
Scarlet Grey |

So..I cannot find the chart for ac again. can some one link it here please or link it in campaign tab for ease of finding it. Thanks.
It's at the top of the page. Here is the link

John Billings Bryant |

and is there a preferred gear list to buy from or just use the prices on AoN and D20pfsrd?
Because there are no magic items (or, at least, so few that none of us have ever been in contact with one) and the use of things like armor (and even many weapons) is very limited, wealth in this game is largely an RP tool. Because of that, we're using a very loose (rather abstract), RP-driven wealth system. Each character has starting equipment that befits their station and background, and in gameplay we each have the resources to live and act as might be expected of someone in our situation. So, Lady Grey (the eccentric aristocrat) has ready access to a great many luxuries and can procure most reasonable items with ease, whereas Jakob (the bartender) has a much more modest list of items at his disposal and has to walk places unless one of the wealthier PCs picks him up in their carriage.
I'm sure that's a less clear answer than you were hoping for but you could probably look at our profiles for some idea of what that's looked like so far. (To use myself as an example: my family is wealthy but not aristocratic; my equipment list in my profile is just what I have on me typically, but I have access to a carriage and a small home library, and I have enough money that if I need a mundane item I can just 'buy' it and we don't worry about tracking dollars or gold pieces.)

CampinCarl9127 |

Alright, I have returned after some significant character development. I have hit a number of questions that I would like to ask, mostly mechanical in nature, but a few will have implications on my background and personality.
Luckily John's post directly above mine answered one of my questions already, so thank you!
2) Would I be able to take the Occult Bargain drawback? I realize mechanically I won't have 0th level spells (although I technically do have detect magic through an indirect means), but the flavor of it is so cool for this setting.
3a) With the feat tax rules making weapon focus effect a fighter weapon group as opposed to a single kind of weapon, would you allow the Fencing Grace feat to also apply to most suitable one-handed piercing weapons? If not, see question below.
3b) If the answer to 3a is no, would you allow the Fencing Grace feat to be used with a sword cane instead of a rapier? I will carry a rapier if I must but I would much prefer to have the cool factor of a sword cane.
4a) Would you allow the Focused Shot feat to apply to firearm attacks? I ask this question because it is a subject of debate due to the fact that this feat was released before firearms existed in the Pathfinder rules.
4b) I know the Feat Tax rules have a couple editions and sometimes it can be complicated to reconcile those rules with other feats. For Focused Shot, are Precise Shot and Point-Blank Shot both still prerequisites for that feat?

CampinCarl9127 |

I have yet another question to ask:
Would it be alright if my character was somebody who was working on the Whitechapel Murderer case? I have an idea that my character had been an investigator for years, but when he got involved in the Whitechapel Murderer case he became obsessed with it, until it ultimately lead to somebody close to him becoming a victim in a "glimpse beyond the veil" moment. It would spurn him to drop the case and his investigation trade entirely. He turned to exploration of the Egyptian tombs and the Orient based on the rumors of the mystical and often cursed items that were brought out of there, which would lead him into more understanding of the supernatural and explain the treasures his antiquarian archetype gives him. At this point he would be returning to London for whatever reason, anything from a brief stint between journeys or something as weighty as returning to confront his past shame.
Any and all thoughts are appreciated.

Herkymr the Silly |

I did a bit more reading and looking at pictures of the era and changed a little on my appearance to include facial hair and clothing.
His brown hair seems to have a mind of its own and often appears unkempt. It is usually kept partially hidden under a bowler style hat but because of its length ample usually adorns his neckline behind the hat. He is usually modestly dressed with a long-sleeved sports coat. He prefers one with a double breast when he can find or have them made. Tweed pants are his go to usually dark in color like the darker blues he prefers for his sports coat. A white buttonfront shirt that is lightly ruffled around the neck but never done clear up is also part of this get up. Finally, an untied or loosely and sloppily tied bowtie dangles around his neck, falling at the opening of his shirt. He is not sloppy nor unkempt just doesn’t have much use for the look of the well to do. He does find it useful at times but he prefers the looser style and look.
He also sports a set of sideburns that run down his cheeks but do not end in a beard nor are they accompanied by a mustache. These side burns in part are to help hide his burn marks.
His brown eyes often have a twinkle in them as if he is the only one in on the joke. His laughter, often sudden, tends to brighten the room. He moves as if the world must take heed of his pace and not, he at its pace.

ElbowtotheFace |

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 2) + 6 = 13
Set 2
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15

Oblivion's Scion |

CampinCarl first off, a failed investigator from the Whitechapel Murders could be a most thematic way in. Now, to your questions.
1) no, the armor class bonus functions pretty much the same as armor, so it does not add to touch AC. Is it perfect? No, but it works to help balance parts of the equipment dependent d20 system.
2) The mechanical impact of Occult Bargain drawback seems like it may be minimal, but do realize that I would be tapping into and twisting people's drawbacks appropriately.
3a & 3b) Yes, all "single weapon" feats now apply to the corresponding weapon group.
4a & 4b) Yes, I will allow Focused Shot to apply to firearms, with Point Blank Shot dropped from its reqs.
Herkymr having a Filipino language makes sense given your backstory, but three dialects would be overkill when you can diversify your knowledge.

CampinCarl9127 |

1) No, the armor class bonus functions pretty much the same as armor, so it does not add to touch AC. Is it perfect? No, but it works to help balance parts of the equipment dependent d20 system.
3a & 3b) Yes, all "single weapon" feats now apply to the corresponding weapon group.
4a & 4b) Yes, I will allow Focused Shot to apply to firearms, with Point Blank Shot dropped from its reqs.
Understood, thank you!
CampinCarl First off, a failed investigator from the Whitechapel Murders could be a most thematic way in.
I thought it might, but I wanted to make sure it wouldn't throw a monkey wrench into your plot if I was too close to the investigation. Excellent!
2) The mechanical impact of Occult Bargain drawback seems like it may be minimal, but do realize that I would be tapping into and twisting people's drawbacks appropriately.
Oh, I fully know that you intend to tap into our drawbacks. I didn't look at that drawback because I thought "Hey this has no significant mechanical drawback", I looked at that drawback because I thought "Wow the occult theme is perfect and it's so dark and twisted to have to pay homage to an evil creature to get my powers".
I'm also strongly considering Haunting Regret, which would thematically be tied to the person he lost to the Whitechapel Murders, and mechanically the penalties to mind-affecting affects would certainly come up, and the concentration penalty would actually apply due to how Antiquarian relic magic functions. I think I will go towards that one, it fits into the character much easier.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For further questions at this moment, I'll let you know if I run into anything! If I don't get the character done today I likely will have it done at some point early next week.

Herkymr the Silly |

Herkymr having a Filipino language makes sense given your backstory, but three dialects would be overkill when you can diversify your knowledge.
I diversified to german and czech. I figured I could have picked them up from other soldiers or from being stationed there during my time in military.
I have a question thought: how does the progressive bonus work? I think thats what its called the "ABP?" I am not sure I understand how to apply it or how it works.
Also background wise, There is alot of faith healing, alchemical,herbal healing, and legends and beliefs of supernatural things in the Philippines. I spent a little bit of time there and some of the stories and areas I went scared me. SO that could be a segway as to how I came in contact with the occult/supernatural and alchemy.

John Billings Bryant |

@Herkymr- Automatic Bonus Progression is a system where you automatically gain certain bonuses as you level that more or less match the basic magic items that players are expected to be getting (the so called 'big six'- weapons, armor, stat belts/headbands, cloak of resistance, ring of protection, amulet of natural armor). By getting these automatically characters stay at the expected power level that CRs are based on without actually collecting those items. In some games (like this one) that allows you to avoid having any magic items without having to kind of fudge/guesstimate all the encounters (or TPK on a 1HD ghost that nobody can harm); in other campaigns it just allows the players a lot more freedom to grab interesting or thematic items that might not normally be able to because they don't want to 'waste' the magic item slot.

CampinCarl9127 |

Alright, I have returned, with my character entirely completed! We will perhaps have to make some tweaks here or there as appropriate, but there shouldn't be any significant changes.
I humbly present Mordecai Magrath. Former criminal, begrudgingly tolerated master investigator, and occult antiquarian.
I do have, predictably, some more questions :)
1) I took the liberty of fleshing out some of the history with the unidentified victim of the Whitechapel Murders, making it a significant part of Mordecai's background and his first "glimpse beyond the veil" moment. I hope that's alright and doesn't clash with anything you're planning.
2) I also took the liberty of making a connection to Robert James Lees, who is a real person that existed and claimed to have supernatural powers that could help solve the Whitechapel Murders. Similar to above, I hope that's alright and doesn't clash with anything you're planning.
3) I would like to flesh out Mordecai's NPC connections in Scotland Yard more, but was unable to find a list of historical figures that worked there. If Scotland Yard will end up being involved in this campaign at all, could you recommend some NPCs that I could write into his background?
4) Wealth in this campaign is a very esoteric thing, so for now I just bought some of the basic supplies that are integral to the functionality of my character. So this is a question partly to the GM and partly to the current players: a) Are masterwork weapons alright to have? b) What other kind of gear should I be looking at getting? Anything obvious I'm missing?
I have not detailed them out yet, but with the Antiquarian archetype I plan to have a detailed item for each of the "extracts" he is capable of casting. Any ideas or inspiration for them is much appreciated, I have my chosen extracts listed in his profile.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Any and all feedback is much appreciated!

Herkymr the Silly |

@Herkymr- Automatic Bonus Progression is a system where you automatically gain certain bonuses as you level that more or less match the basic magic items that players are expected to be getting (the so called 'big six'- weapons, armor, stat belts/headbands, cloak of resistance, ring of protection, amulet of natural armor). By getting these automatically characters stay at the expected power level that CRs are based on without actually collecting those items. In some games (like this one) that allows you to avoid having any magic items without having to kind of fudge/guesstimate all the encounters (or TPK on a 1HD ghost that nobody can harm); in other campaigns it just allows the players a lot more freedom to grab interesting or thematic items that might not normally be able to because they don't want to 'waste' the magic item slot.
Thanks I will have to update my toon then. I didn't do those when I built him.

Herkymr the Silly |

I updated background, crunch, and gear. I placed it all in the same area for everyone's ease.
Male human alchemist (mindchemist) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
N Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+1 deflection, +2 Dex, +2 untyped bonus)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3; +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 (Mindchemist) 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 16
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Healer’s Hands (+1), Throw Anything
Traits accelerated drinker, battlefield surgeon
Drawbacks Overprotective
Skills Bluff +3, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +10, Knowledge (engineering) +11, Knowledge (local) +11, Knowledge (nature) +13, Knowledge (planes) +9, Perception +7, Sense Motive +4, Sleight of Hand +8 (+10 on checks to conceal an item in an inside pocket.), Stealth +5
Languages Common, Czech, German, SIgn language, Tagalog/ Filipino
SQ alchemy (alchemy crafting +3), cognatogen (+4/-2, +2 natural armor, 30 minutes), discoveries (infusion, mutagen[UM], precise bombs [4 squares]), mutagen (+4/-2, +2 natural armor, 30 minutes), perfect recall, swift alchemy
--------------------
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 This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
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.
Bairais stands 5’ 4” and weighs a mere 140lbs. Lithe though he is, a small portly pouch has started to form around his midsection. At 42 years old he still considers himself young and full of vitality. He often is seen taking samples of most everything which he later uses in his experiments. He is quick to smile and has a sardonic/sarcastic wit that often takes people by surprise. Quick to judge, he finds that he often has to reevaluate what his initial impressions are of people and situations. This has caused a delay between him observing and speaking so that he can “check” his perspective and personal biases.
His brown hair seems to have a mind of its own and often appears unkempt. It is usually kept partially hidden under a bowler style hat but because of its length ample usually adorns his neckline behind the hat. He is usually modestly dressed with a long-sleeved sports coat. He prefers one with a double breast when he can find or have them made. Tweed pants are his go to usually dark in color like the darker blues he prefers for his sports coat. A white buttonfront shirt that is lightly ruffled around the neck but never done clear up is also part of this get up. Finally, an untied or loosely and sloppily tied bowtie dangles around his neck, falling at the opening of his shirt. He is not sloppy nor unkempt just doesn’t have much use for the look of the well to do. He does find it useful at times but he prefers the looser style and look.
He also sports a set of sideburns that run down his cheeks but do not end in a beard nor are they accompanied by a mustache. These side burns in part are to help hide his burn marks.
His brown eyes often have a twinkle in them as if he is the only one in on the joke. His laughter, often sudden, tends to brighten the room. He moves as if the world must take heed of his pace and not, he at its pace.
My first assignment was with the Americans whom were working with the Filipino resistance. These resistance fighters were seeking to throw off the Spanish rule. During my 3 years there, I learned the midland dialect of Tagalog. I was also taught simple things like how to conceal myself or move quietly in the jungles. It was also here that I first came in contact with the “other worldly or supernatural “aspects of life.
Among the Natives, there were healers that used different means of healing than our troops. They called this faith healing and believed that with the right mix of chemicals and herbs the proper spirits could be called to heal the afflicted and injured. At first, I was skeptical until I began to see soldiers recover from what should have been fatal wounds with only the help of the faith healers and their concoctions.
Watching and learning as and where I could, I also became familiar with their legends of creatures of a sinister and sometimes mercurial nature. Dwindi, Aswang, gremlins, and goblins were all among the legends and homage was paid when crossing or near places they were said to inhabit. Graveyards were strictly avoided unless burying someone or offering homage to the spirits and things that haunted them.
It was only a brief time until an injury took me from the combat lines of war. My healing was started by the natives until I could be transported to the main encampment several weeks after my initial injuries. The faith healers gave me concoctions that weakened my ability to reason, apply knowledge, or interact with those around me in a civilized manner. These sped up the healing process but didn’t heal my wounds completely. Faith healers said their prayers and used their charms and I started to heal. I began to question these healers as to their methods and mixtures. Once the decided I wasn’t trying to make light of their beliefs many were eager to teach me. I was an eager student absorbing all I could while with them.
As I healed, I observed and then helped the doctors 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.
Colonel “Professor” Halsze, when he realized I had a natural aptitude and a steady hand, apprenticed me as a student surgeon. His training in western medicine and surgery rounded out my education but didn’t convince me that the Filipino’s way was of lesser value. It merely reinforced that healing and haunting could come from different sources. I continued my experimentation and education in both methods and found that they weren’t mutually exclusive.
Soon after I returned from active duty, I began to serve at the local hospitals. I continued to mix and match and try my own “recipes” in hopes of discovering more ways to treat patients. I used the herbal “healing” the Filipino’s taught and the healing draughts as well as the techniques and methods I had studied in my western medicine. I found quickly that not everyone was open nor willing to allow me to use both eastern and western philosophies of healing. I was “fired” from my work at two separate hospitals when they learned that I had used what they called “voodoo” methods of helping heal several patients. I soon learned to hide the use of my draughts and native methods. I still continued to experiment on my own in a building I turned into a lab on my parents properties. My parents were oblivious to what I did, giving me the building to live in so that their wayward son wouldn’t mess with the “proper going ons of upper society.”
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.
It brought to my parents’ attention my carrying ons. They made certain I knew I was not allowed in their home till I gave up the “foolish” errors of my ways. They however still gave me a stipend so as to not allow their only son to be destitute. Between the stipend and my pay as a surgeon, I did alright, having what I needed to provide for many of my wants and experiments.
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 began to experiment with different combinations of chemicals that were explosive in nature and learned to throw them while maintaining control over the damage when they landed. This gave me a feeling of confidence and safety as I roamed the city looking for those that healed in alternate methods. I also sought out those that sold or collected ingredients that I could use. Soon I had a small stockpile of ingredients
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.

Vagabond? |

Posting interest, probably as a noblewoman with the politician background. I have some questions, largely about how much magic we have actually stumbled on.
Currently applying as an Investigator, though that might change later on.
S1A1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
S2A1: 2d6 + 6 ⇒ (2, 3) + 6 = 11
S3A1: 2d6 + 6 ⇒ (6, 3) + 6 = 15
S4A1: 2d6 + 6 ⇒ (2, 6) + 6 = 14
S5A1: 2d6 + 6 ⇒ (6, 5) + 6 = 17
S6A1: 2d6 + 6 ⇒ (5, 2) + 6 = 13
S1A2: 2d6 + 6 ⇒ (4, 1) + 6 = 11
S2A2: 2d6 + 6 ⇒ (5, 5) + 6 = 16
S3A2: 2d6 + 6 ⇒ (4, 6) + 6 = 16
S4A2: 2d6 + 6 ⇒ (4, 4) + 6 = 14
S5A2: 2d6 + 6 ⇒ (2, 3) + 6 = 11
S6A2: 2d6 + 6 ⇒ (5, 4) + 6 = 15
A stat array of 17, 17, 15, 14, 13, 11. Those are *good.* Wow.

The Raven Nevermore |

As this is a re-recruitment, I will keep it brief. It will end Wednesday,Oct 22nd, @ 11:59 pm EST.
CampinCarl #1 and #2 are totally fine. We can definitely come up with a couple connections for #3. On equipment #4, everyone started off with standard quality weapons, though are attuned to one from ABP. You can have masterwork skill kits and such, so long as its not for like ten different skills. There is also a measure of possessions that could be reasonably found in your residence. And, of course, you are at the heart of the British Empire in London, so you can find pretty much anything with but a little effort.
Herkymr I will send you another PM with a few build thoughts.
Vagabond welcome, I will be interested to see how your character comes together.
ElbowToTheFace any thoughts on what you might be submitting?
DoctorRupertLocke welcome back to the mix

Herkymr the Silly |

Male human alchemist (mindchemist) 3 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
N Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+1 deflection, +2 Dex, +1 enhancement, +2 untyped bonus)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 hanbo +2 (1d6)
Ranged blowgun +4 (1d2) or
. . bomb +5 (2d6+4 fire)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Alchemist (Mindchemist) 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 16
Feats Brew Potion, Extra Discovery[APG], Extra Discovery[APG], Healer’s Hands (+1), Throw Anything
Traits battlefield surgeon, precise treatment
Skills Bluff +3, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +11, Knowledge (engineering) +11, Knowledge (local) +11, Knowledge (nature) +13, Knowledge (planes) +9, Perception +7, Sense Motive +4, Sleight of Hand +8 (+10 on checks to conceal an item in an inside pocket.), Stealth +5
Languages Common, Czech, German, SIgn language, Tagalog/ Filipino
SQ alchemy (alchemy crafting +3), cognatogen (+4/-2, +2 natural armor, 30 minutes), discoveries (infusion, mutagen[UM], precise bombs [4 squares]), mutagen (+4/-2, +2 natural armor, 30 minutes), perfect recall, swift alchemy
Combat Gear cognatogen[UM], mutagen[APG], smelling salts[APG]; Other Gear hanbo, blowgun, adventurer's sash, alchemist starting formula book, belt pouch, belt pouch, flask, hourglass (6 seconds)[APG], ink, inkpen, inside pocket[UW], jewelry[UE], magnet[APG], paper (5), scroll case, sealing wax, signet ring, spell component pouch, tortoise shell snuffbox[ACG], traveling formula book[UE], twine (50')[APG], vial (5)
--------------------
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 This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
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.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The Raven Nevermore |

Under 24 hours to go. I encourage people to finish up their applications, would like to see a variety of options. Below is where everyone currently stands, but please let me know if I missed something.
COMPLETED APPLICANTS
Herkymr the Silly - Bairais Strigh Surgeon, Alchemist (Mindchemist) 3
The Lobster - Madame Minerva Charlatan, Bloodrager (Bloody Knuckle, Crossblooded) 3
YoricksRequiem - Rajni Khatri ??, Swashbuckler (Inspired Blade, Noble Fencer) 1 / Vigilante (Teisatsu) 2
CampinCarl - Mordecai Criminal, Investigator (Antiquarian) 3
Ioc - Zorin Blitz Apothecary, Alchemist (Vivisectionist) 3
Hubaris - Doctor Rupert Locke Charlatan, Mesmerist (Dreamstalker) 3
PARTIAL APPLICANTS
Simeon - ??, Gunslinger / Bard
GrimDog - ??, Investigator or Swashbuckler
Vagabond? - Noble, Investigator
ElbowtotheFace -

Simeon |

Presenting Arthur Shay-Morris, former soldier, crack shot, and enchanting singer!
Arthur Shay-Morris
Human bard (arrowsong minstrel) 1/gunslinger (musket master, mysterious stranger) 2 (Pathfinder Player Companion: Arcane Anthology 30, Pathfinder RPG Ultimate Combat 9, 50, 51)
NG Medium humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 enhancement)
hp 27 (3 HD; 1d8+2d10+8)
Fort +6, Ref +10, Will +6; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 rifle +7 (1d10+5/×4)
Special Attacks bardic performance 7 rounds/day (countersong, inspire courage +1), deeds (deadeye, focused aim, steady aim), grit (3)
Bard (Arrowsong Minstrel) Spells Known (CL 1st; concentration +4)
. . 1st (1/day)—cure light wounds, magic missile
. . 0 (at will) ghost sound (DC 13), mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 10, Wis 14, Cha 16
Base Atk +2; CMB +6; CMD 17
Feats Fabulist, Precise Shot, Rapid Reload, Rapid Shot
Traits black powder fortune, talented
Skills Bluff +9, Diplomacy +9, Intimidate +9, Knowledge (local) +6, Perception +8, Perform (sing) +11, Profession (soldier) +7, Sleight of Hand +8, Stealth +9
Languages Common
Background Soldier
SQ arcane gunnery
Other Gear rifle[UC] with 5 metal cartridge
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Gunnery Can use somatic components while wielding a gun.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Fabulist Bluff check to convince Indifferent or worse creature of tall tale restores 1 grit.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Grit (Ex) (3) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
On a cold day in the winter of 1866, Arthur Shay-Morris was born in a poor district of London. His father was a bricklayer, and his mother a part-time seamstress. Their meager means and six children left them with little, and though they could afford a small roof over their heads and barely enough food to put on the table, they didn’t have much else. Despite that, Arthur’s childhood was happy enough. He rambled the streets with his brothers, attended the local school for poor children, and generally got up to no good. To make a few shillings for the family he would sing on street corners, and proved to be a fair talent at it, even managing to perform in a few of the local pubs. His days of youth couldn’t last, and when he turned eighteen his parents kindly, but firmly, asked him to make his own way in the world. Without much by way of skills to turn to a job, and too soft a heart to turn to crime, he enlisted in the army, to 10 year service for Her Majesty the queen.
With a tearful goodbye from his parents, he shipped off to a recruitment camp in Slough. It was a dismal place, full of bored, petty instructors and the muggy heat of the Thames valley. All the while, he sang. Through long marches and grueling drills, he sang to keep up the morale of his comrades and himself. A few months later, he received his post, a prospect that excited him greatly. He was to go to India, to protect the crown jewel of the Empire.
As he stepped off the boat in Calcutta, he was amazed. India was unlike anything he’d seen. It was a land of wonders around every bend, of lush green countrysides that winter’s chill never touched. There was little time to admire, though. A minor revolt outside of Kanpur needed suppression, and his battalion was dispatched.
As they marched, Arthur sang. His songs sped his platoon along Grand Trunk Road, and after four days of a brisk and surprisingly genial march, they reached Kanpur.
The fighting wasn’t hard, but more than anything Arthur expected. The thin red line made their stand, crushing the rebels with swift and merciless attacks. Arthur was conflicted. It was his duty, and the commitment he’d agreed to, but somehow he expected more romance. This was violence, plain and simple.
There was not time for him to sit and stew. The tensions between the Empire and the kingdom of Burma had reached a breaking point, and troops were needed. Arthur’s battalion was in reasonable proximity, and their service was needed.
The war was fast, not even a month long. It seemed like one day the ships were steaming up the Irrawaddy as he sang what few sailor’s songs he knew, and the next, Mandalay had fallen.
Arthur was stationed in Burma to suppress the many insurgents who wanted to return Burma to it’s rightful independence, and he spent a few happy years there. It was a lovely place, cleaner and greener than London ever was. The food was made with love and spices, and a man could drink and curse all he wanted. He even fell in love with a woman from Mandalay by the name of Kyi. For the first time in his life, he had all he wanted and a person to sing with. They made a fine duet.
If life in Burma was to be his fate, Arthur thought, it wouldn’t be a bad life at all. It was not to last. His platoon was set upon by rebels in the thick and mucky jungles, and their strict tactics were no match for the guerilla strikes of the natives. Though they barely escaped, they had suffered many casualties, and his closest friend in the platoon had sustained life-threatening injuries. He held the man in his arms and sang a song his mother had sung when he was sick. If the man was to die, he would comfort him to the end.
As he sang, the man’s wounds stitched together and within moments, he was back to fighting shape.
He could never explain quite how he did it, no matter who asked. He came to learn that if there was anything the army couldn’t tolerate, it was unknown variables. He was discharged as soon as possible, sent back to London on the soonest steamer down to Rangoon. He never saw Mandalay or Kyi again.
The last few years in London have been miserable. Grey and dingy, with the winter’s chill biting at his bones. The food is bland and the women blander compared to distant Burma. He has found, however, that with song he can accomplish extraordinary things. Minor tricks, levitating objects, and even the very same healing that spelled the end of his military career.
In his dingy flat in London, Arthur waits and dreams of a distant land, hoping fate will call him again. If he strikes it rich, he’ll buy passage back to Mandalay and see his love again.
Arthur is a British man just on the tail-end of youth. He’s reasonably fit, a result of his training with the army. He wears simple worker’s clothes under a trench coat, along with his old service boots. Nothing he’s worn has been quite as well broken in as those. He’s got little use for flashiness or ornamentation.
Arthur, or Art among friends, is a good man at heart, though full of melancholy and nostalgia. He longs for the far-off land and woman that he loves. Though capable of some magic, his relationship with it is strange. He recognizes his incredible talent, and is thankful for however he gained it, and yet curses it for ending the happiest time in his life. He’s a crack shot with his old service rifle, wielding it better than many others. Arthur loves singing more than most other things. He’s done it all his life, and he’ll do it until the end.

The Raven Nevermore |

Alright, we have passed midnight, so the doors are closed and recruitment has come to an end. I will take the next day or two to review each applicant and discuss with the current group. The applicants as it currently stands are:
COMPLETED APPLICANTS
Herkymr the Silly - Bairais Strigh Surgeon, Alchemist (Mindchemist) 3
The Lobster - Madame Minerva Charlatan, Bloodrager (Bloody Knuckle, Crossblooded) 3
YoricksRequiem - Rajni Khatri Apothecary, Swashbuckler (Inspired Blade, Noble Fencer) 1 / Vigilante (Teisatsu) 2
CampinCarl - Mordecai Criminal, Investigator (Antiquarian) 3
Ioc - Zorin Blitz Apothecary, Alchemist (Vivisectionist) 3
Hubaris - Doctor Rupert Locke Charlatan, Mesmerist (Dreamstalker) 3
Simeon - Arthur Shay-Morris Soldier, Gunslinger (Mysterious Stranger) 1 / Bard (Arrowsong Minstrel) 2

The Raven Nevermore |

Ladies and gentlemen, thank you again for all the exceptional submissions. There is a part of me that wishes I had the time and scope to weave a multi-tiered campaign with separate storylines occurring in the same Gothic Victorian setting to include all of you. Sadly, I do not think I am currently up to that challenge. With the departure of another player during this recruitment itself, I have decided to invite three players into the game.
Herkymr the Silly - Bairais Strigh Surgeon, Alchemist (Mindchemist) 3
CampinCarl - Mordecai Magrath Criminal, Investigator (Antiquarian) 3
Simeon - Arthur Shay-Morris Soldier, Gunslinger (Mysterious Stranger) 2 / Bard (Arrowsong Minstrel) 1
Please dot into the game then delete your post to get added to the Character Roster. We will work out how each of you will be introduced into the game. Thank you all again.