
DM DoctorEvil |

A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler's Shiv, an island off the coast of the jungle realm of Sargava. If they're to have any hope of escaping the notorious pirates' graveyard, the survivors will need to band together to outwit the isle's strange beasts and legendary menaces. But can the PC's unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler's Shiv hide secrets even deadlier than its desperate denizens?
As I think you can tell from the above, I will be running Serpent's Skull Adventure Path as PbP for 1st level characters. As the host of several successful and long-running campaigns, I hope I have enough experience to pull this one off as well.
I'd like to have a party selected and begin play by Friday, March 27th, but time, and the applicants that I receive will tell. If we have enough quality and qualifed applicants early, we may start sooner.
I live in US Central Time (Nashville TN area) and do most of my posting during the evening hours, from 9-12, after my children have gone to bed. But I will sometimes read or post during the day, when I should be working (but I try to balance that by sometimes working when I should be playing). I am the father of two, a card-carrying Republican, and am employed by a Fortune 500 company in the Corporate office as a junior executive. Sometimes, due to job or family constraints there may be a brief hiatus in posting, but that will usually come with advance notice if possible.
I am a fan of the Core rules, the more basic the better, and believe that good role-playing doesn't need a constantly improving group of races, classes, spells etc. We did in D&D v1 with the basics, we can do it now. Those interested in extremely gestalt races and classes should probably look elsewhere for their gameplay. I like bread and butter, done really well, so sue me.
While familiar with most all the rules, I freely admit to being an expert on none. Play-by-post gives me some time to look up items and view the messageboards on unclear rules, but I am open to discussion (within reason) and will listen if you believe I have gotten something wrong. As with all things, I am open to constructive criticism, and hope you are too.
Serpent's Skull is geared for 4 PC’s covering the major classes types (melee, divine, arcane, and skills) and that’s what I’ll be looking for. I may expand the number to 6 to account for eventual(and apparently certain) attrition. Only complete applicants will be considered with Deadline of 10PM on Friday March 27 (sooner if the response is overwhelming). A complete application includes the following:
1.Characters are level one to begin
2.Good Alignment preferred (you are heroes, right?); I can live with Neutral; but Evil probably won’t make the cut.
3.150gp starting wealth (spend wisely my friends)
4.Max HP 1st level (we’ll roll for subsequent levels)
5.Classes from Core are preferred; other classes will be considered but given lesser priority, future multi-classing is okay provided it fits the story or build.
6.Standard races preferred. If you want to play something unusual I may allow it based on background, but will likely choose a Core-built player over you, if all else is equal.
7.NO third party publishing sources allowed. None. Get it?
8.2 normal traits, plus one from SS Player Guide (link below)
9.20 point buy with no stat above 18 or below 7 before racial adjustment (obvious Min/Maxing will likely result in not being selected)
10.Plot appropriate Character background including reason you are aboard the Jenivere headed for Sargava.
11.Full stat-block on your character, including link to or copy of character sheet. I am happy to transfer your build to Hero Lab if you need help with a formal character sheet.
12.Extended details on their Character Settings in their Class/Level field on the forums here. Details: Class Level | AC XX T XX FF XX | HP XX/XX | F +X R +X W +X | Init +X | Perc +X. Please keep these updated as the game progresses.
Serpent's Skull Player's Guide - please familiarize yourself if necessary, and create a suitable background and reason for being aboard the Jenivere headed to Sargava. This free book gives a background on all races and most classes that will allow a wise player a leg up on building his background and taking a suitable campaign trait. Use it! Did I mention it is free???
Backgrounds don't have to be long, and they don't have to be especially detailed. There are no points for submitting a novel...But they do have to be cogent, relevant, and interesting enough, (perhaps leaving a plot hook dangling for the GM to tug on later in the game) for me to wonder what happens to you next. Be creative. Be bold. Be unique!
1.Drop-outs can be replaced, but it can cause delays so I would prefer individuals that can stick around for the whole AP.
2.Prefer minimum posts of 1/day for weekdays, 1/weekend, more if at all possible, especially during combats (or when I’m bored). I will try to honor the same, but there may be times when that is just not possible.
3.I am all too familiar with RL distractions, and would appreciate the courtesy of a note if you need to miss chunks of time – you’ll get DM-PC’ed to keep the game moving. Hopefully, you’ll survive…
4.Use appropriate language, formatting, behavior, and decorum. I am all for having a good time, but let’s be respectful.
5.Ability to separate IC from OOC knowledge – if you’ve played or GMed this AP before, don’t worry you’re eligible, just don’t give the game away for others. Please don’t read private spoilers etc as they are marked private for a reason (usually to enhance your game play).
6.Understanding that role-play is more important to me than “roll-play”. Dice don’t always determine things like Diplomacy or Bluff, especially if you sell it!
7.Be prepared to play your alignment. This has always been a pet peeve of mine. (Does that make me Lawful? -- you decide). Lawful Good still gives you a wide range of options and behavior choices in situations, but ultimately your PC’s ethics, principals and mores (or lack thereof) need to win out. Alignment is the core backbone of good role-playing, not an interesting trivia fact.
8.I am NOT a stickler for RAW and may (from time to time) deviate in the interest of a better game (usually to the players benefit, but not always) or for what I think is more plausible in a given situation. Feel free to call me on it and to post your favorite rule references to back up your case, but GM’s rulings are FINAL (unless my wife walks in). If you want to get into a rules argument, go to the Message Boards...we’re here to have fun.
9.If you have unique spell or ability, please link or cut and paste via spoiler the PRD version so I don’t have to research to understand the power, range, duration, et al. I readily admit I don’t have all the rules memorized and you speed up things for everyone by this simple courtesy.
10. And most important...Have fun. If something is getting in the way of your enjoyment, please LMK ASAP. I aim to please, and this is yoru game as much as mine. Let's work together and enjoy it!
Good Luck reading through all that material without beign bored to tears. If you are still interested, please start submitting your applications now! I will review and comment as I read the thread. If you have questions, ask them here, as others like have the same query.

Twigs |

I've been dying to play a rogue and would love to throw my hat into the ring, (although I won't be offended if you'd like some new faces in the ring. I'm in two of your games already!)
I'm pushing toward a Gnome but might draw on some old Allan Quatermain books for inspiration and play a human. I'll try to get an application up this evening after this theatre-blood workshop!

Tanos Alieri |

Oh man, I've wanted to get into a SS game forever. I'd love to throw a druid in the ring here. Quick question, though.
Any thoughts on the Feral Child druid archetype from the Human section of the Advanced Races Guide? Archetypes aren't core exactly but the race and class selection are and I think the archetype, coupled with the stowaway campaign trait, would work great from what I know of the AP.

![]() |

Ok, think I have a good idea here.. Assuming archery wont be completely useless in a jungle :p
thinking half elf, or elf fighter as of now no archetypes. Switch hitter/archer
half-elf
alt. racials- jungle affinity+dual minded
a rough idea of my statistics would be-
traits- Indomitable faith, rich parents, Get the cargo Through
Str: 16
Dex: 16
Con: 12
Int: 12
Wis: 12
Cha: 08
Feats:
1-Point blank shot, rapid shot
Gear would look something like this-
Arms and Armor: MWK Composite longbow (+3), Falchion, MWK breastplate(+armored kilt),
40 cold Iron arrows, 20 blunt arrows
Gear: 2 CLW potions, backpack, belt pouch, sunrod(2), waterskin (3), rations (10), grappling hook, 50ft silk rope, flint and steel, hammer, whetstone, torch (10), quiver(3),
concept- A mercenary working the area for profit and sight seeing. Has not picked a side in the brewing conflict between colonists and natives and willingly works for either side depending on who paid him last, (note, he doesn't double-cross a contract, he finishes it, then moves on to the next). Not particularly heroic, he has on occasion risked his neck to save a kid or two, and has been known to talk and play with children when not working or training.
Edit: Are drawbacks allowed? I feel sentimental would work well with the concept I have in mind ,if not I can probably just RP it in there

![]() |

You allow archetypes? I would like try a bard and there are a couple of interesting archetypes, if allowed.
For humans, the alternate racial trait: Dual Talent is allowed. if not, alternate racial traits are allowed at all?
Long term: there is a chance to craft magic items in the game?
The ability to craft mundane items seem a good thing for castaways.

Fal the Reborn |

I've got a heck of a character for this. A kobold oracle of flame who believes he's a reincarnated dragon, and now seeks out a suitable challenge to earn the rest of his draconic name, and a dominion to call his own and rule over!
Still working on bits and pieces, but he's a lovable, arrogant and self-important little nutcase.

![]() |

For your consideration, Marik Whiterose, Human Wizard (Diviner) who has been bothered by a recurring dream of the Mwangi expanse and subsequently has become obsessed with learning more about it. Marik has just graduated from the Stone of the Seers, the Diviner's academy in Magnimar, and has set out aboard the Jenivere to follow his dream and discover his destiny.

DM DoctorEvil |

I guess I should clarify a few things:
1) You CAN use any build rules that are supported by the Paizo universe of products (archetypes, traits, classes, races etc). However, as I have stated previously, my PREFERENCE is for CRB-based characters. The farther you steer from that course, the less likely you are to be chosen for the group. Other items, such as a compelling backstory, or a well-put together PC etc, may make up that difference. As in all things in life, the choice is yours, just be prepared for the consequences.
Exceptio probat regulam: No 3PP stuff is allowed under any circumstances.
2) Traits are allowed, even required, but that should not be a means to optimize your PC. Rather they should be a continuation of your backstory, and be able to be folded into the rationale behind your character without stretching believability. They are a key to Role-Playing. (EG, if you take the Bullied trait, there better be some explanation in your background to make it stand. Not just because you want the associated stat bumps). To some extent, I feel the same way about STARTING feats. Not just a place to optimize, but a place to help tell part of the story.
That said, I will go to answering some specific questions. I was not expecting the overwhelming overnight response, so you have me on my heels a bit already.

DM DoctorEvil |

I've been dying to play a rogue and would love to throw my hat into the ring, (although I won't be offended if you'd like some new faces in the ring. I'm in two of your games already!)
I'm pushing toward a Gnome but might draw on some old Allan Quatermain books for inspiration and play a human. I'll try to get an application up this evening after this theatre-blood workshop!
I'd love to have you Twigs. Your play style fits well into the games I like (perhaps that's why you are in two of my games already). I look forward to your submission.

DM DoctorEvil |

Oh man, I've wanted to get into a SS game forever. I'd love to throw a druid in the ring here. Quick question, though.
Any thoughts on the Feral Child druid archetype from the Human section of the Advanced Races Guide? Archetypes aren't core exactly but the race and class selection are and I think the archetype, coupled with the stowaway campaign trait, would work great from what I know of the AP.
If you think that archetype fits the backstory you are preparing then that is the kind of seamless character story I am looking for. Make sure the other traits and feats also back up the history.
Then be prepared to play a Feral Child, which means lots of asocial behavior and difficult interactions with other PC's. If you can't pull that off, then don't go down that path.

DM DoctorEvil |

Ok, think I have a good idea here.. Assuming archery wont be completely useless in a jungle :p
thinking half elf, or elf fighter as of now no archetypes. Switch hitter/archer
half-elf
alt. racials- jungle affinity+dual minded
a rough idea of my statistics would be-
traits- Indomitable faith, rich parents, Get the cargo Through
Str: 16
Dex: 16
Con: 12
Int: 12
Wis: 12
Cha: 08Feats:
1-Point blank shot, rapid shotGear would look something like this-
Arms and Armor: MWK Composite longbow (+3), Falchion, MWK breastplate(+armored kilt),
40 cold Iron arrows, 20 blunt arrowsGear: 2 CLW potions, backpack, belt pouch, sunrod(2), waterskin (3), rations (10), grappling hook, 50ft silk rope, flint and steel, hammer, whetstone, torch (10), quiver(3),
concept- A mercenary working the area for profit and sight seeing. Has not picked a side in the brewing conflict between colonists and natives and willingly works for either side depending on who paid him last, (note, he doesn't double-cross a contract, he finishes it, then moves on to the next). Not particularly heroic, he has on occasion risked his neck to save a kid or two, and has been known to talk and play with children when not working or training.
Edit: Are drawbacks allowed? I feel sentimental would work well with the concept I have in mind ,if not I can probably just RP it in there
My honest feedback is that this needs more work. The traits don't tie to the backstory particularly, nor does the jungle racial traits. They just feel like optimizing to get good gear and bonuses in the terrain you think you'll be in.
I know your not complete, so I won't overwhelm you with criticism, but at first blush, this is the type of submission I would NOT want. Something that looks good for the arithmetic of the game, but doesn't pull together into a cohesive story.
I am sure if you worked on it, you could pull it all together, but Rich Parents as a trait always feels like a fraud to me unless you are going to play a pampered spoiled rich kid, and then what are you doing riding a cargo ship to Sargava?

DM DoctorEvil |

You allow archetypes? I would like try a bard and there are a couple of interesting archetypes, if allowed.
For humans, the alternate racial trait: Dual Talent is allowed. if not, alternate racial traits are allowed at all?
Long term: there is a chance to craft magic items in the game?
The ability to craft mundane items seem a good thing for castaways.
Allowed...I hate that word.
With the exception of 3PP (only excluded because of my Hero Lab usage) any thing is ALLOWED. Whether it is RECOMMENDED is something you have to weigh and decide upon.
Do those items make my story complete, or they only another version of min-maxing?
Oh, and yes, crafting of items is "allowed" but having the materials and the time when stranded on a desert island struggling to survive might present a problem. Of course, the whole AP is not set there. Eventually Gilligan gets to civilization.

DM DoctorEvil |

Dotting and seconding Diego's questions.
Also, are feats and/or traits extrapolated from Golarion-specific material (like Chronicle of the Righteous or Humans of Golarion, specifically) allowed / frowned upon / outright banished?
See above.
As long as materials are Paizo published (like Campaign Settings etc) they are "allowed". Just not 3PP stuff, okay?
Frowned upon is different, isn't it.

DM DoctorEvil |

I'd like to submit a halfling ranger. I'll work on a backstory, I generally start the character with a sentence or two worth of exposition and then flesh them out as we go about the first few adventures, but I'll write something out.
Thanks Peony. No more than a sentence or two is really required if it captures the concept, which should flow through all parts of your build.

DM DoctorEvil |

I've got a heck of a character for this. A kobold oracle of flame who believes he's a reincarnated dragon, and now seeks out a suitable challenge to earn the rest of his draconic name, and a dominion to call his own and rule over!
Still working on bits and pieces, but he's a lovable, arrogant and self-important little nutcase.
Well, it is a submission at least. I will review him and commment in detail at a later time.
Would I want this guy as my Divine caster if I were stranded on a desert island? Questionable at best.

Yanistah "Yani" Stands-Tall |

Yanistah "Yani" Stands-Tall wrote:Dotting and seconding Diego's questions.
Also, are feats and/or traits extrapolated from Golarion-specific material (like Chronicle of the Righteous or Humans of Golarion, specifically) allowed / frowned upon / outright banished?
See above.
As long as materials are Paizo published (like Campaign Settings etc) they are "allowed". Just not 3PP stuff, okay?
Frowned upon is different, isn't it.
It is. Thanks for the feedback, DM DoctorEvil. I think I now have a clearer understanding of what you meant by "the closer to Core, the better". I fully second the stance that mechanics should first and foremost be used as instruments for weaving a narrative, and I realize how a good writer can tell a compelling story even without resorting to too many rhetorical devices.
I'll strive to accomplish this. Perhaps I'll change my submission – I think I have a character concept that relies exclusively on Core Rulebook material...

Morgrym Seareaver |

Arright, crunch first, it won't take my nearly as long as the backstory. I'll present it in statblock format, but I'd love to take you up on the Herolab offer.
Male Dwarf Barbarian 1
CG Medium Humadoid (dwarf)
Initiative +2; Perception +6, Darkvision 60 ft.
Defense
AC 15, Touch 10, Flat-footed 15
HP 16 (1d12+4)
Fort +5 Ref +1, Will +4
Offense
Speed 20 ft.
Melee
Dwarven Longhammer +4 (2d6+4/x3)
Greataxe +4 (1d12+4/x3)
Ranged
Spear +1 (1d8+3/x3)
Statistics
Str 16, Dex 10, Con 16, Int 10, Wis 16, Cha 8
Feats: Power Attack.
Traits: Reactionary, Boarded in the Shackles, Indomitable Faith.
BAB +1; CMB +4, CMD 14
Skills:
Perception +7
Profession (sailor) +6
Acrobatics +4
Survival +7
Languages: Common, Dwarven.
Special Abilities (class): Rage, Raging Drunk.
Special Abilities (race): Hardy, Saltbeard, Greed (only functions underwater), Stability, Weapon Familiarity.
Equipment, backstory, personality coming soon, and I will have to withdraw if Ace of Hearts shows up at the other SS campaign.

![]() |

rorek55 wrote:Ok, think I have a good idea here.. Assuming archery wont be completely useless in a jungle :p
thinking half elf, or elf fighter as of now no archetypes. Switch hitter/archer
half-elf
alt. racials- jungle affinity+dual minded
a rough idea of my statistics would be-
traits- Indomitable faith, rich parents, Get the cargo Through
Str: 16
Dex: 16
Con: 12
Int: 12
Wis: 12
Cha: 08Feats:
1-Point blank shot, rapid shotGear would look something like this-
Arms and Armor: MWK Composite longbow (+3), Falchion, MWK breastplate(+armored kilt),
40 cold Iron arrows, 20 blunt arrowsGear: 2 CLW potions, backpack, belt pouch, sunrod(2), waterskin (3), rations (10), grappling hook, 50ft silk rope, flint and steel, hammer, whetstone, torch (10), quiver(3),
concept- A mercenary working the area for profit and sight seeing. Has not picked a side in the brewing conflict between colonists and natives and willingly works for either side depending on who paid him last, (note, he doesn't double-cross a contract, he finishes it, then moves on to the next). Not particularly heroic, he has on occasion risked his neck to save a kid or two, and has been known to talk and play with children when not working or training.
Edit: Are drawbacks allowed? I feel sentimental would work well with the concept I have in mind ,if not I can probably just RP it in there
My honest feedback is that this needs more work. The traits don't tie to the backstory particularly, nor does the jungle racial traits. They just feel like optimizing to get good gear and bonuses in the terrain you think you'll be in.
I know your not complete, so I won't overwhelm you with criticism, but at first blush, this is the type of submission I would NOT want. Something that looks good for the arithmetic of the game, but doesn't pull together into a cohesive story.
I am sure if you worked on it, you could pull it all together, but Rich Parents as a trait always feels like a fraud to me unless you are...
This is my bad. I was going to rerfuff the rich parents trait to represent contracts completed as a mercenary. I also failed to explain he has been in the region for several+years.
(Get cargo through)would be a continuation for him or in other words his latest 'job'.Personally I prefer traits like seeker/reckless (for class skills) but I didn't feel they fit well. (He isn't reckless, and he doesn't usually go looking for trouble :P )

alsoBoris |

I'd like to submit Zuwena, a human ranger. I am currently encountering some difficulties with creating a new alias and I am awaiting a response from the web development team, but as soon as I am able, I will create one for her. Any feedback would be greatly welcomed.
Female Human Ranger 1
NG Medium Humaniod (Human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 12 (1d10+2)
Fort +3, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee handaxe +3 (1d6+2/x3) or light mace +3 (1d6+2/x2)
Ranged longbow +5 (1d8/x3)
Special Attacks favored enemy (animals +2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Percise Shot
Traits Deft Dodger, Fast-Talker, Stowaway
Skills Handle Animal +4, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +5, Survival +5, Swim +6
Languages Common
SQ track +1, wild empathy +0
Combat Gear alchemist's fire, acid;
Other Gear backpack, bedroll, belt pouch, flint and steel, handaxe, leather armor, light mace, longbow with 20 arrows, mess kit, pot, rope (50 ft), soap, torch (10), trail rations (5), waterskin, 14 gp
--------------------
Special Abilities
--------------------
Bonus Feat: Humans select one extra feat at 1st level. (Percise Shot)
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Fast Talker:You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Favored Enemy(Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains +2 bonus on Bluff, Knowlege, Perception, Sense Motive, and Survival checks against creatures of her selected type.
Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stowaway: Not all passengers on seafaring vessels are legal or even known to the captain and crew, and the Jenivere is no exception. Whether too poor to book legal passage on the ship or fearing discovery by customs officials in your home port, you or an ally stowed away on the ship in secret. This may mean that the crew doesn’t know you’re on board, or perhaps they do now but didn’t when the ship set sail. You gain a +1 trait bonus on Stealth checks and Survival checks to find food.
Characters with this trait might have boarded the Jenivere at any port, but especially in the cities of the Shackles.
Track(Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy(Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
As she reached adulthood, Zuwena began to spend more and more time in her beloved jungle, showing up in Port Peril only when she required more hunting supplies or to sell any game that the local butchers have requested. Although content to stay by herself, Zuwena occasionally hires herself out as a guide for curious adventurers that need passage to Bloodcove by land. However her recent expedition landed her on the wrong side of the Aspis Consortium. Unbeknownst to her, the latest group of adventurers was a group of Pathfinder Society agents, looking for a way to sneak into the Aspis city. When the Pathfinders were caught one of them sold Zuwena out in order to save their own skin. As her obvious escape route would be through the jungle, Zuwena went to the docks and snuck aboard a vessel bound towards Eleder, to throw the agents off.
Zuwena has been hiding below deck, scrounging only for water at night, when she is sure that no one will notice. However she is growing more and more anxious to get off the Jenivere and back to the jungle where she feels most at ease.

Gronk de'Morcaine |

Gronk is a very primitive tribesman trying to get away from the Chelaxians and back to the jungle he knows.
If you don't like the 'True Primitive' archtype, I can certainly drop it. I would still play him pretty much the same. The vanilla barbarian is quite a bit more powerful, but it really fit the concept.
Although he bought a lot, I tried to keep his purchases to what would seem useful (or just possibly entertaining) to a primitive tribesman.
Gronk boarded the Jenivere in Corentyn and is on his way home. He doesn't know if he will fit in with his tribe any better than he did before, but it has to be better than those decieving devil worshipers in Cheliax.
He felt stifled in the tribe traditions so took a job as a guard for rich human whose city guards died in the jungle. The rich man tried to claim he had paper that Gronk has written promising to serve him for years. But that was obviously a lie. Gronk doesn't know how to write and would never pretend to do so. Gronk may not read books, but he isn't stupid.
Gronk doesn't think the man will try to chase him since he was so frightened of the jungle. But If he wants to try to force Gronk in the jungle he knows, the man is welcome to try.
Gronk was however, impressed with the markets. He spent the day before leaving in the market buying anything that seemed like it might be helpful back home. Or at least those things he could understand. Much was confusing and strange. He did leave those alone. That would be for a shamman to decide.
Gronk de'Morcaine
Male half-orc (feral) barbarian (true primitive) 1 (Pathfinder RPG Ultimate Combat 30)
CG Medium humanoid (human, orc)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +2; +1 trait bonus vs. traps and natural hazards while in ruins
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatclub +5 (1d10+6) or
. . shortspear +5 (1d6+4) or
. . spiked gauntlet +5 (1d4+4) or
. . bite +0 (1d4+2)
Ranged sling +2 (1d4+4)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits boarded in the mwangi expanse, spirits in the stone (human - mwangi), suspicious
Skills Acrobatics -4 (-8 to jump), Climb +1, Intimidate +1, Knowledge (nature) +4, Perception +6, Sense Motive +7, Survival +6 (+8 to avoid becoming lost when using this); Racial Modifiers +2 Climb, +2 Intimidate
Languages Common, Orc, Polyglot
SQ favored terrain (jungle +2), illiteracy, orc blood, paranoid
Combat Gear potion of cure light wounds, oil (2), paper candle firework (4); Other Gear hide armor, bone heavy wooden shield, greatclub, shortspear, sling, spiked gauntlet, backpack, bear trap, bedroll, belt pouch, candle (2), chalk (2), cleats, compass, crowbar, drill, earplugs, fishhook (2), flint and steel, grappling hook, hammer, hemp rope (50 ft.), hip flask, iron spike (4), marbles, piton (4), poncho, portable ram, saw, sewing needle, shovel, signal whistle, silk rope (50 ft.), sledge, snorkel, soap, spear-thrower, string or twine (2), sunrod (2), swim fins, tindertwig (2), torch (4), trail rations (4), waterproof bag, waterskin, whetstone, wooden holy symbol of Gorum, 1 gp, 2 sp
--------------------
Tracked Resources
--------------------
Paper candle firework - 0/4
Potion of cure light wounds - 0/1
Rage (7 rounds/day) (Ex) - 0/7
Shortspear - 0/1
Sunrod - 0/2
Tindertwig - 0/2
Torch - 0/4
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Cleats -50% walking penalty for slick surfaces.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Illiteracy May never learn to read or write any language.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Paranoid Aid Another DC 15 for attempts to help you.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spirits in the Stone (Human - Mwangi) In ruins, +2 Init, +1 save vs. traps
Let me know what you think.

Morgrym Seareaver |

Morgrym's family and closer ancestors never forgot their formal noble stations, even if they had been born in the squalid hovel the family now shared. Even with the common sense of dwarves, they frittered away their gold on decadent things, failed to eat for some time, and were forced to sell it back at a loss. Morgrym's family name (which has been forgotten since his parents' deaths and his adoption of the honorific "Seareaver") would have died out if not for the cleric in the family who could create food. Needless to say, this behavior irked Morgrym to no end.
When he finally reached the end of the rope, he left in the night, taking with him his his gear, his training, his simmering rage, always close to surface, and several pints of fine ale. When news came that he had become an adventuring, wandering mercenary, the shock was too much for his parents, who slowly wasted away until they lost the will to live. The Jenevire is Morgrym's fourth cargo-protection job, and the first one to become a disaster.

Wildcat |

(Previously Tanos Aleri) Fair enough, Doc. I'll take the shot with the concept I'd really like to play and see where it goes. Here is the submission, character sheet link is listed along with backstory/personality/appearance. I'm working on transferring the critical info into a stat block on the profile.
I'd also be willing to discuss a different animal companion. I envisioned the igunandon when I created the concept but if there is issue with a medium-going-large companion with the AP (realizing that it might be harder to justify stowing away two human-sized creatures instead of just one) I'd consider monitor lizard.

![]() |

N Medium Humanoid (half elf)
Alternate racials- dual talented
Init +3; Senses Perception +1
------------------------------
DEFENSE
------------------------------
AC20, touch 13, flat-footed 17 (+7 armor, +3 dex, +0shield)
hp 11
Fort +3, Ref +3, Will +3(+2 vs enchantments)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
Greatsword
To Hit: +4
Damage: 2d6+5 (19-20x2)
Ranged
Composite longbow
To Hit: +5/+6
Damage: 1d8+3/+4
------------------------------
STATISTICS
------------------------------
Str:16 Dex: 17 Con: 12 Int: 12 Wis: : 12 Cha: 08
Base Atk: +1; CMB +4; CMD 17
Traits: Indomitable faith, Mercenary work(rich parents), get the cargo through
Drawbacks:
Feats:
1- Point blank shot, rapid shot
Skills: 3
Climb-1
Acrobatic-1
Survival-1
Swim-1
ACP -3
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common,
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Greatsword, MWK breastplate + armored kilt, MWK warp wood composite longbow (+3), 40 cold iron arrows, 20 blunt arrows
Misc Gear: backpack, belt pouch, waterskin (3), rations (10), caltrops (3), Grappling hook, 50ft hemp rope, hammer, fishing hook, torch (10),
Carrying Capacity
Light 0-116 lb. Medium 117-233 lb. Heavy 234-350 lb.
Current Load Carried 0 lb.
Money GP 5 SP 5 CP
Rydell was raised in a mostly elven village on the borders of a hot forest, he grew up in the fanciful world of the elves and for many many years lived happily and peacefully he learned the art of bowman ship, and was taught how to wield a blade as the elves do, and they soon found that he seemed to have a natural knack for martial skills. However, soon a yearning to know, and see more came over him, and with high spirits, but a heavy heart he left his home town to see and explore the world. To put his natural talents to good use, and to fund his sight-seeing, he enlisted as a mercenary. The strange new world would change him, he would become more practical, and focused than he had been in the elven lands, but he always kept a childish part about him. After a year or so of working in a guild, he left to roam as a freelancer, going where the work, and his will, took him. He wound up in the Mwangi expanse after hearing of a raising conflict and the possibility of making quite a pretty penny from it, it also reminded him of his old home only hotter, more humid, and with a bit of different wildlife and plantlife. He has remained in the Mwangi expanse now for over 5 years doing contracts for both the natives and the colonists and as such has become attuned to the area in which he has lived the longest save his childhood home. Many know of his double work, and some find it purely appalling, Rydell however laughs. He works for those who pay him, accepting one contract at a time and is known for his competence. He has never broken a contract and many admire him for that. That is, until the day he was hired to slay a local native shaman of a small village whom supposedly had lead raids on a small colonist settlement. Rydell never cared for meaningless bloodshed and decided against forcefully entering the natives small village, and instead entered peacefully. After gaining a visit to the shaman he easily subdued him after stating he would harm him, and none of his people and readied the finishing blow when a thought came unbidden to him.
Are these truly the savages described to me? Is this right? No. I cannot think these things, I have a contract to fufill.
Rydell looked upon the shaman leader with sad eyes, apologizing, Business is business, after all, you attacked the settlement. And fear not, I will not harm any of this village that do not hinder my leaving. He prepares to strike again, but stops at full draw.
They have shown no hostility, they show little In the way of warriors, what if I am wrong in this? They showed me hospitality, and this man would give his life so readily for his people? No, the contract, you have never broken one, it’s just business.
Rydell stood there for a long time, waging a war inside his own mind before finally lowering his bow. He apologizes to the leader, and then takes his leave. After word about his failure got around he received less and less work, he started to inspect the work given him more thoroughly, he began to question more and more. (a dangerous thing for a mercenary some say). Eventually, he took to minor guard duty, messenger detail, or other things. An old friend from when he first arrived eventually came to him with an offer to guard some special cargo on its way to port. After considering it a bit, he took it. It was the best paying job he had had in a while, and his saving were running thin. But the best part was it was simple and clear cut, not a lot of thinking to be done. As he boarded the ship with the wind and sea spray in his face, his thoughts strayed back to the first time he broke a contract…
Personality- Rydell has a bit of a bi-polar issue, often times he can come off as serious, calculating, cold, and a bit blunt. Other times, he comes off as extremely happy go lucky, friendly and childish. Rydell normally wouldn’t stick his neck out for many others, but has been known to do so every so often, particularly for children or younger ones. Lately he has become a bit self-conflicted about his choice to leave the shaman leader alive. He broke the contract, and thus broke a tenant he made for himself, however, he feels like he did the “right” thing in letting the man live. This has caused him to question a lot of things about himself and his life, however he still works as a mercenary, and has to this day completed every job he has been given. He also still has not chosen a “side” in the budding conflict. Rydell is often seen playing with children as their carefree spirit reminds him somewhat of home, and like them, he continues to have a childish part to himself.
Thoughts?

Marcus Wilmont |

Interested, doing out my character now, a human monk.
LN Medium Humanoid (Human)
Init +4; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 12 (+2 dex, +2 untyped, +1 dodge)
hp 13 {+1d8,+1Con,+1fav,+3toughness}
Fort +3, {+2Base,+1Con}
Ref +4, {+2Base,+2Dex}
Will +4,{+2Base,+2Wis}
CMD 17
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +3;
Base Atk +0;
Melee+3{+0Base,+3Str}
Unarmed Flurry +3/+3 (weapon focus)
Ranged+2{+0Base,+2Dex}
------------------------------
STATISTICS
------------------------------
Str 17, Dex 14, Con 13, Int 10, Wis 14, Cha 10
------------------------
Traits
Reactionary - +2 Initiative
Highlander - +1 Stealth, +2 if in rocky terrain
Jenivere Crew - +1 Acrobatics
------------------
Race Traits
Skilled - +1 skill per level
Bonus Feat
-------------
Feats
----------------
Level 1 Feat - Weapon Focus (Unarmed)
Human Bonus - Toughness
Monk Bonus (1) - Dodge
Unarmed Strike (Monk)
Stunning Fist (Monk) - DC12 1/day
**Favored Class bonus x1 hp**
--------------
Skills (4 points * 1 lvl)
-----------
Acrobatics +7 (1r)
Perception +6 (1r)
Profession (Sailor) +6 (1r)
Stealth +7 (1r) (+8 in rocky)
Swim +6 (1r)
All others at default for attribute.
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 trait to stealth
+1 trait to intimidate
Languages Common
------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Untyped AC Bonus +2 - Monk feature
Alesse Rial was left with the monks of a monastery located high in a mountain range as a child, and was given the last name of one of the monks. She grew up in the monastery, learning the methods of self perfection for both spirit and body. Alesse soon became unhappy with the sheltered existence of the monastery, and with the permission of the head monk, left to travel the world.
Alesse had trouble finding ways to survive in the world, with her lack of marketable skills, ended up often being hired as a bodyguard and security. During a particularly bad brawl with an angry customer, one of the crewmembers of the Jenivere noticed her, and offered to take her on as a member of the crew.
Since then Alesse has been working on the Jenivere and traveling from port to port.
Alesse tries to find balance and self improvement in both body and mind. She does not have much of a mind for bargaining and persuasion, and she cannot stand liars.
Alesse Rial is a 5'3" tall human woman in her early twenties with an athletic build. She has black hair and green eyes. She wears simple, durable clothes.
People of Interest:
- Monks of the Heiang Monastery - Raised Alesse in their high mountain monastery.
- Parents - Names unknown, Alesse has a description of her parents, given to her by the monks who were around when she was left at the monastery. Notable features being that they both had the same tattoo located on their neck. Alesse has been unable to discover the origin or meaning of the symbol.
- Former employers - Alesse worked for many different people as she traveled from city to city, and she occasionally bumps into them again. She worked as bodyguard, security, manual labor, and now beginning as a sailor for the Jenivere

Nebdel Melfcane |

Esteemed Elderman Wienstlov,
I am aware that you and the council think I have let my imagination run away with me. Well, you may be correct. But I can not in good conscience ignore what I believe to be true. I remain certain enough that I must investigate further.
The Seethan records clearly indicate that the Pontiff Seethan's expedition carried some significant item of religious might. The Pontif was convinced that Desna's influence through that singular item would ensure their success. He may have even been correct. They certainly found something that left the few survivors 'unhinged' when they were found wandering in the jungle. But whether they found what they were looking for or not is irrelevant. No noteworthy religious icon came out of the jungle with them. It must still be there.
I intend to look for it. The evidenciary record will not leave my thoughts. I believe Desna wishes me to do this. Therefore I must.
Since you and the council feel that it is a fools errand, I know better than to request any material assistance. I will take only what is my due as an acknowledged clergyman. I hope it is not to much to ask for your prayers for success and Desna's guidance.
Respectfully, Nebdel Melfcane.
Nebdel Melfane
Male half-elf inquisitor of Desna 1 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee club +2 (1d6+2) or
. . dagger +2 (1d4+2/19-20) or
. . starknife +2 (1d4+2/×3)
Ranged sling +2 (1d4+2)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bless, ear-piercing scream[UM] (DC 14)
. . 0 (at will)—detect magic, detect poison, guidance, light, stabilize
. . Domain Travel (Exploration subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 14, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Judgment Surge[UM], Skill Focus (Perception)
Traits beacon of faith, careful combatant, mwangi scholar
Skills Acrobatics -3, Appraise +0, Bluff -3, Climb -3, Diplomacy -3, Disguise -3, Escape Artist -3, Fly -3, Heal +1, Intimidate -2, Knowledge (dungeoneering) +6, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +6, Knowledge (religion) +6, Perception +12, Ride -3, Sense Motive +2, Spellcraft +6, Stealth -3, Survival +7, Swim -3; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Osiriani, Ancient, Polyglot
SQ door sight, elf blood, meticulous, monster lore +3, stern gaze +1
Combat Gear potion of cure light wounds, oil (2); Other Gear studded leather, heavy wooden shield, club, dagger, sling, sling bullets (10), starknife, backpack, bedroll, belt pouch, chalk, earplugs, fishhook, flint and steel, ink, black, inkpen, iron holy symbol of Desna, lamp, waterproof, parchment (3), scroll case, sealing wax, sewing needle, signal horn, spell component pouch, sunrod, thread (50 ft.), tindertwig, trail rations (3), twine (50'), waterskin, whetstone, 4 gp, 6 sp, 2 cp
--------------------
Tracked Resources
--------------------
Beacon of Faith (1/day) - 0/1
Club - 0/1
Dagger - 0/1
Door Sight (6/day) (Su) - 0/6
Judgment (1/day) (Su) - 0/1
Judgment Surge (1/day) - 0/1
Potion of cure light wounds - 0/1
Sling bullets - 0/10
Starknife - 0/1
Sunrod - 0/1
Tindertwig - 0/1
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Beacon of Faith (1/day) As a free action, cast domain or inquisition spell at 2 levels higher.
Careful Combatant When withdrawing, the first 2 squares of your movement are not considered threatened.
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor Domain (Exploration)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
I know you said you prefer CRB classes. But my priest PC morphed into more of a religious Indiana Jones as I wrote the letter. I couldn't see any real way to do that with cleric and 2 skill points. Tell me what you do or do not like about it and if you would like I can change some things to better suit the AP.

Dragolan Canario |

The character at this profile was originally created for an SS game; however, the GM for the first one disappeared before creating anything but a Recruitment thread; the second GM disappeared a little ways into Smugglers' Shiv; and the third had a major attack of RL shortly after we got to the village on the island and had to drop the game.
Anyway, here's Dragolan Canario, Chelaxian Oracle of Life. I have some more shopping to do, and I have to get his header together, but that's about it.
"And so I am traveling to this wineless wasteland..." He taps his finger on the unrolled map of the Mwangi Expanse in front of him. "...for the only thing in all the wide world I desire more: The glory of life." He shakes his head sadly as he rolls up the map and slowly rises, leaning on the table with both hands to steady himself. "But perhaps...perhaps, if my Mystery is kind to me, there may yet be something drinkable in all that profusion." And smiling at that happy thought, he not-quite-staggers off to bed, humming to himself. Behind him, the wooden table twitches where his hands rested, knocking his abandoned cup to the floor with a clatter.
The GM in one of his previous campaigns had put forth five questions for each character in the recruitment thread; I've pasted them and the answers for Dragolan behind the spoiler tag below.
2. At which port did you board or are you a stowaway?
3. What will your character contribute to the group?
4. What are your plans for your character mechanically?
5. What are your plans for your character from a story-perspective?
Answers to the questions, in order:
1. Dragolan is a Chelaxian remittance man. His family is rather well-off, but his sister in particular is quite ambitious. However, Dragolan's Mystery is not very popular in Cheliax. To facilitate his sister's ambitions, he was encouraged to relocate somewhere far away and provided some additional funds for further encouragement. He chose Sargava because it's a former colony of Cheliax (so the culture won't be too unfamiliar) and because one of the ways that he indulges his Mystery is to find and experience Life in all its myriad varieties. Jungles are famous for this sort of thing. As far as he's concerned, the major disadvantage of Sargava is the lack of decent wine.
2. As one might guess from the above, he boarded in Pezzack and paid his way.
3. As an oracle of Life, he is a proficient healer. He's a mediocre combatant and an adequate outdoorsman. The party mix will determine whether he pushes any combat feats. (He's also a fair cook.)
4. Mechanically, I'm planning on pushing healing and support spells and skills (esp. Survival, Knowledge (Geography), and Knowledge (Nature)), and very likely picking up Diplomacy and/or a level or two in Linguistics.
5. I see this character as an explorer, driven by his Mystery (and kicked out by his family, but he doesn't hold it against them; he wants his sister to succeed, too). Left to himself he would have stayed home and been a well-off wine snob and foodie, and he looks the part. But he's going to a godsforsaken stretch of jungle basically because he wants to see and experience biodiversity firsthand. He wants to smell the flowers, see the bugs and beasts (and maybe eat some of them), hear the sounds of the jungle...all of that. He's a gourmand, something of a drunkard (wine only!), and enjoyer of the company of beautiful women because he has tremendous joie de vivre--he loves life, because Life flows through him so strongly.

Fortune Brav0 |

I created this character for the apparently still-born Serpent's Skull campaign by another GM that went up a few weeks ago. I'll submit the same character here. The character already fits the requirements except that the point buy for that character was 15 and this one is 20, plus the starting wealth is a bit more for this character in this campaign than the other. If chosen, I'll adjust the stats accordingly.
Profile has the complete stats and the background story as well. I think the choice of feats and traits complies with your comments to the other player who proposed the same archetype (Druid Feral Child) and are consistent with someone raised in the wild by a tiger. The stats of the animal companion are in the spoilers toward the bottom of the profile, but I can create a separate alias for the tiger if you want.
Here is the background, for convenience:
Her son was found alive by a tiger who had once been a druid's animal companion and had developed an affection for humans. She raised him and later another druid adopted her as his animal companion and began to school the human she was raising. He named him Rankx and taught him spell casting and other secrets of the jungle. When he came of age, a tiger known to his adopted mother was killed by hunters, leaving a female cub. Rankx returned the favor and adopted the cub as his animal companion. He decided it was time for him to interact with others of his kind, so he traveled to various Mwangli Expanse cities near the Sodden Lands and eventually boarded the Jenivere as it made for Sargava.
As for roleplaying the character, I've had lots of experience (over 40 years now) so I think it will be an interesting challenge. He will not always express himself well, since he won't be familiar with idioms and metaphoric expressions. I don't want to play him as the stereotypic "Me Tarzen, you Jane." His sentences will probably be short and to the point, when he speaks at all.
More interesting will be how he deals with political factions and such, which I have an inkling will play a part in the AP from reviews I've read. He has no loyalties to Chelaxians or any other group of humans. He will probably form a strong loyalty to the members of the party, as well as being concerned about the preservation of the good things about nature. He likewise won't be strongly motivated by desire for treasure. But if he's formed attachments to the others in the group, he will go along to help protect them, as well as satisfy his own curiosity about what waits at the end of the trail.

![]() |

The background is fairly long, but I had fun writing it.
Here is Mikail Ruben, Bard (Archivist).
His first books were abridged versions of the Pathfinders chronicles, adapted to audience made of young boys and girls. Those books gave birth to a dream, that of becoming a Pathfinder and discover hidden mysteries and gaining fame while doing good deeds. Generally that kind of dreams don’t lead anywhere, but Mikail had the stubbornness to follow them even against his parents wishes and the potential to get them to fruition.
While his parents wanted him to prepare for some remunerative profession like lawyer or civil law notary he was able to steer his academic courses in the direction he wanted, learning very little about law but a great deal about history and geography. In the end hid parents accepted the inevitable and allowed him to study magic and survival skills in preparation for entering the Pathfinders academy instead of going to the law school. After all the Pathfinder are one of the glory of Absalom and a son trained in the skills needed to survive dangerous voyages and talking with natives can be a valuable asset for a trading house.
One of Mikail discoveries during his early school years was the faith of Eritrice, Empyreal lord of debate, opinions and truths. During several debates he had the occasion to hear the argumentations and questions of Robert Fist, a student a few year older than him, and was impressed by his clarity and his willingness to challenge the lecturer doctrine when that was based on shaky assumptions. He had several discussions with Robert and they became fast friends. Robert introduced him to the faith of Eritrice and Mikail realized that he had found his patron deity. They followed different study courses, as Robert is now a lawyer in Absalom, one famous for his honesty and willingness to defend even the poor, but they are friends even today.
In the last years Mikail has discovered some truth about the Pathfinder. Some of them are like the heroes of his childhood dreams, seekers of hidden truths and spreaders of knowledge but a good numbers are nothing more than grave robbers and treasure hunters. Entering the organization as un unexperienced apprentice would likely meant that he would be indebted to some experienced Pathfinder willing to sponsor him, and he don’t want to follow the order of someone that can be a unscrupulous tomb robber. He want to enter the organization on his terms, free of obligations. So he has decide that he should accomplish something noteworthy before petitioning to enter the Pathfinders, hoping to be able to enter the organization on his merits, without the need of someone recommendation.
So, again, he has mapped the way for the next stage of his life with his peculiar combination of practicality and dreams. He has chosen an area worth studying, the Mwangi lands in Garund, a period, that of Old Man Jatembe and has prepared for a private expedition, learning the languages he think cam be useful and honing his skills at survival, exploration and basic medicine, gathered the equipment he think will be useful and reached Corentyn in Cheliax to embark on the Jenivere to reach Sagrava.
Male human (Taldan) bard (archivist) 1 ( Pathfinder RPG Advanced Player's Guide 80)
NG Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +4
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d8+5)
Fort +2, Ref +3, Will +2
—————
Offense
—————
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
rapier +1 (1d6+1/18-20)
Ranged sling +1 (1d4+1)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +6)
1st (2/day)— cure light wounds , sleep (DC 14)
0 (at will)— daze (DC 13), detect magic , light, scrivener's chant
—————
Statistics
—————
Str 12, Dex 13, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats CosmopolitanAPG, Toughness
Traits boarded in cheliax, focused mind, wealthy dabbler
Skills Diplomacy +7, Heal +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +3 (+5 to navigate
underground), Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +7,
Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge
(religion) +3, Perception +4, Perform (oratory) +7, Sense Motive +4, Spellcraft +6, Survival +4 (+6 to avoid
becoming lost when using this)
Languages Common, Elven, Jistka, Polyglot, Takritanin
SQ bardic knowledge +1, hero points
Combat Gear antitoxin, bodybalm, healer's kit; Other Gear chain shirt, dagger, rapier, sling, sling bullets
(10), sling bullets (10), backpack, bedroll, belt pouch, brush, shaving (0.1 lb), buttons (0.1 lb), canteen,
charcoal stick, chest, medium, compass, conditioning oil for leather (0.4 lb), cup, shaving (0.2 lb),
explorer's outfit, file, small (0.1 lb), flint and steel, hemp rope (50 ft.), ink, black, ink, black (2), inkpen,
inkpen (2), journal (3), leather paring knife (0.5 lb), leather straps (0.4 lb), measuring cord (10 ft.),
measuring cord (10 ft.), mess kit, metal polish (0.3 lb), mirror, paper (10), pot, powder (2), sack, scroll
case, sewing needle, shaving powder (one shave) (0.01 lb) (50), soap (2), soft cloth (0.1 lb) (2), straight
razor (0.2 lb), torch (10), trail rations (5), whetstone, 3 gp, 6 sp, 9 cp
—————
Special Abilities
—————
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5
alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature.
Antitoxin has no effect when you cast the spell on an object.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Focused Mind +2 to Concentration checks
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Wealthy Dabbler (Detect Poison, Mending, 2/day) Select two non-harmful arcane cantrips. You can cast
these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these
cantrips, your caster level for these cantrips is equal to that class level.
There is a lot of equipment as the Boarded in Cheliax trait give 200 gp to spend on mundane equipment. Most of it is in a chest. I hope it will survive the shipwreck.
I can send you the hero lab files and/or the PDF of the character if you want. I will make a new alias if I am chosen, I don't want to add unused alias on the server.
Feats
Cosmopolitan
Living in large, exotic cities has put you in touch with many diverse
civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your
choice. In addition, choose two Intelligence-, Wisdom-, or Charismabased
skills. Those skills always count as class skills for you.
Languages: Polyglot, Takritanin
skills: perception and survival
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess
beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die
(such as when you gain a level).
Traits
Boarded In Cheliax
While you aren’t necessarily a native of Cheliax, you boarded the
Jenivere at one of that country’s port cities. As the people of
Cheliax generally know the Mwangi Expanse as a near legendary
land home to strange beasts and exotic treasures, your views of the
region have a distinctly romantic tinge, and the desire for fame,
wealth, and adventure likely motivate your travels. You begin the
campaign with a detailed map of the Mwangi Expanse (this grants
+2 competence bonus on all Knowledge [geography] checks made
regarding this region) and 200 gp worth of mundane equipment to
aid your exploration of the jungle.
Focused Mind
Your childhood was either dominated by lessons of some sort (be
they musical or academic) or by a horrible home life that
encouraged your ability to block out distractions to focus on the
immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Wealthy Dabbler (Detect Poison, Mending, 2/day)
You must be from the listed region to select this trait: Taldan
You study magic at a social club, wowing your friends with your
recent discoveries and showing off your expertise in the simplest of
magical exploits. Select two non-harmful arcane cantrips. You can
cast these two cantrips once per day each (caster level 1st). If you
have levels in a class that can cast these cantrips, your caster level
for these cantrips is equal to that class level.
! I failed to notice the bolded part when I did choose this trait. It is possible to get it for a native of Absalom? I could make my character a Taldan, but Absalon seem more appropriate to his background.
Eritrice
At the dawn of creation, so the stories go, the archdevil
Geryon filled a pit in the Hellish realm of Stygia with an
outpouring of lies. From beneath the weight of these lies
rang out a single truth, which f lew free of the fifth layer
of Hell before ascending to the upper planes. That truth
was Eritrice.
The muscular Eritrice stands 8 feet tall, and her feminine
form is typically covered with a pale brown pelt. Her head is
that of a female lion’s and her eyes gleam like amethysts. She
wears a short leather kilt beneath a rose-colored breastplate.
Eritrice’s voice is so compelling, it is said, that those who
hear her speak forget her remarkable appearance.
Eritrice works to spread truth and wisdom throughout
the world, but believes that insight gained through spirited
debate is more valuable than knowledge gleaned from
books. Her agents encourage discussion and respectful
disagreement. In regions where lies are spoken aloud but
truth remains hidden, Eritrice and her minions help good
individuals pass messages. Geryon and his minions are
Heart-Speaker’s sworn enemies, and the two are known to
have had titanic battles in the past.
Heart-Speaker makes her home on the broad, sun-soaked
plains of Nirvana. Her favorite spot is the Windswept Lea,
a green and verdant meadow. When entertaining guests,
she stays in a grand pavilion of chestnut wood, whose
walls open to the sweet grassland and whose rooms are
separated by hanging shantung curtains.

Kelarith |

DM Dr Evil,
Sorry it took so long to get this on the board. I wanted to make sure the crunch fit the character I wanted to portray. I *think* it's all set now
Benelon Variasten
Male half-elf ranger 1
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2 (+2 trait bonus vs. poison), Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greataxe +3 (1d12+3/×3)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (charau-ka +2)
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 10, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-blank Shot, Skill Focus (Perception)
Traits beast bond, boarded in mediogalti, reactionary
Skills Acrobatics +1 (-3 to jump), Climb +3, Handle Animal +5, Knowledge (nature) +4, Perception +10, Ride +2, Stealth +5, Survival +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, track +1, wild empathy
Other Gear leather armor, greataxe, longbow, backpack, bedroll, belt pouch, chalk (5), flint and steel, hemp rope (50 ft.), mess kit, pot, torch (10), trail rations (5), waterskin, 35 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Boarded In Mediogalti (Blue Whinnis) +2 Save vs. Poison, immune to the selected poison.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Charau-ka +2) (Ex) +2 to rolls vs. Favored Enemy (Charau-ka) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Benelon let the last arrow fly and was satisfied when he heard the solid thunk, and then the groan as the man slumped to the ground. Benelon slipped quietly inside the warehouse, and moved quietly to the cages that housed the big cats he'd seen carted in here the other day. He pulled the covering off of the cage, and slumped. The three cats lay on the floor of the cage, their tongues lolling out of their mouth. Reaching into the cage, chuffing at them soothingly, he ran his hands over their coats. They turned their heads to him almost imperceptively. He did what he could, but clearly the animals had been poisoned, and it was too far along for him to do anything. Clearly the animals were dying
"I'm sorry my friends." He ran his hands over one great cat's coat one last time, and his hand caught on something. Quick investigation revealed the same thing on all three animals.. A small trinket lay around the necks of all three of the great cats. Reaching through the bars, he unclasped each one in turn and held the thin chains holding the trinkets on each. He held them in his hand and studied them briefly, but he didn't recognize the markings or their significance. He heard a door open nearby, and hastily shoved the jewelry into a pouch, covered the cage and climbed up to one of the larger open windows.
He looked back to see two men entering the warehouse and heading for the cages.
"The poison should have taken effect by now and the leopards should be dead, we can retrieve the tokens." The sound of the cage door opening and then the grunting of one of the men as he turned the big cats over came to Benelon's ears.
"They're not here, sir."
"What?? They have to be here. Do you realize how hard these things were to come by?!" The man who was obviously in charge, exploded.
Benelon took that moment to leave via the window, and ran for his flat.
The next few weeks, Benelon made inquiries about the trinkets, and spent most of the money he'd scrabbled together on sages. The best that anyone could tell him was that the trinkets originated from the Mwangi Expanse, and that they may tell of more treasure to be found if one could find out where they were from.
As word got out about a half-elf asking about Mwangi trinkets, from some of the more unscrupulous people Benelon visited, Benelon found himself being watched. After a very short time, his flat was watched. Soon he had nowhere to go, and the noose tightened around him daily.
With not much else to do, Benelon resolved to hunt down the trinkets origin. To do that he knew he needed to travel to the Mwangi Expanse. Using the cover of being a big game hunter, he booked passage on the Jenivere, trinkets in hand, and hoping for adventure and riches to come.
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 Publishing, LLC®, and are used under license.

DM DoctorEvil |

Wow! You guys have been busy on a Sunday. I have tried to make a list of those who dotted and then those that submitted a concept far enough for me to consider. If I left you off the list, it is an oversight only, not an intentional omission. Likewise, if your final application is in, and I didn't see it, please let me know.
Dotted, but not submitted a final application
Kip84
Twigs
Speaker for the Dead
Jamie Somers
Selkyon
Peony
Mokshai
Chuant
Ollurin Skull-render
Aestereal
Yani Stands Tall
Those listed below have made a submission. I haven't read them all yet, but will be over the next couple of days, asking questions as I am prompted by them. Remember, I am looking for the basic four skill sets, and then 1 or 2 wildcards. (I realize you might not exactly fit any of these categories especially if a hybrid characer type like warpriest etc, but I am the one classifying them, for my own purposes.)
Melee
Rydell - half-elf archer/fighter
Morgrym Seareaver - salty dwarf barbarian
Gronk - primitive half-orc barbarian
Alesse Rial - Qinggong monk crewman
Divine
Fel - Kobold Oracle of Flame
Wildcat - Feral Child Druid
Nebdel - half-elf inquisitor of Desna/treasure hunter
Dragolan - human life oracle from Cheliax
Rankx - human feral child, raised by tigers
Arcane
Marik Whitethone - human diviner plagued by dreams
Skill
Zuwena - Human ranger - stowaway escaping Bloodcove
Mikhail Ruben - Human bard archivist from Absalom
Benelon - half-elf ranger and trinket thief
Looks like my work is already cut out for me. I will begin reviewing and interrogating, and thinking about useful combinations. Still have a few days for others to get in what they might like.

Marcus Wilmont |

If I am allowed to do this, I also have another character that I might want to play more than Alesse? A human paladin, link to stats and background over here: Varya Tial
It was written for a carrion crown campaign, but I can easily change that if you think this character would work with a group personality/mechanics wise.
I like this character a lot and would probably roleplay better, but I don't know how well it would work with your view of alignments, because I specifically wanted to make a paladin that was not the average Lawful Good paladin. Obviously more description in the link, but essentially a paladin that deals with anger problems while still trying to be honorable in other aspects. Stuff like, yes I will fight with some guy at the bar who insulted me, but I'm going to take off my armor and not use paladin powers to make it an 'even' fight. Once he's learned his lesson, slap him back to consciousness with a lay on hands. Being OK with doing rogue-y thieving things even if it breaks laws, because she is a soldier of Iomedae, not a sheriff (provided doing it to actually accomplish something)
I think it'd be pretty interesting, and I think I leave some stuff that can be plot-hookable.
Thanks for a consideration either way!

Harbek Toruun |

Kip84's submission.
Harbek, a Dwarven Miner.
Medium Humanoid (Dwarf)
Init +2; Senses Perception +3 (Darkvision)
Favoured Class Fighter: 1st +1Hp;
------------------------------
DEFENSE
------------------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex, +0 shield)
hp 13
Fort +5, Ref +2, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Ranged
------------------------------
STATISTICS
------------------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Traits
Boarded in Varisia: Traveling from Janderhoff to escape the stuffy confines of dwarven society Harbek has little experience with the jungle, its denizens, or its strange forces. Just as the lands of Garund are wild and exotic to you, so are you to them. Gain a +2 trait bonus on all Bluff checks made against inhabitants of the jungle.
Goldsniffer: You gain a +2 trait bonus on Perception checks related to metals, jewels, and gemstones.
Life of Toil: You gain a +1 Trait bonus on fortitude saves.
Feats Combat Expertise (1st), Weapon Focus Greataxe (Fighter 1),
Skills (3 points; 2 class, 1 INT)
Climb +3 (1 rank, 3 class, 3 str)
Profession Miner +5 (1 rank, 3 class, 1 wis)
Swim +3 (1 rank, 3 class, 3 str)
ACP -4
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Dwarven, Undercommon
------------------------------
Race Features
------------------------------
+2 Constitution , +2 Wisdom , –2 Charisma : Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision : Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
------------------------------
Class Features
------------------------------
Bonus Feat: Weapon focus: Greataxe
------------------------------
GEAR/POSSESSIONS
------------------------------
Greataxe (20gp) 12lb
Light Hammer x5 (5gp) (10lb)
Scalemail (50gp) 30lb
Explorer's outfit (-) 8lb
Backpack (2) 2lb
Bedroll (0.1) 5lb
Flint & Steel (1) -
Grappling Hook (1) 4lb
Bullseye Lamp (12) 3lb
Oil x5 (0.5) -
Tankard (0.02) 1lb
Miners Pick (3) 10lb
Rope (silk) (10) 5lb
Shovel (2) 8lb
Waterskin (1) 4lb
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 104 lb.
Money 42 GP 3 SP 8 CP
It wasn't long before he heard of the Deeptreasure Mining Company and the ruins of the Mwangi expanse seemed to offer excitement as well. At the docks in Varisia he booked passage on a cargo ship called Jenivere. He hasn't found sea travel to be to his taste and has spent most of the trip so far hanging over the rail, regretting his decisions.
Age 68 Height 4'1" Weight 178 lb Alignment CG
Harbek is a short, barrel chested dwarf, with dirty blond hair and a long thick beard. He generally looks a little disheveled and grumpy.
The only thing Harbek likes more than digging for gold and gems is excitement and adventure. He can be a little rash despite his years. He is quick to make friends and is loyal as long as long as others are loyal.