
Profession Smith 6 ranks |

Hey OS.
Just to say, I love the idea of this game but honestly my stat rolls went so 'meh' that I just couldn't bring myself to go to all the effort. So count me out, but best of luck with the game, it looks wonderful!
I'm the opposite: I hate to waste the good ability score rolls the fickle dice bot granted me, but like Fighting Chicken, my character concept never quite fully materialized. Still, with over 200 posts in the recruitment thread, I think it's a safe bet there'll be no dearth of great PCs to pick from.
Best wishes to GM and players going forward!

Oblivion's Scion |

Thank you all for your applications. I wish I could take all of you, but I had to draw my limit at six tortured souls. Luckily, the streets of Victorian London are filled with many, and should any of our current cast come to an untimely end, then I will return here to seek others to become ensorcelled by the smoke and fog.
Now, drawn forth into the darkness are the following:
SmooshieBananas - Scarlet Grey, Inspired Blade Swashbuckler / Tactician Fighter
Javell DeLeon - Jakob Jones, Barkeep Brawler
Giant Halfling - John Billings Bryant, Dark Tapestry Oracle
Sarah 'Queen' B - Lucia Wriothesly, Phantom Thief Unchained Rogue
Decimus Observet - Peter Caffrey, Urban Druid
Jagael - William Westford, Scholar Occultist
Please retire to the Parlor (the Discussion thread), I will have a Gamplay thread set up later for dotting so that this is added to your Campaigns.

Garidan Hemlock |

I agree with Smooshie (and apologize for being responsible for some extra of that work). All my mechanics are done, and in this profile. I probably won't have the background up until tonight or tomorrow morning but I think you can get a sense of the gist of it from my last post as Azadi (saw Lovecraftian horrors in fever dreams and now weird/dark things happen around him that he has some degree of control over).
I wonder where you got the idea of a dark tapestry oracle with the plagued curse :D. If anything, I'm honored :P

Herkymr the Silly |

rolls: 2d6 + 6 ⇒ (1, 6) + 6 = 13
rolls: 2d6 + 6 ⇒ (1, 2) + 6 = 9
rolls: 2d6 + 6 ⇒ (3, 2) + 6 = 11
rolls: 2d6 + 6 ⇒ (6, 6) + 6 = 18
rolls: 2d6 + 6 ⇒ (6, 4) + 6 = 16
rolls: 2d6 + 6 ⇒ (3, 1) + 6 = 10
-------------------------------------------------------------------------
rolls: 2d6 + 6 ⇒ (1, 6) + 6 = 13
rolls: 2d6 + 6 ⇒ (3, 2) + 6 = 11
rolls: 2d6 + 6 ⇒ (4, 1) + 6 = 11
rolls: 2d6 + 6 ⇒ (4, 4) + 6 = 14
rolls: 2d6 + 6 ⇒ (4, 1) + 6 = 11
rolls: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Herkymr the Silly |

I am thinking a surgeon alchemist.
His need to help those injured continued. When he returned to London, he took advantage of the local herb suppliers and often would volunteer at hospitals. Soon, just helping the sick wasn’t enough. He began to experiment with ways to boost his own abilities in order to help find those whom had cause harm.
He learned that somethings mixed well and somethings didn’t. particularly interesting were two concoctions he stumbled on; a cognatogen and a mutagen. The first heightened his abilities to think and to reason but the strain on his physical body was high making him weaker, slower, or more susceptible to injury when imbibed. The other was its twin in reverse. It boosted his physical prowess but strained his intellect, charm, and sometimes his common sense. He also learned the hard way that some things should be mixed sparingly as they tended to combust. These he learned to toss when needed as a means of offensive defense, used sparingly.
Human alchemist 3 (Pathfinder RPG Advanced Player's Guide 26)
N Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 untyped bonus)
hp 11 (3d8+3)
Fort +3, Ref +5, Will +2; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +5 (2d6+4 fire)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Alchemist Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds, enlarge person (DC 15), illusion of calm[UC] (DC 15), urban grace[ARG]
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 11, Int 19, Wis 13, Cha 11
Base Atk +2; CMB +1; CMD 15
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Throw Anything
Skills Bluff +3, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nature) +10, Perception +7, Sense Motive +4, Sleight of Hand +8, Stealth +5
Languages Common
SQ alchemy (alchemy crafting +3), cognatogen (+4/-2, +2 natural armor, 30 minutes), discoveries (chameleon[ARG], cognatogen[UM], infusion, precise bombs [4 squares]), mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, swift alchemy
Combat Gear cognatogen[UM], mutagen[APG]; Other Gear alchemist starting formula book
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Cognatogen (DC 15) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 30 minutes.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Surgeon
Ability Scores Dexterity (+), Strength(-)
Skills Medicine, Perception
In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.
Wasn't completely sure how you wanted hp done so I didn't do anything other than the initial first level. Let me know if I missed something.
Also how do you want equipment purchased?

Simeon |

Figure I'll reapply for this, though with a different character to fit with any needed roles.
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
Wow, that first set is really good!

Simeon |

I've been toying around with a gunslinger/bard, using the arrowsong minstrel archetype for the bard.
Would you allow the use of guns for the arrowsong minstrel's bow-related abilities, given the heavy prevalence of them in the setting?
Flavor-wise, he's a former soldier who found that his marching songs had a bit more oomph than his comrade's.

Robert Henry |

Very cool I have a Scottish officer that would fit well. Will roll the dice and make some changes.
First set a 12 point buy
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d2 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
second set a 19 point buy
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 5) + 6 = 12
Guess I'll go with the second one, with the 'Noble, Military' background he'll look very similar

Zorin Blitz |

1st roll
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2nd roll
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 4) + 6 = 11

CampinCarl9127 |

Dotting for extreme interest. I am a huge fan of the gothic setting.
It seems you have lost your occultist. Although I am a seasoned Pathfinder player I have yet to dip my toes into the occult classes, and since this campaign leans itself heavily towards occult themes I think it is time to break that seal. I am heavily considering a mesmerist, it seems like it would get a lot of interesting and fun opportunities in this kind of campaign. However, some questions first:
1) Which characters remain?
2a) What roles does each character fulfill in combat?
2b) Are there any noticeable gaps?
3a) What roles does each character fulfill out of combat?
3b) Are there any noticeable gaps?
Stat: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
33 point buy. Not bad at all.
Stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
27 point buy. Also not bad at all.

Zorin Blitz |

So I am still working on his build but I have his story built out pretty well.
Look:
Zorin is a man in his early thirties but looks much closer to his forties. His blonde hair is already starting to go grey but looking much more bleached white then a natural greying. Sharp blue eyes pear out from pocketed eyes hidden behind small spectacles. A continual five o’clock shadow darkens his cheeks and chin. He stands at an imposing six foot two, towering over the majority of his peers. The man is surprisingly well build. Thick arms strain against his normal doctors’ attire and he seems able to single handily lift a patient if need be. Under that clothing however is a patch work of scars. He looked like a man who had been torn apart and then stitched back together.
Personality:
The man comes off as good natured if not a bit eccentric. He seemed to always have a tune carried with him, even as he worked. He smoked like a chimney, always having a roll of cigarettes or a pouch of tobacco on hand, both for himself and any guests. He never fails to introduce himself as a doctor and seemed happy to provide any advice people may question him on. Only when things begin to go towards the topic of work does his facade break. Excitement is clear on his face when the subject of surgery or autotomy is broached. At best it could be called a zeal for learning. At worst a obsession. While his skill with a scalpel can not be denied, he seemed to take a perverse pleasure in both dissection and surgery.
History:
An immigrant from Germany, he will often claim he had nothing else to lean and so decided to move to England to further his education. In reality he was chased out of academia due to his unorthodox theories and border line unethical practices. While he had started out a bright student, something had changed while out for a night in town with friends. He had disappeared for a week before being located in the basement of a abandoned house. He had little memory of his experience. Many thought him having imagined a fantasy after being kidnapped and robbed, but Zorin knew the truth. He could still remember the small grey faced men who had abducted him and carried him down under ground through a patch work of tunnels. It was hazy but he remembered the experiments they tried on him. The dissections, the tests, the poking, it broke something in him. He began to enjoy the experiments. To see what the human body was capable of. When they had found him his body bore numerous scars but physically he was none the worse for it.
Since that day his studies took on a new turn. How to improve the human condition and how it can be changed. He began to experiment on volunteers and even himself. While he had been able to obtain his PHD by then, his reputations soon became to much and he was disbarred and kicked out from his university. This led to him immigrating to England in search of new opportunities and knowledge. To the common folk he is well respected for treating the poorest and sickest free of charge. Yet there are rumors that go around of folks being put under for treatment only to wake up feeling better, but with a new scar they cannot remember having before.
I would love feedback on it if anyone is interested. the build itself is strength and int based. Will function primarily as a front liner with secondary in healing and skill-based.

John Billings Bryant |

I am one of the remaining players; I thought I'd volunteer some answers for CampinCarl and grimdog (and anyone else wondering the same things).
The remaining characters are:
John Bryant (dark tapestry oracle/vmc void-touched sorcerer 3)
a charming barrister with some Cthulu-esque flavor
- in combat John has some debuffs, control, healing, and a little damage
- out of combat he's good with bluffing and diplomacy
Lady Scarlet Grey (swashbuckler 2/fighter 1)
a young noble woman with a reputation as a brave swordswoman
- in combat she's a pretty effective fencer
- out of combat she's decent at a lot of skills
Jakob Jones (brawler 3)
a somewhat morose barkeep
- in combat he pounds things with his fists
- out of combat he's good at intimidating and diplomacy
Lucia Wriothesly (rogue 3)
the daughter of a prominent clergyman, exiled to the slums
- in combat she's pretty good with her pistol
- out of combat she's good at social skills and has psychic unlocks for some minor magic effects
It should be noted, though, that we have not actually had a combat encounter yet in this game.

Angus Elphinstone |
This is Robert Henry's application, Angus Elphinstone. He was originally built for a "Cthulhu" game, but has seen several iterations since. Playing a Scottish officer in the late 19th century is one of my favorite ideas. Let’s face it who doesn’t want to play someone who talks like Sean Connery.
Thanks for posting the info on the players John, Angus will overlap a little with several people but I believe he can bring something different to the table.
Angus grew up enjoying the active athletic life of the leisure class. After a liberal education he felt he would best serve his family and country as a military officer and was accepted into the famous Scottish Black Watch. He served his country first in Africa with distinction then in India. Having seen combat of an "extrema nature." He is now on an extended leave of absence to convalesce, recovering from "Injuries to both body and mind."
A couple of notes on the crunch, for ABP I used + 1 from the chart and I used the Altered Chart for Defense Bonus listed Here
'The Raven Nevermore' thanks for opening the game back up for recruitment, I hope you fill the niche your game is needing. Good luck and good gaming all.

CampinCarl9127 |

I appreciate the detailed response John. I have three more questions at this time, directed at either yourself, the GM, or any other players that deign to lend a hand:
Is your druid, Peter Caffrey, still with you as well?
What is the nature of the party? Are they all working together already? How much do they know each other, are they a cohesive team, or strangers who have met by fate?
What is the nature of the story thus far, or any campaign themes that will be focused upon? Although I love the gothic setting and often included Lovecraftian implications of it, I have thus far been unable to find what the story itself might be.

John Billings Bryant |

@CampinCarl- Peter is not with us at this point. We were brought together by fate/chance (only a day or two ago) when we all happened upon a man whose eyeballs had been removed from his head. We've been working together relatively well, trying to discover what happened to him. A few of us had met before, or had some passing knowledge of each other but none of us were close before beginning.

CampinCarl9127 |

Understood, thank you again John.
While the mesmerist still tempts me, I want to fill my own space in the game and avoid having too much overlap with the current players. So I propose something a bit more...radical.
My current idea is a Psychic with the Abomination discipline and the Amnesiac archetype. I intend to pull heavily from the Cthulhu mythos and have much of the character pivotal on a single traumatic eye-opening cosmic-horror event. I am currently undecided on what that may be, or even if I want to specify what it is should the GM prefer to have full creative license over it to insert something wicked from his own mind.
I think such a character would fit in nicely. They would shore up knowledges while still being adequate at social skills, and although it's one of the "rare" classes with the potential for powerful magic, the nature of the specific build is dangerous and mysterious, which I think will fit in nicely with the campaign themes.
I will look at the idea more tomorrow, in the meantime I appreciate any thoughts on the concept, be it from the GM, current players, or my fellow interested applicants.

The Raven Nevermore |

New Applicants
Herkymr the Silly - Bairais Strigh (Surgeon, Alchemist 3)
Robert Henry - Angus Elphinstone (Military Noble, Fighter 3)
The Lobster - Madame Minerva (Charlatan, Bloodrager 3)
YoricksRequiem - Rajni Khatri (??, Swashbuckler 1 / Vigilante 2)
Ioc - Zorin Blitz (??, Alchemist 3)
Simeon - (??, Gunslinger ? / Bard ?)
CampinCarl - (??, Psychic 3)
GrimDog - (??, Swashbuckler 3)
Simeon Yes, I'm okay with reskinning the arrowsong minstrel's abilities to apply to a firearm instead.
GrimDog Yes, you can absolutely reskin an archetype, especially one with a Golarion-specific backstory.
CampinCarl It looks like John answered most of your questions, both regards the theme, the game could be described as Gothic pulp horror, with influences drawn from both classic Western horror and Cthulhu. I throw pulp in there as a descriptor to point out that the characters themselves are not only unique, but highly capable individuals (as opposed to disposable flops in most Cthulhu settings).
A few general notes:
* I like to have a diverse group. If you think your character matches the role of an existing PC, it might be a tough fit.
* Please review all the character creation guidelines - most are at the beginning of this thread, though a few are updates added later on. I will try to consolidate them and move them to the Campaign page for easy access.
* I am a big proponent of rolled stats, but I also understand it sucks if your character is significantly weaker than another. After selection, if necessary, I will help to balance characters for whom the dice may have failed.
* While there will definitely be combat in this game, but as John mentioned, there has yet to be any. Much of it will involve investigation and role-playing, so please keep that in mind when developing your concept.
* While a level of inter-party friction can create great role-playing, I am looking for characters who would want to work with the current party. You don't need a hook in, but rather a willingness.

John Billings Bryant |

CampinCarl- I don't expect to have a monopoly on the Cthulhu flavor (especially after the GM mentioned it as a major influence on the themes of the game), but it might be worth checking out my background (which can be found in a spoiler in my profile) before you get too far into creating your own, just to make sure you don't end up with too much overlap?

CampinCarl9127 |

Appreciate both of your responses.
Hmm, John as I review your profile more I think it will be best to step away from the psychic idea. Although I think our characters would have different personalities, ultimately we would both be using offensive crippling magic with similar flavor, so you are right that I would be stepping on your toes too much there. Back to the drawing board.
As I review the gameplay thread more, and the capabilities of each party member, I think the best character to fit in is my favorite skill monkey; the investigator. With a more combat-light game focused on mystery and intrigue, an investigator will have plenty of room to shine, and as an intelligence based class I will be able to fill any skill gaps while not stepping too much on the toes of all the charisma-heavy party members.
My current idea is inspired as some kind of hybrid of Sherlock Holmes and John Constantine. I will get to work and flesh out this concept more. As before, I appreciate any insight or feedback anybody may have for me.

Robert Henry |

Spent part of the morning reading back to where you all entered "the CIRQUE du CHUCHOTER!" I'm having trouble picturing how my character would have navigated the scene. It was a good read, but I'm not sure he's the right build for this game.
Also been reading "CampinCarl9127" observations and ideas, A hybrid Sherlock Holmes/John Constantine? Nice.
I'm going to remove my 'dot' and hope CampinCarl9127 gets in. Then I may drop in occasionally and read along.
"The Raven Nevermore" Thanks for running the game, I hope it's as much fun to play in as it was to read. Good luck and good gaming all.

CampinCarl9127 |

Also been reading "CampinCarl9127" observations and ideas, A hybrid Sherlock Holmes/John Constantine? Nice.
Thank you! I am still brainstorming how to marry the two obstinate characters, but I'm sure I will figure it out soon enough.
I'm going to remove my 'dot' and hope CampinCarl9127 gets in. Then I may drop in occasionally and read along.
That's incredibly generous of you to say, thank you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Another few questions:
1) What knowledges are relevant? I imagine local would be a big one, and I'm not sure if the more "magical" knowledges like arcana and planar would be applicable or not.
2) What languages are relevant? My character is going to have quite a few (at least half a dozen and probably more) so I want to make sure I'm making appropriate choices.
3) How is health done past level 1?

John Billings Bryant |

@CampinCarl- I didn't mean to put you off the idea entirely, I was just trying to help you make sure your character was different enough from John that you had your own space in the group; although, like you, I'm personally a big fan of investigators. If I was working on Sherlock Holmes/John Constantine type (fwiw), I'd probably rely on skills (and inspiration... maybe skill unlocks if the GM will allow the signature skill feat) for the Sherlock bits and I'd look at the antiquarian archetype for some of the Constantine flavor. Just a thought, ymmv.

CampinCarl9127 |

No worries John. I saw you were an oracle but at my first glance didn't realize how heavily you were leaning into the "powers from beyond the tapestry", and I think there would be too much overlap for my psychic idea to have fit well.
I see you have a good eye for the build I'm making. It does look like the houserules for this campaign allow for skill unlocks automatically, so I don't need to worry about taking the signature skill feat.
Hmm, antiquarian is a very very interesting archetype. I like how it alters the nature of the magic itself. For similar reasons I've always like the Star Watcher archetype, although not for this campaign I think.
For this character I was originally considering the Empiricist archetype, definitely leaning itself more towards the Sherlock side of the character. It makes the investigator's skills checks incredibly hefty, essentially turning wisdom into a non-necessary stat (except for will saves). However I really like the flavor and abilities of the Antiquarian archetype. The altered spellcasting, the esoteric nature, great abilities that are full of flavor and also mechanically useful (not to mention it gets rid of the "Extract Tax" of taking infusion)...
Yes, I believe I will take that archetype instead. Thank you for pointing it out to me!

Zorin Blitz |

Zorin will pick the apothecary background for a bonus to his int and a penalty to will. He uses them for help in developing medicine and pain killers for patients.
Zoin is less Dr Jekyll and Mr Hyde and more Doctor Moreau. He fits in well with the sorta classic Mad scientist fear trope. Not to mention the fear a Doctor who enjoys his job a bit to much ties in with the Ripper as well.
In terms of the party I do think he will fit in well. In his mind the best way to continue his research is to join up with like minded people who are aware of the more fantastic nature of the world.
In terms of gear what are we able to purchase? Healers kit, thieves tools?

Herkymr the Silly |

I built an alchemist(mindchemist archetpe) that is a surgeon as a general background.
Male human alchemist 3 (Pathfinder RPG Advanced Player's Guide 26)
N Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 untyped bonus)
hp 19 (3d8+3)
Fort +3, Ref +5, Will +2; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +5 (2d6+4 fire)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Alchemist Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds, enlarge person (DC 15), illusion of calm[UC] (DC 15), urban grace[ARG]
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 11, Int 19, Wis 13, Cha 11
Base Atk +2; CMB +1; CMD 15
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Healer’s Hands (+1), Throw Anything
Traits accelerated drinker, battlefield surgeon
Drawbacks overprotective
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Skills Bluff +3, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (planes) +5, Perception +7, Sense Motive +4, Sleight of Hand +8, Stealth +5
Languages Common
SQ alchemy (alchemy crafting +3), cognatogen (+4/-2, +2 natural armor, 30 minutes), discoveries (cognatogen[UM], infusion, precise bombs [4 squares]), mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, swift alchemy
Combat Gear cognatogen[UM], mutagen[APG]; Other Gear alchemist starting formula book
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Cognatogen (DC 15) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 30 minutes.
Healer’s Hands (+1, 1/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
I will update his background abit. I think he will fit well as a generalist. He won't be great at most things but will be good at many. He will have some ability to heal as a supplemental healer. He will have some ability to help if/should combat arrive but not as a front liner.

Herkymr the Silly |

Another few questions:1) What knowledges are relevant? I imagine local would be a big one, and I'm not sure if the more "magical" knowledges like arcana and planar would be applicable or not.
2) What languages are relevant? My character is going to have quite a few (at least half a dozen and probably more) so I want to make sure I'm making appropriate choices.
3) How is health done past level 1?
I would also like the answers to these questions. This looks like a fun campaign and I have enjoyed the reading I have done with it. I like the freedom to create personality and incredible and usually believable characters.

Herkymr the Silly |

I made a few tweaks to his background. Here is the latest.
It was only a brief time until an injury took me from the front lines of war. As I healed, I observed and then helped the doctor’s and nurses around me. I took a long time to heal and eager to do something, I began to mix and match things in hopes of helping those removed from the battlefield. I was tutored by “Professor” Halsze when he realized I had a natural aptitude for the art. I experimented on my own while being trained as a surgeon. I never did return to front line duty.
Soon after I returned from active duty, I began to serve at the local hospitals. It was here that I learned that certain chemicals when mixed correctly can aid the mind. I began to sparingly use this concoction to improve my ability to diagnose and treat my patients. Meanwhile, I continued to mix and match and try my own “recipes” in hopes of discovering more ways to treat patients.
I was testing a small change in my cognatogen and found that instead of the mind I could enhance the body’s natural abilities. I stored this knowledge and continued my experimentation. I now had the means to unlock the power of the mind and the body. I was unable to figure out how to do both at the same time and this is still my ultimate goal.
Experimenting led to other things, the ability to ease into society, blend to my surroundings, find hidden things, and understand the importance of basic illusion. I learned to make myself larger or smaller so that I could go places unnoticed and pursue my experimentation. I also learned that certain things should rarely be mixed together. While mixing sulfur and augme with a few other, I thought inert ingredients, I caused one of my labs to burn from an explosion.
The explosion had more effect on me than mere amazement at the chemical reaction, for it left me with a scarred left side. Burns ran up my arm, shoulder, and onto my neck. Being somewhat vain still due to my upper-class upbringings, I cover most of my scars with clothing. This scarring however has made it harder for me to go unnoticed in the upper echelons of society.
I understood two things from this experience, scars are more than just skin and I now had something that I could protect myself with if the need ever arose. I however did not want to hurt those that may be innocent if such altercation arose. I began to experiment with different combinations of chemicals that were explosive in nature and learned to throw them away from me while maintaining control over the damage they did when they landed.
I still carry the scars of my experiments both in the military and without. The scars of what I have seen will heal much slower than the scars my experiments have caused. I am a man with few illusions but hope for a better future.
His brown hair seems to have a mind of its own and often appears unkempt. His brown eyes often have a twinkle in them as if he is the only one in on the joke. His laughter though often sudden tends to brighten the room. He moves as if the world must take heed of his pace and not he its pace.
He has scars running up the palm of his left hand, arm, shoulder, and peeking out at his neckline. Somewhat vain, he covers most of these through the use of long sleeved clothing and gloves. They however are noticeable and quite memorable once they have been seen.

John Billings Bryant |

Quote:I would also like the answers to these questions. This looks like a fun campaign and I have enjoyed the reading I have done with it. I like the freedom to create personality and incredible and usually believable characters.Another few questions:
1) What knowledges are relevant? I imagine local would be a big one, and I'm not sure if the more "magical" knowledges like arcana and planar would be applicable or not.
2) What languages are relevant? My character is going to have quite a few (at least half a dozen and probably more) so I want to make sure I'm making appropriate choices.
3) How is health done past level 1?
I'm not sure how well we can really answer these questions, but I'll give it a shot since nobody else has?
1) So far local and nobility have the been the most relevant, but we haven't really uncovered any of the supernatural stuff yet. I imagine those two will probably stay relevant but the further we get into the weird stuff the more things like planes/arcana/dungeoneering (for potential aberrations) will probably matter?
2) I think the only language any NPC has spoken to/with us in so far is English... although, I think the cirque's name is French? I don't have an inventory of what languages we currently have covered, but I know a couple of us have Latin; I have the British Isles covered (with Irish, Scottish, and Welsh); Scarlet has some North African stuff iirc (like Arabic and Berber, and maybe Aramaic although that's really the Levant); I don't remember if Jakob has any besides English, but I think maybe Lucia had some Biblical languages and maybe French? I believe some of us are taking linguistics every level, so probably we won't be short on languages, lol.
3) Half +1 (or, average + .5)

The Raven Nevermore |

Looks like Barrister Bryant has addressed the questions posed forth, though will add a little to further along the details.
1) Indeed, most skills will be relevant in this game, and Knowledge skills will be both useful for recall and research. As John stated, more mundane Knowledges serve a purpose now, but there will be a time and a place for the mysterious and occult.
2) The game is currently set in London, so the 'common' tongue in English. Beyond that, the game could go to any number of places, and if a language fits your backstory, go ahead and select it.
3) Half +1.