LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
At the very least, hitting touch with a Musket should mitigate any bad rolls... unless I keep misfiring.
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
I didn't see the initiative rolls but I imagine one block is at the top of the round and the other is at the bottom with the monster between us. So it will look something like this for who's up for example:
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
Dr. Ethyl "Doc" Ermengarde wrote:
I didn't see the initiative rolls but I imagine one block is at the top of the round and the other is at the bottom with the monster between us. So it will look something like this for who's up for example:
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
That should stop her from bleeding out. For some reason, I thought Iosif had the highest WIS? But it's apparently Alvar. 14 WIS warpriest, everyone. i think I know who's sapping up the luck of all the dice rolls now, anyways. I'm calling it now, Iosif is going to misfire constantly once he has his musket. I marked his path just in case it was unclear, feel free to delete it.
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
Yeah, Iosif has the highest unarmored AC (15) and the highest HP which is why I did that. He's probably going to flee the scene looking for our stuff next. This would go by in like 1 round if he crits with his gun ;)
Now I wonder how that Hex would affect Iosif if it's used against him at level 5 though. Middle of 3 dice?
Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |
I think the general consensus is that using multiple 'roll twice and take better/worse' effects simply adds or removes a die from the roll pool.
So if you had Fortune Hex (1/round ability check, attack roll, saving throw, or skill check and taking the better result) on you, and you also had a spell like Ill-Omen (next d20 roll the target makes, it must roll twice and take the less favorable result) on you, you just add or remove a d20 from the rolling pool.
So for example having 3 distinct roll-twice-and-take-better-result effects on you would ultimately give you a pool of 4 dice to roll, adding two roll-twice-take-the-worse effects at the same time would again reduce that pool by 2.
GM ruling, usually. I don't think there are actually rules for this situation. For some reason. In a minimax-power gaming system such as 3.5e/PF1 of all places.
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
So questions: how is damage being rolled against the enemy (Like with Elyssa's Mind Thrust I)? And are we waiting for Alvar still?
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
And now we're rolling 20s like it's nothing. The dice roller's clearly at home in Briarstone, since it looks like it's getting some severe mood swings. Hopefully it gets the help it needs alongside the rest of us.
Serious Note: I don't mean to make light of anyone who actually suffers from mood swings or other mental diagnoses. As someone who's suffered from mental diagnoses, I thought this was cute enough to post. If anyone feels that I'm being insensitive in this, let me know, and I'll adjust my behavior henceforth. Mental illness is a real thing, and I want to handle it with as much sensitivity as is possible in a game about fighting things and taking their stuff.
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
Yeah, we should probably all follow that advice, Ethyl. This is one of the games where there are more lines to cross than normal in Pathfinder due to the setting.
No transformation sequences on your local Daemonic Cultist, sadly.
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
Question: are we allowed to look for our weapons (i.e. Perception)? Between the improvised penalty and the concentration check, it might be worth it to ask.
Question: are we allowed to look for our weapons (i.e. Perception)? Between the improvised penalty and the concentration check, it might be worth it to ask.
You absolutely may, its why I revealed more of the current dungeon.
Regarding Serious Topics
Yes, this is a dark AP and I - along with having my own history of mental health issues - would like to make it known that I will hold no tolerance for deliberate harassment or insensitivity towards my players' well-being. If I cross a line, do PM me and let me know. I'm mildly autistic and can't tell if I was offensive till its too late, more often than not. I wanted to explore the themes common in cosmic horror, but I don't want to cross lines my players don't want to.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
Likewise, I would appreciate being told if I've gone too far - I think I'm usually sensitive to this sort of thing, but as with our GM, I'm on the spectrum, so I might not notice if no one tells me.
EDIT: Side note. Are doppelgängers aberrations? I thought they were monstrous humanoids, hence the comment. I don't mind if they are (I get bonuses against them!) but I thought I'd bring it up.
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
Does the musket come with ammunition, is the big question in terms of action economy.
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
A few character musings:
1. I hope no one minds that Alvar is being a bit bossy/take-charge in these circumstances. I put it down to the Foe of the Strange trait, combined with their infernal heritage demanding there be some form of order.
2. I find it interesting (a serendipitous coincidence, really) that despite being hellspawn, with an intrinsic desire to enforce their order on the world through their will, their two opposition schools are Enchantment and Evocation - two of the most direct schools to do just that. Further, abjuration does a lot of protection rather than enforcement. Just something interesting for me (and the GM) to consider.
3. I'm actually undecided on their biological sex. I'm tempted to have them hermaphroditic, because that sometimes happens with tieflings more often than with humans. However, I suspect that Hell is exactly the kind of place that would enforce a gender binary - being a place that absolutely dislikes anything that breaks the rigid taxonomy it would enforce on all the universe, plus being, y'know, evil.
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.
We may want to rest anywith all the spells we were throwing around.
Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
Treating Deadly wounds might also get you up, if we're lucky on the Heal roll... but yeah, that seems... unlikely. We'd need to hit 25 to get you to disabled, which means we'd need to roll aid anothers. From there, we'd get a total of +6, and then +3 from either Alvar or Nyarai's Wisdom, and -4 for no healer's kit. That's +5, which means we'd need a natural 20. Yeah, no, almost certainly not happening.
So yes, hopefully you can either retroactively get a potion, or we're gonna have to wait.
Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |
Dr. Ethyl "Doc" Ermengarde wrote:
Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.
We may want to rest anywith all the spells we were throwing around.
Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.
I have two more level 1 spells available. Just waiting for someone to resolve the shapeshifting problem standing in the room with Elyssa.
Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.
We may want to rest anywith all the spells we were throwing around.
Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.
That is acceptable.
PS, congratulations. Y'all are the first group in some time that managed to keep Campre alive.
Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.
We may want to rest anywith all the spells we were throwing around.
Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.
That is acceptable.
PS, congratulations. Y'all are the first group in some time that managed to keep Campre alive.
TN M Human | Mustket Master 1 | HP 12/12, 1 NL, San 34/36 | AC 17 T 15, FF 12, CMD 16, ST 2, Edge 18 | Fort +3 Ref +7 Will +2 | Init +5 | Per +7 LOADED: Paper
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Since it seems that we may find our gear soon could I retroactively have a crafted cure light wounds potion in my gear? I fear the party has exhausted it's healing capabilities without a rest.
We may want to rest anywith all the spells we were throwing around.
Alternatively there's a chance I'll wake up in an hour and be able to prep an extract for myself.
That is acceptable.
PS, congratulations. Y'all are the first group in some time that managed to keep Campre alive.
Thank you! I've made the necessary changes on my sheet.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 1 | HP 5/9 | AC 17, touch 13, flat-footed 14 | Sanity 48/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB -1, CMD 12 | Fort +2, Reflex +3, Will +5 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 3/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 45 minutes
Apropos of this: I think those of us who post a lot should probably slow down a bit at least on plot-progression for those who don't, so they get the chance to do stuff too.
I agree to this. I don't want to slow down too much, but carrying on at a breakneck speed helps no one either.
The holidays aside, I'd like to ask my players what is the timeframe you'd like me to wait before I push on with plot progression? 24-hours, 48? I should have asked sooner, but I had a few other things going on at the time and forgot a few details like this.
LN F Half-Elf | Alchemist (Vivisectionist) 1 | HP 11/11, 1 NL, San 32/34 | AC 18 T 16, FF 13, CMD 16, ST 2, Edge 17 | Fort +4 Ref +7 Will +0, +2 vs Enchantment | Init +11 | Per +9 SM +0 | Speed 30ft | Conditions:
Sylph Ashiftah Hedge Witch 1 | Init +3 | Perc: +7, SM: +7 (DV 60ft) | HP 8 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +1 | CMD + 14 | Fort +2 Ref +3 Will +4 | Speed: 35 ft | Sanity 42/43 |
Oh, I'm looking at the thread. It's just the character that's timid. For now.
In other news, I aim to drop at least a post per day. But if I'm quiet for two days, please bot me or move things along. In the event of me not being available, I will let you know in advance.
That said: If you bot me, don't use cackle, and cause 5 hexes to drop... Well, I don't have a particular set of skills like Liam, but I -will- be slightly miffed.
I will also operate under the assumption that unless specified, the amnesia is not going away. And following that up - would the characters know their names at this point?
Oh, I'm looking at the thread. It's just the character that's timid. For now.
In other news, I aim to drop at least a post per day. But if I'm quiet for two days, please bot me or move things along. In the event of me not being available, I will let you know in advance.
That said: If you bot me, don't use cackle, and cause 5 hexes to drop... Well, I don't have a particular set of skills like Liam, but I -will- be slightly miffed.
I will also operate under the assumption that unless specified, the amnesia is not going away. And following that up - would the characters know their names at this point?
Understood, no wasting cackles or hexes.
I was going to follow the thread that no one knew their names upon waking up in the asylum, however some have remembered their names and I'm not going to backpedal. I'll let you have your names and rudimentary knowledge of your abilities, but Elyssa's dark side doesn't know what's going on anymore than Elyssa herself and there are no clerics to pray to a deity for answers either. The amnesia isn't going away that easily.
You will not be long without spellbooks, extracts, or familiars. I suppose spontaneous casters and more mundane classes would have an edge for a bit. I'm willing to make a ruling to let prepared spellcasters - if any - get picked they'll start playing as if they had prepared spells for the day.
You will not be long without spellbooks, extracts, or familiars. I suppose spontaneous casters and more mundane classes would have an edge for a bit. I'm willing to make a ruling to let prepared spellcasters - if any - get picked they'll start playing as if they had prepared spells for the day.
2. Ironperenti's Alexio Casara Human archon blooded aasimar flood flourisher hunter with the 'mind over matter' campaign trait
Concepts
Rosc's oozemorph shifter or synthesis summoner
Critzible's changeling spiritualist
TheWaskally's wizard
Luke_Parry's half-elf amnesiac psychic
Veltharis Cabalist Vigilante or Dark Tapestry Oracle
Javell DeLeon's half-orc unchained barbarian
Liliyashanina bloodrager/fractured mind
Pro-Tip: When keeping track of entries like this, I like to use an old profile. While replying will copy things, when a list gets really long there is a cut off point. Keeping the information in a profile lets you just edit the profile and copy from there. It makes keeping the list updated much easier. With that in mind, please tell me if I put your character in the wrong slot.
Taking a look through some of these characters, and I'm thinking about making a more Lovecraftian character to fit the rest of the characters. I'm working on an arcanist specializing in exploits of the outer rifts for consideration, hopefully fitting better with the Lovecraftian theme of the setting.
The GameMaster has been inspired by Bloodborne, Darkest Dungeon, the Sinking City, and “supernatural procedurals” such as Grimm (2011), Sleepy Hollow (2013), and Constantine (2014) for your sessions, and recommends referencing such materials for tone.
Well, color me more than a little intrigued.
Rolling stats:4d6 ⇒ (6, 5, 3, 4) = 18
Them's good rolls too. There's a somewhat spooky PC that's been rattling around in my head for a while who might be a good fit. I'll see if I can wrangle her down into prose and numbers. But 'tis the season and wrestling specters (especially those of the imagination) is a dangerous endeavor, so should you never hear from me again, I'll wish the game all the best and give all due kudos to the GM for hosting one such.
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Milica has been given a slight remodel. Ecclesitheurge has been dropped. I can't figure out a good way to mitigate the AC problems without armor aside from a dip into oracle or martial artist chained monk and I'd rather not. So, Varisian Pilgrim only.
I switched the campaign trait to True Devotion. Sensitive Mind overlaps too much with the Starchild half-elf trait.
I might throw my hat in here. I have Alvar the Wayfarer, a tiefling Eldritch Mythos Scholar. I'll need to fill out the majority of the mechanics, though, so I'll get on that when I have the chance.
Source PRPG Core Rulebook pg. 219
Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Spells Copied from Another’s Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must f irst decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.
Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch’s spell list.
Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.
Familiar Teaching Familiar: A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.
Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.
Iomadae turns her frosty blue eyes in reproach.
I cannot have it.
Pharasma only nods. Her white irises betray no judgement.
Yes. But I can.
Iomadae coughs in surprise!
That has never been done! It's ludicrous! He has been named Stained!
The goddess of Prophecy only nods.
I claim him for this. Judgement will be brought at his appointed time. As are all.
The goddess of Valor nods in concession.
He will be Tortured. He is yours.
Darkness.
Distancing echo of....crushing weight of....
...are those screams? Are those my screams?
The disillusionment diminishing. The guillotine of guilt hangs invitingly. His blue-green eyes focused on it.
My Savior?
Pale irises stare back at him. He feels a sudden disconnect. He is lost! Forsaken! Forever dirty, disabled, damaged. The Pale irises only stare. Waiting. Watching. Wondering....
Insinuators are kind of the least evil antipaladins, and if they prepare properly, they are actually capable of "smiteing the greater evil". Or not having an evil aura.
I wanted to say to the GM that the backstory in my profile is intended as a broad overview, and that you can freely add details or other incidents to it. It's very deliberately vague, the better to keep Alvar a mystery to me.
This may go without saying, but I wanted to be sure to make it clear.
Forgot how I originally posted on here. This is ironperenti's submission. Here it is finally, I left most of the standard 20 questions blank as I don't know. As for this character it took me far too long and created far more angst than it should have. But after much ado in my own head I present Alexio, a Varisian born Aasimar scion of humanity Brawling Blademaster Samurai. I could come up with a backstory but it would be fun to see how the GM would tie that one together. Selected or not it was fun to make. Luck to all.
Okay! Bounced around a few ideas but I'd like to mix it up by bringing back an old concept I've had kicking around for a long time. I would like to submit Doctor Meiosa, a former(?) Lamashtu cultist who has/had an obsession with body modification.
Intro.
Backstory…?:
Even before the “incident” that left her in her current state, the woman who now calls herself Doctor Meiosa had a hazy memory of things that came before. A collection of moments and emotions, more than anything.
A body, born into shame and left by behind.
Markets. Chains.
Underground. Surrounded by others who are broken. Mother. Welcome.
A man, brilliant and unflinching, puts her under the knife and lets it out. He sets her free.
Eager to learn, she becomes the apprentice. Sheets and studies and bodies and organs.
Something that is not human, captured and harvested. Some of it is put into her. It feels so….natural.
She discovers a hunger within her. An irresistible need for change. Hunt. Harvest. Implant. And hunt again.
Many rituals for Mother. Many children. Head is foggy. The Harvest brings clarity.
Many hunts. Many discoveries. The body is barely even human.
What is human? It is the chrysalis. Must find more.
New hunt. New quarry. Ustalav….
Doctor Meiosa:
A woman of garundi heritage stands before you, hands gripping a spear, her body covered in a lattice of surgical scars. Vials of various liquids and glass jars with visceral contents hang from various belts and straps. Her form is muscular, though somewhat asymmetrically, as if things had been surgically added and then taken away.
Dr. Meiosa
Female Vivisectionist Alchemist 1
N Medium Humanoid (Human)
Init +5; Perception +5
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +3 (+1 vs extraordinary, spell-like, and supernatural abilities of aberrations)
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Offense
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Speed 30 ft.
Melee longspear +5 (1d8+7), dagger +5 (1d4+5)
Ranged 5 javelins +1 (1d6+5)
Extracts prepared (CL 1st; concentration +3)
1st - cure light wounds, enlarge person
--------------------
Statistics
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Str 20, Dex 13, Con 14, Int 15, Wis 12, Cha 8
Base Atk +0; CMB +5; CMD 16
Feats (b)Brew Potion, 9b0Throw Anything, Iron Will, (b)Improved Initiative
Traits (Ca)Foe of the Strange, (Ra)Scholar of Ruins (Dungeoneering), (Fa)Indomitable Will
Skills Craft (Alchemy) +6 (+1 when crafting alchemical items), Disguise +0, Heal +5, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +7, Knowledge (Nature) +6, Lore (Organ Transplants) +6, Perception +5, Spellcraft +6,
Languages Abyssal, Common, Undercommon
Combat Gear leather armor, acid, alchemist’s fire
Other Gear explorer’s outfit, alchemist’s kit, midwife’s kit (7/10 uses), wooden unholy symbol of Lamashtu (broken), 17 gold
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Special Abilities
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Alchemy Allows for the creation of alchemical items. Details here. Mutagen +2 natural armor, +4 bonus to a physical stat, -2 penalty to a corresponding mental stat for 10 minutes. (Str/Int, Dex/Wis, Con/Cha)
Sneak Attack 1d6
Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
(4/100 pages)
1st: crafter’s fortune, cure light wounds, enlarge person, polypurpose panacea
General Gameplan:
As you can see, Meiosa is a brute alchemist with an emphasis on melee combat. As she levels, she will lively go heavy on the alchemist discoveries that include overt physical mutations and strong themes of body horror.
Surely, things will only get better for her once aberrations are introduced into the equation.