GM Striker's The Ruins of Azlant (Inactive)

Game Master Sam Sturkie


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Your eyes are drawn to a notice tacked up outside of a large impressive looking building...

Attention!
Do you have what it takes for a very important expedition to the lost continent of Azlant? Apply now to find out!
If chosen you will be part of an elite expedition to join other colonists to stake claim to an island named Ancorato in the Arcadian Ocean. Now is your chance to not only establish a foothold in this fabled and broken land but also to potentially uncover valuable lost lore once held by one of history’s most powerful and enigmatic cultures!

---Bountiful Venture Company,
Inquire within

Welcome to GmStriker's Ruins of Azlant PBP
I'll be selecting a group of 5 players to join the expedition.

20-point buy.
Paizo sources only. No Occult Classes. No third-party books
No evil characters
2 Traits,( or 3 with an appropriate drawback) one must be a campaign trait
Average Starting gold (and whatever you may get from traits)

I'm going to be eliminating any random encounters and filler fights, covering them with a more cinematic style to speed up the pace of a pbp, hopefully, this will help reduce the normal attrition rate and keep things interesting. Players will need to commit to a minimum of 1 post per day.

Please submit a character and an application to the Bountiful Venture Company, with why you feel you will be a good fit.
(read the players guide and be sure to follow your campaign trait. )

Players will be selected Aug 11th
Game will begin Aug 13th


dot


dotting

Curious, GM Striker, any limit on races, or just so long as they are Paizo? Are you ok with the Variant Heritages for Aasimar or Tiefling?

Edit: Are you considering background skills?


I'm open to other races as long as they fit with the adventure and you have a valid reason to be in port and aren't too powerful compared to the core races. I'm also willing to accept the Variant Heritages for Aasimar or Tiefling.

Are you considering background skills?

Yes! thanks for asking, I'm sorry I forgot to mention that in the original post!


I'm interested. Note: There are a number of folks (including me) that submitted for GM Brainiac's RoA that would probably like to submit for this one too. Is that OK? If not, then I will withdraw my application and wait until after August 11 to see if Floe made the cut. As always the competition is pretty dang stiff for these things. Having a second campaign starting up is quite nice.


Like floe said, I'd like to throw my lot in if you don't mind me applying with the same character as I used for Dm braniac's campaign.

The Exchange

Alluriel:

Female Undine Cleric 1 (Herald Caller)
N Outsider
Init +4; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
hp 10
Fort +4, Ref +2, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Dagger +0 (1d4)
Spells (CL 2nd; concentration +6)
. . At will—Light, Create Water, Guidance
Lv 1 spells known (3/day): Remove Fear, Magic Weapon, Bless
Domain Spell - Calm Animals
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 12, Wis 17, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Selective Channeling
Traits Paragon of Speed, Expert Explorer (knowledge nature + Survival)
Skills Perception +3, Survival +7, Diplomacy +5, Knowledge religion +5, Swim +11, Knowledge nature +6
Background skills Handle Animal +2, Linguistics +5
Languages Common, Aquan, Auran, Azlant
Other Gear
Studded leather armor, Grappling Hook, Spell Component Pouch, Cold Iron Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, light wooden shield, Silver Mace, 4 Pitons, Hammer, 3 Wooden holy symbols

GP left over: Not calculated yet.

Alternate racial traits:
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

Alluriel had been living with the undine community in a small, unamed fishing village near Almas. They regularly bring their produce to market in Alams - and it was during one of those trips when Alluriel saw the advertisement - that the Bountiful Venture company was looking for colonists well versed in surviving in the jungles for their new colony, Talmandor's bounty. Since Alluriel had always more wanderlust then the average undine, and had acted as a wildness guide before, she signed up with the Company.

Scarab Sages

Dot!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

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

I expressed an interest in GM Brainiac's PBP but have not submitted a character there. I will apply here since his thread is quite full. Would you be ok with me applying with the same character for his game? I'll probably be running the adventure path also so if that takes me out of the running for your game too I understand but feel it best to be upfront about it.

Character Sheet:

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: 8
Appraise 8=1+4+3, 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

Spells Prepared
Cantrips: Light, Prestidigitation, Ray of Frost, Detect Magic
1st: Air Bubble, Mage Armor

Spell Book: 1st Level Spells- Air Bubble, Mage Armor, Magic Missile, Burning Hands, Snowball, Grease, Heightened Awareness

Gear: Silk Ceremonial Armor 30gp, Arcanist Kit 21gp, Cold Iron Dagger 4gp, 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


Just wondering, why no Occult classes? I'm pretty sure there is at least one NPC in the campaign that is a psychic.

(Asking because I love the kineticist.)


Adventure Path Charter Subscriber; Pathfinder Maps Subscriber

Auburn Delano:

LN Human Male Rogue (UC) 1
5', 130 pounds
Speed 20 with backpack, 30 without
HP 9
Init: +4

STR 10, DEX 19, CON 12, INT 14, WIS 10, CHA 10

AC/T/FF 16/13/13 with backpack, 17/14/13 without

Fort/Ref/Will 1/6/0

BAB 0

CMB/CMD 0/14

Languages: Common, Azlanti, Aquan

Traits
1) Orphaned - Benefit +1 to Survival and Survival is a class skill
2) Athletic - Benefit +1 to Swim, and reduce armor check penalty to Acrobatics, Climb, and Swim by 1/6 CL (min 1)

Rapier +4, 1d6 18-20/x2
Shortbow +4, 1d6 x3
Studded Leather armor

Skills with ranks:

Acrobatics +8
Climb +4
Disable device +7
Escape artist +7
Perception +4
Ride +4
Sleight of Hand +7
Stealth +7
Survival +6
Swim +6
Use Magic device +4

Other gear:

20 arrows
Backpack
Kit, rogue's

Class features:

Favorite Class Option = 1/6 bonus rogue talent
Sneak attack 1d6
Trapfinding
Finesse training
Feats
1)Combat expertise
2)Combat reflexes

Auburn was born in the River Kingdoms. As a child he was orphaned and had to fend for himself. Not liking the wildness and chaos of the River Kingdoms, he moved to Almas and got regular jobs doing minor explorations. Hearing of the expedition to Azlant, he believes this will be a chance to indulge his skills (including being fluent in Azlanti), and gain great profits for Abadar.


Floe PBP wrote:
I'm interested. Note: There are a number of folks (including me) that submitted for GM Brainiac's RoA that would probably like to submit for this one too. Is that OK?

I have no problem with people applying for my adventure with the same characters, as long as they meet my requirements.

As far as Occult classes, I'm not a fan. Any occult NPCs will be remade into something else. Likewise, with any magical items for occult characters will be substituted.

Grand Lodge

Back ground Skills?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

@Raltus, everything you need here.
http://www.d20pfsrd.com/skills/background-skills/


Will we be using the background skill rules?

Grand Lodge

I meant it as a question, I didn't see that the GM said yes. I know what they are but thank you for the link.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
GM Striker wrote:

I'm open to other races as long as they fit with the adventure and you have a valid reason to be in port and aren't too powerful compared to the core races. I'm also willing to accept the Variant Heritages for Aasimar or Tiefling.

Are you considering background skills?

Yes! thanks for asking, I'm sorry I forgot to mention that in the original post!

@Raltus I took it from this that it was a yes.


Yes, we will be using the Background skills alternate rules.


I am interested. Here is Deth Tobrin

Background:

Deth is a human child, found abandoned in a forest. A nearby elven community in Andoran raised him as a foster child. It soon became apparent that he had a strong connection to The First World. The elven community was the supplier of lumber to the Bountiful Venture Company and Deth met Lyra while she was surveying the area. During her stay, Deth acted as her guide to the area and in return gained some knowledge in geography. She had mentioned the Azlant expedition and Deth has decided to apply for a spot. He currently has a book detailing staff fighting techniques that he is studying (Martial Manuscript trait)

Campaign Trait:
Employee (Lyra's intern for a short time)

Crunch:

Deth Tobrin
Male human druid (urban druid) 1 (Pathfinder RPG Advanced Player's Guide 101)
NG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +3
Aura enlarge
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6+1) or
silver sickle +1 (1d6)
Ranged composite longbow +2 (1d8/×3)
Druid (Urban Druid) Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, enlarge person[D] (DC 14), shillelagh (DC 14)
0 (at will)—create water, mending, stabilize
D Domain spell; Domain Plant (Growth domain[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Additional Traits, Fey Foundling[ISWG]
Traits Employee, heirloom weapon (proficiency-Composite Longbow), magical knack (Druid), martial manuscript
Skills Acrobatics -1 (-5 to jump), Bluff +2, Climb +2, Handle Animal +5, Heal +7, Knowledge (geography) +5, Knowledge (nature) +7, Linguistics +2, Survival +9, Swim +2
Languages Common, Druidic, Elven, Sylvan
SQ fey magic, nature bond (Growth domain[APG]), nature sense, wild empathy +2
Combat Gear healer's kit; Other Gear hide shirt, arrows (20), composite longbow, quarterstaff, silver sickle, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 9 gp, 2 sp, 4 cp
--------------------
Special Abilities
--------------------
Druid (Urban Druid) Domain (Growth)
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Water]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Application:

Dear Gentlemen and Ladies of the Bountiful Venture Company
I can not begin to describe how excited I am about the reopening of Azlant to exploration. I think this colony is destined to be one the milestones of our age and I want to be part of it. I am an accomplished Druid and speak and write both Sylvan and Elven. I can serve in either a hunting or healing capacity. I also have some rudimentary experience in surveying, as can be attested by Lyra Heatherly. I think I would be a fine addition to your endeavor and look forward to your reply.
Sincerly,
Deth Tobrin


GM, presenting Nininox Ambershale, XIV, gnome Marid Bloodline sorcerer.

Happy to make any additions, subtractions or revisions you might want. PM me with any questions or concerns and I'll address them.

Thanks for the consideration.

The Exchange

Application:

Dear Sir/Madam,

I have heard you are looking for more colonists for Talmandor's bounty. To set up a colony in the wilds is no easy feat - for there are obstacles a-plenty. I have had ample practice in that- for I often serve as a guide leading people and goods up the Andosten River to Falcon's Hollow. I also have some skills in the healing arts, which would be useful in the setting up of the colony. I would place myself at your services and hope to hear favourable news from you.

-Alluriel


Would you be ok with a Locathah?

They are an 11 rp race presented in Blood of the Sea.


I would be alright with a Locathah, assuming that they would have a compelling reason to be in Almas and leave their tribe. Though it may make some RP situations difficult. I would highly recommend the Strong Limbs trait as a large portion of the adventure is on land.

The water elements are present but not the only challenge players will face.


For your concideration: Aenon Malas

Application:
To the Bountiful Venture Company.

My name is Aenon Malas, navigator and explorer by trade. I am originally of Varisian descent, but by now my work has kept me at sea so long, at times I struggle to remember it. For the past 12 years I have served under captain Manami Doi, on the Emperors blessing, pride of Kasai and the fastest ship ever to sail the Obari ocean. Aboard the blessing, I worked mainly as the navigator, but also as a translator and at times leading expeditions on land.

After ending my employment aboard the blessing, I was originally on my way back home when I met Tyra Swain, who told me about the expedition and introduced me to Captain Markosi. I must say, the Captain is an impressive man, and if the rest of your employees are cut off the same cloth, it would be my pleasure to be a part of this expedition.

In me, you will find a levelheaded and committed worker with vast experience in both naval and coastal exploration. I have worked along both settlers and scholars in my time on the oceans and I come prepared to face any challenge the islands may throw at us. I will admit that it has been years since I was even this far west, and I have never ventured far into the Arcadian ocean, so I will not claim familiarity with the Azlanti islands. But your expedition intrigues me, and a journey this far to the west has been a dream of mine since I was but a child.

I look forward to hearing from you again, and may the winds be kind until I do.

Aenon Malas


GM:

Spoiler:
Sorry, I missed the request to make an in character application. My bad. I'll rectify that here, after letting you know everything else is contained in my profile. I have sort of combined two of the backstories, as you will see.
----------------

Dear Sir or Madame:

Please allow me to yet again beg a moment of your time. Also, please forgive that I decided to complete this letter solely in the ancient Azlanti language. If we have a follow up interview, please have a translator on hand as I will refuse to answer any question in anything other than the Azlanti tongue. Perhaps this will impress you enough to accept my application this time!

I'm Nininox Ambershale, XIV, not to be confused with that neophyte Nininox Ambershale, XII. Yes, I know. My family has a steprange nomenclature to outsiders. I told you about that last time. I still can't believe you accepted Uncle Nini in the initial venture to Azlant! Why? I still can't figure it out. I have amazing magical abilities! I can cast many spells... I have The Water in my blood, as my family always said. He's a rank amateur, a charlatain. He doesn't have any magical abilities at all.

I was the first in the family to dedicate my life to studying the oceans and seas. I had a calling. That led me to studying the lands that grew up around them. And when I heard about the legends of Azlant, I knew I'd have to see it for myself! I found every old tome in a hundred mile radius, and consumed it. I taught myself the ancient Azlanti tongue. I know more about its history than anyone who has ever applied! All Uncle Nini knew about the land was what he heard from me over the holiday dinner table. And because he can pick a lock, or some such, he was selected. I'll never figure it out.

I'm not the strongest, of that I'll admit. But I can swim like a fish! Obviously, those of us selected will be expected to get wet occasionally. How many historians do you know that can take care of themselves when submerged? I don't even have a spellbook to worry about getting soaked...remember The Water in my blood thing? It's magical! I've studied that as well. I know more than most about arcane magic and it's effects. When we discover lore and ancient items, I will really become irreplaceable due to my vast range of knowledge.

I know, I know, when I was rejected last time, you told me to work on becoming a bit more modest and less self confident....arrogant, I think you called it. Well, I have! Kind of. I mean, I'm really, really qualified for this! Other races slur gnomes by calling them 'obsessive,' I've heard. In this case it's true. I never learned to tinker with machines or fancy devices. I studied for this. It's all I've ever wanted. I'm ready for the challenge!

Thanks for your consideration yet again. Please don't let Uncle Nini have this all to himself.

Sincerely,

Nininox Ambershale, XIV


"Whippor"

Spoiler:

Bomani "Whippor" Ebo
Male Half Elf 1 Unchained Rogue
Neutral Medium
Init 4; Senses Low-Light vision; Perception 10
DEFENSE
AC 16; Touch 14; Flat-Footed 12
HP 10; Wounds —; Non-Lethal —
Fort 2 ; Ref 6 ; Will 1
DR —; Immune —; Resist —; SR —
OFFENSE
Speed 30; With Armor 30;
Spells Known/Prepared
STATISTICS
Str 10, Dex 18, Con 14, Int 13, Wis 12, Cha 10
Base Atk +0; CMB
Feats Skill Focus ( Perception), Weapon Finesse, Two-Weapon Fighting
Skills Acrobatics 8, Disable Device 8, Heal 6, Knowledge Dungeoneering 5, Knowledge Local 5, Knowledge Religion 6 , Perception 10 (+3 Skill Focus, +1/2 Trapfinding), Stealth 8, Swim 4
Languages Common, Elven, Osiriani,
SQ Finesse Training, Sneak Attack 1d6, Trapfinding, Elven Immunities, Adaptability, Keen Senses, Low-Light vision, Multitalented
Gear Dagger: (10), Light Mace: , Bandolier: , Backpack: , Thieves tools (common): , Healers Kit: , Surgeon's Kit: , 50ft Hemp Rope, Holy Symbol (wooden): ; Money 6 gp, 5 sp

Traits - Skillful, Child of the Temple (Raised in church of Pharasma), Caretaker (Cared for dead, sick, and pregnant)
Drawback - Haunting Regret (See backstory below)


Spoiler:

Whippor, has been surrounded by death since a young age. His mother died at birth, and after being given away to the church by a father who could not care for him, he has been alone in the world. Though he never took well to the divine arts of the cloth, he has been a faithful follower of the Lady of Graves, taking instead to assisting with preparing the dead for burial and assisting the grieving in their times of need.

Despite the relative safety of the church and bonds he made with the clergy, Whippor felt a calling to the world outside. This interest was sparked even further when the Ruby Prince had declared the gates of the necropolis in Wait be opened for adventurers. To see so many strange people appear in his home town was almost too much to bare! Still, it was near sacrilege for him to enter the necropolis himself, and he was forced to instead live vicariously through the stories of the adventurers and their exploits as they passed through the church for healing and aid.

Once the dead began the walk the streets and the balance of life and death had been disturbed, Whippor found is calling. He, like many other of the able bodied men of Wati fought back against the incursion with the aid of the clerics and the soldiers of the city. Despite one by one those he fought along side him dying he had never felt more alive, and his faith in his Lady renewed. He understood that life and death were part of one cycle. He could fight against the abominations of unlife, aid those who's fate did not call for their death, and eventually, help kill those who his lady called to the boneyard beyond.

Whippor knew that Wati was too small for him, he needed to see the world beyond, and be the agent of fate his Lady needed in the world.

What better place than a whole new colony in Talmandor's Bounty?

Spoiler:

Other notes:
I have opted to use a character who's origin includes material from the Mummy's Mask campaign setting, since it is the last adventure I GMed and I loved the story. I felt that using events from another adventure path gave the character a more solid connection to the world.

You may also notice that this character is built with a heavy religious influence through Pharasma. It is my intention to take levels in the "Evangalist" prestige class. My character is ever faithful to the Lady of Grave and embodies her teaching as one who brings death and fate, even if he cannot wield her magic.

Spoiler:

To whom it may concern,
I write to you from the land of Osirion. I am a young, able bodied, deft of hand, and keen of eye. I have spent my life training amongst the clergy of the Lady of Graves, Pharasma, and am quite skilled at caring for the sick, the pregnant, and the wounded, as well as for the dead so as to allow their bodies to remain un-molested as they traverse the Boneyard.
I believe you will find my skill invaluable in the times ahead and hope that fate shall bring me to the distant shores of Talmandor's Bounty.
--Bomani "Whippor" Ebo


Without further ado:

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 + 2/lvl Background Skills
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
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.

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.


GM Striker, Thank you for using background skills, it will be easier for my 'tanner' to actually be able to work with leather ;)

I am working on a human barbarian (mooncursed archetype: crocodile) his real job is tanning hides, which all communities need. He sees the 'rage' as a curse that he is running from, thus the desire to go to the middle of nowhere.

Anyway my question:
There is a human Alternate Racial Trait: Aquatic Ancestry (I would flavor this to combine with the crocodile curse.) that says "they can hold their breath for twice as long as normal."

Then the "Healthy" trait from the Players Guide says "... In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score."

So do these two stack? Making the actual time the character can hold their breath 6 times the constitution score? I'm trying to decide which PG trait I want, "healthy" or "Athletic"

Thanks RH


Dotting.

I have a character in a recruitment for this AP in another thread but if he is rejected there I will resubmit here.

That character is Weyve Murkwater.


Five times your con score. (Normal is two, the trait is half again)


All right, it turns out the other recruitment has the same deadline as this one. There are lots of applicants so it is really unlikely I would be accepted for both.

So I might as well go ahead and submit Weyve Murkwater and see what happens.

Weyve is an oracle with the Shadow mystery and the Pei Zin Practitioner archetype. He is intended to be mainly a healer and spellcaster, though he has a crossbow since he won't have enough spells to cast them constantly. He is built a lot like a sorcerer.

Here's his application:

A Letter to the Bountiful Venture Company:
Bountiful Venture Company
City of Almas
Andoran

To Whom it May Concern:

It has come to my attention that your company is planning an expedition to a new colony in the islands of what was once the great Empire of Azlant.

Almost fifty years ago now, my grandfather, Arkas Murkwater, along with a delegation of others of the Low Azlanti, inspired by the success and the values of the new nation of Andoran, came to Almas to present your great nation with the keystone of the Arch of Aroden, which my grandfather and others of my people had recovered from the sea floor.

It would seem fitting then that I, Weyve Murkwater, offer my services to your expedition. While I have yet to attain the kind of prestige my grandfather had for his scholastic work, I nevertheless have followed in his footsteps and have made the revelation of the ancient lore of old Azlant to be my calling. Furthermore, it was my grandfather's wish that his children travel far and wide to study lore that might not be available here in the Inner Sea. As a result, I spent much of my youth in the lands of Tian Xia and learned many healing practices there, both magical and mundane. Your new colony will no doubt require healers to protect the colonists from sickness and injury. Such skills could be put to use among the civilian population of your colony, and though I am no warrior, no doubt they will also come in handy should the colony need to be defended.

Since it is we Low Azlanti who are the last remnants of the once great Azlanti Empire, it would also seem fitting that some of us should accompany your expedition, both as an expression of the lasting friendship between our peoples and as a symbolic connection between the Old Empire of Azlant and the New Colony being built upon its remains. My grandfather, were he still living, would be delighted to join your expedition, but sadly he passed away recently, leaving me the last of his heirs still present in the Inner Sea region. So it is up to me to represent the Murkwater name and join your expedition, aiding it however I can. I am excited to see the shores of the ancient home of my people at long last and I hope you see fit to include me in this noble venture.

Your Most Humble Servant,
Weyve Murkwater

GM Striker: Two questions:

Firstly, I haven't bothered buying things like torches and rations yet, and if it's all right with you I'd prefer to wait to find out if I am picked before bother with that as it's kind of tedious.

Secondly, there is not a lot of support for Gillmen in Paizo products and the only favored class bonuses they have are for Fighters, Rogues, Sorcerers, and Wizards. All these bonuses exactly match the equivalent human favored class bonuses. I was wondering if you would allow me to use the human favored class bonus for oracles?

Edit: Just checked the archives of Nethys and apparently there are now more options for Gillmen which differ from the human options. But there is still no Gillman FCB for oracles, so the question stands.


Submitting Thame Smythe, researcher and wizard. All info and application should be in the alias.

Thanks for the consideration!


Weyve Murkwater wrote:

Firstly, I haven't bothered buying things like torches and rations yet, and if it's all right with you I'd prefer to wait to find out if I am picked before bother with that as it's kind of tedious.

Secondly, there is not a lot of support for Gillmen in Paizo products and the only favored class bonuses they have are for Fighters, Rogues, Sorcerers, and Wizards. All these bonuses exactly match the equivalent human favored class bonuses. I was wondering if you would allow me to use the human favored class bonus for oracles?

1. That's fine. If you're selected you'll need to have that finished prior to the game starting.

2. Go ahead and use the human one, Gillmen are closely related after all.

Submitted Charters so far:

Alluriel
Female Undine Cleric 1 (Herald Caller)

Magister Errant Vors Zaitu
Human (Tian-Min) Arcanist-Blooded Arcanist: Aquatic

Auburn Delano
Human Male Rogue (UC)

Deth Tobrin
human druid (urban druid)

Nininox Ambershale, XIV
gnome Marid Bloodline sorcerer.

Aenon Malas
Undine Unchained monk

Bomani "Whippor" Ebo
Male Half Elf Unchained Rogue

Mako Ava, Mako the Hunter
Skinwalker (Seascarred) Brawler (Wild Child)

Weyve Murkwater
Gillman Oracle (Pei Zin Practitioner) of the Shadow Mystery

Thame Smythe
Male Human (Chelaxian) Wizard (Illusionist)


Dotting. Thinking of a Changeling (sea hag) Witch.


Application:

Application to Bountiful Venture Co.
To whom it may concern:
I have recently seen your advertisement looking to employ hale and hearty citizens to travel to Ancorato and I would like to humbly offer my services in joining such an expedition. My father, Kendal Carre, long served in the Andoran Navy, and as his child, I cannot help but step forward for such a cause. Please allow me to tell you about my qualifications.
For some time now, I have been privileged to learn from some of the finest druidic masters in all of Avistan. Though not yet a master druid, I am fully capable of providing magic that calls upon, or soothes, the powers of nature. I am also an experienced sailor and excellent survivalist. I believe that I would prove quite useful to an expeditionary force. My skills, both magical and mundane, are at your service. I promise you that I will serve this expedition as faithfully as my father served the Navy.
Sincerely yours,
Trieste Carre


Dotting for interest. I have this character in the recruitment for Brainiac, but if he doesn't make it into this one I'd like Gideon to be considered here. I'll go ahead and get the application typed up in the next day or so as well, just in case.


Robert Henry wrote:
So do these two stack? Making the actual time the character can hold their breath 6 times the constitution score? I'm trying to decide which PG trait I want, "healthy" or "Athletic"
Purplefixer wrote:
Five times your con score. (Normal is two, the trait is half again)

GM Striker is that your take on these two combining also? Just clarifying so I can finish "Taldo the Tanner" human Barbarian (mooncursed) and post him.


I'm not the GM so I certainly can't over-rule him, but as per the rules for stacking effects as a basic pathfinder rule, when you multiply multiples you get additives, so you don't get x6 you get x2.5, or 5/con.

The Exchange

Making some tweaks. Skill and feat wise.

Alluriel:

Female Undine Cleric 1 (Herald Caller of Gozreh - Animal Domain)
N Outsider
Init +4; Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
hp 10
Fort +4, Ref +2, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Dagger +0 (1d4)
Spells (CL 1st; concentration +4)
. . At will—Light, Create Water, Guidance
Lv 1 spells known (3/day): Cause Fear, Magic Weapon, Bless
Domain Spell - Calm Animals
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 12, Wis 17, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Versatile summon monster (Aqueous, Aerial)
Traits Paragon of Speed, Expert Explorer (knowledge nature + Survival)
Skills Perception +3, Survival +7, Diplomacy +5, Swim +11, Knowledge nature +6, Knowledge Planes +5, Knowledge Arcana +5
Background skills Handle Animal +2, Linguistics +5
Languages Common, Aquan, Auran, Azlant
Other Gear
Studded leather armor, Grappling Hook, Spell Component Pouch, Cold Iron Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, light wooden shield, Silver Mace, 4 Pitons, Hammer, 3 Wooden holy symbols, Hot Weather Gear, Cold Weather Gear

GP left over: Not calculated yet.

Alternate racial traits:
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

Alluriel had been living with the undine community in a small, unamed fishing village near Almas. They regularly bring their produce to market in Alams - and it was during one of those trips when Alluriel saw the advertisement - that the Bountiful Venture company was looking for colonists well versed in surviving in the jungles for their new colony, Talmandor's bounty. Since Alluriel had always more wanderlust then the average undine, and had acted as a wildness guide before, she signed up with the Company.


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GM Striker, I was one of the players in your Wrath of the Righteous games before you went off to basic training (how'd all that go by the way?) and had a great time with you as the GM. I just saw this pop up in the Recruitment thread and would definitely love to give it a go again.

I'll ponder long on what type of PC I want to submit, but I've got a couple things in mind.


Momo Duline

A battered envelope with nearly illegible scrawl addressed to “The Bountiful Venture Company”:

Dear Sir or Madam,

I’m writing to inform you of my interest in the exploration of Ancorato. I come from humble beginnings so I don’t expect much. All I ask is for is safe passage to the island and I’ll gladly help out in any way I can.

I’ve been hunting and trapping beasts all my life. Before I settle down and start a family, I want to explore those uncharted islands. I know the wild and I know how to survive. I can detect traps and I can disable them.

I have my youth and my health. I’ve always been a strong swimmer and I’ve been climbing trees since I was six. No one will need to babysit or take care of me, but I’ll gladly fight to protect another’s life.

If you select me for your expedition, you won’t be disappointed.

Sincerely,
Momo Duline


Purplefixer wrote:

I'm not the GM so I certainly can't over-rule him, but as per the rules for stacking effects as a basic Pathfinder rule, when you multiply multiples you get additives, so you don't get x6 you get x2.5 or 5/con.

This is correct and my ruling as well.

@ Faelyn
Went well, and recently got back from Afganistan. I'm looking forward to seeing your submission.


GM Striker wrote:
Went well, and recently got back from Afganistan. I'm looking forward to seeing your submission.

Glad to hear you made it home safely, brother! As for submission, I'm thinking about going with a bard and working into the Sphere Singer prestige class. Working out the details today and will hopefully have something up a little later this evening.


A ratfolk magus pursuing after adventure into the ruined civilization of the Azlanti she has so much researched and dreamed of during her recent life.
Her story and stats could also fit into a rogue (Eldricht Scoundrel), but I believe there are enough rogues in the pool.

Background:

Kyra was born years ago in the arid plains of the far Katapesh to a different name, Thikka. Her parents' warren had become too crowded and they became caravan traders, travelling all through the desert.

When Thikka was still a small rat child, her caravan was attacked by mischievous gnolls. Her father was killed and her mother and seven brothers and sisters taken into slavery. The gnolls traded her family in Katapesh capital for different bidders.

Isolated of her family, Thikka was slaved by a merchant to tinker small magical pieces, and potion components during years. In the small quarters where she worked she could see the immense Inner Sea and dreamed of crossing it one day and discover what laid behind. The only memories of her family were on a small elven statuette her father gave her before dying and she had successfully hidden from the gnolls and her merchant owner.

When she was a teenager, a Pathfinder group killed her owner and released Thikka from slavery. She got impressed in particular by a cleric of Serenrae and a halfling paladin of the group. They told her she was released and she should look for a new life.

So that’s how Thikka arrived to the coasts of Andoran, convinced by the halfling of the group that there were nothing better in life than freedom, and if she tripped with him to Almas she will never again be a slave.

Once in Almas, Thikka discovered life in freedom was far more difficult that she expected. People in the Andoran capital seemed to dislike her face as much as his owner did in Katapesh. She soon found herself wandering in the streets without propper understanding of how the world worked and nothing to eat. When she was totally desperate, a young wizard looking for a powerful familiar ally lurked her to his side. In exchange of her family elven statuette and her services she would be granted a place to sleep and food to eat.

During years Thikka worked as a servant to master Kyton, as that was the name of the young wizard. At first she did not see what was the difference between that and slavery, but slowly she found some advantages. Kyton would not kept her under key, and the wizard will let her read her books and pursue her own interests.

Thikka would take hours everyday to read the wizard books. A particular one talking about a distant civilization called Azlant took her eye. This was a copy of the first volume of the Pathfinder Chronicles. She suddenly found herself dreaming day and night about traveling to that distant world and uncover all the hidden mysteries of the lost civilization. The more she felt imprisoned on her current life, the more she dreamed about such a travel.

Thikka started to visit the port of Almas, looking the ships depart, bathing and swimming in that Inner Sea that once was her only window to the world. She still felt like a slave, there trapped in a world she despised when all she wanted was a life of adventures and discovery.

But now, she was not like the old Thikka. The Pathfinder group had showed her that things could be changed. Thus, when she heard of the Bountiful Venture Company, she knew what to do. At night, while Kyton slept, Thikka took the rapier he had bought her to defend him, her familiar elven relic and stole the wizard’s spellbook. She left to never look back.

Profiting the little magic she had learned while working for her master, Thikka reduced herself until she seemed like any other rat. In that fashion she boarded the Peregrine and lurked in the hold during weeks.

Eventually, the food disappearances were discovered and finally she was hunted down. Captain Jacob Markosi was enraged, but there was no way the Peregrine will come back to Almas to release a stowaway. The female ratfolk was severely punished, but also treated fairly. Eventually, her deep knowledge about Azlanti and her tinkering skills were discovered. This, and her reckless and insistent desire to explore the new continent compelled First Mate Naerath to convince the Captain to accept her into the expedition.

When the passengers asked what was her name, she knew she was not the small ratfolk child that once travelled through the Katapesh deserts anymore. She was now travelling to pursuit her dreams, to become an adventurer and emulate her heroes, and there was no way she was stopped to do so or die in the attempt. She knew what name to give them. Kyra Soulkeeper.

Inspirational image

Stats:

KYRA SOULKEEPER
---------------
Magus UM 1
N Medium humanoid (ratfolk)
Init +3; Senses Darkvision +2

DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 armor, +1 size; +2 vs animals, +2 while cornered)
hp 11 (1d8+2+1)
Fort +4 (2 class, 2 Con), Ref +3 (0 class, 3 Dex), Will +2 (2 class, 0 Wis)

OFFENSE
Speed 20 ft. (can always take 10 while swimming)
Melee +2 attack while cornered
rapier +3 [+5] (1d4) 18/x2, or
arcane pooled rapier +4 [+6] (1d4+1) 18/x2, or
cold iron dagger +3 (1d3) 19/x2 slashing or piercing
Ranged ray +3 (spell effect) 20/x2

STATISTICS
Str 10, Dex 17, Con 14, Int 16, Wis 10, Cha 10
Ability increases +2 Dex/+2 Int racial, -2 Str (racial)
Base Atk +0; CMB +0 (+3 to Disarm, Sunder and Trip); CMD 13 (10 Base, 0 BAB, 0 Str, 3 Dex)
Feats Weapon finesse
Skills (1/level x5 = 5) Acrobatics +3 (3 Dex, 0 rank), Bluff +0 (0 Cha, 0 rank), Climb +4 (0 Str, 1 rank, 3 class), Craft (Alchemy) +9 (3 Int, 1 rank, 3 class, 2 racial; background), Diplomacy +0 (0 Cha, 0 rank), Disguise +0 (0 Cha, 0 rank), Escape Artist +3 (3 Dex, 0 rank), Intimidate +0 (0 Cha, 3 class), K. arcana +7 (3 Int, 1 rank, 3 class), K. dungeoneering - (3 Int, 0 rank, 3 class), K. history +8 (3 Int, 1 rank, 1 trait, 3 class; background), K. local +5 (3 Int, 1 rank, 1 trait), K. planes - (3 Int, 0 rank, 3 class), Linguistics +0 (3 Int, 0 rank; background), Spellcraft +7 (3 Int, 1 rank, 3 class), Perception +2 (0 Wis, 0 rank, 2 racial), Sense motives +0 (0 Wis, 0 rank), Stealth +7 (3 Dex, 0 rank, 4 size), Swim +5 (0 Str, 1 rank, 3 class, 1 trait), Use magic device +7 (0 Cha, 1 rank, 3 class, 1 trait, 2 racial)
Traits
Azlanti Scholar (campaign): 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. (history)
Magical Lineage (magic): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (shocking grasp)
Sea-Souled (Coastline or Island) (regional): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Attached (drawback): You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. (I suggest Kyra’s familiar elven statuette)
Languages Common (Taldan), Azlanti, Draconic, Aklo, Undercommon
Favoured class hp

SPECIAL ABILITIES
Weapon proficiencies: All simple and martial weapons (Magus).
Armor proficiencies: Any light armor (Magus and Rogue), plus can cast any of his magus spells without spell failure while wearing light armor (Magus). No proficiency with shields, medium or heavy armor.
Darkvision: Ratfolk can see in the dark up to 60 feet.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.
Cantrips: Can prepare level 0 magus cantrips and cast them at will.
Spells: Can cast magus spells, with DC depending on Int.
Spellbook: Can prepare spells from the magus spell list. Can learn magus spells from other magus or wizard spellbooks.
Arcane pool UM (Su): Swift action, +1 enhancement to hit and damage to any weapon held for 1 minute. Stackable with any previous enhancement bonus from the weapon. Weapon is treated as magical. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus. From level 5th the enhancemtn can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. The weapon shall be +1 or made +1 with part of the arcane pool bonus.
Spell combat UM (Ex): Full-round action, requires one free hand, and the other hand shall not be holding other than a light or one-handed weapon. Allows to make all the normal attacks for the round with a -2 to hit, and cast a magus spell with a casting time of 1 standard action (spell attacks also apply the -2 penalty). An penalty can be applied to get a circumstance bonus to defensive concentration cast checks up to Int. The spell can be done before or after the attacks but not in between. FAQs: unnarmed strike, unnarmed attacks are light weapons (finessable)
Spellstrike (Su): Can deliver "touch" spells with the weapon using it to attack instead of the normal "free attack". If successful, the melee attack deals normal damage and the effects of the spell. Can be combined with spell combat. The weapon critical range is used, but the spell effect multiplier is always x2. If the spell grants further touch attacks, they can be delivered with later weapon attacks.

SPELLBOOK
* Prepared spell.
* Spent spell.

Caster level: 4 (2 magus, 2 magical knack), Concentration: +13 (3 Int, 4 magus, 2 elf, 4 feat)
Level 0 (3/at will, DC 13)
All cantrips learned, showing only prepared.
Daze
Dancing Lights
Detect magic

Level 1 (2/day, DC 14)
* Color Spray (Wil CD 14)
Feather fall
* Silent Image (Will DC 14, only on interaction)
Reduce person
Shocking grasp
Shield

EQUIPMENT
Weapons
cold iron rapier, 20gp
cold iron dagger, 4gp 1 lbs
sling, 0gp - lbs
sling bullets, 0.1gp 5 lbs

Worn
studded leather, 25 gp (+3 AC)

Belt
Spell component pouch, 5gp 2 lbs
Scroll of protection from evil (UMD+2 DC 21), 25 gp - lbs
Scroll of obscuring mist, 25 gp - lbs
Scroll of infernal healing, 25 gp - lbs

Backpack
Flint and steel, 1 gp
Rope, silk (50 ft.), 10 gp, 5 lbs.
Elven statuette (family relic)

Gold earned: 140 = 140
Gold spent: 20+4+25+5+25*3+1+10 = 140
Gold remaining: 0


dotting!


I'm really quite pleased with Mako despite the utter mechanical garbage of his animal companion, and so I've been inspired to write some backstory...

Mako, Journey to the East:

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.


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Also:
@Momo
Your Healthy trait lets you hold your breath for three times your con SCORE, not three times your con MOD. Big difference. ;P


Thanks Purplefixer! That seems like a lot, lol.


I've created an alias for the recruitment and have modified the backstory a bit to strengthen the ties the Deth would have to the Trading Company.

New Backstory:

Deth has chocolate colored eyes with light brown hair with just a hint of red. He has prominent cheekbones and wide feet and looks to be in his late teens (His actual age is 19). He stands 6’ tall and weighs 190 lbs. He has a farmer’s tan and carries a heavy oak walking stick etched with the Hawk and Crescent of Ketephys. He tends towards wearing flannel shirts.
Deth’s mother Eveleen Rexanna was the middle daughter a shipping magnate associated with The Bountiful Venture Company. She fell in love with a dashing stranger named Crius. Crius was ultimately revealed to be a spy with fey powers and did untold damage to the Trading Company before he was discovered. Crius escaped unscathed but left Eveleen pregnant and despised by her family. They banished Eveleen from the city and she eventually settled in a small town called Milton.
Milton is known for its logging industry. Originally called Milltown it lies in the heart of a heavily forested area and has access to several navigable streams and lakes. (Actual location is up for debate, I'm not sure of the topography of the surrounding area) Eveleen found employment as a midwife and healer and eventually gave birth to a son that she wryly called Deth. Eventually Eveleen married a half elf lumberjack/ranger named Gabriel Tobrin and he adopted the young boy.
Gabriel is a worshiper of Ketephys and Deth was taught to hunt from a young age. He never really embraced the ranger lifestyle but instead has an affinity for plants and domesticated animals.
Milton is a supplier of lumber to the Bountiful Venture Company (one of the reasons his mother settled there) and over the years relations between the Company and Eveleen have healed. So when Lyra was sent into the area for a new survey, Deth acted as her guide and in return gained some knowledge in geography. She had mentioned the Azlant expedition and Deth has decided to apply for a spot. He currently has a book detailing staff fighting techniques that he is studying (Martial Manuscript trait)


GM Striker:
I'm sitting here working on Taldo, as I put him to together I'm realizing how similar he is to a couple of other barbarians I'm playing. I think he would fit well with the storyline, but I'm concerned I will get bored with him.

So with that in mind, I'm looking at creating something a little different, unfortunately the deadline is tomorrow. So if I can create a character that will keep my interest by then I will reapply. For now I am dropping out of the recruitment.

Thanks for running the game, we players appreciate it!

Good luck All!

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