Would anyone like to join this game in progress?
I have two or three openings, We are not very far into it.
Level 2 with 1000 gold for gear.
Note - am currently playing in a campaign. In fact, this is the (now deceased :-() character I started that campaign with. If that is an issue thats fine. (I'm fairly good at separating player and character knowledge. But I'm human and hence imperfect at it :-().
As far as I can see you never specified point build and the like. Assuming 20 pt build I'd submit Pitran. 1/2 Orc Druid specializing in shape shifting (Feral Shifter archetype).
How far in are you? I have this character that is in a currently in a campaign that has lost the GM. We were not very far in, though, so I would have some basis for what is happening, but maybe missing a few details.
However, reading over a bit of your journey so far, I think I would rather submit a human alchemist with infusions or a wizard that brews potions... someone that can help buff the party through collecting and processing the local fauna sort of thing.
Arrived at the island investigated the original landing site. Found no signs of the original colonist but found clues that there might have been infighting between them, went to secondary side joined up with the rest of the crew and made way back to first landing side and currently working on rebuilding it. After a string of choker attacks the group found a cave with a nest of chokers and are trying to clear them out.
How about this as an alternate: Gizmo, a Human Grenadier Alchemist, Tinkerer and Engineer.
Frank Ghizmadeus comes from a decent family, one with enough wealth to afford to send him to school. He excelled at studies of chemistry and engineering, as well as learning much about spellcasters and the principles behind magic.
Unfortunately, Frank was a bit awkward, finding it hard to make friends. So he would spend most of his time creating chemical compounds or tinkering with his gadgets, most which did not work but every now and then he would create something fun. His classmates would call him Gizmo, and the moniker stuck.
Gizmo was also quite the history buff, with ancient Azlanti being a particular interest. Still, when he heard they were recruiting people to start a new life as a colonist, he balked at the idea. "Why would I ever leave the comforts of home?"
One fateful day, a man approached him to help with a "project". The money seemed good, and he was board, and most importantly, the man seemed quite friendly, and Gizmo always wanted friends. Sadly, it turned out this man was using the scholar to create methods for smuggling in illegal substances, and then he wanted Gizmo to start creating poisons and other dangerous compounds for his criminal organization. Once Gizmo found out, he wanted no more part of it, but he was in too deep to easily get out. So instead, he enacted a plan to destroy all of his work, and put a significant dent in the organizations business.
Realizing he had not thought through to the end, he suddenly needed to disappear, and quick! Now, the prospect of moving away to a deserted colony became quite attractive, and he immediately signed up for the next transport. Luckily, the Bountiful Venture Company saw a use for his engineering and survival skills, and were happy to have him.
Frank "Gizmo" Ghizmadeus
LG Human Grenadier Alchemist 2
Languages: Common, ancient Azlanti, Dwarf, Sylvan, Gnome, Aquan
Movement: 30 spd
Init +2 (+2 Dex)
HP 17 (8 +1 Con +1 FC/5+1+1)
AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15
CMD 13 (10 +1 Str +2 Dex)
Fort +3 (+2 class +1 Con)
Ref +4 (+2 class +2 Dex)
Will +1 (+0 class +1 Wis)
Base Attack +1; Melee Touch +3; Ranged Touch +3
CMB +2 (+1 BAB +1 Str)
1.1 Cure light wounds
1.2 Monkey fish
Dagger +2 att / 1d4 P or S dmg 19–20/×2 10 ft. (+1 BAB +1 Str)
Heavy crossbow +3 att : 1d10 P dmg 19–20/×2 120 ft. (+1 BAB +2 Dex)
Dagger +3 att : 1d4+1 P or S dmg 19–20/×2 10 ft. (+1 BAB +2 Dex, +1 Str)
Bombs +3 vs touch : 1d6+3+1 Fire Dmg 10 ft.
+1/+1 Point Blank Range
Str 5 14 14(+2)
Dex 5 14 14(+2) - AC, Finesse (touch)
Con 2 12 12(+1)
Int 7 17 +2 17(+3)
Wis 2 12 12(+1) - Spell level + DC Need 19 by level 16
Chr -1 9 9(-1) - Number of uses
SKILLS 16 (4 +3 Int +1 Human/4+3+1)
Acrobatics +3 (+2 Dex)
Bluff -1 (-1 Chr)
Climb +2 (+2 Str)
Diplomacy -1 (-1 Chr)
Disguise -1 (-1 Chr)
Disable Device* +6 (1 rank +2 Dex +3 class)
Escape Artist +2 (+2 Dex)
Fly* +2 (+ Dex)
Heal* +5 (1 rank +1 Wis +3 class)
Intimidate -1 (-1 Chr)
Knowledge(arcana)* +7 (1 rank +3 Int +3 class)
Knowledge(local) +5 (1 rank +3 Int +1 trait)
Knowledge(nature)* +7 (1 rank +3 Int +3 class)
Perception* +6 (2 rank +1 Wis +3 class)
Ride +0 (+0 Dex)
Sense Motive +1 (+1 Wis)
Slight of Hand* +6 (1 rank +2 Dex +3 class)
Spellcraft* +8 (2 rank +3 Int +3 class)
Stealth +2 (+2 Dex)
Survival* +5 (1 rank +1 Wis +3 class)
Swim +3 (1 rank +2 Str)
Use Magic Device* +9 (2 rank +3 Int +3 class +1 trait)
Background Skills 4 (2+2)
Appraise* +7 (1 rank +3 Int +3 class)
Craft(alchemy)* +8 (2 rank +3 Int +3 class +1 /2level) for crafting
Knowledge (Engineering)* +4 (1 rank +3 Int)
Knowledge (History)* +5 (1 rank +3 Int +1 trait)
Linguistics +4 (1 rank +3 Int)
The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). Added Knowledge(history) as trait. Skill Ranks per Level: 4 + Int modifier.
Artisan's outfit (1 gp)
Chain shirt (100 gp)
Buckler (5 gp)
Dagger (2 gp)
Crossbow, heavy (50 gp)
Bolts (20) (2 gp)
bombchucker (12 gp) - +10' range
Alchemist lab (200 gp)
Hybridization Funnel (200 gp)
Formula Alembic (200 gp)
Backpack (2 gp)
Bedroll (1 sp)
Waterskin (1 gp)
Masterwork Thieves' Tools (100 gp)
Ink (1 gp)
Pen (1 sp)
Torches (10) (1 sp)
Rope 50' silk (10 gp)
Acid (3) (10 gp)
Alchemist's Fire (3) (20 gp)
Antitoxin (3) (50 gp)
Tindertwigs (10) (10 gp)
PP – 0
GP – 23
SP – 7
CP – 0
FORMULAE BOOK 2+3int+1 2nd lvl
1st Level: Cure light wounds, enlarge person, monkey fish, touch of the sea, shield
Martial Weapon Proficiency (Trident)
Brew Potion (Grenadier Alchemist bonus)
Throw Anything (Alchemist bonus)
Point Blank Range (Human Bonus)
Precise Shot (Level 1)
Precise Bombs (Grenadier Alchemist 2 bonus)
Infusion (Level 2)
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
I may change the Martial Weapon Proficiency to Bow rather than Trident, or maybe even something else. It comes with the Grenadier archetype, but I think the crossbow is more in flavor with Gizmo's love of engineering.
Let me know what you think.