Captain Collateral Damage's Ruins of Azlant (Inactive)

Game Master Captain collateral damage

Island Map
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Discover the Shattered Continent!
Seeking able-bodied and adventrous souls with any and all talents.

The Bountiful Venture Company, in partnership with the Andoran government, is beginning a colony on the newly discovered island of Ancorato, in far-off Azlant, and we want You to join us!
Inquire within
Bountiful Venture company not responsible for any negative impacts upon your person or possesions journeying to Azlant may cause. Settle at your own risk.

Character Creation:

Convenient link to the player's guide (You should really read this)
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Core or Featured Races, I might allow other races if you ask nicely (though I will balance them)
Average gold for your class or roll.
All Paizo material allowed, you must use an unchained class if there is one (expect monks, who may use either), and as GM I can nope anything at my discretion.
Third party options are on a case by case basis.
Two traits, one must be a campaign trait. Drawbacks for 3 are allowed.
Non-Evil Alignments only.


Very much appreciate you running this for us! Presenting Nininox Ambershale, XIV, gnome marid bloodline sorcerer for consideration.

I'd be happy to make any changes or answer any questions, DM.

Thanks for the consideration.


Here's my submission. Valdern DeepIron Dwarf Drowned Channeler (Spiritualist)

Hopefully everything is ok.


What about background skills?


Btw the options from Blood of the Sea and Aquatic adventures are now up on Archives of nethys, if you'd like to use them. According to Mr. Daigle, this AP is a bit under 50% underwater, so don't make your character to water focused. Or do. :)


No background skills, but you can take free ranks in any 1 Profession or Craft skill if it fits your background.


4d6 ⇒ (5, 5, 4, 6) = 20 16
4d6 ⇒ (2, 6, 6, 2) = 16 14
4d6 ⇒ (5, 1, 3, 2) = 11 10
4d6 ⇒ (1, 6, 6, 3) = 16 15
4d6 ⇒ (2, 2, 6, 6) = 16 14
4d6 ⇒ (3, 4, 1, 5) = 13 12

I'd like to ask about using Sphere Magus and the Spheres of Might Archetype, found here , using the Binding Staves Mystic order. While the two technically change /replace the same things, the sphere magus only does so to make the abilities work with Spheres.


Ahoy, Captain! I am told much of this AP takes place underwater; how might you feel about an Aquatic Elf?


I've also been very interested in playing one of the Godlings from Rogue Genius games; with the character I've in mind, I'm thinking an Eldritch Godling.

I'm not one hundred percent sure on that yet, but wanted to run it by you! I might do a regular Wizard instead (and will if that is your preference)


how long you looking at keeping this open?


DM, I was selected for GM Striker's game, so I am withdrawing.

Good luck to everyone! Hope you have a great game!


Hey this is me throwing my hat in the ring.

The idea is a bard that is terrible at his music but thinks he is excellent. He will be very upset when his spells cause nausea, confusion, and so on.


I was NOT picked for GM Striker's game. //qq

I'll resubmit Mako here, then!

Mako Ava is not-so-secretly a skinwalker. A shore-born native of Mediogalti, he grew up in the shadow of the Red Mantis Citadel and the fear and suspicion that very particular locale produces. The Seascarred people living at the edge of jungle and surf are just another fact of life in Mediogalti, but even so Mako moved among the boundary between tribe and city, jungle and shore, land and sea, like a ghost. Marked with a kind of destiny, at fifteen he shed his home like a shackle to travel by ship, leaving endless explorations of shore and cove for the wind and wave of the open ocean. Proving himself a champion fisherman and somewhat skilled carpenter, he even did two cruises aboard a pirate ship in the Shackles before finding himself traveling further afield around the horn of Garund, through the inner sea, and even as far as far-flung Minkai.

Finding himself after eight years of wandering finally in the city of Almas, he comes across a notice and pens a quick application...


Mako Ava
Male 23
Experience: Sailing, Carpentry, Fishing and Hunting, Exploration, Scouting
Special Skills: Swimming, curious affinity with sharks, good for morale

Very strong. Can help take care of myself and others food and safety. Seaworthy. Good luck.

Mako the Hunter:

Mako Ava, Mako the Hunter
N Male Skinwalker (Seascarred)
Brawler (Wild Child) 1
Age: 23, Height 6'2", Weight 200#, Hair: Black, Eyes: Black

Str: 15 (7)
Dex: 14 (5)
Con: 13/15 (3)
Int: 10 (2)
Wis: 15 (3)
Cha: 10 (0)

Shoreline Skirmisher: You were raised without many toys or possessions, but you made do exploring every detail of the nearby seashore, and know how to spot potential tools or obstacles. You gain a +2 trait bonus on combat maneuver checks as long as you or your opponent is on sand or in water at least 6 inches deep.
Expert Explorer: +1 to Know (Nature) and Survival Checks, and Survival is a class skill.
Red Mantis Bleeding: Confirmed critical hits with a slashing weapon cause 1 point of bleed damage. (Because that bite will be more terrifying that way. This is almost a nonsense trait.)

Hedonistic: Receive a reward or treasure (at least 10gp), or indulging in an hour of pleasure and excess, or make a DC20 fortitude save at the end of the day. Failure to make this save results in the next day's first 4 hours being grumpy and fatigued.

*Size: Medium
*Base Speed: 30'
*Low Light Vision
*Change Shape (Su, 5 RP): Mako can change shape to and from a bestial form as a standard action. In bestial form, a Mako gains a +2 racial bonus to Constitution. While in this form, he also takes on an animalistic feature that provides a special effect. Each time Mako assumes bestial form, he can choose to gain one of the following features:
Amphibious
Bite attack that deals 1d6 points of damage
Ferocity
Swim speed of 30 feet

*Spell-Like Ability: Seascarred with a Wisdom score of 11 or higher can use charm animal
(aquaticanimals only) three times per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. (Save DC 13)
*Animal-Minded (2 RP): Seascarred have a +2 racial bonus on Perception and Swim checks.

Fort: +3(+4) Ref: +4 Will:+2

AC: 15 (Studded Leather +3, Dex +2)

Skills: 4/lvl +1 Free Profession +1 Favored Class (6)
Acrobatics (Dex)
Climb (Str)
Craft (Carpentry) (Int) 1+0+3=+4
Escape Artist (Dex)
Handle Animal (Cha) 1+3+0=+4
Heal (Wis)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int)
Knowledge (nature) (Int) 1+0+0+1=+1
Perception (Wis) 1+2+3+2=+8
Profession (Sailor) (Wis) 1+2+3=+5 (Free Profession)
Ride (Dex)
Sense Motive (Wis)
Survival (Wis) 1+2+3+1=+7
Swim (Str). 0+2+0+2=+4 (+12)

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 Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level ((Uses: 3/3 ))

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.

Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. Mako deals 1d6 damage with unarmed strikes.

Animal Companion (Ex)
At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion.
This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

FEATS:
1) Extra Feature: Gain 1 additional choice from your list of features to use while in bestial form.

GEAR:
Kit, Ranger’s
Price 9 gp; Weight 28 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Studded Leather Armor (25)
Cold Iron Dagger (4)
Traveler's Clothes (x)
Traveler's Clothes (1)
Monk's Clothes (5)
Hot Weather Clothes (8) ((52))
Tattoos: Shark 12gp (3 color, side and back), Anchor 1gp (Sole of foot), Swallow 4gp (2 color, shoulder and back), Compass 12gp (4 color, forearm)
Gold earrings 20gp

GP:3
SP: 9
CP: 10

Shark
Shark Bodyguard 1 (Animal Companion)
Size Small Speed swim 60 ft.
BAB: +1 Fort: +5 Ref:+5 Will:+1
AC 17 (+4 natural armor, +2 dex, +1 size)
Attack bite +3 (1d4+1)
Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Special Qualities low-light vision, scent.

Skills:
Swim 1+1+3+8=+13
Survival 1+1+3=+5

FEATS:
(B)Alertness (+2 to perception and sense motive when adjacent)
1) Combat Reflexes

TRICKS:
Hunt
Down
Attack
Come

4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Qualities blindsense 30 ft.

Backstory:

The Ava people write their names like closing jaws, which should be a clue. They live close enough to the Kuru islands that another clue should be just how non-plussed, stoic, and and laconic they are, instead of how they should be running and screaming in a panic. Their sea-side huts and dug out canoes would make them seem primitive, but frequent trade with the pirates of the shackles and traders who come to Mediogalti for its exotic spices and brisk trade in assassination make metal tools and an elevation in culture all too common amongst the sea-side tribes of the Fever Sea.

Mako grew to adulthood as Kavvo, a boy left to 'make his own fun' on the eternal beach of the island's native shores, with the sillhouette of the Crimson Citadel visible in the distance. He grew tall and strong in short order, and his seeming ability to 'school' with sharks made the Seascarred Skin-Dancers of his tribe break their laconic stupor to speak about the destiny of such a remarkable young man. While Kavvo ran down the island's wild chickens by hand, throttling them to bring back for supper, or fetched coconut crabs from the beach at night fully the size of his own torso, or picked his way through flotsam to avoid stepping barefoot on nails and broken glass in the island's treacherous reef cove, the eldest amongst the Seascarred talked about what a noble amongst nobles would look like.

It was possible Kavvo could be their next chief, if they could settle him, invest him in the village, and hone him towards being both leader and warrior, but the boy had no interest in pursuits of a serious nature. He preferred diving, exploring the deep secrets of reef and lagoon, dodging eels in underground grotto, or carving 'secret lairs' out of jungle and shore. He would invent his own games, keep his own company, and yet always nearby were the sharks. It was like they could sense him, smell him, and his dispassionate observation of their behavior informed his own.

Even to his parents Kavvo was cool, and his interest in other humanoids didn't show any sign of improvement until he was nearly thirteen, when 'girls' became his favorite thing to 'stalk'. Like the other boys, he would dart in and pull their hair, and dart back out again, dancing beyond reach and running if chased, as if running was the point of the torment. Yet a community of a hundred and ten is hardly the place to seek your ideal mate, especially when something calls to you from the sea, from the wind.

At fifteen Kavvo would become an adult, and be named Makovvo, "with the sharks". At that point the elders' hopes were dashed, as shortly thereafter Makovvo simply swam away from the Kaneano tribes, leaving them ostensibly forever. But sharks came with him. He found immediately that shark's teeth and pearls could be traded in Ilizmagorti for hard gold, and that alchohol and company could be purchased with that gold just as easily, and suddenly the young man had something more to live for. He slept and drank his way through the port, all with the same aloof kind of distance he had grown up with, almost a dispassionate observer to his own pleasures, before he signed up on a merchant's caravel and simply sailed away.

By the time Makovvo had hit ground in Garund's Bloodcove, he was simply Mako, and it was clear that the 'merchant' he had originally signed on with was an Aspis Consortium Silver Agent, who promptly sailed him on a tour of Khari, Westcrown, Ostenso, Merab, Almas, Oppara, Katheer, Sothis, and finally Absalom. While he never spent more than a week in any of these ports, his view of the world was broadened, deepened, and practically exploded in the course of a few short months.

During the reverse trip in the port of Sothis (the capital of Osirion), Mako picked his drinking companions poorly and wound up press-ganged onto a ship of pirates. Fist-fighting for sport was clearly a simple thing for him to engage in, especially when he could extract favors or coins from his shipmates, but the slave-trading ways of this pirate band that sailed down the east coast of Garund and across the Impossible Isles left the young Kaneano with a foul taste in his mouth. He exercised his piratical right to leave the crew behind when they arrived in Minkai and, despite not sharing a language with the captain or most of the crew, negotiated to work his way down a trip of the southern ports, sailing around the southern horn of Garund.

That galleon was set upon by a group of corsairs while sailing north towards the shackles, and just before being able to jump overboard the young brawler was set upon by a sap and knocked clean out. When he came to he was press-ganged into his second pirate crew, and while their predatory activity spoke more to his nature, this was the first time one of the crews of a ship he served on decided to eat one of his sharks, and he was forced to work the rigging of the ship, resulting in a nasty fall that broke his hip and twisted his leg, leaving him crippled and near death. Happily, the ship's Besmaran cleric was able to patch him back together, or his trip would have ended there, but Mako abandoned ship two nights later, simply stepping overboard and swimming away.

It would take him two months to swim back to Ilizmagorti from there, thrashing north through the Fever Sea until the familiar spires of the Crimson Citadel broke the horizon. After all that time he had returned home, but he was hardly sated. With moon-grey flesh painted garish colors in some places by the finest inks of Minkai and Absalom, Oppara and Westcrown, Mako returned home for the first time. He had lost two further companions on the trip through the sea north, and this final swim from Ilizmagorti back to Ava he made without a companion for the first time in his life.

His parents (and other elders of the tribe) were pleased to see him, though overjoyed would hardly be an accurate description of the ever subdued Kaneano tribesmen he calls kin. Mako would once again be Makovvo for seven weeks... Seven dull, eventless weeks in which he would spend time fishing or hunting as he had as a child, or listening to the dull, sporadic meetings of the elders. It was intolerable.

As he had the pirate's life, Mako simply slipped into the water as the moon rose, and, new shark in tow, swam his way back to the great port of Ilizmagorti, where he promptly poured coin into the inn-keeper's hand and lost three days to a roaring drunk that he has never since regretted. Pleased to be free once again, he spent several long days after vetting crews until he found one going north, and those three years as a crewman with The Merryweather, sailing the Inner Sea, Magnimar, Korvosa, Riddleport, were the most enjoyable of his life.

The Andoran captain of The Merryweather, Captain Cadence Meadows, finally retired just a week ago, willing the ship on to her First Mate and leaving Mako to find employment in the city of Almas, a familiar port from his earliest days free of his family and before his dark years as a shanghai'd pirate. This is where the laconic, somewhat detatched, but otherwise pleasantly distractable Kaneano finds himself face to text with an advertisement, and heads inside to make his interview with the organizers of the Bountiful Venture Company.


Well, having written up the character, I might as well get my application in early this time around.


Here's Karandir. I had him worked up for another game, but the creation criteria was almost exactly the same as yours, so if Aquatic Elves are okay with you, he should be good to go!


Submitting Thame Smythe for the 2nd trip to the Colony Thanks for your consideration!


4d6: 4d6 ⇒ (6, 5, 1, 4) = 16 15
4d6: 4d6 ⇒ (1, 2, 3, 5) = 11 10
4d6: 4d6 ⇒ (2, 3, 1, 2) = 8 7
4d6: 4d6 ⇒ (5, 2, 1, 2) = 10 9
4d6: 4d6 ⇒ (4, 2, 2, 5) = 13 11
4d6: 4d6 ⇒ (3, 1, 2, 1) = 7 6


Hello! I admit I've never played here, but I've been in several PbP games on other forums for years. Still learning how things work here, so apologies if I haven't done everything people normally do when submitting for recruitment.

Anyways,I'll toss my character Kela Vorn for consideration: Female Human (Ulfren) Kineticist (Water) 1

Thanks!


Thanks for running this.

I might try to modify and resubmit my character from DM Brainiac's recruitment, but I would like to know if you would allow me to keep the character's race, Deep One Hybrid, which was essential to the concept I had in mind.


dotting, I will see if I can create a character a little more interesting.

Two question, one easy one a little more difficult.

First, how long are you leaving the recruitment thread open?

Second, I notice you started 'Dragons Demand' last year in July and ended it in December. An AP will take much longer than DD. Have you sorted out what happened last year, so that it shouldn't happen during the AP?

I'm not trying to get into your personal business, but too many games end shortly after they are started.


@Kela
Are you planning on going with the Kinetic Healer abilities?


Actually I'd like to withdraw Elderbrant Heirbrine from the running on this one.

Annnnnnnnddddd instead present, Kris Rivel! The pirate shark!

Thank you for your consideration and good luck everyone!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

For your consideration

Magister Errant Vors Zaitu, Human (Tian), Arcanist (Blooded Arcanist Aquatic Bloodline)

Magister Errant Vors Zaitu:

Name: Magister Errant Vors Zaitu, Eyes: Violet, Hair: Black, Alignment: Neutral Good, Favoured Deity: Erastil
Human (Tian-Min) Arcanist-Blooded Arcanist: Aquatic
Str 10, Dex 14, Con 14, Int 18(16+2), Wis 10, Cha 10
HP: 9, AC: 13, FF:11, Touch: 12, Fort +2, Ref +2, Will +2

Traits: Seeker (Social), Resourceful (Campaign)
Feats: Skill Focus (Spellcraft)-Focused Study, Fast Learner
Arcane Reservoir: 4/3, Dehydrating Touch 3/3

Skills: Appraise, Craft: Tailor 9=1+4+3+1, Fly, Knowledge Arcane 8=1+4+3, Knowledge Dungeoneering, Knowledge Engineering, Knowledge Geography 8=1+4+3, Knowledge History 8=1+4+3, Knowledge Local 8=1+4+3, Knowledge Nobility, Knowledge Planes, Knowledge Religion, Linguistics 8=1+4+3, Perception 5=1+0+3+1, Profession: , Spellcraft 11=1+4+3+3, Use Magic Device, Swim 1=1+0

Languages: Common (Taldane), Tien, Azlanti, Thassilon, Aquan, Celestial, Giant

Spells Prepared
Cantrips: Light, Prestidigitation, Ray of Frost, Detect Magic
1st: Air Bubble, Mage Armor
Spell Book
1st Level 7
Air Bubble, Mage Armor, Magic Missile, Burning Hands, Snowball, Grease, Heightened Awareness

Gear: Silk Ceremonial Armor, Arcanist Kit, Cold Iron Dagger, Artisan’s Tools (Tailoring), 5gp

Background:

Vors is the son of human (Tian) former slaves in Isger who escaped to Augustana in Andoran. His father is a skilled sorcerer who was raised from birth as a slave and treated less badly than many of his peers. He was given large amounts of responsibility and ran much of the estate for his owner. However when he met Vors’ mother who was not born a slave and fell in love he began to see things differently. Ultimately when they knew she was pregnant with Vors they led a group of slaves to safety in Andoran.

Vors’ parents worked for others and later themselves as tailors and a few low end magical items. Vors’ grew up around the tools of the trade and learned to be efficient and precise. When his arcane potential inherited from his father began to manifest his father enrolled him in Arch Magister Dresden’s Arcane University (which is a bit small to be a university by anyone’s stretch) which provided him with a good grounding in arcane knowledge.

Under Arch Magister Dresden’s guidance he fell in love with researching ancient lands from Azlant to the ancient Osiriani Empire. Azlant and Thassilon had such an air of mystery of mystery about them that held his interest more than the others. Battles with serpent folk, magics undreamed of only for Starfall and time to obfuscate matters further, how could a young eager mind resist? As much as they excite him he knows the Azlanti and Thassilon had their darker sides, with even the nicer of the two employing slavery which he abhors. Still what wonders wait to be uncovered.

When he heard from one of his peers about the expedition he began preparing an application. After falling asleep halfway through the twelfth draft Vor’s father looked at the eleventh and sent it on it’s way leaving a note for Vors… who was so excited he probably would have spent far too much time on crafting it perfectly and missed the deadline.

Vors would very much like make a name for himself and discover lost magical or historical items. Though he wouldn’t mind being a famous adventurer he’s not got much experience at it exactly but whether he likes it or not things wont be staying that way. He might be in danger over analysing things initially but if he respects the skill of those around him will take direction. I see him quickly growing in confidence combat wise and trying to support his new comrades.


Bountiful Venture Company Application:

Dear Sir or Madame,

My name is Vors Zaitu, I am a proud Andoran citizen and have studied the Arcane Arts at Arch Magister Dresden’s Arcane University in Augustana and Arch Magister Dresden has certified me as a Magister Errant. I am very enthusiastic about applying to join your expedition to Azlant, history and in particular ancient cultures are a keen interest of mine. I am sure that some will highlight having studied Azlanti and indeed this is a useful skill, which is why I have acquired it, but I have also become versed in Thassilon, though the two languages share many words you never know what will come up! I am also versed in Tien and the planar languages of Aquan and Celestial.

Although my academic abilities will find use I have not neglected the harsh realities of the world and am skilled at identifying various forms of danger as well as ensuring my spellbook contains combat ready spells. Rest assured if the need arises I am ready to aid the other daring souls who will embark on this expedition! I am also a skilled tailor and when discoveries are hiding and danger is at bay in an isolated settlement such a skill is not to be underestimated.

But I have no doubt that you are inundated with but the skilled and the knowledgeable so perhaps you would like to know a bit about me. As you may have guessed from my surname my ancestry stretches back to Tian-Xi. I am sorry to say that my father was raised as a slave in Isger under Baron Lucius Margo and my mother was sold as a slave alongside members of the caravan she was with to pay off tariff’s their employer was unfamiliar with in Chelliax. Baron Margo is a bit of Tianophile and over half his slaves are people descended from Tian-Xi. In some ways my father was like a brother to him and administrated the running of the Baron’s estate. However when my mother was dismayed I would be born into slavery upon realising she was pregnant he hatched a scheme and led a group of a dozen freed slaves to Andoran.

Baron Margo does not seem to be the businessman my father was and his estate has fallen in productivity since, two years passed my father received a curious letter from the Baron inviting him to return to work for him and offering to pay him wages and even recognise his freedom. Now let me tell you I have never seen my father so angry, he fumed for days. Still together my parents and I penned a response and requested as a show of good faith back pay for both my parents for their time in his service. We are still waiting on a response!

In all earnestness I would be a fool not to jump at this opportunity and I really do know I have a lot to offer your expedition both in attributes, ability and drive. I relish the challenges to be overcome and the mysteries to be solved. I look forward to joining you on this journey.

Sincerely,
Magister Errant Vors Zaitu


I'll leave recruitment open about a week or so. And yeah, I'm quite confident that I'll be able to run this campaign for a good amount of time. :)
Joseph Soltz- I'm not at all familiar with the spheres books and would prefer not to learn a bunch of new subsystems, so I'm going to disallow it this time, sorry.
Dodekatheon- Aquatic Elves are fine.
Purplefixer- Skinwalker is fine.
Pennate- Deep one hybrid is fine.
Kris Rivel- Given their +2 to 3 ability scores, I'm going to disallow merfolk, unless you have an idea to make them less powerful. :)


Hi! Please consider Makoran, a half-orc aquatic bloodrager trying to find the beauty in life between bouts of fury.


Hmmm. . . what if I got rid of her +2 to Charisma? Would that work for you to even her out?

Grand Lodge

Application:

To whom it may concern,

I would like to apply for your current position as hunter/gatherer for the Bountiful Venture Companies 2nd go into Azlant. I grew up in the Sodden lands, My parents are a member of the Flock of Father Heveril once holy Paladin of Erastil. My mother and myself are hunters for the flock we provided a lot of the food and fresh water that keeps the flock alive. My father hunts the beasts that would threaten us and the Knights of Abendego who think to turn us into slave.
I must warn you that I have Undine heritage, my mother is Undine and my father human. I don’t feel this will cause issues with other crew and settlers but it may give me an advantage on patrolling and hunting around the water of the island. I am proficient with the bow and rapier, my tracking skills and dislike or any unnatural creatures is what has helped me to exceed at this job. Campaign trait is Seasoned Hunter, +1 dmg vs Aberrations.
I hope this finds letter finds its way to your desk soon.

Thank you,
Jinase Minnower

Jinase:

Undine hunter (primal companion) 1 ( Pathfinder RPG Advanced Class Guide 26, 97, Pathfinder RPG
Bestiary 2 275)
NG Medium outsider (aquatic, native)
Init +3; Senses darkvision 60 ft.; Perception +6
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +2
Resist cold 5
—————
Offense
—————
Speed 30 ft. (20 ft. in armor), swim 30 ft.

Melee rapier +1 (1d6+1/18-20)

Ranged shortbow +3 (1d6/×3)

Hunter (Primal Companion) Spells Known (CL 1st; concentration +3)

1st (2/day)— gravity bow APG, obscuring mist , summon nature's ally I
0 (at will)— detect magic , flare (DC 12), light, purify food and drink (DC 12)
—————
Statistics
—————
Str 12, Dex 17, Con 13, Int 12, Wis 15, Cha 10

Base Atk +0; CMB +1; CMD 14

Feats Point-Blank Shot

Traits child of nature, Seasoned Hunter (+1 dmg vs Abberations)

Skills Acrobatics +1 (-3 to jump), Climb +3, Handle Animal +4, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +6, Perception +6, Spellcraft +5, Stealth +5, Survival +6 (+8 to find food and water), Swim +11

Languages Aquan, Common, Gnome

SQ amphibious, animal companion (alligator named Finaleese), hydrated vitality ARG, nature training, primal transformation, wild empathy

Other Gear armored coat, arrows (20), rapier, shortbow, 49 gp
—————
Special Abilities
—————
Amphibious (Ex) You can survive indefinitely on land.

Animal Companion (animal companion (alligator named Finaleese)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.

Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.

Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.

Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve
animal companions.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Swim (30 feet) You have a Swim speed.

Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Finaleese:

Alligator
N Small animal
Init +2; Senses low-light vision; Perception +5
—————
Defense
—————
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 23 (2d8+7)
Fort +5, Ref +5, Will +1
—————
Offense
—————
Speed 20 ft., swim 30 ft.
Melee bite +4 (1d6+3)
—————
Statistics
—————
Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Toughness
Tricks Attack, Come, Down, Fighting, Stay
Skills Acrobatics +2 (-2 to jump), Perception +5, Stealth +6 (+14 in Water), Swim +14; Racial Modifiers
+8 Stealth in Water
SQ animal focus, come, fighting, hold breath
—————
Special Abilities
—————
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Swim (30 feet) You have a Swim speed.


Not a problem! I'll see if I can figure out something else for the game. I'm not sure ;I've been having a bit of a mental block lately with this type of stuff.


I'll just reuse her here, if you dont mind.

Dark Archive

Dotting


Dotting for a Undine Cleric of Gozreh. I will use the 20 point buy.


Mako gnaws on Kris Tastes like... Victory.

My 2cp on the merfolk:

The primary balancing features for Mermaids is their utter lack of speed on land, and their lack of a boot slot. It takes them virtually an entire round longer to get into combat, and the items they could use to make that easier aren't available to them because of the slot/slotless paradox.

Looks like:
*Flexible Attributes +6 (attributes are +2 +2 both phys, add a +2 for 4 RP, turning it back into a negative saves you four RP)

*Really Slow Speed -2rp

*Swim Speed 4rp

*Aquatic 0rp

*Amphibious 2rp

*Low Light Vision 1rp

*Nat Armor +2 3rp

*Legless (wash)

*Standard Languages 0rp

So it looks like they're a 14rp race. Dropping one of the physical attributes is probably an ideal solution! That being said, this is a campaign at roughly 60% on land, and the merfolk are an advanced race, so your mileage may be very hard to manage on fins.


Let's see if the dice gods still dislike me....

Ability #1: 4d6 ⇒ (1, 2, 6, 1) = 10 - 1 = 9
Ability #2: 4d6 ⇒ (6, 1, 5, 6) = 18 - 1 = 17
Ability #3: 4d6 ⇒ (6, 6, 1, 5) = 18 - 1 = 17
Ability #4: 4d6 ⇒ (1, 5, 1, 1) = 8 - 1 = 7
Ability #5: 4d6 ⇒ (5, 2, 2, 2) = 11 - 2 = 9
Ability #6: 4d6 ⇒ (4, 3, 5, 5) = 17 - 3 = 14

About half of 'em do it seems....


Purplefixer wrote:

@Kela

Are you planning on going with the Kinetic Healer abilities?

I was planning on it! It doesn't sound like it's quite the same as a dedicated healer, but I really like it thematically and figured every little bit helps.


I'd really like to join here

Would you be ok with the Locathah from Blood of the Sea? I will be using the Strong Limbs alternate racial trait (and possible another alternate trait as well, not sure).


Locathah are fine.
Kris Rivel- Given your character's martial focus, it's more balanced to get rid off the +2 Con or Dex. :)


Rolls for generation that will occur later
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (4, 2, 4, 3) = 13
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (6, 2, 5, 4) = 17
4d6 ⇒ (3, 4, 2, 3) = 12
11
11
16
12
15
10
Huh that's about a 20 point buy.


Fair enough. I shall subtract two from her con score then =3

I'll edit the profile right away to reflect this

@Purplefixer Yeah her land speed is pretty slow but I did give her Strongtail to try and even that out a little bit, still not fast but hey at least she is tough and strong XD


dot dot
I'll give the 4d6 thing a go

stat 1: 4d6 - 1 ⇒ (1, 6, 5, 2) - 1 = 13
stat 2: 4d6 - 1 ⇒ (6, 1, 4, 1) - 1 = 11
stat 3: 4d6 - 1 ⇒ (6, 1, 5, 2) - 1 = 13
stat 4: 4d6 - 1 ⇒ (2, 1, 3, 5) - 1 = 10
stat 5: 4d6 - 1 ⇒ (1, 4, 5, 6) - 1 = 15
stat 6: 4d6 - 3 ⇒ (5, 3, 3, 6) - 3 = 14

Stat array: 15, 14, 13, 13, 11, 10

Point buy equivalent = 19

No stellar stats.
But no poor stats either.
I'll see what I can come up with.


I like the sound of this adventure path a lot. I look forward to exploring. I do have one question, for character creation. In the player's guide under the eagle knight candidate talent it has you can have a longsword (or other martial or simple weapon). Would it be alright it I used it to take a bastard sword instead to fit the theme of the eagle knight that I am building?


That's fine.


dotting


stat 1: : 4d6 - 3 ⇒ (3, 3, 5, 6) - 3 = 14
stat 2: : 4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
stat 3: : 4d6 - 1 ⇒ (6, 1, 4, 6) - 1 = 16
stat 4: : 4d6 - 3 ⇒ (3, 6, 4, 5) - 3 = 15
stat 5: : 4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
stat 6: : 4d6 - 2 ⇒ (3, 2, 3, 5) - 2 = 11
Not sure what to roll up but I am thinking keneticist or druid
Amazing roll for stats. Effective point buy 38. My prayers to the dice gods are paying off.


Here is My character submission for the journey to old Alant. Cole de Savory is a profiecent sailor and swordsman seeking to join the eagle knights and sees this as an opportunity ot prove himself to them.

I just used the twenty point buy for the abilities by the way. If I get selected I will make an alias for him right away.

mechanics:
Cole de savory
Human ranger (freebooter) 1
Init +2
Perception +5, low light vision,
DEFENSE
AC: 18 touch 12 flat-footed 16 (+6 armor, +2 dex,)
HP: 10
Saves: Fort +2 ref +4 Will +1
Defensive abilities:

OFFENSE
Speed: 30
Melee: +5 longsword (1d8 /19-20 x2)
Ranged: +3
Special attacks: freebooters bane +1
STATISTICS
STR: 18 DEX: 14 CON: 10 INT: 14 WIS: 12 CHA: 8
BAB +1 CMB +5 CMD 17
FEATS: exotic weapon proficiency (bastard sword), quick draw,
SKILLS: swim, perception, knowledge (geography), intimidate, profession (sailor), climb, survival, knowledge (local)
Languages: common, elvish, aquan,
SQ: track, wild empathy,
Traits: eagle knight recruit, blood of dragons (low light vision)
Gear: 26 gp, breastplate, shortsword, bastard sword, 2 daggers, small steel mirror, signal whistle, star charts, ranger’s kit, 2 sun rods, air bladder, compass


appearance & personality:

Cole De Savory stands five foot seven. He has short sandy blonde hair and piercing pale blue eyes. Cole is of a lean build. His sturdy stance and long strides reveal an athletic nature. He has the hands of a workman with meticulous fingers.

Ever since his time as a slave Cole has viewed all forms slavery and captivity with abhorrence, breaching the basest forms of the rights of sentience. In all things he seeks to free slaves in any form. He has always thought of himself as an honorable man, placing his word as his bond. He struggles at times when interacting with new people but he always stands fast to his friends once he is close to them. He has an intrinsice desire to help those around whenever he is able.


backstory:

Cole de Savory is one of those prize jewels among sailors, he knows how to man a boat, and he knows how to swim. Born to a merchant on the coast of Garund, he was slotted to become a merchant like his father until the colony was attack by slavers and he was taken away as a youth. For 5 years Cole was enslaved as rower on a okeno slave galley. He would have spent the rest of his likely to be short, life on that Galley if it haden’t for a pair of Eagle knight ships that attack the ship and slew the slavers on board. After this life changing event Cole attempted to join the eagle knights but was turned down for lack combat experience. When he discovered the venture to Talmandor’s Bounty he jumped at the chance to prove his abilities to the leaders of the eagle knights.


I present Antal Crowsnest, halfling swashbuckler and follower of Desna, Mother Moon.

Stats:

Antal Crowsnest 
Male halfling swashbuckler 1
NG Small humanoid (halfling) 
Init +4; Perception +5 
-------------------- 
Defense 
-------------------- 
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size) 
hp 12 (1d10+2+1) 
Fort +13 Ref +7, Will +0; +2 vs. fear 
 
-------------------- 
Offense 
-------------------- 
Speed 20 ft.,
Melee Rapier +6 (1d6+4) 18-20 X2
Dagger +2 (1d4)
Crossbow (light) +5 (1d5) 
Space 5 ft.; Reach 5 ft.  
-------------------- 
Statistics 
-------------------- 
Str 10, Dex 18, Con 14, Int 9, Wis 9, Cha 16 
Base Atk +2; CMB +1; CMD 14 

Traits:

Skillful(Campaign Trait)-Once per day when using a Acrobatics, Climb,
Spellcraft, Stealth, or Use Magic Device check, you can
immediately reroll that check as a free action. You must
take the second result, even if it’s worse

Starchild- Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

Feats:

Fencing Grace- When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.

In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Skills

Acrobatics +10
Climb +2
Perception +5
Stealth +8
Swim+4
Languages Common, Halfling

Racial Stuff:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Swashbuckler Stuff:
Panache-
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (3). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (3), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Deeds-
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (4).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (3) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Weapon Finesse-
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Other Gear
Rapier
Crossbow (Light)
Leather Armor
Dagger

Holy Symbol (Desna), Wooden
Fighter's Kit
Alchemist Fire (2 Flasks)
Lamp Oil (3 flasks)
Rope Silk
65 GP

Background Application:

Bountiful Venture Company
Almas Station

Interview Transcript- #67
Heron Jonkin Interviewing

(Interview transcribed by Wylmut Perdilla, Scribe)

Applicant appears to be a young halfling, with dark hair and dark eyes. Moves with the slight totter of one used to the sea. Smells of tar, old fish and salt. Clothes are well-kept but cheap, mostly leather. A holy symbol of Densa on his beck, and a oiled rapier at his side. A number of scars are visible on his back, and the mark of a galley slave on his right-wrist.

Jonkin: Name and Occupation?

Applicant: Antal Crowsnest, traveler.

Jonkin: Traveler? How does that pay?

Applicant: Not well in coin, but I mostly get paid in sunsets and adventure.

Jonkin (slightly confused): Um, right. Well, do you know what we are doing here?

Applicant: Looking for settlers and explorers for that new colony, what you call it, Talmandor’s Bounty?

Jonkin (bored): Correct, in old Azlant. What makes you think we need a, um, professional traveler?

Applicant: I've been to Azlant before.

Jonkin (shocked):What? How?

Applicant: I...served with a pirate crew for many years, mostly rogue Chelish. Halberd the Red, he was a good sailor, if not kind to his crew. The way he used the whip (Applicant shudders and rubs his branded wrist), well, I won't bore you. Anyway, Halberd operated out of some rocky islands and reefs. I found out later this was the outer edges of the ruins of Azlant. He liked to brag about it.

Jonkin: How long ago was this?

Applicant: I was with the Red for five years, five long years of hardtack, hard labor and the lash. I escaped two years ago.

Jonkin: Why do you want to go back?

Applicant (with difficulty): I had a...mate, a good friend. Omen Shortwood. A good man and a damn fine sailor, one of the greats. Halberd didn't like him however, and after one long lashing he took the battered Shortwood and marooned him on a god forsaken rocky island. Omen didn't shout, cry or beg, but simply watched us with his brown eyes. I'll never forget, us sailing away until he became a dot on the horizon then..he was gone. I think one of the reasons I travel so much is to escape that day and leave it behind....

(Applicant wipes tear)

Jonkin (quietly): Do you really think, I mean, two years...

Applicant(breaking in): To find him alive? Oh, I doubt it. But I want to try and besides, what better way to honor his memory? To travel that land and explore it, with the Starsong at my back? But I won't let my past bother my employment. I can do the work sir, and I can fight. I've picked up a trick or two on my travels. Sign me up and you won't regret it. Tell that to your bosses, give me a chance to visit those lands again...

Jonkin: All right, I'll pass it upstairs. We'll see, it is out of my hands.

Applicant: Thank you. I know you'll try, I can see it in your eyes. May the blessing of Mother Moon be on you.

(Applicant rises, bows and leaves room, gracefully)


4d6 - 2 ⇒ (2, 2, 5, 3) - 2 = 10
4d6 - 2 ⇒ (2, 5, 6, 4) - 2 = 15
4d6 - 1 ⇒ (5, 5, 1, 6) - 1 = 16
4d6 - 2 ⇒ (6, 2, 6, 2) - 2 = 14
4d6 - 1 ⇒ (3, 2, 4, 1) - 1 = 9
4d6 - 1 ⇒ (5, 1, 2, 6) - 1 = 13

Pretty good. Will adjust character with new stats soon.


[color=blue]Greetings, Captain collateral damage![/color]

It are I, Xunal, again.

Presenting Bhookaaj for your perusal.

I've only got the number-crunchy bits done.
Let me know if anything's amiss with I have so far.

I'll put together a backstory and other interesting bits to flesh him out a bit in the next day or two.

Thanks!

Stat Block:
Bhookaaj

Male undine unchained rogue 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CN Medium outsider (native)
Init +5; Senses darkvision 120 ft.; Perception +5
--------------------
Defence
--------------------
AC 15, touch 13, flat-footed 12 (+2 armour, +3 DEX)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +1
--------------------
Offence
--------------------
Speed 30 ft., swim 40 ft.
Melee short sword +3 (1d6/19-20) or
. . dagger +3 (1d4/19-20) or
. . brass knuckles +3 (1d3)
Ranged underwater light crossbow +3 (1d8/19-20)
Special Attacks breath weapon (5-ft cone, 1d4 acid & sickened, ref half & negates), sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 13, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Aquatic Ancestry[ARG], Sea Legs[UC], Weapon Finesse
Traits - custom trait -, reactionary, slippery step
Skills Acrobatics +5 (+7 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.), Climb +6 (+8 on checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.), Disable Device +7, Disguise +0 (+4 to appear human), Escape Artist +7, Knowledge (local) +6, Perception +5, Profession (sailor) +5, Stealth +7, Survival +6, Swim +14
Languages Aquan, Common, Halfling
SQ amphibious, flesh chameleon[ARG], hydrated vitality[ARG], paranoid
Other Gear lamellar cuirass[UC], brass knuckles[APG], crossbow bolts (20), dagger, short sword, underwater light crossbow[ARG], backpack, belt pouch, thieves' tools, trail rations (6), waterproof bag[UE], waterskin, 2 gp, 5 sp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Breath Weapon (5-ft cone, 1d4 acid & sickened, Ref half & negates, 1/day, DC 12) (Su) Affect a cone or line with some magical effect.
Darkvision (120 feet) You can see in the dark (black and white only).
Flesh Chameleon +4 on Disguise checks to appear human.
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Paranoid Aid Another DC 15 for attempts to help you.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swim (40 feet) You have a Swim speed.
--------------------

Physical Description
Age, Height, and Weight: 75 years old, 5 ft.5 in. (165 cm), 155 lb. (70 kg)
Skin: Blue | Build: Slight | Hair: Black | Eyes: Light Blue

Traits and Drawbacks:
• Expert Explorer (campaign) . . +1 to Kn (local) and +1 Survival (now a class skill)
• Reactionary (combat) . . +2 to initiative
• Slippery Step (racial) . . +2 to Acrobatics and Climb on wet surfaces
• paranoid . . others need 15 to be able to aid Bhookaaj

Racial Traits (§ for alternates):
• Deepsight § . . Has 120 ft darkvision, but only underwater; replaces darkvision
• Flesh Chameleon § . . Gets +4 Disguise to appear human; replaces energy resistance
• Hydrated Vitality § . . Gets fast healing 2 when submerged in normal water, up to 2 HP/level/day; replaces water affinity
• Ooze Breath § . . Breath weapon (5 ft cone) 1/day; replaces spell-like ability

Additional:
• Flesh Chameleon allows Bhookaaj to change skin colour between undine bluish to human tints as a swift action
• Hydrated Vitality does not work in poisoned, stagnant, or trapped water
• Bhookaaj has both the Pirate and Scout rogue archetypes

Build Notes:
Stat array: 15, 14, 13, 13, 11, 10
Point buy equivalent = 19
Starting Cash: 140 gp (class average, for 4d6*10)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

Hey, I'm thinking of applying a Drow sorcerer, With the Fey bloodline. Drawn from the darklands by her wild blood. I'll give the guide a look and see what I can do.


Drow are kind of... universally despised demon-worshipping monsters. And super OP. Why not go Half-Drow and work up the paragon feat tree? Even then you're realistically probably looking at a horrifying backstory of abuse and depravity that you fled in terror.

Also remember they don't speak common without a language spend!


Presenting Artaxerxes, scholar of the ancients, summoner of spirits, and aspirant Azlanti!

Stats:

Artaxerxes
Human (Azlanti) spiritualist 1 (Pathfinder RPG Occult Adventures 72)
LN Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortspear +0 (1d6)
Spiritualist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cure light wounds, mage armor
. . 0 (at will)—detect magic, message, resistance, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Improved Initiative, Spiritualist’s Call[OA]
Traits azlanti inheritor (azlanti)
Skills Knowledge (arcana) +5, Knowledge (history) +6, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +5, Perception +5
Languages Aquan, Azlanti, Common, Jistka
SQ etheric tether, phantom (Ixiolander, anger), shared consciousness
Combat Gear magnetized paper[OA]; Other Gear shortspear, backpack, bedroll, belt pouch, censer[OA], flint and steel, incense (oa)[OA] (10), waterskin, 41 gp, 13 sp
--------------------
Special Abilities
--------------------
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Phantom (Ectoplasmic Manifestation) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Spiritualist’s Call (Strength) When sum phantom, give it a +2 enhan bon to its Str, Dex, or Cha.

Background:

Artaxerxes was born in Absalom, the city at the center of the world raised by Aroden, the last pureblooded Azlanti. His parents were Taldan, but Artexerxes felt there were greater things to aspire to. His black hair, chiseled features and violet eyes showed his true nature, an inheritor of the Azlanti legacy. When he came of age, he changed his unsuitable Taldan name, settling on Artaxerxes, the name of an ancient Azlanti king. As he got older and began to realize his birthright he began to grow obsessed with Azlant, finding it's ancient glory alluring and mystifying. As he studied he learned about an ancient Azlanti warrior named Ixiolander, who perished like countless other Azlanti during Earthfall. Ixiolander was different from those countless others, for he was an ancient ancestor of Artaxerxes. Using obscure spiritual techniques, he was able to summon forth the restless spirit of Ixiolander. With those same techniques, he was able to craft Ixiolander a physical form made from congealed ectoplasm. Ixiolander, ready for some semblance of life, took that form and agreed to help Artaxerxes to claim his Azlanti legacy. But Ixiolander was angry at his predicament. This hollow reminder of a once glorious life in a world devoid of the mighty Azlanti empire filled him with rage. They made an unconventional but effective duo, Artaxerxes dealing with the living and Ixiolander dealing with the dead and showing Artaxerxes his ancestry. Due to his unique connection to Azlant the Bountiful Venture Company contacted him to join the colony.

Appearance and Personality:

Artaxerxes is a tall man with the widows peak, strong nose, and violet eyes of the Azlanti. He wears deep green and crimson robes in an attempt to emulate his Azlanti forebears. He carries a short spear on his back and a sling at his waist, both weapons of Azlanti warriors. He also carries a censer in old Azlanti style for burning incense to commune with spirits.

Ixiolander manifests as a middle-aged but heavily muscled Azlanti man, covered in scars and wounds. His features are vaguely reminiscent of Artaxerses' own, although somewhat hazy and indistinct. He carries a short spear of exquisite Azlanti design, and wears the tunic of a general. Despite his spear, in battle his blows are slams of ectoplasmic energy, regardless of the weapon he uses.

Artaxerxes is haughty, sure of his place as an inheritor of Azlant. He is excited to set foot on his ancestral homeland and to uncover what secrets it may hold. He sees settling Azlant as his right, for he is a descendant of the Azlanti and given that, has some claim to his ancestral homeland. Despite his lofty attitude, he is a pragmatic man and more open minded than many other modern Azlanti. If one can prove themselves equal or better than him, he is willing to call them an ally.

Ixiolander, when manifested, is a being of rage and bloodlust. Despite his yearning to reclaim his former life, he remembers little of it. Fragmented memories linger, but many were wiped away by the trauma of the Earthfall and the millennia of wandering the Astral plane. He fights with unbridled savagery, eager to lash out at those who remind him of his life and all that he has lost. Only in the few moments after battle does he seem calm, looking to the sky and mouthing a silent prayer to long-dead gods.

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