruction of the Undine community he grew up in, this distance has grown greater.

Jhamid is claustrophobic - ever since he was trapped in a sarcophagus as a child for several hours. He also witnessed a curse ravage the undine community he grew up in, killing many of them in slow, grotesque fashion, and feels a deep sense of failure at not being able to heal them. His community traveled the Sphinx River and its territories, seeking ruins to explore. The curse was caused by an artifact they recovered, one that they thought answered the riddle of the Doomsday Clocks. Whether or not it did, they never found out, as the curse struck the next day. This is the last thing he remembers.

Backstory:

Where am I? What happened to me? Why can’t I remember? Jhamid’s mind raced, trying to remember who he was, what he did, and where he was from. Scattered memories appeared. But were they in the right order? Were they even real, or was his mind making things up to fill in gaps?

He remembered a great pyramid, and other people who looked like him entering it. He remembered a celebration of joy, of the discovery of...something...something important? Valuable? What was it?

He remembered darkness, remembered being trapped in a...sarcophagus?...screaming for help, trying to get out, panicking. He remembered someone finally finding him and saving him, and feeling his heart and stomach clench every time he was in an enclosed space.

He remembered swimming, a feeling of peace as he played in the river with other children who resembled him. He remembered an older undine teaching him about history, about reading and writing and mathematics. He remembers them trying to get him interested in archaeology, but instead following an old woman who was skilled at making remedies and knowledgeable of healing.

He remembered her death - of old age, the one disease that cannot be treated. He remembered taking over her place.

He remembered the death. The others whose skin would begin to dry out, no matter that they were immersed in water. He heard their screams, and saw their blood run from cracked skin as he desperately tried to stop the bleeding, tried to find a cure for what ailed them. The feel of failure as all his efforts amounted to nothing, and they died painful, agonizing deaths.

Asleep, his mind desperately trying to remember, tears ran down Jhamid’s face as he wept and mourned for those who died - whoever they were.

20 Questions:

1. What emotion best describes your character? Distant.

2. What emotion does your character invoke in others? Calming to those who are truthful with him (friends), annoying to those who are not (enemies).

3. What does your character need most? Though he doesn’t know it, Jhamid needs to form a strong bond with a new community, to feel accepted and welcomed by others again.

4. What is your character’s goal in life? To find a way to cure curses, like the one that destroyed his community, so that he can ensure such a tragedy never happens again. He does not wish to rely on the magic of the gods, since they did nothing to intervene in his community’s destruction.

5. How does your character believe this goal can be accomplished? It is clear that the medical knowledge possessed by his community was insufficient for dealing with this curse. However, this doesn’t mean it is impossible. The means to do so is out there, and, regardless of where the knowledge comes from, he will find it and master it.

6. Where does your character come from? Jhamid was raised in a semi-nomadic undine community that traversed the Sphinx River and its tributaries in Osirion. Collectively, they sought out ancient ruins to explore, particularly ones that were now underwater, as they were uniquely suited to exploring such ruins. They would purchase supplies in towns along the river, and while they were not rich, they weren’t concerned with wealth, as knowledge was their priority. He was educated collectively, by the community, as his parents were both very focused archaeologists. In particular, he learned the healing arts from the community’s healer, Azora.

7. When did you grow up? Jhamid grew up when Azora passed, and the responsibility as the community’s healer came to him. As the healer, he needed to project a sense of calm control when people were sick or injured, so as to help them relax.

8. What values does your character hold? Jhamid considers community, loyalty, and knowledge of healing to be sacred. He is ideologically opposed to taking advantage of others, inflicting harm on the innocent, and cruelty.

9. How does your character dress? Jhamid dresses in loose, flowing shirts and pants that accents his bluish-green skin tone, mostly shades of blue, with brown accents. The clothing is generally well-made, but isn’t made of expensive fabrics such as silk. He wears well-worn boots with a round front that lace up above his ankles, and his hair shoulder length and held back by a leather cord. He rarely wears jewelry. He wears a light blue cloak to keep the dust off.

10. What are your character’s means? Jhamid’s financial means aren’t great - he doesn’t carry much in the way of weapons beyond a sling or a dagger, and he hasn’t made a lot of money since his community’s destruction. Most of what he makes goes to providing food and shelter for himself, and sometimes his belly feels a little empty. He doesn’t have any friends - not since he left the dead remnants of his community. He has some skill with healing, but is especially good at reading other people and spying that which is hidden. His aloofness tends to put people off, however, so he isn’t very good at convincing others.

11. What are your character’s personal tastes? Jhamid enjoys the sound of running water, and the feeling of being immersed in it. He finds it to be restorative and soothing. He enjoys the taste of fresh-caught fish roasted over a fire, and the smell of a running river.

12. What are your character’s opinions? Jhamid feels that healing is the most noble art one can pursue, and that those who lie to manipulate others are unworthy of receiving such a gift. He also believes that those who possess the most wealth are obligated to use that wealth to better those who have not been so blessed.

13. What is your character’s comfort zone? Jhamid finds that swimming in a river is incredibly comforting and soothing. If that is not an option, then he finds comfort in listening to others tell stories.

14. Who has had the biggest impact on your character’s life? Azora, his community’s healer. She was the one who taught him the healing arts, and many of his values are a reflection of her values.

15. What are some of your character’s unexpected quirks? Jhamid will refuse to heal people who lie to him about the cause of their injury, as he believes they are deceiving him to cover some criminal activity. He also charges for healing up front, unless the injury is life-threatening. He does not know how to whistle, and his singing voice leaves much to be desired. Still, he is graceful, and does enjoy occasionally dancing. He is afraid of small, cramped spaces.

16. What story does your character belong in? Hopefully, this one :). Seriously, he belongs in a story dealing with the discovery of obscure knowledge that might be useful to his goal of learning to cure curses.

17. What role does your character fill? Jhamid is a healer and damage dealer. He could also be able to assist in scouting, eventually, and in social situations where he can spot lies. While all Knowledge skills are class skills, he will likely focus on one or two that the party as a whole may not have ranks in.

18. What should the other players know about your character? He will be very aloof at first, but once he feels he can trust them, will be quite open and warm with them. He will try to work well with them as a team, regardless, and will respect them unless they try to lie to him.

19. What is your playstyle? My playstyle is to get into the head of my character and try to think as they do. I always answer in character for them, and while I describe their actions in the third person, I have them react accordingly to the outcome.

20. How do you want your character to die? Ideally, of old age after discovering how to use non-divine magic to cure curses. However, so long as he achieves that goal, I’m not too concerned with how he dies.


Okay, I'm going to throw this guy in there: Iozef

If you want to check his posting history you'll see what kind of character he is. He was in a Carrion Hill game that finished and a couple of others that ended fairly quickly.

Still working on another feat but that's pretty much the gist of him.

He's no super dude to say the least but I had a ton of fun playing him. :)

By the way, loving the name: "The GM in Yellow". Makes me want to say: "The GM in the Yellow Hat". ;) (I know I know, she's not wearing a hat; but it still makes me want to say it). :)


Here's my submission!

Satomi is an Azata-Blooded Aasimar Warrior Poet Samurai / Pei Zin Practitioner Oracle with the Succor Mystery.

I haven't finished with the Personality and 20 Questions portions of her yet, but the Build and Background are in the profile.


Holy crap. Between my dot post and three hours writing tonight, I'm up to six hours of writing and I'm only halfway through the twenty questions background. Glad its only Tuesday.


I'm submitting this character for your consideration, The GM in Yellow! Laura is an Eldritch Guardian Fighter/Brawler, impregnated with a tumor familiar that apparently has been growing inside her for some time before she awoke in the asylum. (I had to take one level of Sorcerer to get the Aberrant bloodline, but the rest will be Brawler.)


Alright. Here's GrinningJest3r's submission. The class output and the 20 questions are below and also on the profile. I'll probably go back and build a full background later, but there's enough information there that I'm not sure I really need to. GM, please let me know if there is any information you'd specifically like included in the questions/background and I'll be happy to provide.

Mikel Sergius character sheet:

Male wereboar-kin skinwalker (ragebred) alchemist (beastmorph, vivisectionist) 1/unchained barbarian 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 5, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20, Pathfinder Unchained 8)
CN Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +4, Will +1
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Offense
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Speed 40 ft.
Melee gore +4 (1d6+4)
Special Attacks rage (6 rounds/day), sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—speak with animals (pigs and boars only)
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—enlarge person (DC 13), shield
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Statistics
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Str 16, Dex 13, Con 15, Int 15, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Brew Potion, Extra Feature, Throw Anything
Traits merabian mentorship (thuvia), perfectionist's brew, twitchy
Skills Acrobatics -1 (+3 to jump), Craft (alchemy) +9 (+10 to create alchemical items), Heal +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +3, Knowledge (nature) +6, Perception +7, Profession (Chirurgian) +5, Survival +5; Racial Modifiers +2 Perception
Languages Aklo, Common, Undercommon
SQ alchemy (alchemy crafting +1), change shape, change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), fast movement, mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear blood-clotter salve[ACG]; Other Gear lamellar (leather) armor[UC], alchemist starting formula book, alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], offset bear trap, offset bear trap, portable alchemist's lab[APG], pot, soap, torch (10), trail rations (5), waterskin, wild-blood concoction
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Extra Feature Gain additional feature in bestial form.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 12) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
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.

20 questions background prompt:

What emotion best describes your character?
- Eagerness/Anticipation is Mikel's most common emotion. He's often working on various biological and alchemical puzzles, and the harder he has to work for it, the more he enjoys solving it.

What emotion does your character evoke in others? How do others react to you?
- Fear for enemies, though it is more of a feeling of agitation/distress/unease as most people with a modicum of sense can sense something off about him - something to do with his general twitchy demeanor, lilted cadence of speech, and a tendency to trail off into nothing and psacing out while otherwise holding an intelligent conversation.
-- Not that anybody would know, but these effects most likely stem from some required instances of experimenting on himself for lack of a better subject.
- Disgust (as in yuck factor) as anybody who would call him "friend" has undoubtedly already been made aware of his... experiments.

What does your character need most?
- Mikel needs, what any scientist needs: raw materials. Hunters, trappers, tanners, and such will generally take coin to bring back unintelligent animals, and Orc and Demonic parts are easy enough to come by as nobody particularly cares what happens to the slain "evil races", but it's much harder to come by resources related to the "goodly" races. Plenty of information is available already considering the University's focus on medicine and biology, but that doesn't help when someone wants to push the boundaries as Mikel likes to do.

What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.
- Mikel's singular, underlying, end of the road goal is to find a way to build the best version of himself. Literally. Mikel believes that the demons and daemons actually have one thing right: people should not be limited in form. Their physical manifestation should be based on choice, not just what race they happen to be born into. The frailty of the mortal races is well-known. Even dwarves and orcs - each known for their hardiness in different ways - collapse and die with a couple of minor incisions in the right places. Is there a way to get around that? As a skinwalker himself, he has an innate affinity for physical alterations, but they're short-lived at best. The Kellid barbarians to the north with their ability to harness rage itself and use that as a component for self-chage are, in ways, negatively impacted by the transformations - the toll on the body forcing them to revert back to their natural self before long. Alchemical concoctions can induce changes as well, but again, the changes are short-lived. Mikel hopes to find methods to combine all of these to allow for permanent, or at least at-will modifications to one's self - your travels take you into the jungle? Here's a monkey's tail and dextrous feet for moving among the trees. Heading into the underdark? Why bring a torch when you can give yourself permanent darkvision? Trapped in a cave-in, or in a collapsed building, or trying to resuce someone from a similar fate? You now have the arms and strength of a dire gorilla.
Granted, many would find Mikel's research to be unnatural, but if it works, history will know only that he was willing to go where even Inevitables fear to tread, and all of those willing would be able to follow in his footsteps.

Background
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? Consider your character’s initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family’s economic and social status? How were you educated? What were the three most important lessons you learned?
- Mikel is a wereboar skinwalker, left on the doorstep of Lepidstadt University in the shadows of the night. He was found in the morning and was raised by the scholars and aspiring doctors of the University itself. The omnipresence of research - literally exploring new avenues of alchemy, math, biology, and medicine easily enflamed the spark of curiosity in Mikel's heart and mind, and the other major subjects of History and Philosophy allowed him to eloquently organize his thoughts on the "natural" order of things - these thoughts being for his internal monologue only; in public he followed the common mentality of shunning undeath and immortality as opposing the natural order of things.
- The constant rotation of all except the more permanent academics and professors unfortunately meant that Mikel learned early not to grow too attached to individuals, but it also showed him that everybody is worth learning from. Even the dead have their lessons to teach. As the University's "son", Mikel was moderately well-off, wanting for very little, even as he had very little of his own. This is why, as an adult, he also carries no items of sentimental value - he's never given any such value to material items. On the other hand, using the knowledge at his disposal will often bring a smile to his face as he recalls whom he learned the information from, and he keeps track of his most well-remembered tutors and caregivers, writing in a notebook each time some tidbit of random trivia gets him into or out of trouble.
- A fondly thought-of mentor, Geraia of Merab in Thuvia, is a well travelled alchemist who took Mikel under her wing for several years. She preferred not to stay within the walls of the University and they often struck out together on their own, even for a couple of (relatively) brief trips into the Realm of the Mammoth Lords to learn what little the Kellid barbarians and bloodragers would teach outsiders regarding their own transformative abilities and their mystical animal totems. It was learning to control his own rage and combine it with Geraia's alchemy that allowed him to become the champion pugilist in the University for one of the annual tournaments - an age bracket was created specifically for him and his age-peers were invited from all around Lepidstadt, even those with naught but the most tenuous connection to the University. Geraia moved on, away from the University permanently when Mikel was 15, however she left him with the beginnings of a formula book to review and add to in his own time.

When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.
- Mikel's first real, accepted, and internalized instance of death came when he was 11. One of his favorite groups of students had just completed their training and apprenticeships at the University and were readying to strike back out towards their homes, our out in search of a place where they could put their knowledge to use, or where they could seek out more knowledge themselves. The entire University - and much of Lepidstadt itself - was high in revelry when one of the most beloved department heads in the last century - and incidentally, one of those who took a personal/parental interest in Mikel - died of a heart attack. It was this specifically that set Mikel down the path of biological experimentation. Why should good people die before their time? Of course this question often leads down dark paths, and Mikel is no exception. Soon it became "Why should people die?" and with his own animal heritage, and the alchemical compounds known to be created and experimented with within the University, he began to look for animal solutions to humanoid problems. Can't die of a heart attack if you've got a spare heart. Can't be made lame if you can regrow a leg.
- Mikel grew up nearly overnight. He started to throw himself into his studies, withdrawing into himself, eventually growing to resent the Investigators and Chirurgeons in the University, wondering how none of them could have seen it coming. However, knowing that his best chance for knowledge was to remain favorably looked upon by the Dean and the rest of the staff, he was always polite and courteous and engaging with the staff and students, as always. And if he seemed a little more on edge or angry, well, it was understandable. What boy would not be with the loss of their father figure?
- It took until Mikel was nearly an adult and had long since established just how easy it was to miss the obvious illness in one's friends and family that he let himself let go of his anger. It was back to wonder and excitement as the standard when chasing down the potential for a new modification to the standard alchemical mutagen - specifically how the so-called Feral Mutagen would interact with his own biology. It was this question, and the search for answers - and subjects to experiment on, of course - that finally led him out of the University and towards the Briarstone Asylum.

What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.
- Mikel holds sacred one thing above all others: bodily autonomy. Everyone should be able to express themselves in a manner of their choosing without being ridiculed or reviled for it. This includes the obvious tattoos and piercings, but also everything from clothing to body shape to the things that people cannot change, such as the race they were born into. He has no qualms over defending someone being insulted for their... origin and he wasn't deficient in personal combat. The large majority of graduates from the University leave with their own "Lepidstadt scars" earned from their time in the Duelling Fraternities.
- This sacred belief does not translate wholly into personal autonomy. Having captured his own share of experimentees volunteers, he is more than aware that advocating for perfect personal autonomy would make him a very large hypocrite.

- Mikel also fervently believes in the pursuit of knowledge. Nearly no price is too high to gain that last bit of knowledge, to leap that last bit of logic and resolve the newest mystery. To cure the latest disease. That applies equally to him. If a friend, companion, or even an enemy uses him to resolve their own conundrums, Mikel is very likely to immediately recognize the kindred mindset and lay no fault at their feet and may even offer a parlay to work together to find the right answer. Two minds are always better than one, and as he well knows, everybody is worth learning something from.
- Mikel will not, however, forego his own answers to allow anybody else their own, or allow someone to, even benevolently and with the best of intentions prevent him from reaching that knowledge.

How does your character dress? Start generally with an overall statement of the quality of your character’s appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.
- Mikel dresses like the majority of travellers coming through Lepidstadt seemed to - earthen tones of brown and green and grey, a large backpack, and covered in bandoliers, pouches, pockets, loops, and other containers, with his own method of organizing his alchemical regents, potions, and extracts. Having heard of some wonderous items, he hopes eventually to learn to create (or be able to commission) a jacket and two bandoliers that have all of their pockets leading to the same interdimensional space, allowing him to confuse others by placing an object in one pouch and bringing out of another with no method or pattern to the actions.
- His hair is slightly courser than one would expect, and he keeps it cropped close to his skull, about 1/2 inch in length, except the a center stripe mohawk which he lets out to anywhere between four to eight inches in length at any given time. His eyes, already shadowed by a prominent brow are further hidden by a wide-brimmed hat he favors in the sun. These are common enough features, however. The only real standout are his tusks. He is a wereboar, afterall, and is proud to display it. Not having the natural snout of a boar, even in his shifted form, Mikel's tusks are angled much more forward, together forming approximately an 80 degree angle and forcing his smile impossibly wide to accomodate them. They reach out to about six inches each and he files them down into points and studs them, visibly but near their base, with various tiny jewels. He favors emeralds, when possible. The number of embedded gems is uneven between the tusks. When asked, Mikel never gives a straight answer, but always tries to lead the asker towards the opinion that each jewel is representative of a kill he's made specifically with that tusk.

What are your character’s means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character’s resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.
- Mikel's best resource is his knowledge. He knows a lot of information about a lot of subjects - growing up in a university will do that - and he's not above trading it out for other assistance. This also includes some of his own alchemical tinctures, remedies, potions, and other potables that he'll help people create, for a price.
- The University also had a side benefit. In most territories on Golarion, Mikel knows someone or he has been given contact information for one of his contacts' friends/family if he ever needs their assistance. Usually they're just out of the way enough to not be worth it, but every now and then it could come in handy.

Details
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? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.
- Mikel enjoys the feel of dried bodily fluids on his hands. He enjoys the stickiness as it dries that's not present in other liquids and the way it feels to dry-scrub it back off. The cleanup is just as much fun as the getting dirty.
- Mikel's dietary preferences are easily described as "anything sweet". He still eats enough standard fare to keep healthy, but pastries and fruits are his favorites. Bitter drinks such as ale often fall by the wayside where he's concerned.
- Mikel enjoys solitude to crowds; preferably the quiet of the indoors. The world at large has too many sounds - insects chirping, birds singing, trees groaning in the wind, wind itself rushing past - allow him to focus. The quiet of an otherwise empty library is perfection to Mikel's ears.

What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.
- Bodily autonomy is paramount. Personal autonomy is less-so. If people are not working for the betterment of their circle, at a minimum, then they should be put to better use.
- Religion is a tool, nothing more, nothing less. Even knowing that the gods and their domains literally exist, religion itself is still worthless. Provide the information about the gods to people and let them revere or fear, pray to or deride the names of those gods as their life allows.
- The location, social status, family, tribe, or race you were born into has no meaning on your personal merits. And everyone should be earning their keep, or their keep will be bought in their usefulness to someone else's goals.

What is your character’s comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.
- Mikel's confort zone is a secluded alchemy lab, preferably with several tinctures in the process of brewing. The silence, the focus, and the promise all put him at ease and engage him mentally at the same time.

Who has had the biggest impact on your character’s life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character’s beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., “What would so-and-so do?”).
- Geraia of Merab - travelling alchemist, tutor and correspondant to Mikel during his teen years - has not been heard from in several years - "How do these elements interact? Can you manipulate that interaction with other items? - These two questions can be applied to any walk of life, from math, to alchemy, to business, to politics. What you do with your information is what defines you."
- Professor Arthos DeReese - department head of alchemy at Lepidstadt University before his death - father figure and the one who primarily and deliberately cultivated Mikel's curiosity - "The question should never be 'Should I answer this question, or solve this puzzle?' for the answer to that is most definitively 'Yes.' Instead, what you need to ask yourself is, 'How can I use this information to solve one of the world's natural problems?'"

What are some of your character’s unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can’t do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?
- Mikel is very twitchy. His experiments have left their mark even on him and he is often seen as restless and jittery. He's been told it continues even while he sleeps.
- Mikel is very good at quickly identifying potions and other potables (and their ingredients and mixture) by taste alone. He's had plenty of interaction with the base components of most magical mixtures, but has rarely had opportunity to put his talents to use to figure out how others brew their own concoctions.

Player
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? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players’ characters.
- Mikel absolutely belongs in a physical/mental horror game. Less slasher-horror and more existential horror. His body modifications and goals are all about reflecting the animal and the madness within.

What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.
- Esoteric knowledge and an alternate way of completing challenges are Mikel's primary benefits of being in a party. He's not as bound by morals as others and as long as the goal is a worthy one, is more willing to look the other way regarding methods. Usually.
- He's not much of an interpersonal character - his negative CHA modifier comes from his twitchiness and spaciness than from his attitude, but it still unnerves people who are not used to him

What should the other players know about your character? These should be major thematic points, your character’s general emotion (if it isn’t secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you’ll probably butt heads with. Getting these things out in the open is important to ensure there aren’t unpleasant surprises.
- Mikel group up around a LOT of people. There weren't many who he really fought with or violently disagreed with. People can have differing opinions and differing methods or even be working towards opposite goals and still remain friendly with each other. The only things he truely detest are enforced uniformity (military and professional uniforms are excluded from this) and antiintellectualism. Someone who says "I don't know and I don't care to know" are immediately moved onto his s!%!-list. Everyone from farmers to kings should want to learn new things. Maybe they will be able to apply it to their situation, or maybe not. But they won't know unless they have the information.

What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.
- I am very detail oriented. I keep track of actions, turns, gear, names, places, etc. This goes into combat as well. Maps are the greatest thing. Even a s*@%ty map is better than no map, because we can keep track of movements and distances.
- I am also into character immersion. Keeping track of what the character should and should not know and using that appropriately. Ensuring that your character is consistent in its actions, though attitude shifts are inevitable and welcomed over long periods of time - nobody is perfectly set in their ways, and hard choices can become easier with repitition.

How do you want your character to die? Your character won’t live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character’s fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character’s life.
- Most likely, Mikel would end up dying to something along the lines of Vecna's Head. He'd end up using some other people as test subjects first, if at all possible, but with nobody else around, it comes down to "If this works, I become a god and can accomplish my goals that much easier. If it fails, my goals never get accomplished unless I get lucky in the afterlife, but I'll already be dead anyway. Do the benefits outweigh the risk?"


Hi GM! I just wanted to throw my hat in the ring with a paladin/bloodrager!
Thanks for the consideration!

Fangstalk, Rougarou Bloodrager/Paladin:

Appearance

Fangstalk
LG Medium Humanoid (shapechanger)
Bloodrager 1/ Paladin (Tempered Champion/Oath against Corruption)1
Init +2; Senses low-light vision, scent; Perception +6

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Defense
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AC 14, Touch 10, Flat-Footed 14 (+4 Armor)
HP 13 (1d10+3)
Fort +4 Ref +0, Will +4
Defensive Abilities

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Offense
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Speed 40 ft.
Melee longsword +4 (1d8+3/19-20)
...bite +4 (1d4+3/x2)
…2 claws +6 (1d6+5/x2)
Ranged javelin +1 (1d6+3/x2)
Special Attacks Bloodrage (6 rounds/day): +4 morale bonus to STR and CON, as well as a +2 morale bonus on Will saves. -2 AC; Smite Evil (1/day): +2 attack rolls and AC, +1 damage, Gruesome Shapechanger (DC 13 Fort), Change Shape (1/Day) as beast shape 1 wolf only
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Statistics
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Str 16, Dex 10, Con 15, Int 9, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats Gruesome Shapechanger
Skills diplomacy +6 (1), perception +6 (1), spellcraft +3 (1)
Background Skills handle animal +6 (1),k. nobility +3 (1)
Languages common, rougarou
Traits Campaign: Foe of the Strange - You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.

You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Region: Shadow Dealer
Requirement(s) Ustalav
You have survived and thrived in the dark forests of Ustalav by knowing how to make deals with terrible things. You gain a +1 trait bonus on saving throws against fear effects and a +1 trait bonus on Bluff and Diplomacy skills checks against evil fey, monstrous humanoids, and undead.

Combat: Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
SQ Bloodline (Abyssal), Bloodrage, Fast Movement, Aura of Good, Detect Evil, Change Shape
Favored Class +1hp/level
Combat Gear longsword, lamellar leather, javelin (5), acid flask (3), alchemist’s fire (2), potion of CLW (2)
Other Gear explorer’s outfit, bloodrager’s kit

Price Sheet:

longsword - 15
lamellar leather - 60
javelin (5) - 5
bloodrager's kit - 27
explorer's outfit -0
acid flask x3 - 30
alchemist's fire x2 - 40
potion clw x2 - 100
Total Cost - 277

Questions:

1. What emotion best describes your character? Motivated

2. What emotion does your character invoke in others? Ambition

3. What does your character need most? Fangstalk needs to to return to his tribe.

4. What is your character’s goal in life? Long term: To provide for those in his tribe that cannot provide for themselves. Short term: punish whomever is responsible for taking his mind and locking him in stone building.

5. How does your character believe this goal can be accomplished? Long term: establishing contacts with outsiders to set up trade lines. Short term: with tooth and blade.

6. Where does your character come from? Fangstalk comes from a small tribe of rougarou near Lake Encarthan in Ustalav.

7. When did you grow up?

8. What values does your character hold? Fangstalk holds his integrity, courage, and the lives of the weak above all else.

9. How does your character dress? Fangstalk wear little more than a leather breastplate and loose trousers. Preferring to feel the ground under his feet.

10. What are your character’s means? Coming from a poor tribe, Fangstalk has little more than what is on his person. A chipped sword and weather beaten armor are his primary possessions.

11. What are your character’s personal tastes? Fangstalk loves the feel of the crisp morning air before anyone else has awaken. And mornings that are accompanied by mists are his favorite. He gets satisfaction from a meal prepared by hands that slew the animal or harvested the crops.

12. What are your character’s opinions? Personal strength should be used to help the tribe as the tribe is the reason you are strong.

13. What is your character’s comfort zone? The forest, by a lake, in a field. Anywhere except for stuck under a stone roof.

14. Who has had the biggest impact on your character’s life? The tribe elder took Fangstalk in as a whelp after his own tribe was slain by creatures of the night.

15. What are some of your character’s unexpected quirks? Fangstalk once had the opportunity to visit a theatre in Caliphas and though he would never admit it, the rougarou has a strong desire to see another play.

16. What story does your character belong in?

17. What role does your character fill? Frontline fighter. Fangstalk’s primary focus is doing as much damage as quickly as possible.

18. What should the other players know about your character? Fangstalk will attempt to take charge but if someone else proves to be the stronger leader he will follow unerringly.

19. What is your playstyle? I tend to get stuck in my characters’ heads and let the character decide what to do next. This does not mean I am a fan of “It’s what my character would do”.

20. How do you want your character to die? In a blaze of glory. Seriously though, if Fangstalk went down defending any ally or an innocent, I would count that as a win.


Presenting Dragomyr von Stroyad the Eighth, haunted warrior, enemy of the aberrant, and heir to a decaying noble house!

Stats:

Dragomyr von Stroyad VIII
Male Human Cavalier (Ghost Rider)/Spiritualist (Phantom Blade) 1
Medium Chaotic Neutral Humanoid (Human)
Init +3; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10(+0 armor, +2 Dex)
hp 13 (1d10+3)
Fort +2, Ref +2, Will +2
Resist
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Offense
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Speed 30 ft.
Melee Phantom Blade (Longsword) +6 (1d8+3/x2)
Melee telekinetic projectile +3 (1d6+X/x2)
Spells Prepared (CL 1):
0 Level (at will) grave words, mage hand, open/close, telekinetic projectile
1st level (2/day) mage armor, shield
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Alertness, Mounted Combat, Psychic Sensitivity, Weapon Focus (Longsword)
Traits armored rider, foe of the strange, seeker
Skills knowledge (religion) +4 (1 rank, +3 class), perception +8 (1 rank, +3 class, +1 trait, +1 wis, +2 feat), ride +7 (1 rank, +3 class, +2 dex, +1 trait), sense motive +7 (1 rank, +3 class, +1 wis, +2 feat), intimidate +5 (1 rank, +3 class, +1 cha)
Background Skills Handle Animal +5 (1 rank, +3 class, +1 cha), knowledge (nobility) +4 (1 rank, +3 class)
Languages Common, Varisian
Other Gear
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Spiritualist Abilities
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Phantom Weapon (longsword): gain ectoplasmic sentient weapon, functions similar to magus black blade as an incorporeal masterwork weapon.
Weapon Abilities:
Alertness: When harboring or wielding weapon, gain alertness
Phantom Touch: Weapon always treated as ghost touch
Telepathy: While wielding or harboring weapon, can communicate telepathically with the weapon
Weapon of the Mind: Can harbor weapon in consciousness or manifest it physically. When manifested, works as weapon. When harbored, gain Improved Unarmed Strike with damage of monk level -2.
Spell Combat: Functions as magus spell combat.

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Cavalier Abilities
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Ghost Mount:
Ghost Mount Starting Statistics: Type animal (phantom); Size one size category larger than the ghost rider; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6; this is a secondary natural attack); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
AC: 15
HP: 12
Saves: +2 fort and ref, +0 will
Skills: Climb and Swim +7 (1 rank each, +3 ability, +3 class)
Attacks: Bite +4 (1d4+3), 2 hooves +0 (1d6-1)

Frightful Gaze (1/day): Gaze attack that paralyzes enemies DC12
Order: Order of the Eastern Star
Challenge: +1 dodge and +1 insight on saves vs. abilities and attacks of challenge
Skills: Can attempt arcana and planes untrained. if ranks, receive half level if check involves knowledge of occult or supernatural
Feats: Psychic Sensitivity as bonus feat

Background Questions:

1. Dragomyr is a morose man, burdened with the dark inheritance of his family.
2. For some, the sight of a man astride a spectral horse wielding a ghostly blade clad in ethereal armor is a terrifying sight. Without his accoutrements, he cuts a less intimidating figure.
3. Dragomyr needs to find peace with himself. His ancestor’s spirit roils in the corner of his mind, urging him towards dark and unknowable goals. Dragomyr wants to quiet those voices, or at least control them.
4. Similarly to his greatest desire, Dragomyr’s goal is to uncover the secrets behind the curse of the von Stroyads. Dragomyr the First did...something that caused his spirit to follow his descendants. Dragomyr wants to find what that was. More broadly, Dragomyr wants to rid the world of the strange, dark forces that plague him and his homeland of Ustalav and ensure that others are safe from the darkness.
5. Even though the spirit of Dragomyr the First is a burden, Dragomyr believes that the martial powers that his progenitor’s spirit grants him he can strike back against the horrid and aberrant forces of Ustalav.
6. Dragomyr, the eighth of his name, was born into the von Stroyad family, a decaying noble house in the gloomy, fog-shrouded valleys of Amaans. His family was large and distant. His father was largely absent, spending his days hunting in the deep woods of Amaan. His mother, though present, spent her time drinking and reading dashing romantic fiction, recollecting on the dreamy youth she never truly had. His five siblings were wrapped up in their own struggles, their own lives and fears and passions. Though they lived well enough, every year that passed came with the knowledge that they drew further from their heroic past. He learned from various private tutors, getting successively more dispassionate and unskilled as time wore on. He learned little from his parents, and likewise little from his tutors. However, his great-uncle, an eccentric historian by the name of Nykol, taught him much, both of academics and of life. He learned of the dark past of Ustalav, and with it a desire to rid Ustalav of the unnatural and the aberrant. He also came to understand the incompetence of the royalty of Ustalav, and the twin desires to either come to rule himself, or tear down the old monarchies.
7. One event most strongly defines Dragomyr coming of age, when he truly became who he is today. His father was killed in a hunting accident, a boar hunt gone wrong. It was a somber occasion, certainly, but his father was a cold and distant man. Dragomyr wept only when he had to. That night though, was a troubled one. He dreamt of a man in archaic armor astride a great warhorse thundering towards him, and at the last moment riding straight into him. He awoke with a voice at the edge of his mind. Dragomyr the First, founder of the von Stroyad line and an alleged hero of the Shining Crusade lived on as a specter haunting the lives of the men of the von Stroyad line. Sleep never came easily again.
8. Dragomyr holds sacred the ancient martial values of the knights of the Shining Crusade, twisted as they've become by the dark presence of Dragomyr the First, and his own distaste for kings and authority. He sees the unnatural forces of the world as anathema, that hatred even extending to the spirit of the first von Stroyad within him. Though not an exceptionally kind man, Dragomyr wants people to live without fear of dark forces threatening them. While he wants to return his family to prosperity, more than that he wants to bring down the royal systems of Ustalav that allow the powerful to grow fat while the poor suffer in fear of what lurks in the dark, fog-shrouded night.
9. Drago wears Ustalavic noble’s clothes, though in a decidedly antiquated style. Many of his outfits are old and threadbare, quite telling of his familial status. He wears his black hair down, cascading over his pale and sunken features. He is well groomed and seemingly outfitted with good noble finery. His jewelry, though, is iron with the thinnest of silver plating, and the gems are little more than glass. He wears riding boots, ever ready for Aramas, the spectral steed of Dragomyr the First, to come to his call.
10. Dragomyr is somewhat well-off. He has the backing of a noble house, declined and decayed as they may be. He is fairly estranged from them however. The family curse has not been kind to him, and his ancestor thirteen generations prior does not wish to be forgotten. Dragomyr the First is an asset in and of himself. By channeling his ancestor’s spirit, he can bring forth several manifestations of his mysterious forefather. There is Aramas, the horse of Dragomyr the First. By calling on him, he can feel the thundering of hooves as his ancestor did. When he concentrates, he can conjure forth the spectral armor and shield, identical to that worn the Dragomyr the First. Finally, he can conjure forth a spectral replica of the sword wielded by his forebear, and with it a portion of the memories and consciousness of the original von Stroyad.


I've finished Satomi's 20 Questions and they're now in her profile.

I had planned to add a personality section too, but after finishing the 20 questions part I decided it would be mostly redundant information. I've just substituted the 20 questions and answers into that section of the profile instead.


3 people marked this as a favorite.

Okay! Sorry for the late post, but I’m reviewing all of the applicants and making my final selection by the end of the day.

Stay tuned!


Blast, saw this way too late


Exciting!


Poke?


1 person marked this as a favorite.

Apologies, was called into work on both of my off days and couldn’t get to my computer to make a post.

I shall have the newest member by the end of today, for real this time!


No worries. was just checking!


Alright! The process is finished. And the new member of our lovely group of patients is Bloody Laura!

Thanks to all who reapplied, and be sure to stay tuned in case we need someone else further down the line.

Laura, if you could report to the Discussion thread and introduce yourself, that’d be wonderful! I’ll also send you a message about how I was planning on introducing you story-wise.


Have fun Laura!

The GM in Yellow wrote:

Apologies, was called into work on both of my off days and couldn’t get to my computer to make a post.

I shall have the newest member by the end of today, for real this time!

Oof. Hopefully you at least got overtime or something instead of the Schedule Screw Shuffle.

"No no, the work week ended on Saturday, so you actually only worked 38 hours last week and 8 hours this week so far, despite having worked 7 days a week for the past month. It's perfectly reasonable you see." Bleh.


Thank you for your consideration and good luck with your gaming!


Have a good game!

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