
Corso Gaczi |
Ok, adjusted a few things in light of your comment.
The highlights: Switched Dex 13 to Int 13, moved skill points a bit and added new skill points, maxed Know History, learned the Pageant of the Peacock masterpieces, which will do wonders to my knowledge rolls in times of needs (if I read correctly, using this "spell" will give me knowledge (any) +35, along with loremaster... Iit also works for Int skills and checks).
Another question: I don't think your group has trapfinding. I can find a way to build it in, with the Trap Finder trait, but it won't be stellar. Do you think the group really needs it? If so, I can always find a way to have at least a minimum of it.

Brain_in_a_Jar |

Leaning towards getting Corso and Cuan to join in as the bard and shaman.
Brain in a jar I do have another game that could use a player that your character would fit right in. They are about to enter a dungeon that is operated by clockwork machinery were the floors rotate and change and the guards are clockwork golems it is also level 10 so you could uses that guy as he is.
Okay. I'm be done for that.
What's the game?

Cuàn |

I'd love that.
I actually changed from Flames spirit to Heavens spirit. This fits her background better with her Shoanti family (I changed her father's side from Sklar-Quah to Lyrune-Quah as the Sklar are too xenophobic for her mixed origins) and it fits better with her Varisian side (she worships Desna in addition to the Shoanti spirits).
I do have a question though: Do we still need to pick a campaign trait? I'm asking since we're quite a bit post Lamm.

DireMerc |

There are 3 shoanti tribes in the area.
Sklar-Quah (Clan of the Sun): The largest of the Shoanti tribes in the Cinderlands, the Sklar-Quah are also the most warlike. Sklar-Quah braves endure a large number of dangerous trials before they become warriors, including the infamous Burn Runs. The only shamans who retain any lore about the Fangs of Kazavon are all Sklar-Quah shamans. The majority of Shoanti the PCs might encounter during their exploration of the Cinderlands are Sklar-Quah.
Skoan-Quah (Clan of the Skull): The Skoan-Quah dwell in the easternmost regions of the Cinderlands. Many of their shamans, including Thousand Bones, have worked with Korvosa to try to build peace between their people, a trait that has seen the Skoan-Quah increasingly shunned by the other Shoanti. Yet since the Shoanti believe that the Skoan-Quah have the closest connection to the land of the dead, and that they guard Shoanti ancestors from evil spirits, the other clans have begrudgingly refrained from truly ostracizing the Skoan-Quah.
Lyrune-Quah (Clan of the Moon): The Lyrune-Quah are nomads and, unlike their Shoanti kin, worshipers of Desna. Currently, a large group of Lyrune-Quah are visiting an ancient shrine to Desna called the House of the Moon, yet their traditional campsite has become the lair of a dangerous local predator.

Cuàn |

I've been a bit busy the last few days so she isn't done yet but the sheet for Shayalah "Dances with Stars" Alarini can be found here.
As I said, she's half Varisian and Half Shoanti of the Lyrune-Quah. Considering most interaction will be with the Sklar-Quah that also helps make sure she doesn't devalue the adventure by making those interactions too easy.
She has lived her first 11 years with her Varisian mother, then 11 years with her Shoanti father and the last 5 years she has spent travelling further north. There she has lived among the Mammoth Lords and has been an apprentice to a tundra giant shaman. She returned a few months ago due to homesickness.
Her entire body is covered in a mix of tattoos of different origins though most are Varisian or Shoanti, including Varisian images in Shoanti style and vice versa. More recent addition are some Kellid ritual scars and a single tattoo done by the giants.

Cuàn |

I'm curious what would craft exactly?
I had some specific gear in mind for the old character idea which I won't be after now.
Right now I'd be looking at using that for my handy Haversack, a belt of physical might (dex & con) +2, a headband of inspiring wisdom +4 (though I'd probably upgrade it to a headband of aerial agility +4 instead if I'd craft everything) and a shocking robe, maybe some other things but I'm not sure about that. If I'd craft those I'd still have gold left to get magic armor and a decent magical weapon for back up.