
GM Madman |

”This one was brought here in a coma a few hours ago. Its not what we normally do, but we haven't been able to make arrangements for a transfer yet.” You hear these words echo through your head for what feels like a hundred thousand years. Restrained by an unseen force, unable to do anything but listen. Only in the last couple thousand have you noticed that screams and sobs have overlain the words. Slowly the words fade, replaced completely with faint cry of pain that last for another hundred thousand years. Then silence... You scream, but nothing happens, you cry, but nothing happens. This goes on for years more, you hadn't thought you could be driven anymore mad than you already had been, oh how wrong you where.
The silence breaks your mind, at first its only fractures, then pieces begin to fall away. You forget everything about the time before the long wait. And then, just before your mind goes completely, you hear it. ”This one was in a coma before this stuff started, the other two are actually hurt though. If you can help them that would go a long way towards helping us out” The return of a sound sparks something inside of you that begins to corrode the bonds holding you down. A grim determination to break free that you previously thought yourself incapable of rises. All you know is that even if it takes another hundred thousand years you will break free from this, and you will find an answer for the long wait.
~
Hello everyone!
I have just recently taken up the reigns as GM on a Strange aeons campaign that our previous GM abandoned. As such, we need a new player to fill my spot. No particular roll is needed as I feel the party is pretty well off, so your class choice likely wont affect your chances. Here's the roster
What will affect chances is making an out of theme character. We all went into this wanting horror feel and I would like to see that reciprocated in your characters, essentially, spooky themed/occult stuff will have a small preference. That's not saying you cant play something a bit more traditional, just put a horror spin on it!
Anywho, I've rambled long enough.
~
Character creation!
20 PB
2 traits + Campaign trait
Drawbacks are allowed
All official Paizo material is acceptable
Yes even chained summoner
No third party under any circumstances
And remember, if you have an idea that doesn't quite fit within the bounds of pathfinder, I'm willing to work with you. So don't be afraid to ask for a concession on something to make your idea work.
Recruitment will be open until 9/16 at 12:00 pm EST.
May my decision be a hard one.

mdt |

I had submitted to this AP about a year ago with a character who had basically Multiple Personality Disorder. To do it, I used the Vigilante. The 'Hero' persona was constant, and the one the Players interacted with at the start. The 'secret' identity was all her other personalities, with each one localized to a specific city or area.
What would you think of that?

Gilthanis |

Read through some of the posts, and saw that the group is level 2. Should we make them at level 2 or 1?
Also, what's are wealth?
Is evil allowed, I have always wanted to try an anti-paladin. Main focus is to get out of the asylum, and make the person/thing/creature/etc pay for using him as a "pawn/plaything/whatever goal it was"
--------
If Anti-P is not allowed, I was thinking of a Psyconaut Alchemist with the Mind-Swapped campaign trait.

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Dot, this Is Vlad, the dhampir you PM'd .
I'm painting myself Interested, and figureing out what I'd like to play.
Most likely I'll shoot for something Occult, or spell-caster related.
Although Im thinking I may apply my old Inquisitor of Pharasma, with adjusted stats and such of course.
The living Grimoire has also caught my interest.

Azih |

Hi, here is a Psychic Detective (Invesitigator archetype) who's pretty heavy on the skill side of things. Thanks for the consideration!
Peyton Female Half-Elf Psychic Detective: Hide
N medium humanoid
Init +1 (1 dex)
Perception +1+1+3+2=+7 (1 rank, 1 wis, 3 class, 2 race)
STR: 15 DEX: 12 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 12 CHA: 10
DEFENSE: Hide
AC 13 (10 + 2 armor +1 dex )
T 11 (13 - 2 armor)
FF 12 (13 - 1 dex )
hp 10 ( 8 + 1x1 (con) + 1x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 3 (2 base +1 dex)
Will 6 (2 base + 1 wis +3 feat) Special: +2 racial against enchantment spells and effects, +2 trait against emotion and fear, +2 trait against charm and compulsion.
CMD 12 (10 + 2 Str + 0 BAB)
Special: Racial immunity to magic sleep effects
OFFENSE: Hide
Speed 20 ft
Melee Longspear 2 (2 str + 0 BAB) (1d8/x3) 1d20+2;1d8+2
Range Alchemsit Fire 1 (1 dex + 0 BAB) (1d6/x2) 1d20+1;1d6
Space 5 Reach 5
BAB 0
CMB 2 (2 STR +0 BAB)
TRAITS:: Hide
Campaign
Methodical: Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).
Knowledges picked: Arcana, Dungeoneeering, and Planes. Arcana has Research Skill Focus
Combat:
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Race:
Child of Two Peoples: You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents
FEATS: Hide
First: Iron Will
Race: Skill Focus (Stealth)
SKILLS: Hide
6 per level + 3 Int bonus + 2 background
Class Skills are
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Note: Acrobatics, Climb, and Perform removed due to Archetype.
Adventuring Skills
Acrobatics +1=+1 (1 dex)
Bluff +0
Climb +2=+2 (2 str)
Diplomacy +0
Disable Device +1+1+3=+5(1 rank, 1 dex, 3 class)
Disguise +0
Escape Artist +1=+1 (1 dex)
Fly +1=+1 (1 dex)
Heal +1=+1 (1 Heal)
Intimidate +0
Knowledge (arcana) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait) special: +3 additional when researching in library
Knowledge (dungeoneering) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait)
Knowledge (local)
Knowledge (nature)
Knowledge (planes) +1+3+3+1=+8 (1 rank, 3 int, 3 class, 1 trait)
Knowledge (religion)
Perception +1+1+3+2=+7 (1 rank, 1 wis, 3 class, 2 race)
Ride +1=+1 (1 dex)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+7 (1 rank, 3 int, 3 class)
Stealth +1+1+3+3=+8(1 rank, 1 dex, 3 class, 3 skill focus)
Survival
Swim
Use Magic Device +1+3=+4 (1 rank, 3 class)
Background Skills
Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility) +1+3+3=+7 (1 rank, 3 int, 3 class)
Linguistics
Lore
Perform
Profession
Sleight of Hand
GEAR: Hide
Ranger's Kit 9 gp
Mapmaker's kit 10gp
Compass 10gp
Thieve's tools 30 gp
Caltrops 1 gp
Worn:
Leather Armor 10 gp
Adventurer's outfit (free)
Wielded:
Longspear 5 gp
Alchemist fire 20 gp
10 GP leftover
Special Abilities: Hide
Race:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Blended View: Half-elves can take this trait in place of multitalented. Source PPC:BoS
Class:
Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Spell Casting:
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.
She can cast any spell she knows without preparing it ahead of time.
To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.
The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.
She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
Spells: Hide
Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
Spell Slots per Day
1st: 1+1= 2 (1 level, 1 int bonus)
Knacks (DC 13)
Telekenetic Projectile
Grave Words
Mage Hand
Detect psychic significance
Level 1 (DC 14)
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.
Color Spray
Mind Thrust

GM Madman |

Good to see there's a good amount of interest here!
mdt: Sounds good, mental disorders are a pretty big theme so you'd fit real snugly into the feel of the AP
Gilthanis: I knew I'd forgot something STARTING LEVEL IS TWO. STARTING WEALTH IS 150gp.
On the subject of evil and anti-paladins, I will not say no, but it will be a Case by case sorta thing. I can definitely see a place for a heartless bastard in this AP.
Sapiens: Necromancy may well be the one thing that wont fly, our bloodrager has shown some superstitious attitude towards the dead. Not to mention undead are prominent enemies, so you may find yourself lacking in material.

Dervak |
1 person marked this as a favorite. |

As the player of the Bloodrager in question, I wouldn't be directly hostile to a necromancer (but potential allies might be).
The reason I gave him the quirk of being superstitious and fearful of the dead is that nothing kills a horror atmosphere like PCs who aren't horrified by anything. Where it's "Oh, okay, we climb up the mountain of corpses, no big deal." Where PCs act as if everything is knowable and stattable to them. Where the horrific is just commonplace and taken for granted.
So if you want to play something that would be especially horrific in Lovecraft's world, Dervak might respond with revulsion. Obviously he won't flip out about everything.

Azih |

Done. No background skills in this game right? Will change that too. Assumed 1/2 HD +1 for level up HP.
N medium humanoid
Init +1 (1 dex)
Perception +1+1+3+2=+8 (2 rank, 1 wis, 3 class, 2 race)
STR: 15 DEX: 12 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 12 CHA: 10
DEFENSE: Hide
AC 13 (10 + 2 armor +1 dex )
T 11 (13 - 2 armor)
FF 12 (13 - 1 dex )
hp 17 ( 8 + 5 + 2x1 (con) + 2x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 4 (3 base +1 dex)
Will 7 (3 base + 1 wis +3 feat) Special: +2 racial against enchantment spells and effects, +2 trait against emotion and fear, +2 trait against charm and compulsion
Special: +1 class bonus on saves against psychic spells and spell like abilities.
CMD 13 (10 + 3 Str + 0 BAB)
Special: Racial immunity to magic sleep effects
OFFENSE: Hide
Speed 30 ft
Melee Longspear 3 (2 str + 1 BAB) (1d8/x3) 1d20+2;1d8+2
Range Alchemsit Fire 2 (1 dex + 1 BAB) (1d6/x2) 1d20+1;1d6
Space 5 Reach 5
BAB 1
CMB 3 (3 STR +0 BAB)
TRAITS:: Hide
Campaign
Methodical: Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).
Knowledges picked: Arcana, Dungeoneeering, and Planes. Arcana has Research Skill Focus
Combat:
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Race:
Child of Two Peoples: You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents
FEATS: Hide
First: Iron Will
Race: Skill Focus (Stealth)
SKILLS: Hide
6 per level + 3 Int bonus
Class Skills are
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Note: Acrobatics, Climb, and Perform removed due to Archetype.
Adventuring Skills
With Ranks
Disable Device +1+1+3=+6(2 rank, 1 dex, 3 class)
Knowledge (arcana) +1+3+3+1=+9 (2 rank, 3 int, 3 class, 1 trait) special: +3 additional when researching in library
Knowledge (dungeoneering) +1+3+3+1=+9 (2 rank, 3 int, 3 class, 1 trait)
Knowledge (planes) +1+3+3+1=+9 (2 rank, 3 int, 3 class, 1 trait)
Perception +1+1+3+2=+8 (2 rank, 1 wis, 3 class, 2 race)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+8 (2 rank, 3 int, 3 class)
Stealth +1+1+3+3=+9 (2 rank, 1 dex, 3 class, 3 skill focus)
Use Magic Device +1+3=+5 (1 rank, 3 class)
With No Ranks
Acrobatics +1=+1 (1 dex)
Bluff +0
Climb +2=+2 (2 str)
Diplomacy +0
Disguise +0
Escape Artist +1=+1 (1 dex)
Fly +1=+1 (1 dex)
Intimidate +0
Ride +1=+1 (1 dex)
Survival = +1=+1 (1 wis)
Swim +2=+2 (2 Str)
No Ranks and can't use untrained
Heal +1=+1 (1 Heal)
Knowledge (local)
Knowledge (nature)
Knowledge (religion)
Background Skills
With Ranks
Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (nobility) +1+3+3=+7 (1 rank, 3 int, 3 class)
Without Ranks
Perform
Craft
No Ranks and can't use untrained
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Linguistics
Profession
Sleight of Hand
GEAR: Hide
Ranger's Kit 9 gp
Mapmaker's kit 10gp
Compass 10gp
Thieve's tools 30 gp
Caltrops 1 gp
Worn:
Leather Armor 10 gp
Adventurer's outfit (free)
Wielded:
Longspear 5 gp
Alchemist fire 20 gp
Consumable:
Potion of CLW 50
5 GP leftover
Special Abilities: Hide
Race:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Blended View: Half-elves can take this trait in place of multitalented. Source PPC:BoS
Class:
Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Psychic Meddler (Su) : At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
Spell Casting:
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.
She can cast any spell she knows without preparing it ahead of time.
To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.
The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.
She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
Spells: Hide
Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 5 3 — — — — —
Spell Slots per Day
1st: 2+1= 3 (2 level, 1 int bonus)
Knacks (DC 13)
Telekenetic Projectile
Grave Words
Lullaby
Detect psychic significance
Ghost Sound
(Mage Hand level 3)
Level 1 (DC 14)
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.
Color Spray
Remove Fear
Heightened Awareness

Li Huli Jing |

Li Huli Jing's character sheet
Jing is a Vigilante Warlock, she throws ice from her fingertips. Each new town she develops a new personality and uses it to generate renown for her 'base' identity.

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Alright, being raised as a very pure and destined member of the church, Suluna was raised in hope to inherit a great power. In the form of a powerful magical holy text. Only yo discover that the holy text has been corrupted by the touch of a great old one. She is enthralled for a while, only able to break her curse after much time, destroying the book and setting herself free, however the church sent her away to help her cope... That is until something happened causing her to join with the group :P

SteelGuts |

Hello guys! This AP seems very interesting, here is my submission:
Ilia, a young Varisian woman of sixteen years old, who wears colorfull scarves and posses a sharp, muscular body. She could have been considered gorgous but the gloomy yellow light inside her eyes, her sharp teeth and her wicked smile make people uncomfortable.
As you can see in her statistics, she is far scarier than just a young human. She has no clue about what happened to her in the last years, but we can see a huge brand, mark of a slave owner, on her back. She does not know the origin of her shapeshifting abilities.
She only has a few memories from her childhood. She was considered odd, arrogant and sneaky by the other childrens, but also patient, cold-tempered and helpfull. The last true remembrance of her ealy years are the massacre of her clan by frightening Cheliaxians knights in heavy black armors. Who knows, maybe she will be able to find peace with the right company?
I was inspired by your instructions and the AP guide. I hope it is the kind of chracter concept you are looking for. It was written that it was important for the heroes to suffer from some sort of amnesia. I still have the gear and the background to flesh out a little bit, but the majority of the work is done. Of course I'm not planning to play her in any way that could hurt the group or the teamwork, even if she is evil. I think the countless hordes of ennemies will be enough for her to calm her anger towards society. For the time being, she worships the Reaper of Reputation. If there are any issues I can change whatever is needed. Sorry if there are mistakes, I am not yet used to PbP, and English is not my mother tongue.
Ilia
Skinwalker (Werecrocodile) Brawler (Snakebite Striker) 2
Medium Humanoid (Shapechanger) Neutral Evil
Init : +2 Senses : Perception +5, Low-Light Vision
Defense :
AC : 12, flat-footed 10, touch 12 (+2 DEX)
HP : 20 (2d10+4)
Fort : +5 Ref : +5 Will : +1
Offense :
Speed : 30ft
Melee : Unarmed Strike +5 (1d6+3) x2
Special : Brawler’s Furry (TWF -2), Sneak Attack +1d6, Shapeshift +2 Str
Statistics :
Str : 16(18) Dex : 14 Con :14 Int :8 Sag : 10 Cha : 12
Base Attack : +1 CMB : +4 CMD : 16
Feats : Weapon Focus (Unarmed Strike) (1)
Dirty Tactics (Bonus 2)
Skills : Perception +5, Stealth +10, Bluff +6, Acrobatics +8
Special : Armor Penalty 0, -4 charisma skills based when in skinwalker form
Traits : Armor Expert
Indomitable Faith
Pugnacious (AP)
Languages : Common, Varisian
Gear :
Abilities:
Change Shape (Su) : A skinwalker can change shape into a bestial form as a standard action. In bestial form, a werecrocodile gains a +2 racial bonus Strength. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
• Bite attack that deals 1d6 points of damage
• Darkvision to a range of 60 feet
• Swim speed of 30 feet
• Ferocity (Pathfinder RPG Bestiary 300)
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages on page 5) allow skinwalker characters to select from different sets of bestial features.
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Phntm888 |
Here is my submission, an aerokineticist with the electric blast. I hope he fits what you were looking for.
Torrel Vreen
Male human (Varisian) aerokineticist 1
CN humanoid (human)
Init +3; Perception +7
Favored Class: Kineticist
FCB: +2/6 Extra Wild Talent combat feat
--------------------------------------------------------------
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor+3 Dex)
HP 22 (2d8+6 Con+3 Toughness)
Nonlethal damage 0; Burn 0/6
Fort +5, Ref +5, Will +1
Defense Talents enveloping winds (20% ranged miss chance)
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee kinetic blade +4 (1d6+1, x2, electricity, touch)
Melee dagger +4 (1d4, 19-20/x2)
Ranged kinetic blast +4 (1d6+1, x2, 30 ft)
Ranged dagger +4 (1d4, 19-20/x2, 10 ft)
Infusions Known – kinetic blade
Kinetic Blasts – electric blast
Utility Wild Talents known – air shroud, basic aerokinesis
-------------------------------------------------------------
STATISTICS
Str 10, Dex 16, Con 17, Int 12, Wis 12, Cha 9
Base Atk +1, CMB +1, CMD 14
Traits Armor Expert, Sensitive Mind (Sense Motive)
Feats AP (light), Toughness, Weapon Finesse, Weapon Proficiency (simple weapons)
Skills (ACP -1) Acrobatics +7, Knowledge (nature) +6, Perception +7, Sense Motive +7, Stealth +7, Use Magic Device +4
Languages Common, Varisian
SQ Burn, elemental defense, elemental focus (air), gather power
Other Gear 2 daggers, light crossbow with 20 bolts, chain shirt, kineticist’s kit (backpack, belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin), explorer’s outfit, 1 gp
Torrel is dressed in Varisian garb and is clearly of Varisian descent. He was a member of the Sczarni, based out of Ustalav who has memories of committing various low-level crimes - scams, robberies, the occasional mugging. He and the other members of his gang would travel the countryside, looking for easy marks, going here and there. Torrel has never known another life.
However, his memories are faded. He cannot remember his name or anything about his clan. He vaguely remembers being a bit of a criminal, but nothing else. The voice that seems to break through his coma causes him to think but a moment. Who am I? Where am I? Most importantly - can I escape?

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This is going to be a bit of an experiment, but I'm writing my character according to Major Arcana tarot cards.
Appearance: 1d22 - 1 ⇒ (11) - 1 = 10 Wheel of Fortune
Personality, interior: 1d22 - 1 ⇒ (6) - 1 = 5 The Hierophant
Personality, exterior: 1d22 - 1 ⇒ (1) - 1 = 0 The Fool
Background, birth: 1d22 - 1 ⇒ (13) - 1 = 12 The Hanged Man
Background, father: 1d22 - 1 ⇒ (16) - 1 = 15 The Devil
Background, mother: 1d22 - 1 ⇒ (3) - 1 = 2 The High Priestess
Background, growing up: 1d22 - 1 ⇒ (1) - 1 = 0 The Fool
Background, adversities: 1d22 - 1 ⇒ (13) - 1 = 12 The Hanged Man
Background, an enemy: 1d22 - 1 ⇒ (9) - 1 = 8 Strength
Background, overcoming adversities: 1d22 - 1 ⇒ (3) - 1 = 2 The Hierophant
Background, something gained: 1d22 - 1 ⇒ (21) - 1 = 20 Judgement
Background, something lost: 1d22 - 1 ⇒ (22) - 1 = 21 The World
Background, life goal: 1d22 - 1 ⇒ (19) - 1 = 18 The Moon
So here he is.
CG Male Tiefling Arcanist (Tarroh Student) 2
Init +3; Senses Perception +4, Darkvision 60 ft.
Arcane Reservoir 4/5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP 12 (6+1 + 4+1)
Fort +2, Ref +3, Will +4
Resistances cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee
- Quarterstaff +0 [1d6-1][Bludgeoning] x2
- Dagger +0 [1d4-1][Slashing/Piercing] 19-20/x2
Ranged
- Dagger +4 [1d4-1][Slashing] 19-20/x2
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +0; CMD 12
Favored Class Bonus +1 skillpoint/level
Racial Traits
- +2 to Bluff and Stealth
- Elemental Resistences
- 1/day darkness SLA
- Darkvision
Traits
- Adopted (gain the human race trait below)
- Harrow Chosen (gain ancestral harrow deck, grants +2 to divination CL)
- Clever Wordplay (Use Int for Diplomacy)
- Methodical Mind (+1 to Knowledge(arcana, dungeoneering, local), +1 to concentration, something about libraries)
Drawback Foul Brand (hand) (-1 to Disable Device, Disguise, Sleight of Hand)
Feats
- Armor of the Pit (+2 natural armor)
- Psychic Sensitivity (bonus, grants occult unlocks)
Skills(ranks) [2 base +4 Int +1 FCB = 8/level]
- Diplomacy +7 (2 ranks, +4 Int, +3 class)
- Knowledge(arcana) +10 (2 ranks, +4 Int, +3 class, +1 trait)
- Knowledge(dungeoneering) +9 (1 rank, +4 Int, +3 class, +1 trait)
- Knowledge(local) +9 (1 rank, +4 Int, +3 class, +1 trait)
- Knowledge(religion) +8 (1 rank, +4 Int, +3 class)
- Linguistics +8 (1 rank, +4 Int, +3 class)
- Perception +6 (2 ranks, +1 Wis, +3 class)
- Sense Motive +6 (2 ranks, +1 Wis, +3 class)
- Spellcraft +9 (2 ranks, +4 Int, +3 class)
Occult Skill Unlocks
- Phrenology [Knowledge(arcana)] (DC variable to gain information from skulls)
- Hypnotism [Diplomacy] (DC 20+Will to implant a suggestion or improve recollection)
- Automatic Writing [Linguistics] (DC 20 to get augury)
- Prognostication [Sense Motive] (DC variable to divine information about a creature)
- Read Aura [Perception] (DC variable to read information about a creature's status)
Languages Common, Varisian, Elven, Dwarven, Draconic, Infernal, Undercommon
SQ Arcane Reservoir, Tarroh Reservoir (1/day choose a suit, draw nine cards and gain 1 point each time the suit appears)
Magic Items --
Scrolls --
Mundane Items Arcanist's Kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin), compact spellbook(50 pages)
Usable Items
Encumbrance 27/26-53-80 lbs. (medium load), 6/26-53-80 without backpack
Money 150 GP
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Spells Known
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CL 2 Concentration +7 (2 CL +4 Int +1 trait)
Level 0
- All of them
Level 1
- Mage Armor
- Color Spray
- Expeditious Retreat
- Shield
- Magic Missile
- Grease
- Vanish
- Magic Weapon
- Disguise Self
Spellbook pages 20/50
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Spells prepared (inf/4 spells per day 0/1)
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Level 0
- Dancing Lights
- Detect Magic
- Read Magic
- Disrupt Undead
- Acid Splash
Level 1
- Grease
- Mage Armor
Appearance: Two things are easily seen about Niro: his fiendish blood and his Varisian upbringing. Whether it's his ashen, thick skin, his colorful kapenia scarf, his reptile eyes or the weathered harrow deck he constantly twirls in his hands, anyone could get this information from him. He's shorter than average and thinly built, his small frame and his unnatural skin giving him an appearance of sickly pallor that is contrasted by his love of colourful clothing, favoring blue accented with sun tones.
Personality: As with all tiefling, Niro is old beyond his looks. He was forced by life to be smart, cunning, and somewhat wise, but he has also learned not to show himself as such, since folks may dislike a tiefling, but will fear a smart tiefling. So he keeps up a foolish act, pretending to be an empty-headed academic, detached from wordly affairs.
Background: In any place less tolerant than Varisia, in many churches less open than that of Desna, Niro would have been smothered in the crib. A high priestess having a child with a fiendish creature, the scandal was renowned throughout Magnimar. A thousand stories whirled around from mouth to mouth, that she had fallen to lust for a caprine demon, that she had been forced, charmed, duped, that the father had been cleverly disguised and that she had been corrupted during the pregnancy. The truth was never to be known, as Calisca Vlacescu fled the city in a moonless night, holding his newborn baby as she rode through the eastern gate on a stolen horse.
We lose trace of the pair for a dozen years, as they reappear as part of a Sczarni caravan. The aging Calisca was working as a healer and a cartomancer, as the Tender of Dreams had not abandoned her. Niro grew up on the road, a studious, scholarly boy, learning folklore and history and geography and, most of all, magic. His teacher was an old, blind wizard who had been on the road since he had memory, and whose magic show was one of the mainstay attractions of the caravan.
Fast forward twenty more years. Calisca died of a rapid, fierce fever that had remained hidden until she suddenly fell into a sleep she never woke up from. The wizard had died as well, of peaceful old age. Niro was torn, ash he didn't want to leave the caravan that had been his life, but he had no reason to stay, especially if he wanted to study magic. This indecision led him to lose several chances at apprenticeship to countryside wizards, as he couldn't bring himself to leave the Sczarni. Until the day he got lost in a forest and missed the caravan.
The next few years passed as he tried to live with what little money he had, trying to scroung up enough for a meal with his skill at magic, doors closing on his demonic face. He was regularly beaten by thugs who were passing by and asked for nothing better than a punching bag who nobody would ever defend. His salvation lied, uncannily, in the church of Irori. A small temple in a small village was headed, by a retired enchanter who had converted in his middle age, and the kind man was the only one to recognize Niro's potential from the wreck that he had become. He took him, battered and bruised, nursed him back to health and started teaching him more about magic before sending him to a colleague. Niro, made wary and cautious by the bad encounters in the last years, but now determined at walking the parth of the apprentice, left towards his new master.
But he never got there, as he mysteriously disappeared. Until now, as this story takes place.

Li Huli Jing |

Li Huli Jing worked as a private investigator back in Tien, and one of her first solo cases (a missing young girl who was of the noble clan) had her having to hop on a ship overseas. Exactly what happened is lost to her, upon awakening, her mind was a mish mash of memories and personalities, her original personality fractured into thousands of pieces. The largest piece of her personality became the dominant one, the one now able to bring up the cold that filled her heart when she tried to remember what happened to her. That cold she could now send out to hurt others, to freeze their hearts as hers froze.
In each city, a new fragment of her personality comes to the fore, and a new person emerges as her 'day job' persona.

GM Madman |

N'Dateh- Please report to the discussion thread and dot into gameplay.
Thank you everyone for applying, I will keep you all in mind should we ever need a new player in the future.