[GM Striker's The Ruins of Azlant] Table 2

Game Master JankInTheTank

Maps and stats
Loot Tracker
Handout 1
Colonists



Hello all!

We are currently running the Ruins of Azlant AP, but had a player drop out do to real life and medical concerns. we are looking for a new player to join the team!

Our party is very magic-heavy right now:
cleric of abadar
wizard
druid
bard

we are losing our one real front line martial character, so I will only be looking at applications that will be able to fill that role.

in your application include:
character name/brief backstory
the party is part of an excursion that was sent to an island to explore and colonize it. they were meant to be the second wave of colonists, but the first wave was not there when the party arrived. there were a few dozen people that arrived with the party, plus a third ship-load of people that arrived at the end of book 1. your character would need to be from one of these 2 groups of colonists. refer to the players guide for more details about who might have been on board.
high level character details (class, archetype, any other details you feel are important)
you will be building a 4th level character. anything Paizo is allowed. use normal wealth by level rules for building a 4th level character. choose a campaign trait as usual. you do Not need to build a full character sheet or alias unless chosen, but you can if you want to. no need to put in the work of fleshing out crunch for a charcater that will be harder to reuse in a different campaign.
your level of familiarity with the AP
How many other PbP games are you involved in

good luck!

I will be choosing a submission by Wednesday the 2nd


Eagerly dotting, likely with a paladin or bloodrager for the future.

I will stress that while I'm not familiar with the plot of the AP overall, just the actual premise, I do know

Spoiler:
the identity of the Veiled Masters.

I'm really good at pretending I don't know the future, at least, and ultimately that won't actually affect play much, but I will certainly understand if that's a big reason for a no.


It's been a while since I played a proper meatshield! I miss the simplcity of it.


What sort of stats are you using? Point Buy, rolled stats, etc?


20 Point Buy, one Drawback.

Liberty's Edge

I'd like to throw my hat into the ring. Half-orc paladin of Erastil. Stats and background are on this profile.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Dotting: Am GM'ing one PbP, and playing at another.

I am loosely familiar with the story beats, as the primary antagonists number among my favorite monsters. But, like Grankless, I understand that having this knowledge might disclude me from being selected.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Backstory:
Slate's birth is a subject of inconclusive debate. He doesn't remember and no one else seems to know. He was taken in my a nice farmer couple, Hilda and Sven. They raised him to be an honest and good man. It worked.

You see, Slate looks like a demon all over, save for his earth colored skin. This caused a lot of problems for the Helgen family, but they ignored their neighbors and happily lived their simple lives on their farm.

Slate, once he became an adult, got a wanderlust. Without any arguments Helga and Sven gave him the things he would need and let him go, quietly hoping that he'd come back someday.

Slate wandered for a while. After receiving not a very warm welcome at the first town he came to, he decided to stay away from them. He was tough of body and mind and the earth itself seem, not only to call to him, but answer his calls to it.

Finally he found the Bountiful Venture Company. The company selected him for the second wave of colonists because of his great resolve and unswerving dedication to what he set his mind upon.

minor crunch:
Level 4 Tiefling Kineticist (Earth)

I know nothing about this AP aside from there being a decent amount of water.

I'm a part of 5 active bp games and a few more that are pretty much inactive.

Grand Lodge

Doting in. I will have something together before the end of the weekend.

Grand Lodge

Hey here is my submission. I have made a character specifically for protecting casters. I hope you like it.

Build for Alyn Ellor:
Alyn is a Fighter with the eldritch guardian, mutation warrior, and martial master archetypes. He will also have the Arcane Training alternate racial feature. I put this here because I like working mechanics and story together and they feature heavily in his back story. Alyn is either the worst wizard or a very magical fighter.

Role: He is designed to protect casters. Between his familiar and himself, a reach weapon and combat reflex, he should be able to stand in the way of a lot of damage while still being and effective fighter. With well-balanced saves (even will, Dual Minded, Elven Immunities, Steel Wil) he should be able to contribute to fights with casters without becoming too much of a liability.

Mini-Backstory:

Alyn is a first-generation half-elf from of two prominent researchers of the Arcanamirium in Absalom. His mother, a human, is a Taldan woman with a high brow dark hair and in the right light a hit of purple in her blue eyes. Because of her appearance and affinity for magic, her family often joked that she was proof of their Azlanti heritage. At a researcher, she never put much stock in theories of diluted bloodlines, but her research frequent leads her toward questions about Azlant, as much magical research does. It is hard for Alyn not to think that this is due to some subconscious bias.

Alyn's farther, an elf, researches Ioun stones, strange magical artifacts leftover from the rule of Azlant. This research has him working with Pathfinder Society quite regularly.

Alyn spent most of his youth training as a wizard, though he has not passed a test since, scroll reading, wand use and familiar summoning (arcane training/eldritch guardian). Over the years he has managed to pick up a few skills from the alchemist (mutation warrior) he has studied and travelled with. Living in a school most of his life he also knows a vast array of fighting techniques (martial master), though many he knowns only theoretically. Because of his eclectic training, there are not a lot of research projects for him. When the chance to explore the lost continent of Azlant, he jumped at the opportunity a place of danger and novel research where his combination of skills would be invaluable. Now all he has to do is track down a group to travel with.

Familiarity and Games:
My familiarity with the AP is none excluding the player's guide. I'm in three PBP games with a daily post, and one other that I GM, Shattered Star. I play in a few other games that require fewer than two posts weekly. Please feel free to go through my posting history. I try to match my play to that of the groups I'm in as most of the games I am playing I have come in partway through.


Dotting for interest.

I'll complete the character profile with all relevant info tomorrow.


Dotting, I'm thinking some variety of deepwater rager barbarian


Concept:
I do love fighters. And while I have a Tactician, a Drill Sergeant, a Mutation Warrior, and a soon-to-be Weapon Master, the base fighter has gotten really good these days. However, a 4th-level fighter is no raw recruit, but rather an accomplished veteran. Why would such an experienced warrior be sitting around and not part of the story thus far? Well, perhaps he was hoping to be done with war. Hoping to build a new life that consists mostly of sitting on his boat and fishing. What happened to make him hang up his sword? What about the PCs compels him to take it up again?

Background:
The Abadaran priest Kragg Stoneheart knows of Kronug - at least from the island if not before. The powerfully built Ulfen (with a Kellid name) is quiet but polite. He stops by every week for a cask of the dwarf’s ale. He keeps to himself on his boat, bringing fish to shore for the colony to share. The Ulfen is believed to be about 30, but looks significantly older. The whispers in the Colony are that he served in the Mendevian Crusades, where he met and lost the one he loved. While it is generally thought that the Ulfen has seen enough of war, perhaps he could be persuaded to come out of retirement.

Personality:
Kronug has a deeply-held sense of honor but does not try to impose it on others. He is pragmatic and accepting of others’ viewpoints. If called upon to defend the party, he will take that responsibility very seriously. There is a sorrow about Kronug and he will not speak much at first about his lost love and his experiences in the Worldwound. Over time, he could open up and perhaps find some comfort in building a new community here – maybe even finding love again.

Role:
Kronug is a solid front line. He can use Armored Sacrifice (an Advanced Armor Training option) as an immediate action, with his buckler taking the hit that would have felled an ally. (He carries spare bucklers). The party does seem to have people go into the negatives a lot and this would prevent that (once per round). His own AC is very respectable for this level. At higher levels, he will be able to defend the party against more exotic types of attacks by taking Weapon Mastery feats like Smash from the Air. Kronug can swim in full plate better than most can in their skin (+9 after ACP, can always Take 10). And, he can dish out damage reliably with a 2-handed weapon, 18 Str, and Power Attack, while still benefiting from a shield. With Barroom Brawler, he can pick up situational feats to deal with unusual challenges. His saves are not bad either, and Armed Bravery at 6th will boost his Will save further.

About Me:
I used to play more tabletop, but PbP is better suited to my schedule these days. I am in several games; 6 APs, as well as a few modules and PFS scenarios (which mostly end in November). Despite this number of games, I am a very reliable poster. I have never ghosted and have only very rarely kept a table waiting (like if I missed a notification). I give notice when I will be unable to post, and try to at least check in on my phone daily even if I cannot have a lengthy post. I have no knowledge of the Ruins of Azlant AP other than what is in the Players’ Guide.

Character Sheet:

Kronug
Human Fighter 4
LG Male Humanoid
Deity: Torag
Init +2; Perception +8 (low-light vision)
-----------------
DEFENSE
-----------------
AC 24, touch 12, flatfooted 22 (Armor +10, Dex +2, Trait +1, Shield +1)
HP 36 (4d10+8)
Fort +7, Ref +5, Will +4; +1 vs fear
-----------------
OFFENSE
-----------------
Speed 20ft.
Melee MW Halberd PA +9 (1d10+12/x3); AOOs +7 (1d10+12/x3)
Ranged MW Composite Longbow +7 (1d8+4/x3) or MW Underwater Crossbow +6 (1d8/19-20)
-----------------
STATISTICS
-----------------
Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 8
BAB +4; CMB +8; CMD 20 (24 vs Grapple, Sunder)
Feats 1: Combat Reflexes, Power Attack, Furious Focus; 2: Barroom Brawler (free Fighter retrain at 4th); 3: Advanced Armor Training (Armored Sacrifice); 4: Unhindered Shield
Traits Sea-Souled, Athletic (Acrobatics), Defender of the Society
Drawback Unlearned (local)
FCB +4 CMD vs Grapple, Sunder
Skills (3 per level fighter, 12 total)
Swim 4 +12 (-3 ACP; can always Take 10)
Climb 1 +8 (-3 ACP)
Survival 1 +5
Perception 4 +8
Knowledge (Religion) 1 +2
Knowledge (Nature) 1 +5
Background Skills (8 pts)
Linguistics 2 +3
Profession (fisherman) 4 +8
Profession (sailor) 2 +6
Languages Common, Skald, Hallit, Azlanti
Alternate Racial Traits Heart of the Fey

Equipment (not yet complete)
+1 Fullplate (2,650)
+1 Cloak of Resistance (1,000)
MW Halberd (310)
MW Composite Longbow (+4 Str) (800)


Floe is an escapee from the frigid north, born and bred to be a slave, and escaped when the party she travelled with was ambushed for some unknown political reason. She managed to escape in the aftermath and made her way south. She joined the expedition to get as far away as possible. Much more information is included in the character sheet.

Her eidolan would be the front liner.

The character has played in this AP up to level 2 so I am familiar with the AP. She will need to be levelled up from there if accepted.

As for number of PbP involved in - currently 9. I assume you ask because you want to make sure I don't burn out or might have trouble posting. I am probably one of the most faithful posters you will ever encounter. I have never bailed on a game (and I have been in about 100 PbP games so far) or gone silent for more than a day or two and my weekend posting is better than my weekday posting.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Introducing Riptide Jonas, a Human Aquanaut 4.

Riptide Jonas:
CG Human Aquanaut 4
Init+2; Perception+3
----------
Defense
----------
AC 19, touch 13, Flat-footed 17 (+2 Armor, +2 Dex, +1 Deflection, +1 Natural, +3 shield)
HP 32 (25.5 [Class HD]+8[Con])
Fort+6, Ref+4, Will+3
+2 vs divination effects
+1 vs immobilization and/or paralysis effects
----------
Offense
Speed 30 ft; Swim 30 ft
Melee Rapier +7 (1d6+2, 18-20)
----------
Statistics
----------
Str 16 Dex 14 Con 14 Int 10 Wis 8 Cha 16
Base Atk +4; CMB+7; CMD 19 (+23 vs Disarm and Grapple)
Feats Child of Two worlds, Combat Reflexes, Improved unarmed strike, Iron Will, Weapon Focus (Rapier)
Traits Athletic, Carefully hidden
Racial Traits Aquatic Ancestory, Bonus Feat
Skills Perception +3, Swim +14 (+13 Armor Penalty)
Languages Common
SQ Aquadynamic Paragon, Piercing Focus
Combat Equipment Rapier, Leather Armor, +1 Heavy Steel Shield
Other Gear +1 Amulet of Natural Armor, +1 Ring of Protection, 981 GP

Background:
The earliest memories Jonas had was of his mother teaching him how to empty his mind. "Jonas- close your eyes. breath in... Breath out... good job! Now, what would you like for dinner?"

Young Jonas never understood why he and his mother lived alone on the outskirts of town. He was never let out to play- He was forbidden from talking to strangers. Sometimes his mother would take him down to the sea shore, where the two of them would stare out at the tide, illuminated by the evening sun.

On one such day, His mom gave him a small pat on the head. "Remember your mindfulness dear... Mommy loves you very much." Young Jonas then watched his mother wade into the ocean. Jonas tried to follow- But wasn't big enough to fight against the crashing wake.

Jonas spent some time living alone before he was adopted- Every day he would wait at the beach for his mother to come back. He would fall asleep on the beach waiting, only waking up when the oncoming tide threatened to suck him away. It wasn't for a long, long time before he was taken in to the local orphanage.

At the Orphanage, Jonas became quite the energetic kid, and for one reason: His closest, deepest secret was to grow up big and strong so he could rescue his mother from the cruel ocean. Eat heartily, play heartily- Grow big. Grow strong. That's all that mattered.

Growing up revealed that life wasn't so simple: To eat you needed a job, and to earn a job you needed a job. Jonas thought working with the Bountiful Venture company would marry his need for a wage with his love for the sea. Unfortunately, Jonas was not hired, or even told the reason for his exclusion. Likewise, he was also rejected for both trips on the Peregrine. But Jonas wasn't about to give up: An abandoned island, begging to be colonized... Not only would it guarantee him a needed job, it would also be the perfect place to practice his swimming: After all, after long practice, Jonas could hold his breath for nearly five whole minutes! But that wasn't enough... He needed to be able to swim deeper, on his own power. He simply had to go.

Thankfully, Jonas found it easy to stow away in the ship- And despite his relative lack of skill in hiding, managed to remain undiscovered for the entire trip. Jonas has spent his time on the island hiding outside of town in a cave he liberated from monsters- And yet, Jonas has discovered he is not very good at surviving on his own. Nor is he very good at stealing the goods he needs to live from the locals. And given that stealing from the innocent leaves him feeling rather guilty, Jonas has come to terms he will need to reveal himself to the community sooner or later- The next morning sounds as good of a time as ever... especially given that his supply of jerky has just run out.

bookkeeping:
For HP I assumed Full hp at first, and Average HP for every level after.

As for player wealth, I bought some magical necessities, but am not purchasing mundane equipment until a character is selected (I find kitting out mundane stuff to be terribly boring, and decided to put it off unless Jonas is selected)

For the future crunch: After two more levels in Fighter, I will switch over to the Azatariel swashbuckler archetype. Jonas will utilize Dolphin style, Stand still and Opportune Parry/Riposte to provide a psuedo-form of area control against singular opponents, but can also rely on melee dps against foes capable of handling that kind of trickery. While his Will save isn't optimal right now, by Level 8 he will be adding his Cha-modifier to most will saves, which will help patch him up to reasonable standards.

Finally, Jonas already comes baked in with a swim speed, and down the line will eventually become amphibious, thus helping to minimize his need for magical breathing... And saving him from Dispel Magic-related underwater panic. As such, I think he is a good fit for the needed Martial slot.


I'd be very interested in this. I'm looking at a Half Elfc Adaptive Shifter. I'll have him up in the next few days.

I'm playing in a single other pbp at the moment.


Actual build concept incoming: Undine warrior poet! Prepare to get circles swam around you.


Basic concept: Karziah Seaspray, Half-Orc Kineticist (Hydro, maybe Void at 7th). I'll be taking the Kinetic Knight archetype (a melee focused, heavily armored character), and may move on from that into the Esoteric Knight Prestige Class if I run out of Infusions I want to take (since most cannot be used with Kinetic Blade). That would be 6th level at the earliest since the only real requirement is BaB +5. Character can be assembled in less than a day via that framework.

The character is the apprentice to the wise woman of a seafaring orc tribe, who was sent out to journey for a few years to gather worldly wisdom and riches to bring back to the tribe. What better way to gain both than by exploring unknown dangers with a group of like-minded companions and working with others to establish a lasting way of life? She is used to a nomadic lifestyle and living on the ocean, but is relatively out of her depth (so to speak) exploring ancient ruins.

I am an experienced PbPer, and am currently in 6 games (5 as a player, one as a GM), though 2 are on the verge of death due to GM posting scarcity.

My knowledge of the AP pretty much consists of the stuff in the Player's Guide, and the bits and pieces of lore about Azlant that came out before this AP, the most prominent of which is what/who led to the demise of the Azlanti Empire and how/why.


Hereby I present Sophone a reckless halfling Fighter eager to demonstrate that being small and female are not against being a great explorer and colonizer.

Background:

Sophone was serving as a helper to one of the Azlanti scholars that traveled on the first colonization wave. She would often have to search through thick books for information on the half-forgotten civilization for her boss, help him explore the sunken structures of Andoran coastline and defend him from the eventual monster or savage animal. When the Bountiful Venture Company presented the names of those admitted in the first ship and hers was not present but it was the one of her boss, she saw the opportunity to escape him and look for a new and more independent life.

Regretfully she later discovered her master had her bonded through the magics of a prisoner’s ring and she will not be truly free until she makes her master throw away that ring. When people started to laugh at her saying she was a craven for escaping from exploring the new land she mounted in fury desiring to demonstrate those larger than her that being a halfling and a female did not mean she was not able to face the dangers of the new land and that the only reason to abandon her boss was for her own independence.

She made all at her hand to embark a new expedition to find her boss and finally free herself from the magical bound. As such, she presented herself everyday at the Bountiful Venture Company and insisted to talk with the director, until he had no choice but to accept her on the third wave traveling to the new land. Now, she has discovered her old boss has disappeared with all the first expedition, but she is determined to find him, and explore these new lands to demonstrate she is no craven but a great explorer instead.

Fortunately her past life, grown in the coastal region of Andoran, and her side knowledge of the Azlanti civilization and culture, might be of use to the people currently trying to explore the land. Along with the size of her large and menacing sword.

Note about the name of Sophone’s boss: I think this works best if the GM selects a lost scholar from the first wave, as it gives a motivation for Sophone to find what has been of those people, but otherwise, from the NPCs given in the Player’s Guide, Perrell Beys would be the best one to act as Sophone’s boss.

Personality and Appearance:

Although Sophone initial attitude might be seen as reckless and intimidating, she is in fact a caring halfling, always looking after those she sees as her family. The only thing she cannot hold is someone telling her she is not capable of something. She is stubborn and proud, which is just perhaps a subproduct of being small and a female, because she has to continuously demonstrate her own value.

Sophone is often found clad in a stout armor. She has blue eyes like the Andoran sea where she was grown up, and red hair like the fire that seems to push her on all her tasks. Her most remarkable feature is perhaps the large sword she always carries with herself, a few inches larger than her own height. Nevertheless she seems to move with nimbleness and often jokes there is only one sight more scary than her with her sword, she holding two swords as big.

High level character details:

Sophone will evolve to adapt to how the adventure actually plays out, but most likely she will keep leveling as a core Fighter. Depending on how combat feels with the party, she will train to be more defensive, or if more damage is needed from her, she will drop the shield to take a second sword or use her bastard sword two-handed.

If aquatic combat is not that prevalent or magic makes it meaningless, she will swap her aquatic combat feats using the fighter bonus feats swapping advantage.

In order to maintain her useful out of combat, she will use Advanced Weapon Training and Advanced Armor Training to increase the number of situations she might contribute to the team.

All in all, I see her advancing as an interesting and fun personality in the team with balanced abilities, rather than a monster number crunching beast. That said, if the combats are that challenging, I will make my best to adapt and optimize her as much as necessary to maintain the party alive.

Level of familiarity with the AP:

I don’t own this AP, I have not read or glanced at the pages of any of it’s volumes. My knowledge comes from just reading the Player’s Guide and applying to GM Strider’s recruitment a couple of years ago.

My motivation for this AP is because I love the building a new colony and exploring an ancient civilization themes. I do know the open nature of the AP makes it more difficult to run in PbP as the GM is not able to push the party that easily through. That said I consider myself a good party pusher and lore motivated player. As such I hope to be a good addition to your party.

If I am chosen I will patiently read all what your PbP party has done so far, to be better aligned with them. But I will wait for that, because if I am not chosen, I prefer to preserve that knowledge as I really want to play this AP in the future.

How many other PbP games are you involved in:

I am playing on 6 campaigns (including one of your Reign of Winter ones) and GMing one (Shackled City which we are past half-way to the end). Although I have time for more, I prefer to keep myself on those numbers so I can carefully read and participate with quality posts on those campaigns I am in.

That said, I am eager to play both Ironfang Invasion and Ruins of Azlant, and thus I still hope to get into one or both of those AP’s in the future.

Sophone Stats:

Female Halfling Fighter 4
CG Medium humanoid (Halfling)
Init +3 (3 Dex); Senses Perception +3

DEFENSE
AC 22, touch 14, flat-footed 19 (+6 armor, +3 Dex, +1 size, +2 shield)
hp 40 (4d10+8+4)
Fort +8 (4 class, 2 Con, 1 item, 1 race), Ref +6 (1 class, 3 Dex, 1 item, 1 race), Will +4 (1 class, 1 Wis, 1 item, 1 race) [+3 vs fear, 1/day reroll compulsion or charm]

OFFENSE
Speed 30 ft (even on medium armor)
Melee mwk bastard sword +10 (1d8+4) 19/x2 slashing [power attack +8 (1d8+8)], or
cold iron shortsword +8 (1d4+2) 19/x2 piercing [power attack +6 (1d4+6)]
Ranged sling +8 (1d3+2) 20/x2 bludgeoning

STATISTICS
Str 17, Dex 16, Con 14, Int 12, Wis 12, Cha 9
Ability increments +2 Dex/Cha (racial), -2 Str (racial), +1 Str (4th), +2 Str (item)
Base Atk +4; CMB +6 CMD 19
Feats Exotic Weapon Proficieny (bastard sword), Weapon Focus (bastard sword), Aquatic Combatant, Power attack, Weapon Specialization (bastard sword)
Traits
Set Mind (campaign): Every time that you’ve said you’d do something, you’ve made sure to follow through. You can’t remember a time when you weren’t this way. People have a hard time making you change your mind once you’ve set yourself on a certain path. You might be exceptionally stubborn or you may just have a particular determination. Either way, you’re going to keep doing what you set your mind to. The Bountiful Venture Company recognized this useful trait of yours and selected you for the second wave of colonists because of your great resolve and unswerving dedication to what you set your mind upon. Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.
Sea-Souled (region: Andoran Coast): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Skills (3x4=12; ACP=-1) Acrobatics +5 (3 Dex, 3 rank, -1 ACP), Climb +8 (3 Str, 1 rank, 3 class, 2 item, -1 ACP), Fly +4 (3 Dex, 2 size, -1 ACP), Intimidate +3 (-1 Cha, 1 rank, 3 class), K. dungeoneering +8 (1 Int, 4 rank, 3 class), Perception +3 (1 Wis, 2 race), Ride +6 (3 Dex, 1 rank, 3 class, -1 ACP), Stealth +6 (3 Dex, 4 size, -1 ACP), Survival +5 (1 Wis, 1 rank, 3 class), Swim +8 (3 Str, 1 rank, 3 class, 1 trait, can always take 10)
Background skills (2x4 = 8) Appraise +2 (), Craft (class), Handle animal +3 (-1 Cha, 1 rank, 3 class), K. engineering +5 (1 Int, 1 rank, 3 class), K. geography (1 Int), K. history +5 (1 Int, 4 ranks), K. nobility (1 Int), Linguistics +2 (1 Int, 1 rank), Profession sailor +5 (1 Wis, 1 rank, 3 class)
Languages Common, Halfling, Elven, Azlanti
Favored class (fighter) HPx4

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Dex/Cha, -2 Str
Fleet of foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling luck: Halflings receive a +1 racial bonus on all saving throws.
Keen senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus feats: Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

EQUIPMENT
Worn
mwk breastplate, 350 gp [6 AC, max Dex +3+1, -3+2 ACP]
cloak of resistance +1, 1000 gp
belt of Strength +2, 4000 gp
Prisoner’s ring, - gp

Weapons
mwk bastard sword, 335 gp
cold iron shortsword, 20 gp
sling, 0 gp
sling bullets, 1 gp

Waterproof bag

Belt

Bandolier 1 (3/8)
Alchemist fire, 20 gp
Acid flask [x2], 10 gp

Bandolier 2 (2/8)
Bless weapon oil, 50 gp
Magic weapon oil, 50 gp

Backpack
Climber's kit, 80 gp (+2 Climb)

Gold earned: 6000 (initial)
Gold spent: -350(breastplate)-335(bastard sword)-20(shortsword)-4000(belt)-1000(cloak)-7(shield)-80(climber kit)-0.5(waterproof bag)-40(alchemicals)-100(oils) = -5932.5
Gold remaining: 67.5 gp


I’m working on a Dex-based, TWFing Slayer. It’s still coming together, though.


Dotting for interest.

I'll settle a build shortly, but for a rough sketch, I'm thinking of a Warpriest, of Abadar or Torag.

Most likely a Human or Dwarf for race.

Athletic or Healthy Campaign Trait.

For backstory, having arrived with the third group seems to fit best.
Being a devotee of either of those Deities would work well for a new colony, advancing civilization would go along with the Abaradan profile. Or a blacksmith dedicated to Torag taking his skills to the frontier where both craftsmanship, and combat prowess can be essential also clicks.

Build will likely focus on one hand and shield, though not likely using Two Weapon Fighting. I'll see how the numbers play out when I build it.

I have not played the AP. nor do I own it. I've followed an ongoing pbp game through the first book, but I can separate my knowledge from the characters.

I'm currently in one other PBP, it was two but the GM vanished over a month ago, and we called it a loss.


Holsen Zafer is a Slayer with he Spire Diver Archetype.

Background:

Holsen is a new Pathfinder who has been hired by Bountiful Venture to accompany the second wave of colonists. He not ambitious exactly, nor does he lust for power or yearn for fame. He does however wish to make his mark on the world and live a remarkable life. Being a part of the colonization project allows him just such an opportunity.

Traits:
Armor expert + Pathfinder Recruit

I know nothing about the AP beyond what's in the player's guide. I have no plans on multi-classing.

I am in 2 PBP games: Signal of Screams and Dead Suns


So, I cast the net wide and they dove deep... (all puns intended). I offer a not so optimized but interesting and setting appropriate guide and protector as you devle into the mysteries of of the ancients.

Holy Diver:
Unnamed Hero
Human (Arcadian)
Brawler (snakebite striker) 1
Ranger (abendego diver) 1
Unchained rogue (sharper) 1
Sorcerer 1
CG Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 34 (4 HD; 1d6+1d8+2d10+9)
Fort +6, Ref +9, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +6 (1d4+1/19-20) or
. . net +5 (entangle) or
. . unarmed strike +6 (1d6+2)
Ranged frost-forged steel underwater light crossbow +6 (1d8/19-20)
Special Attacks favored enemy (aquatic humanoids +2), sneak attack (unchained) +1d6, sneak attack +1d6
Bloodline Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—disorienting touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—air bubble[UC], mage armor
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Bloodline Impossible
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Eschew Materials, Improved Unarmed Strike, Skill Focus (Bluff), Snake Style[UC], Weapon Finesse, Weapon Focus (unarmed strike)
Traits reactionary, resourceful
Skills Acrobatics +8, Appraise +5, Bluff +10, Climb +8, Craft (weapons) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Perception +7, Sense Motive +9, Spellcraft +5, Stealth +8, Survival +6, Swim +9
Languages Azlanti, Common
SQ bloodline arcana (constructs susceptible to enchantment (compulsion) and treated as living), brawler's cunning, deep diver, martial training, ocean's blessing, scam artist +1
Combat Gear feather token (anchor), potion of mage armor (4), potion of shield of faith +2 (3); Other Gear +1 darkleaf cloth studded leather, frost-forged steel underwater light crossbow[ARG], masterwork silver dagger, net, fruitful sash, tengu drinking jug[ARG], wayfinder[ISWG], 603 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Deep Diver (Ex) Hold breath for twice as long as normal.
Disorienting Touch (1 round, 4/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to rolls vs. aquatic humanoids foes.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Ocean's Blessing An Abendego diver adds buoyancy[ACG], control water, elemental speech[APG] (water only), hydraulic push[APG], hydraulic torrent[APG], ride the waves[U
Scam Artist +1 (Ex) Gain listed bonus on all Bluff and Sleight of Hand checks.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

The details and nuances are setting and personality appropriate and synergize into a lethal weapon. He's a beach comber and tomb raider, nomad, vagabond... (yes, you recognized the song). Oh, and he's crafty... and crafting!

All advancement from here on in should grant +1 BAB.

Easy going by nature and dead serious as needed.

Peace and happy gaming!


Hail, and well met. Dotting for interest - I’d like to apply for either a human or human-looking mistsoul undine (if that’s reasonable) hunter (aquatic beastmaster/divine hunter) (with a water themed or water elemental archetype companion) that focuses on having two relatively big, strong bodies on the field to take hits and dish out melee damage. I like the hybrid classes and skilled characters generally, especially the hunter, and have some experience running a character in pbp with an animal companion.

Mechanics and backstory to come tomorrow!


Finished the Character concept! All relevant info are on her page, and I'll post here the bullet points.

Character name/brief backstory:

Shadi "Blood of Giants" is a Shoanti nomad from the Storval Plateau, located in the northeastern half of Varisia. she hails from the Shundar-Quah tribe, the mediator and peacekeepers of all the other tribes. For generations, the greatest ambition of the Shundar-Quah has been to reunite all the Shoanti tribes in one cohesive clan and truly reclaim their ancestral lands, and Shadi firmly believes in this goal with all her heart. They Have the strength, they have the spirit, all they need is a leader, a guide, a strong voice of reason whose words would be listened to and example followed. For this very purpose Shadi has trained her body, mind and soul from early childhood to one day become a leader her people would follow, and realize her dream of unity and prosperity. Of course, the way to reach such lofty goal is long and fraught with hardships, and Shadi has since come to terms with the fact she still lacks so many notions and experiences to further walk her path. And there is only one way to acquire them. To help her people, she must leave them, at least for a time, and explore the world, meet new people, experience other cultures, explore unknown lands and face great challenges, to grow stronger and wiser and finally return home to her land and her family, ready to lead.

Author's Note - Above is the general backstory for Shadi. In case she's chosen for the Ruins of Azlant campaign, her story would be after she left her home and later Varisia, she came to hear about the Bountiful Venture Company's expedition to Lost Azlant, and given her eagerness for adventure and new experiences (and also her curiosity about Azlant itself, since Shoanti's history is quite closely linked to that of Thassilon and Azlant), she immediately made her way to Almas and participated in the recruitment drive, and got accepted in no small part thanks to her physical prowess and impressive constitution (mechanically, she takes the Athletic trait).

High level character details (class, archetype, any other details you feel are important):
Shadi is first and foremost a frontline fighter. At level 4, she is a Barbarian 1/Goliath Druid 3, using her goliath druid archetype power to frequently enlarge herself, then rage and jump into the fray. She should be right at home in a group that needs a strong frontline presence to hold the line and stop the enemies harassing the rear. Thanks to her druid levels, she has a little bit of utility too, both in and outside combat, but in no way shape or form was this character designed to step on anybodies' toes. On the contrary, aside for her presence in melee, I can build her to help fill in areas the party feels are a bit lacking. At higher levels, she'll remain on the frontlines and as soon as she gets a few key abilities, she should be able to dish out a bit more damage, and become a lot more durable as well, so the party shouldn't have too much trouble dealing with fights even if there were no other frontliners with her.

Your level of familiarity with the AP:
I'm not familiar with this specific AP. All I know is what I gathered reading the Player's Guide.

How many other PbP games are you involved in:
None right now. I hope you'll like my character idea and give me a chance to play!

Thank you for the opportunity!


Sorry for double-posting, just added a few finishing touches to Shadi's profile and forgot to add a few things to the post above, putting them here. Thanks again!

Physical Description & Personality:

Shadi is strong and fit, with an athletic build and visibly defined muscles. Her lightly tanned skin is adorned with many varied tattoos, from her arms and shoulders to her back, which form intricate and mesmerizing patterns. While not lacking a certain fairness, her features are quite hard and sharp, with large, piercing dark eyes and an unruly mane of black hair down to her shoulders. Certainly, what others can't possibly fail to notice at first glance about Shadi is her impressive stature: she stretches over six and a half feet in height, towering over most other humans, men and women alike. When the time came to take her adult name, as is Shoanti tradition, her tribe had no doubt about it and gave her the moniker "Blood of Giants", for surely there had to be at least a drop of two of such powerful blood in her veins for Shadi to reach such physical perfection, they believed.

Shadi is an optimist, always ready to look at the bright side of things without letting the hardships she faces get her down. To her friends she is loyal, kind and helpful. To her enemies on the battlefield she is a spiteful, raging monolith of anger and hatred, giving into her primal nature and cutting down foes with no remorse. Still, under normal circumstances she is slow to anger and quick to forgive, and quite welcoming of new people and experiences.

Grand Lodge

I just wanted to post a full build with a bit of an explanation of how it works because my build is a bit odd and has a lot of moving parts. I have test-run a similar build to level 8 in PFS and it has been fun.

Build:

ALYN
Male undefined half-elf (ulfen) fighter (eldritch guardian) (martial master) (mutation warrior) 4
None Medium humanoid (elf, human)

Init +1; Senses low-light vision, Perception +12
DEFENSE
AC 10, touch 11, flat-footed 10 (+1 Dex), +9 armor
hp 40 (4d10+12)
Fort +7, Ref +5, Will +5, +2 vs. enchantment spells and effects, +1 on Will saves vs. fear and mind-affecting effects, + 2mind-effecting

OFFENSE
Speed 30 ft.
Space 5 ft. by 5 ft.; Reach 10 ft.

STATISTICS
Str 19, Dex 12, Con 14, Int 14, Wis 12, Cha 7
Base Atk +4; CMB +8; CMD 19

Feats Alertness, Combat Reflexes, Mauler's Endurance, Power Attack

Skills Knowledge (Arcana) +9 , Knowledge (Dungeoneering) +9 , Perception +12 , Sense Motive +3 , Spellcraft +9

Traits latent psion, lessons of chaldira (chaldira zuzaristan)

Languages Azlanti, Common, Draconic, Elven, Skald
SQ arcane training, armor training, bonus feats, dual minded, elf blood, elven immunities, familiar, familiar's alertness ability active, keen senses, low-light vision, mutagen, share training

SPECIAL ABILITIES

Spoiler:
Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Familiar (Ex) An eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Half-Elf
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Language Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Latent Psion The power to affect the world with the mind is very much a reality in your distant homeland. Although you may not even have been born in Vudra, this power remains potent in your mind as well and protects you from mental assault.

Lessons of Chaldira (Chaldira Zuzaristan) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even ifit is worse.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mutagen (Su) A mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist's mutagen ability (APG p.28), using his fighter level as his alchemist level. This ability replaces armor training 1.

Share Training (Ex) When the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn't have to meet the feat's prerequisites, but at the GM's discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian's pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn't have any limbs capable of properly handling them.

Steel Will (Ex) The eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects.

Archtype rationale:

Eldritch guardian - This gives a familiar that shares feats. This allows the build to use teamwork feats like outflank. With a PC and a full BAB familiar it would make it very hard to get past them without AOOs. It also gives a second body to take damage helped by mauler's endurance.

Martial master - This gives martial flexibility. Now the familiar and fighter can grapple or trip as needed to further protect the group.

Mutation warrior - This gives access to some alchemist discoveries and a mutagen. Wings (for flight), spontaneous healing (to tank). The goal here is to help make Alyn self-sufficient. For me, this means that all the casters can focus on what they like to do best and not spells to support the fighter.


Build Rationale:
As I mentioned, a major rationale for Kronug's build is Armored Sacrifice, with his buckler taking the hit when an adjacent ally would go negative. That's online now. Along with high damage (1d10+12) to draw enemy fire and an unbuffed 24 AC to withstand it.

By level 5, Kronug will have Cut from the Air (I know the party lost a PC to ranged attacks), and then at 9 Smash From the Air, to deflect even attacks like Enervation or Disintegrate against himself or adjacent allies. He'll also have Warrior Spirit, able to enchant his weapon on the fly with things like Bane, Ghost Touch, or Phase-Locking.

With the human fighter FCB (and another Advanced Armor Training option), he can probably have a kraken-proof CMD by around level 13. I just think that's cool. Though if Sophone gets picked, I'd recommend she take the similar halfling FCB - lots of things have Grab.


Durgan Deepforge - submission from Adderyn

Crunch is mostly done, just need to break down the equipment list from general to specific, maybe add some other minor gear.

Backstory and Personality are in my profile..

Thanks for consideration!


I am not very familiar with this particular AP other that what is in the player’s guide. I have some of the lore books related to Azlanti history. I am currently in 2 PBP games: one is a one scenario PFS game and the other is Dragon’s Demand (still lvl 1). I am fairly new to PBP; I started looking and applying to games in July 2019, and I have been thoroughly enjoying my experience.

Rough Stats:

Charo Kar
CN Male Shark Skinwalker
Worships Besmara
Barbarian 4 (Deepwater Rager)
Feats: Improved Unarmed Strike, Improved Grapple
Rage Powers: Animal Fury, Raging Grappler
Traits: Seasoned Hunter-Animal (Campaign), Shoreline Skirmisher (Race)
Primary weapon: Bite
Secondary weapon: Trident
Combat Gear: Mithril Chain Shirt, Trident, Ring of Protection +1, Cloak of Fangs

Backstory:

Charo grew up in a native tribe on a small island that the Andoran navy used as a supply stop. In his youth, Charo was filled with wanderlust to explore the world beyond the small island of his birth, so he hired himself onto one of the Andoran vessels in supply mostly gathering food when at sea.

After his contract with the vessel was up, the ship’s captain recommended him for the Talmandor’s Bounty expedition. They would need a strong and capable hunter to help gather food and defend the colony from the dangers of the deep. He was accepted in the third wave of colonists, and he would have been a strong contender for the first two voyages, but his contract with the Andoran navy was not yet up.


Good Evening, please see my submission!

Markos Tesfai:

Markos appears to be a simple Garundi human man, tall, muscular, and with bronze skin of one who has worked on ships most of his life. He's known for his affinity for animals, and his ease in the water, and navigation and sailing abilities. His hair is black, almost dark blue, and is tied back in a tight ponytail with a sealskin leather band. His eyes are sparkling blue, and he wears his beard short.

He was born in Katapesh, in Okeno, to fisherpeople who had lived much of their lives as defacto slaves. When he was born, and he showed his remarkable endurance and affinity for the water, he was quickly enlisted to fish for a pittance by his parent's masters. They were killed when they objected to Markos' being pushed to his limits, and in his fear and rage, he simply escaped. He fled, swimming, across the narrow sea to the northwest coast of Garund, and to Osirian, drinking rainwater as he swam and eating the fish that he caught with his bare hands. After many, many miles, he emerged, bedraggled and sodden, and was found by a priestess of Pharasma that was visiting the rocky beach to bless some of her devotees' marriage. She who sheltered Markos and raised him as her own, and he took easily to Pharasma's faith, with the strange spiral birthmark on his hand, evident from birth, seeming to portend his eventual relationship with the deity. He remained strong, and healthy, and worked as a guide and bodyguard for the temple, always staying close to the sea, and providing guidance to the clergy which generally were out-of-sorts in the wilds.

He lived here for some time until his adoptive mother retired from the priesthood, and having aged very little visibly relative to the other Garundi. So he began to travel along the coast, moving northwest in the inner sea, and serving as a guide, fisherman, sailor, and hunter.

Eventually, he befriended a strange 'fishing cat' which emerged from a kelp forest during one of his extended swims. He and the creature immediately bonded over their strange appearance and mannerisms. He named the fishing cat 'Zera' as a mix of his father and mother's name, in their honor. Zera and Markos have become an effective fighting team, and have recently arrived with the third shipload of people to the expedition site.

Note: He does not know he is an undine, and appears to be human for almost all purposes.

Markos is easygoing and friendly, and enjoys the company of others, but he is not especially extroverted. He will seclude himself when he can, swimming deep underwater, if being with others is stressful. He still has some mental trauma from his time in slavery, and often berates himself when he makes a mistake. He wears simple clothes, except when preparing for battle, but can swim easily in heavy armor. He is slow to anger, except for his internal triggers, and tries to see the best in everyone, except for creatures he believes to be unnatural such as abberations and the undead. He likes Zera, and raw fish.

Markos' Statblock:

Hunter is one of my favorite classes, and Markos is an aquatic beastmaster/divine hunter. He and his elemental (water) digmaul are sticky, dangerous bodies on the battlefield, and they both can cause some serious damage in melee if ignored. Markos also brings a fair bit of utility with his natural swim speed, ability to defeat certain undead creatures, and repose domain powers (boosted from the mistsoul undine subtype). I would be unlikely to multiclass ever.

Markos Tesfai
Male mistsoul (vapor undine) hunter (aquatic beastmaster, divine hunter) 4 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder Player Companion: Blood of the Sea 22, Pathfinder Player Companion: Plane-Hopper's Handbook 26, Pathfinder RPG Advanced Class Guide 26, 95, Pathfinder RPG Bestiary 2 275)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 29 (4d8+8)
Fort +8, Ref +6, Will +5; +4 vs spells with the water descriptor and extraordinary or supernatural abilities of creatures with the aquatic or water subtype, +2 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee mwk nodachi +7 (1d10+4/18-20) or
. . mwk trident +7 (1d8+3)
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—obscuring mist
Hunter (Aquatic Beastmaster, Divine Hunter) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—barkskin, summon nature's ally II, versatile weapon[APG] (DC 15)
. . 1st (4/day)—deathwatch[D], faerie fire, heightened awareness[ACG], resist energy, shield companion, summon nature's ally I
. . 0 (at will)—create water, detect magic, grasp, guidance, light, mending
. . Domain Repose (Souls, pharasma[APG] subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 15, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Combat Reflexes, Outflank[APG], Power Attack
Traits affable, birthmark, healthy
Skills Acrobatics -2 (-6 to jump), Climb +7, Diplomacy +4 (+6 to gather information.), Handle Animal +6, Heal +7, Intimidate +5, Knowledge (geography) +5, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +2, Perception +10, Profession (fisherman) +7, Profession (sailor) +7, Spellcraft +6, Stealth +2, Survival +9, Swim +14 (+15 vs. nonlethal damage after swimming for more than an hour)
Languages Auran, Azlanti, Common
SQ animal companion (celestial digmaul (elemental) named Animal Companion), animal focus (4 minutes/day), domain (souls, pharasma[APG]), mark of slavery, mostly human, nature training, oceanic defense, touch the spirit world (3 rounds), track +2, water sense[ARG], wild empathy, wild empathy modification
Other Gear +1 agile breastplate[APG], darkwood heavy wooden shield, mwk nodachi[UC], mwk trident, cloak of resistance +1, ring of protection +1, masterwork backpack[APG], 468 gp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (celestial digmaul (elemental) named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (4 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB.
Darkvision (60 feet) You can see in the dark (black and white only).
Eel (Su) When assuming this aspect, enhancement bonus to Dexterity.
Hunter (Aquatic Beastmaster, Divine Hunter) Domain (Souls, Pharasma)
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Oceanic Defense (Ex) +4 to svs vs water descriptor spells and aquatic or water subtype creatures when animal companion near.
Orca (Su) When assuming this aspect, enhancement bonus to Strength
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swim (30 feet) You have a Swim speed.
Touch the Spirit World (3 rds, 6/day) (Su) Allow touched weapon to harm incorporeal targets.
Track +2 Add the listed bonus to Survival checks made to track.
Turtle +2 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Empathy Modification (Ex) Wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype.


Zera:

Zera CR –
Celestial digmaul (elemental) (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 5 312)
NG Medium animal (water)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 26 (4d8+8)
Fort +6, Ref +9, Will +2
Resist acid 5, cold 5, electricity 5; SR 9
--------------------
Offense
--------------------
Speed 50 ft., swim 20 ft.
Melee bite +6 (1d6+3), 2 claws +6 (1d3+3), tail slap +1 (1d3+1)
Special Attacks ball tail, hunter tricks (3/day; tangling attack), smite evil
--------------------
Statistics
--------------------
Str 17, Dex 20, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 21 (25 vs. trip)
Feats Combat Reflexes, Outflank[APG], Power Attack
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Heel, Stay
Skills Acrobatics +9 (+17 to jump), Perception +5, Stealth +9, Swim +15
SQ animal focus, attack, attack any target, come, defend, down, heel, stay, water breathing
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Ball Tail (Ex) A digmaul has a spiked ball at the end of its tail, which it can use as a secondary natural attack that deals 1d4 points of bludgeoning and piercing damage. The digmaul can substitute a trip or bull rush combat maneuver check for its normal tail atta
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Eel (Su) When assuming this aspect, enhancement bonus to Dexterity.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heel [Trick] The animal will follow you.
Hunter Tricks
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orca (Su) When assuming this aspect, enhancement bonus to Strength
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +4 to damage when used.
Spell Resistance (9) You have Spell Resistance.
Stay [Trick] The animal will stay where it is.
Swim (20 feet) You have a Swim speed.
Water Breathing You can breathe water as well as air.

your level of familiarity with the AP

Unfamiliar, other than that it is soggy, and has a lot of exploration.

How many other PbP games are you involved in?

5 at the moment, with varying posting rates and speeds.


Undine Flowing Monk


Hello all!

Thank you all for taking the time to make submissions. as always with PbP here, there are a ton of great-looking applications and way more people interested than can be taken.

After looking at all of the submissions as well as getting feedback from my current players, I have chosen....

Grandlounge!

go ahead and make any finishing touches you need to your character/alias, and dot in to the gameplay threads. the party is currently out exploring, but the next time they return to the colony we will work you in.

everyone else, I am sorry I couldn't take more as there were plenty of interesting options. if I need another PC for this game in the future, I will start by contacting some of the players here who were close but not chosen.

Grand Lodge

Thank you. I will have everything up by this evening.


Congrats Grandlounge, enjoy the game!


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Congrats!


Congrats and good luck!!!


Happy gaming all! Peace!


Hello again all! we are unfortunately losing another party member due to real life business. same rules as above for the new party member creation, but this time the choice is more wide open as far as class/style.

the party this time around is a little more rounded IMO. we are losing a druid, but I don't feel like we have to replace with a similar class. current makup is:

Bard (archaeologist)
Cleric of Abadar
Wizard (illusionist)
Fighter (multi-archetype)

so really close to a traditional party.

priority will be to those who recently applied for the last spot I had open. you can resubmit the same character, or try a new character.

I will choose a replacement over the weekend, so get your submissions in quick!


I'd like to re-submit Kronug, from above.

Compared to Alyn, Kronug is a fighter with no archetypes, who will keep Armor Training and Weapon Training and hopefully get a lot of use out of them given the excellent new options available. I think it's an interesting contrast, and having two fighters is not usually a problem.

As I noted above, he will eventually be quite good at defending adjacent allies.


Djack wrote:

So, I cast the net wide and they dove deep... (all puns intended). I offer a not so optimized but interesting and setting appropriate guide and protector as you devle into the mysteries of of the ancients.

Holy Diver:
Holy Diver
Human (Arcadian) brawler (snakebite striker) 1/ranger (abendego diver) 1/unchained rogue (sharper) 1/sorcerer 1 (Pathfinder Player Companion: Elemental Master's Handbook 12, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Ultimate Intrigue 47, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 34 (4 HD; 1d6+1d8+2d10+9)
Fort +6, Ref +9, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork silver dagger +6 (1d4+1/19-20) or
. . net +5 (entangle) or
. . unarmed strike +6 (1d6+2)
Ranged frost-forged steel underwater light crossbow +6 (1d8/19-20)
Special Attacks favored enemy (aquatic humanoids +2), sneak attack (unchained) +1d6, sneak attack +1d6
Bloodline Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—disorienting touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—air bubble[UC], mage armor
. . 0 (at will)—detect magic, light, mage hand, read magic
. . Bloodline Impossible
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 13, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Eschew Materials, Improved Unarmed Strike, Skill Focus (Bluff), Snake Style[UC], Weapon Finesse, Weapon Focus (unarmed strike)
Traits reactionary, resourceful
Skills Acrobatics +8, Appraise +5, Bluff +10, Climb +8, Craft (weapons) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +6, Perception +7, Sense Motive +9, Spellcraft +5, Stealth +8, Survival +6, Swim +9
Languages Azlanti, Common
SQ bloodline arcana (constructs susceptible to enchantment (compulsion) and treated as living), brawler's cunning, deep diver, martial training, ocean's blessing, scam artist +1
Combat Gear feather token (anchor), potion of mage armor (4), potion of shield of faith +2 (3); Other Gear +1 darkleaf cloth studded leather, frost-forged steel underwater light crossbow[ARG], masterwork silver dagger, net, fruitful sash, tengu drinking jug[ARG], wayfinder[ISWG], 603 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Deep Diver (Ex) Hold breath for twice as long as normal.
Disorienting Touch (1 round, 4/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Aquatic Humanoids +2) (Ex) +2 to rolls vs. aquatic humanoids foes.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Ocean's Blessing An Abendego diver adds buoyancy[ACG], control water, elemental speech[APG] (water only), hydraulic push[APG], hydraulic torrent[APG], ride the waves[U
Scam Artist +1 (Ex) Gain listed bonus on all Bluff and Sleight of Hand checks.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

I'm your huckleberry. Still interested!


My submission. I played through a bit more than the first book with him before the campaign died.

I loved playing Ninni, and would be over the moon to have a chance to pull him out of mothballs. I’d be happy to answer any questions or make any changes that might be necessary to support the party.

I’m in several active games here on the board!


Hereby I present Lolito a cheerful elder monk of the Platinum Band looking for his student lost in Azlant territory, and willing to protect the new colony against the dangers of evilness.

I am well willing to still play Sophone if you prefer her, but I thought she would be too similar to Alyn, and the group could benefit better from a scout-type kind of secondary melee, without going to rogue as you already have Lara for trapfinding.

Background:

Lolito was born among a well established family of Korvosa, in Varisia. He grew as an spoiled teenager having access to all kind of commodities and soon fell into alcohol, drugs and prostitution. During this spiral of self-destruction chaos erupted in his city and economic support was put on the edge as vandalism and destruction menaced to finish his family income. It was then when a band of adventurers appeared to safe the city from chaos, that one of the adventurers promised to safe Lolito’s family and way of living under the promise he will clean himself from his vicious life and adhere to the way of the monk under his teachings.

It resulted this adventurer was a monk of the Platinum Band, who had came to expand Apsu’s fight against Dahak’s forces by defeating the evil dragon behind the chaos in Korvosa. As they were successful, Lolito hold his promise and from then on he travelled with his master through Golarion, searching for evil dragons and other Dahak’s followers, guarding the knowledge of Apsu, writing down the true history of the world and building up self-enlightenment as he discovered the draconic teachings and his own human limitations.

After decades of travel and adventures Lolito was prepared to become a monk of himself and so his master decided it was time for them to split parts and the new monk to find out his own student whom to pass the teachings of Apsu. During his travels, he met one person that wanted to follow the teachings of The Exiled Wyrm, and so, Lolito decided to show this person the ways of the monk.

Recently his student came to the conclusion a great menace of Dahak [or optionally an old piece of knowledge related with the history of the world and the knowledge of Apsu] was concealed in old Azlant. Against Lolito’s judgement his student enrolled into the expedition that travelled to build a colony on those lands. Despite knowing this fact, Lolito let his student to depart stealthy during the night, as he decided this was a teaching his student should discover alone.

That said, Lolito recently felt his student is in danger, and so, he decided to enroll himself in the expedition. His vast knowledge of travelling and exploration made it easy for him to convince the Bountiful Venture Company he shall be added to the most recent wave of colonists putting feet in their new Azlanti colony.

Note about the name of Lolito’s student: I think this works best if the GM selects a NPC from the first wave, as it gives a motivation for Lolito to find what has been of those people.

Personality and Appearance:

Lolito’s cheerful mood hides the enlightment of a man who has learned by stumbling with all stones there are to fall in the road of a man’s life. He is a person able to live with very little, but he is quick to give others as they need, to share his knowledge and help others in their own path of enlightenment showing a patience rare on short lived races as humans.

Lolito travels with very few equipment. Just some comfortable linen clothing and his nine-section whip rolled around his waist as if it was a belt. The man’s appearance is uncared, he lacks many teeth, no doubt the price of his early life vice. His hair is white and a prominent baldness gives him an old man’s appearance. Drawn onto his back, his clothes hide a large tattoo of a golden dragon.

High level character details:

Lolito will evolve to adapt to how the adventure actually plays out, but most likely he will keep leveling as an Unchained Monk, providing a resilient and skillful scout for the party, and becoming a solid secondary melee participant.

If aquatic combat becomes prevalent he will likely take aquatic combatant to improve his ability while the group fights underwater.

All in all, I see him advancing as an interesting and fun personality in the team with scouting abilities and a solid skill to support the group’s fighter in combat.

Level of familiarity with the AP:

I don’t own this AP, I have not read or glanced at the pages of any of it’s volumes. My knowledge comes from just reading the Player’s Guide and applying to GM Strider’s recruitment a couple of years ago.

My motivation for this AP is because I love the building a new colony and exploring an ancient civilization themes. I do know the open nature of the AP makes it more difficult to run in PbP as the GM is not able to push the party that easily through. That said I consider myself a good party pusher and lore motivated player. As such I hope to be a good addition to your party.

How many other PbP games are you involved in:

I am playing on 5 campaigns (including one of your Reign of Winter ones) and GMing one (Shackled City which we are past half-way to the end). Although I have time for more, I prefer to keep myself on those numbers so I can carefully read and participate with quality posts on those campaigns I am in.

That said, I am eager to play both Ironfang Invasion and Ruins of Azlant, and thus I still hope to get into one or both of those AP’s in the future.

Lolito's Stats:

LOLITO
Male Human Monk (unchained) 4
LG Medium humanoid (Human)
Init +2 (2 Dex); Senses Perception +9

DEFENSE
AC 19, touch 18, flat-footed 16 (+1 dodge, +3 Wis, +1 level, +2 Dex, +1 deflection, +1 armor; +4 fighting defensively with nine-section whip)
hp 36 (4d10+8)
Fort +7 (4 class, 2 Con, 1 item), Ref +7 (4 class, 2 Dex, 1 item), Will +6 (1 class, 3 Wis, 1 item, 1 trait) [evasion, +2 vs enchantment]

OFFENSE
Speed 40 ft
Melee unarmed strike +9 (1d8+6) 20/x2 bludgeoning/magic
flurry of blows +9/+9 (1d8+6/1d8+4) 20/x2 bludgeoning/magic
cold iron Kama (1d6+4) 20/x2 slashing, monk, trip
silver nine-section whip (1d8+6) 19/x2 bludgeoning, monk, blocking, trip, distracting
Ranged shuriken (1d2+4) 20/x2 piercing, monk, 10’
Special attacks stunning fist (4/day, Fort DC 15)

STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Ability increments +2 Str/Wis (racial), +1 Str (4th)
Base Atk +4; CMB +8 (+10 grapple) CMD 25 (27 vs grapple)
Feats Weapon Focus (unarmed strike), Dodge*, Improved Unarmed Strike*, Stunning Fist*, Improved Grapple*, Dragon Style
Traits
Expert Explorer (campaign): Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Skills (4x4=16; ACP=0) Acrobatics +9/+13 (2 Dex, 4 rank, 3 class; +4 jump), Climb +8 (4 Str, 1 rank, 3 class), Escape Artist +2 (2 Dex, class), +3 Intimidate (-1 Cha, 1 rank, 3 class), K. nature +5 (0 Int, 1 rank, 3 class, 1 trait), K. religion +4 (0 Int, 1 rank, 3 class), Perception +9 (3 Wis, 3 rank, 3 class), Ride +2 (2 Dex, class), Sense Motive +3 (3 Wis, class), Stealth +7 (2 Dex, 2 rank, 3 class), Survival +8 (3 Wis, 1 rank, 3 class, 1 trait), Swim +9 (4 Str, 2 rank, 3 class)
Background Skills (2x4=8) Craft carpentry (0 Int, 1 rank, 3 class), Handle Animal (-1 Cha, 1 rank), K. history (0 Int, 4 rank, 3 class), Perform oratory (-1 Cha, 1 rank, 3 class), Profession (class), Sleight of Hand (2 Dex, 1 rank)
Languages Common
Favored class (monk) Kix4

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str/Wis
Dual Talent: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level (+1). This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus feats: A monk need not have any of the prerequisites normally required for the bonus feats he selects.
Flurry of blows (Ex): When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows.
Stunning fist (Ex): You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. A monk may attempt a stunning attack a number of times per day equal to his monk level, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. The damage dealt by a monk's unarmed strike increases each 4 levels (1d8).
Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): A monk gains a +10’ enhancement bonus to his land speed for each 3 monk levels. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki pool (Su): A monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier + ¼ favoured bonus (6). By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki strike (Su): As long as he has at least 1 point in his ki pool, he can make a ki strike. A ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Ki powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

EQUIPMENT
Worn
(belt) -
(body) -
(feet) -
(hands) -
(head) -
(headband) -
(amulet) -
(ring 1) ring of protection +1, 2000 gp
(ring 2) -
(shoulder) cloak of resistance +1, 1000 gp
(wrists) bracers of armor +1, 1000 gp
(slotless) -

Weapons
Cold iron Kama, 4 gp (light, 1d6/20x2 slashing, monk, trip)
Silver nine-section whip, 98 gp (one-handed, 1d8/19x2 bludgeoning, monk, blocking, trip, distracting)
Shuriken [x10], 1 gp each 5

Waterproof bag

Belt

Bandolier 1 (3/8)
Alchemist fire, 20 gp
Acid flask [x2], 10 gp

Bandolier 2 (6/8)
Bless weapon oil, 50 gp
Magic weapon oil, 50 gp
Magic armor potion, 50 gp
Enlarge person potion, 50 gp
Cure light wounds potion [x2], 50 gp

Backpack

Gold earned: 6000 (initial)
Gold spent: -98(silver nine-section whip)-6(kama+shuriken)-1000(bracers)-1000(cloak)-2000(ring)-0.5(waterproof bag)-40(alchemicals)-300(oils & pots) = -4444.5
Gold remaining: 1665.5 gp


Hello, I’d like to reapply if I can with Markos (see above). It looks like you’re down a druid, so maybe a hunter could mostly fill that same role again.


I know Kronug's backstory looks rather thin; that is all that I want the other PCs to know at first. I have a much more extensive background to share with the GM if selected. The only other thing that the other PCs might know is that the name of his boat is "Ingrit's Wish." If selected, more would come out in time.


For reference, I'm in one more game now, and am GMing one, bringing my involvement to 7. Thanks for consideration!


Hi guys, I would like to throw my hat in the ring for this one!

Not sure I can come up with a fully fledged character real quick, but I was planning on playing a melee Shaman (probably a Deep Shaman - it seems to fit thematically?) since it seems the group could do with some more melee beef :D

However, I have actually never played a Shaman, so it may take me some time to have it sorted out. Will give it a go if there is time though!


Thanks again everyone for the quick responses. this time I am going to go with Lolito!

you can go ahead and start posting in the game and discussion threads when ready. the group is currently back at the colony doing some investigating, so it is a good time to introduce a new character.


Congrats Lolito! ;)

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