Thinking about the character in any way that would be considered 'Author-worthy'. You know, like writing a script draft, truly thinking the possibilities when questioned in an interview... and then the Author not being the very first thing the Character sees once created.
Any case, here is a new location.
TIRGOVISTE, TRANSILVANIAN HORROR
Turnul Chindiei, pre-Vanishing
A settlement in the Romanian area of Transylvania, Tirgoviste is now a hotbed of suprenatural activity due to all the stories and legends surrounding the land. Tirgovisteans fear the beasts that live in the lands around them, from the vampire and spirit-filled castles to the forests haunted by werewolves. Pretty much all of the modern city is now gone, replaced by structures reminiscent of those similar to Middle Ages European buildings.
Pre-Vanishing Locales Now
Turnul Chindiei-Built by the (in)famous Vlad Tepes, this castle is now home to a vampire lord and her subjects and is now a larger and more imposing castle fortress.
Ialomita River-Flowing from the Carpathian Mountains, this cliffs of this river are the colony of Harpies' territory.
Post-Vanishing New Locales
Medieval Tirgoviste-A new city, resembling an ancient Medieval one. Many one-story wood and straw buildings puff smoke into the air.
Cavern of Darkness-Filled with monsters of many sorts, this labyrinthine cavern system is not for the faint of heart.
Characters and Creatures
Van Helsing-An amalgamation of the skills from the various incarnations of the monster hunter from authors and fanfiction writers, this Van Helsing will take out your monster and then bring down its ferocious friends.
Van Helsing (Dedicated Hero 4/Tough Hero 3/Shadow Slayer 3/Shadow Hunter 3): CR 13; Medium-size Human; HD 4d6+12 plus 3d10+9 plus 3d8+9 plus 3d8+9; HP 98; Mas 16; Init +7; Spd 30 ft; Defense 22, touch 22, flatfooted 19 (+0 size, +3 Dex, +9 class); BAB +10; Grap +12; Atk +12 melee (1d4+2/19-20, silver cross dagger), or +13 ranged (1d10+0/19-20, repeating crossbow); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Vatican, chaos, good; SV Fort +11, Ref +9, Will +13; AP 6; Rep +3; Str 15, Dex 17, Con 16, Int 15, Wis 18, Cha 14.
Occupation: Adventurer (Demolitions, Move Silently)
Skills: Balance +8, Bluff +7, Concentration +10, Demolitions +8, Gamble +6, Gather Information +4, Intimidate +14, Investigate +12, Jump +7,
Knowledge (Arcane Lore) +12, Knowledge (Streetwise) +4, Listen +10, Move Silently +12, Read/Write English, Sense Motive +12, Speak English, Spot +16, Survival +9, Tumble +8.
Feats: Alertness, Archaic Weapons Proficiency, Brawl, Combat Martial Arts, Combat Reflexes, Confident, Crush the Darkness, Far Shot, Improved Initiative, Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Track.
Talents (Dedicated Hero): Skill Emphasis (Demolitions), Aware.
Talents (Tough Hero): Cold Resistance, Remain Conscious.
Talents (Shadow Slayer): Detect Shadow, Shadow Immunity.
Talents (Shadow Hunter): Target Bonus +1, Swift Tracking.
Possessions: Silver cross dagger, repeating crossbow, 30 silver crossbow bolts, black outfit, various holy artifacts, extra weapons fit for the current mission.
Scarneck-Nobody knows this werewolf's name before he became what he is now or why he chose to stay in such a form. What is known is that his neck scar was from a botched raid on a Harpy nest and that he hates humankind. He is a ferocious beast that has an unnerving cunning, setting up ambushes with his pack of were-and normal wolves. He hasn't been a human in so lang that he no longer remembers human languages.
Scarneck (Werewolf [Hybrid Form] Tough Hero 4/Strong Hero 2): CR 8; Medium-size humanoid; HD 4d10+12 plus 2d8+6 plus 4; HP 53; Mas 17; Init +0; Spd 50 ft; Defense 17, touch 15, flatfooted 17 (+0 size, +0 Dex, +5 class, +2 natural); BAB +6; Grap +10; Atk +6 melee (1d6+4, bone club), or +6 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ alternate form, curse of lycanthropy, trip, scent, damage reduction 15/silver, wolf empathy, darkvision 60 ft; AL chaos, evil, Carpathian clan; SV Fort +12, Ref +4, Will +7; AP 4; Rep +1; Str 18, Dex 10, Con 17, Int 12, Wis 18, Cha 14.
Occupation: Rural (Climb, Survival).
Skills: Climb +12, Concentration +7, Hide +1, Intimidate +6, Jump +6, Knowledge (Streetwise) +5, Listen +11, Move Silently +2, Spot +13, Survival +15, Swim +10, Tumble +1.
Feats: Alertness, Archaic Weapons Proficiency, Athletic, Blind-Fighting, Brawl, Cleave, Great Fortitude, Iron Will, Power Attack, Simple Weapons Proficiency, Weapon Finesse (bone club).
Talents (Tough Hero): Acid Resistance, Robust.
Talents (Strong Hero): Ignore Hardness.
Possessions: Bone club.
Vladmiris Corostof-Vladmiris is a cold, calculating undead gun-toter with a taste for power (and blood). She can be quite..."persuasive" with people.
Vladmiris Corostof (Drow Vampire Charismatic Hero 8/Strong Hero 2): CR 14; Medium-size Undead; HD 8d12 plus 2d12; HP 65; Mas 0; Init +7; Spd 30 ft; Defense 24, touch 18, flatfooted 21 (+0 size, +3 Dex, +5 class, +6 natural); BAB +6; Grap +9; Atk +10 melee (1d4+3/19-20, stylish Drow dagger), or +9 ranged (2d8+0, Desert Eagle autoloader pistol); FS 5 ft by 5 ft; Reach 5 ft; SQ darkvision 120 ft., light blindness, spell immunities, SR 11, blood drain, create spawn, domination (DC 10 + 1/2 HD + cha mod), alternate form, children of the night, damage reduction 15/+1, fast healing 5, cold and electricity resistance 20, spider climb, +4 turn resistance, darkvision 60 ft., weaknesses (not direct sunlight or running water); AL evil, chaos; SV Fort +6, Ref +9, Will +7; AP 7; Rep +2; Str 16, Dex 17, Con -, Int 16, Wis 16, Cha 18.
Occupation: Entrepreneur (Diplomacy, Knowledge [Business])
Skills: Bluff +20, Craft (visual art) +11, Diplomacy +13, Disguise +11, Gather Information +12, Hide +11, Intimidate +12, Knowledge (Arcane Lore) +11, Knowledge (Art) +9, Knowledge (Business) +9, Knowledge (Civics) +8, Knowledge (Current Events) +9, Knowledge (Popular Culture) +6, Knowledge (Streetwise) +6, Knowledge (Theology and Philosophy) +7, Listen +15, Move Silently +11, Perform +10, Profession +7, Read/Write Elven, Read/Write English, Read/Write Latin, Search +13, Sense Motive +11, Speak Elven, Speak English, Speak Latin, Spot +15.
Feats: Agile Riposte, Alertness, Archaic Weapons Proficiency, Charismatic Plus, Combat Reflexes, Defensive Martial Arts, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Low Profile, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (stylish Drow dagger).
Talents (Charismatic Hero): Charm, Favor, Captivate, Fast-Talk, Dazzle, Coordinate.
Talents (Strong Hero): Extreme Effort.
Possessions: Stylish Drow dagger, Desert Eagle autoloader pistol, 20 bullets, amassed wealth, revealing dress, coffin, Turnul Chindiei.
New Feats
Fairy Godparent
You have a fairy godparent or pair of godparents that are there to grant wishes and make your life better.
Prerequisites: Age 17 or lower.
Benefit: You gain a fairy godparent(s) that follow you around or come when called, spending their off time disguised in their new home. If the secret that you have fairies is revealed or you hit 18, you lose the benefits of this feat and your fairy godparents leave, taking any memory of them along with them.
Honor of the Predator
Something you have done has impressed the mighty Ya'juta.
Prerequisites: Must have slain an enemy of the Ya'juta equal to or higher than your character level.
Benefit: Once per day, you can call upon a Predator warrior (Tough Hero 2/Strong Hero 2/Soldier 2) or a Predator tactician (Smart Hero 2/Dedicated Hero 2/Tough Hero 2) to aid you.
Giant Slayer
Like the famous Jack, you have a knack for felling the tough members of the giants.
Prerequisites: BAB +4, Xenophile level 1.
Benefit: You gain a +2 bonus to attack rolls, Defense, Will saves, and Intimidate checks against any beings with the giant type.
Crush the Darkness
You follow in the footsteps of warriors against darkness such as Van Helsing.
Prerequisites: BAB +2, any nonevil allegiance.
Benefit: Any weapon you wield is considered to be a holy weapon.
Cloning Technology
You have learned the secrets to cloning creatures and beings.
Prerequisites: Craft (electronic or pharmaceutical) 2 ranks, Knowledge (technology) 4 ranks.
Benefit: You gain a +4 bonus to any checks when dealing with cloning.
Heavy Weapon Holder
You can hold weapons bigger than you should be able to.
Prerequisites: Strength 15+.
Benefit: You can hold weapons one size larger than you could normally do. For instance, a Medium-size character with this feat can hold a Huge weapon two-handed and a Large weapon in one hand.