
DM Nerk |

We started with 6 in April. Along the way, two had to drop out owing to RL issues. We recruited two replacements in August.
Now we've lost two more (vanishing acts) and are recruiting again.
Over the past few months, word has reached each of you of a grand fleet leaving Absalom, sailing under the flag of The Golden Pegasus. Sailing from Absalom, but not of Absalom, the expedition was funded by a private consortium. Brigades of cavalry and infantry would set sail to conquer the newly discovered lands, and hundreds of men and women were wanted to found a new city, a shining light of civilization in the unexplored wilderness, the beginnings of a new nation. The call went out for volunteers, and you answered.
The Captain of the expedition's flagship, The Golden Pegasus, had been Blackstone's mate, and had selected an ideal spot for a new city along the new continent's coast. A place with a sheltered harbor, with access to fresh water, with abundant forest covering rugged hills and flats alike. A paradise was promised.
When the fleet set sail, it was a glorious thing, three massive warships guarding no less than a dozen smaller brigs and caravels. A thousand men and women would found a new town, and everything they needed was provided, materials and supplies to last them through the first year, seed and livestock to establish a farming base, skilled tradesmen and the tools they would need to take what was needed from the forest and hills.
The fleet sailed across the inner sea and through the arch of Aroden without incident. A week into the Arcadian Ocean the storm struck. It came out of the north, a terrible storm that battered the fleet for days, and when it was over, half the ships were gone, either sunk or blown away from the fleet and vanished in the open ocean. The remaining ships were becalmed. A week passed without a breath of wind, and the captains put out the boats, to tow the heavy ships.
That was when the kraken struck. First it took the ships' boats and the crew. It ate its fill, and disappeared, only to return that night, dragging one of the smaller ships down, devouring crew, livestock, and colonists alike. On the remaining ships, hundreds stood in horrified silence, listening to the screams until they were silenced.
The next night, The Golden Pegasus was ready. When the kraken attacked one of the ships, it fought, ballista and catapults firing. The kraken sank back under the waters and the foundering ship's survivors climbed into boats, racing to the other ships. They were still in the water when the kraken returned, attacking the Golden Pegasus this time, and in the morning, the great warship was gone.
At dawn, the sun rose red, and the captains of the remaining ships met. They argued. They fought, and one was grievously wounded when swords were drawn. On all the ships, despair and crowding had people near to rioting, and more than a few trivial disputes resulted in murder. When the sun set that night, the wind came up. Two ships sailed west, towards the new land. three turned east, heading back to Avistan.
In the night, the wind blew harder, and just before dawn another storm struck. The wind and driving rain made it almost impossible to see in the grey light that filtered through the clouds, but it was enough to see land. Enough to see the other ship, running to the starboard side caught on rocks, breaking up before it was lost to sight. The captain of the remaining ship, The Laughing Lillend, personally climbed the main mast with his spyglass as the ship ran before the storm. Eventually, he must have seen what he was looking for. He pointed hard starboard, and the ship turned, cutting across the wind and waves, in the direction of the rocks that had broken the other ship.
Instead of rocks, though, the Lillend found shelter. A bay calm enough to drop anchor in and wait out the storm. Night fell again, and dawn came, clear and bright. A wide, sheltered bay that ran almost 20 miles inland, fed by numerous streams, with rugged hills rising to the west, flat plains extending north and east, all covered by lush forest. To the south, two arms of land embraced the bay, and you could just see the narrow passage to the open ocean. Of nearly twenty ships that had set sail, only one had reached the destination. Yours.
After a week spent on repairs, the Laughing Lillend would sail back for Absalom. The crew was near mutinous at the thought of waiting that long, but they knew the necessity of the repairs. They would leave one hundred souls on the shores of the new world, to do their best to survive. The captain assures you that he will return.
Your experiences may be different. As you have obviously not been around the whole time, you'll need to have been somewhere.
The Main Campaign has just passed 2500 posts, and is not required reading, but is probably worth skimming, at least to see if the campaign is something you'd enjoy.
Until the players found a kingdom or discover native settlements, there is essentially no town. Nowhere to buy magic items, nowhere to sell their loot. No one to buy spells from. There will be little, if any contact with the old world, and what ships do come will be trading at a drastic markup, owing to the hazards of the voyage.
The new world is NOT a static environment. The colony will have an impact on the new continent, and the inhabitants will respond. Such is the nature of this fantasy world.
Simple survival is by no means guaranteed. Players should expect to face the wilderness with all its dangers, environmental hazards, etc. They should be ready to handle it.
Working together is going to be pretty necessary, and characters who seem likely to be able to do so are more likely to be chosen.
Characters will be built with 20 points.
All races, classes and archetypes are available, provided they are Paizo (non 3pp) and in the PFSRD. If you're unsure of something that is in the PFSRD and is published by Paizo, the answer is yes, it is available. I do have a personal preference for the CRB races and classes, but any strong submission will be considered.
All alignments will be considered.
Each character will start with 150gp in equipment, as well as 100gp worth of downtime capital (at purchased prices) ready for immediate use.
Emerging guns.
Each character will start at second level, with a third, "free" level of an NPC class. This free level will not count against your 6 level cap.
Languages: I've thought about this, and decided that the standard "terrestrial" pathfinder languages (elvish, orcish, sylvan, draconic, etc) have parallels in the new world. Any character with a skill point in linguistics can make a skill check to understand the Native version of a language that they understand. The check can be made each time that language is encountered. DC 15 will allow extremely simple (think toddler) communication, DC 20 will allow "broken" use of the language, and DC 25 means that you understand the native version of the language well enough to add it to your list of languages spoken. Languages associated with extraplanar creatures (celestial, infernal, auran, etc) will be the languages you are familiar with.
Background:
Be creative, but remember that this is the beginning of the story. While you do not need to be a complete neophyte, if you have more than one or two epic adventures worthy of Homer in your backstory, I'll be a little intimidated.
In addition to the standard character history, it is essential that you make it clear why you have chosen to join this expedition. You should also feel free to tell your character's experience of the voyage over.
Appearance:
Pretty self explanatory. What does your character look like?
Personality:
This is not a yes or no question. It's assumed that to a great extent, this will evolve during play, but tell us a bit about how we can expect your character to behave.
Goals:
This is very much a sandbox campaign, and a certain amount of self-starting is needed. Your character should have goals, plans, hopes and dreams. You may be tempted to be mysterious about these things, to intrigue and arouse curiosity. Do not be fooled. I have all the native curiosity of a rock. I'll just assume you couldn't be bothered.
Currently we have:
Cueta Hearthseeker - a Mwangi (human) Ranger and general troublemaker.
Kal'Tos - a Dwarven Cleric of Abadar and ice-cold pragmatist.
Vallen Silverclasp - a Dwarven Cleric of Torag, skill-monkey and fretter extraordinaire.
Tomag - Half-Orc Inquisitor of Sarenrae, ray of sunshine with a greataxe.
Two Dwarven Clerics? Huh?
I don't buy the necessity of having a "balanced" party with slots available for martial, divine, arcane, skill, etc. and I don't pick characters according to it. I pick players who seem like they'll get along and be fun to play with and encourage them to play the character they want. I very much see this as an exercise in story-telling and am not interested in power-builds as much as I am in compelling characters.

VinGoodman |
Say I'm interested. How does an elven wizard crafter/merchant type sound? Perhaps a junior/apprentice crafter or merchant to a Guild or Trader House, seeing the new land as a way to make his mark and possible move himself up to a senior position, may be even to minority partnership?
His aim is to see a community formed and thriving, with good relations with the various natives. Diplomacy over force, although understands might is in itself a language.
Ooh, or a bard/archaeologist lured by the explorations and encounters a new land offers. It's be almost opposite the wizard, where the community is more of an over-sized base camp.

DM Nerk |

Hi adsapiens and VinGoodman. Looking forward to seeing submissions.
@ Vin, first, let me refer you to this:
I don't buy the necessity of having a "balanced" party with slots available for martial, divine, arcane, skill, etc. and I don't pick characters according to it. I pick players who seem like they'll get along and be fun to play with and encourage them to play the character they want. I very much see this as an exercise in story-telling and am not interested in power-builds as much as I am in compelling characters.
so absolutely any character sounds good.
Having said that, there was a substantial party of elves on the expedition that was coming to establish a new homeland for the elves. Most of them are dead now, but Istiel is one of them, and the leader of that expedition is a wizard and has become an influential (NPC) figure in the community. You could certainly make an elf character that wasn't involved with that mission, but it is a possible connection to begin with.

VinGoodman |
Are there enough elves left unspecified that I could rise out of the group? Was there a scouting party of elves from that expedition he could finally return from (not that he wanted to go on the expedition, mind you, but how else is one to know what resources one might be working with?).
I think I'll start by fleshing out the elf, and coming out of his shell from the expedition would work for me.
Should have Appraise, may be a Craft or two of his own. Social skills are useful, so Diplomacy, Bluff, Sense Motive. Perception. Spellcraft and Knowledge:Arcana to support his wizardy studies.
Diviner(Foresight), a conscious study of his good-luckedness as being something more than random chance. So, a man of some rituals and superstitions, which serve as placebos to help him focus on tasks and thus seemingly improve his efforts and results, be they real or phantom.
He has a bow, and is not afraid to use it. I mean, he's an elf trained to go on an expedition! So, let's at least give him Point Blank Shot, in preparation for Precise Shot, so he doesn't accidentally kill one of his own when chaos ensues. I know, he technically can't, but it's a good reason to learn to be precise.
I think I have most of what I need. So, let's think about what he looks like:
str 13 | dex 14 | con 12 | int 16 | wis 8 | cha 12, becomes
str 13 | dex 16 | con 10 | int 18 | wis 8 | cha 12
(see below for motivation of stat distribution)
Trained in a bow, so some dex and a bit of str. Smart enough to learn the arcane arts. Some charisma since he has a bent for business. Leaving con and wis at the bottom of the list. That means:
int > dex > str > cha > con,wis
That feels right. I'll go with it.
So, if you followed all that, there you have it. I've got a bow wielding elf wizard merchant wanna-be. I'm gonna have him losing his bow along the way (since 150gp is not enough to cover both a good bow AND his trade/craft needs, not to mention his hoarded trail rations), so he'll need to make one at some point.
What's the 100gp downtime capital? Is that part of the Ultimate Campaign rules? Is it possible to use it to partially do something? It looks like I can get a shack, but that's about it. Or a pit, among a few other options.
SummaryI would like to submit a bow wielding elf wizard(diviner-foresight) merchant wanna-be. He does not have a bow (lost it along the way). He can make one, if he ever finds the time and resources for it (or if someone trades him one). What more do you need, before I turn over to the crunchy stuff?
QuestionHow does HP work, and does the expert level add everything (the proficiencies, the class skills, the ranks, the will save and the 1d8HP)?

DM Nerk |

Probably your elf (and any other character coming along) would have been separated during the voyage and would just be reaching the rest of the group now. That saves retconning and the awkwardness of explaining why nobody noticed this person before. It also allows me to introduce new information in the person of your backstory.
Yes, the capital is in reference to the UC downtime rules, and no, you won't be able to achieve much with what you have to begin with. This is where working together comes into play.

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Background - A little bit of story, because yes that's why :)
- Land ho! - yelled - Land ahoy!
People moved synchronously, as used to the same jobs onboard, and he climbed down. He walked to the back of the galley, preparing to help, as his mind flew back, in memories. It was over four decades now that his father - foster parent, but who cares - told him the story behind his origins. "It was probably a day like that", he thought.
When the pirate Roosho told him the story, he was already an old man - but even at that moment Lareol looked young. Yes, gnomes live long, but it was clear already he was more than that... His silver green hairs were but a hint, but only much after the death of Roosho is that Lareol started understanding what he really was.
Roosho told him that when the pirates attacked the ship he was, most people onboard were already dead. Roosho couldn't precise exactly what happened, but the best guess was that a storm had hit the ship. The old pirate, by that moment, pillaged the pieces of it, and found Lareol - by the moment, a baby - barely alive on the lower decks, involved in the ship flag.
The memories stopped for a moment, as Lareol touched the very old rag of cloth in his arm. What a day it probably was. Around him he saw the other sailors preparing to drop anchor, and helped them pull the cord to release the lock. His mind flew once again to the past.
Roosho died on a cold morning. He had rum on his hands, but couldn't drink it - so Lareol, himself, helped his adopted father get drunk. No point on meeting Besmara sober, right? At that point in time, the young pirate had took his place already on the ship, not exactly as his father - a captain - but rather helping his father's immediate, now captain, to sail.
- Aasimar. - his father whispered on his ear, showing the biggest smile a drunken dying man could - That's what I think you are. Some sort of gnome, maybe, but with other roots.
- You got to be drunk to call me an angel. - Lareol smiled, but he himself had his suspects. He knew he was handsome, communicative, special. Maybe the most handsome gnome of all the Shackles.
- Hah! - the old pirate coughed - Yes boy! Aasimar. No haloed angel. We never found yer parents there at that old wreck, but ya father gnome probably got lucky with ya momma angel.
Lareol laughed, and the laughs slowly faded as he got back to the present. He was, after all, a pirate now, after all those years. Probably sixty, maybe more. He lost count. He always loved the life on the Shackles, and Besmara blessed him with the most fun existence a young gnome - or Aasimar, or whatever he was - could desire.
- Yo, shortie! - a crewmate yelled, and he turned around. He didn't mind any of the nicknames, since at the end of the day he'd be the happiest one on the taverns - anchor's dropped. Ya going on the first boat?
- Not now, mate. - he answered, and walked to the side of the ship, looking at the far port. He wanted new adventures. As much as everybody loved him onboard his old man's ship, he knew he had to find other places to be. Stories were being told about the ships sailing to the West - would there be where he needed to go? For now, it seems, Port Peril was his destination.
It was almost a week later when Lareol found his plate as the crew of a ship. An expedition was now going to a supposedly new continent - a new land, there is - and he immediately knew he had to be there. The professional sailor didn't have difficulties finding his place to navigate, and his maybe-even-more-professional smile just helped.
The ship sailed. It wasn't the flag ship, but Lareol was happy anyway. His presence on the ship was noticed - friendly and talkative, the Aasimar gnome knew how to sing and dance, and even during the strongest storms would keep the morale high. In fact, the storms seem to be where he better found himself - wet, happy, swinging on the ship cords and alive as never before. Alive as the "Angel of Besmara" could ever wish to be.
As it's known now, the expedition didn't have such a happy ending. Caught by disasters everywhere - storms from the north, a kraken, and much more -, only a single ship escaped from sinking, and it wasn't Lareol's. He though he'd die, but somehow managed to wash over planks, and the ship rescued him from the seas. He was sick, unconscious, and like that stayed for days.
His eyes opened only when he heard the captain of the Laughing Lillend announcing land had been found. And there, together with some other crewmen left behind, the Aasimar gnome knew his real adventure was actually starting.
More background... A small summary.
The young outsider grew up to become a pirate and a sailor, as his stepfather (the NPC class "Warrior"). As time passed, however, he developed more to become a Bard - specifically, a Thundercaller Bard - and the warming heart of the fleet.
Lareol is smiling, charismatic and energetic. He's a skilled sailor, worships Besmara and, although not much of a fighter, somewhat competent when needed. His role is, actually, much more of a party supporter, an instigator and a face and voice when necessary.
Appearance:
Personality:
Goals:
Mister GM: if you like what I'm proposing here for Lareol, please let me know :) I'm putting together his sheet as we speak. He's a Warrior 1/Bard (Thundercaller) 2.

Leconair |

Here's Leconair the merchant, in progress. There's a link to a myth-weaver page on the profile. I will move some of the crunch over to the alias profile and summarize his motivations (highlights from the past and the vision of the endeavor - to grow a successful trading network here as an extension of the trading house he belongs to back home).

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Here is a start, I will probably add a little more.
A chance remark overheard by his last employer changed his fortunes. The employer was surprised to find that his seemingly brutish bodyguard was actually quite learned and was even more delighted to find out his breadth of language skills. He offered Vanik to accompany him to Absalom and be part of his entourage that was embarking on an expedition to found a colony in a newly discovered land. Vanik jumped at the chance.
We all know the details of that story, so we skip to the final two ships. Vanik was on the one that broke upon the rocks. Somehow, through providence and sheer will to survive, Vanik survived the wreck and washed up on shore. After the storm he was able to swim to the wreck and recover some supplies, but these have long been consumed. Since then, he has wandered the land alone eking out an existence, searching with waning hope for the other ship.
Male human (ulfen) fighter 1/rogue (thug) 1/warrior 1 (Pathfinder RPG Advanced Player's Guide 135)
NG Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +6
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 dexterity)
hp 25 (2d10+1d8+4)
Fort +5, Ref +3, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +7 (2d6+6/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 18, Dex 12, Con 12, Int 16, Wis 10, Cha 7
Base Atk +2; CMB +6; CMD 17
Feats Furious Focus[APG], Intimidating Prowess, Power Attack, Weapon Focus (greatsword)
Traits bruising intellect, omen, scholar of ruins
Skills Diplomacy -2 (-4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +10, Linguistics +9, Perception +6, Sense Motive +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +6; Racial Modifiers frightening
Languages Common, Elven, Goblin, Polyglot, Shoanti, Skald, Sylvan, Varisian
SQ pride
Other Gear armored kilt scale mail, greatsword, 30 gp
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Special Abilities
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Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Omen (1/day) As a swift action, Demoralize an opponent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Leconair |

Oh, I suppose I should follow instructions at least a little bit, being lawful and all.

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The sheet...
Male Musetouched Aasimar Warrior 1/Bard (Thundercaller) 2 of Besmara
CG Medium Outsider (Native)
Init +6; Senses Darkvision 60 ft.; Perception -1
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Defense
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AC 19, touch 14, flat-footed 15 (+4 dexterity +4 armor +1 shield)
HP 23 (1d10 + 2d8 +3)
Fort +3, Ref +7, Wis +2
(+4 vs. bardic performance, sonic, and language-dependent effects.)
Resist acid resistance 5, cold resistance 5, electricity resistance 5.
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Offense
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Speed 30 ft.
Melee +0, Ranged +6
Rapier +0 (1d4-2) 18-20/x2
Spell-Like Abilities (CL 2th; concentration +6)
.. 1/day - Glitterdust (DC 15)
Bard Spells (CL 2th; concentration +6)
.. 1st (3/day) - Cure Light Wounds, Grease, Saving Finale
.. Cantrips (At will) - Dancing Lights, Detect Magic, Prestidigitation, Read Magic, Summon Instrument
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Statistics
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Str 7, Dex 18, Con 12, Int 10, Wis 9, Cha 19
Base Atk +2; CMB +0; CMD +4
Feats Ability Focus (Bardic Performance)
Traits Reactionary, Talented
Skills (14) Acrobatics +8, Diplomacy +9, Escape Artist +6, Fly +8, Perform (Dance) +10, Perform (Sing) +9, Perform (String) +9, Spellcraft +4, Use Magic Device +9
Languages Common, Celestial
SQ Spell-like abilities, Bardic Performance (10 rounds/day)
Equipment Chain Shirt (100 gp), Light Wooden Shield (3 gp), Rapier (20gp), Pathfinder Kit (12 gp)
Other gear 15 gp
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Special Abilities
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Ability Focus (Bardic Performance) Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Azata-Blooded (Musetouched) The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Bardic Performance: Countersong (Su) (DC 17) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Bardic Performance: Distraction (Su) (DC 17) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Bardic Performance: Inspire Courage (Su) (DC 17) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Bardic Performance: Fascinate (Su) (DC 17) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Bound to the Land (Ex) A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Favored Class Bonus (Aasimar Bard) +1 (2 x +1/2) levels of a single performance (Thunder Call)
Reactionary You gain a +2 trait bonus on initiative checks.
Talented (Dance) You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Versatile Performance (Ex): Dance At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Game Master |

I am still brainstorming on characters. I am definitely going to submit one! I know Cueta Guiding Star's player from another game and I would be overjoyed to join them for another campaign, in addition to my eagerness to play e6.
I would have already put something together by now but work pounced on me at the last minute. Hopefully I should have some time very soon to get a write-up together!

DM Nerk |

@ Everyone: I'd love if all the info on your character could be posted (spoilered) in this thread. It saves me clicking around to profiles and so on.
Looking good, Leconair ... and thanks.
Ysanne & Helaman, welcome. I'm looking forward to what you bring.
@ Helaman: I haven't decided how the new players arrive.
The last batch we added were on a different ship that was separated. They arrived in the New World somewhere to the east of our settlement and were captured by seafaring dwarves who sacrificed a great many of them to their demon-gods, before they finally escaped and found their way to Newspring.
The new additions may experience something similar, or may be part of an effort to aid the colony. Marooned by pirates is also an interesting idea. Shipwrecked and drifting on a raft is a possibility, or pleasure cruisers driven across the ocean by a terrible, unnatural storm.

Ysanne Nightweaver |

Alright, put in some hard work, hope you like my witch submission. Let me know if I missed anything or could improve on anything to better the game atmosphere.
Ysanne “Raven” Nightweaver
Female Human-Witch 2 (expert 1)
LN Medium humanoid (human)
Init +5; Senses Perception +7 (low light vision)
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 21 (2d6+2+1d8+1)
Fort +1, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee +0 (1d4-1 dagger or 1d6-1 shortspear)
Ranged +3 (1d4-1 dagger or 1d6-1 shortspear or light crossbow 1d8)
Hex: Evil Eye, Sleep, Cackle
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Statistics
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Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Extra Hex-Evil Eye, Ability Focus-Evil Eye, (Alertness)
Traits Blood of Dragons, Honeyed Words
Skills (22):
Diplomacy C (1) +7
Handle Animal C (2) +7
Intimidate C (2) +7
Knowledge C (arcana)(2) +9
Knowledge C (planes)(2) +8
Knowledge C (nature)(2) +9
Knowledge C (religion) (1) +8
Linguistics C (1) +8
Perception C (2) +7 (alertness+2)
Ride C (2) +6
Sense Motive C (2) +5 (alertness+2)
Spellcraft C (2) +9
Use Magic Device C (2) +7
Common, Draconic, Celestial, Infernal, Terran, Aquan
Dagger
Light Crossbow
20 bolts
Spear
Haramaki
Masterwork Backpack
Simple robe,
Bedroll,
Belt pouch,
Candles (10),
Chalk (10),
Flint and steel,
Ink,
Inkpen,
Iron pot,
Mess kit,
Soap,
Spell component pouch,
Tent, Small
Torches (10),
Trail rations (5 days),
Waterskin,
Scroll case
Satchel, Familiar
Signet Ring-Raven
3 platinum
0 gold
8 silver
9 copper
Greensting
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 21
Fort +2, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee sting +6 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse, Alertness, improved evasion, empathic link
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Share spells
Familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Bebop
Bison, Combat Trained
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
SPECIAL ABILITIES
Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
Ysanne was convinced she was kidnapped from her real family before her first real memory, and throughout her youth challenged her parents at every turn up to and including running away several times. She was constantly a stereotypical brat around her family and their associates, but to be fair her mother was emotionally abusive and the father was anything but loyal or honest. Still, she never had a hard time making friends despite still being always dramatic she was and is honest, social, and likes to break up boring routines. Keeping friends has been a bit more of a challenge, because she is cold and unsupportive in times of need, especially when there seems to be a pattern of depressing behavior.
Shortly before she ran away from home for the last time, her father tried to sell her to settle his debts. She was taken in her sleep, thrown into the back of a cart and sent away. A small green scorpion of some intelligence cut her bonds, and allowed her the opportunity to escape, but not before overhearing what her horrible father had done and how her captors were planning to go back to collect Ysanne’s mother because of accrued interest; that wasn’t Ysanne’s problem anymore.
The scorpion became Greensting, Ysanne’s familiar, in the coming years living as a spoiled street urchin that spent most if not all of her time at an array of library’s until she finally landed a job as an animal handler’s assistant. Her boss was a disgusting man (turned out he wasn’t all that alive), but his wife was very kind and fond of Ysanne and took her in under her wing where she began down the path of witchcraft.
Ysanne set out to find her fortune after several years learning from her master, and now hopes to finally find the life she has always deserved.
Character Appearance
This 5’4” tall, woman has ivory skin with blood red eyes speckled with yellow and her hair is straight black and always very clean. Straight eyebrows compliment her narrow, mysterious eyes , her long nose and narrow lips give her an aura of dramatic magnetism.
She is very delicate looking in the robe and haramaki she wears with recklessness. A wide brimmed hat with feathers and ribbons sits atop her head tying a boldly colored outfit together quite well, even though it doesn’t seem entirely fitting to her apparent adventurous career.
She has a number of tiny red scars scattered over her body as well as a several tattoos. Her favorite tattoo is the large vivid green scorpion on her right hip. There is one dragon tattoo on the left side of her head, but it is covered by hair and only hinted at when she runs her hands through her hair. She has a set of tribal tattoos, two dark blue medium bands just above the bicep muscles. The tattoos are nothing more than spontaneous decisions during a long night of drinking and carefree living.
Character Personality
Psychology and perception: Logical and Intelligent
Self-discipline: Skeptical
Lifestyle: Untraditional, Hates routine
Social attitude: The center of attention. Self-aggrandizing and Self-confident
Honesty and honor: Values knowledge and Honesty
Emotional capacity: Cold and Unsupportive
Goals
Ysanne is self serving and ultimately dreams of servants waiting on her night and day. The mere idea of the routines of court politics or day to day civilian activities is offensive. She hopes to achieve her dreams by striking it rich by finding a huge treasure horde or being whisked away by rich royalty that respects her need for space and values her wanderlust.

Game Master |

I have been staring at this thread all week, practically twitching with the desire to get a character submitted RIGHT NOW. Cueta's recommendation and what I've read both in the gameplay and discussion threads have ensured that I am really keen to take part.
I've been very busy this week and this weekend promises to be even more chaotic - what is the timeframe you are looking at for submissions? I really want to make sure I get the chance to create a fully fleshed-out character before you make your selections, but I worry that I won't be able to have anything in before Monday.

Leconair |

From what I can tell, the first thing you need to do is to figure out what you character's big goal is, and why you would abandon the old home and come to a new settlement and serve as Leconair's assistant...
Alternatively, you can just focus on what you want to play, and what you want to do here in Newspring to help make Leconair's business a rousing success story, and brainstorm goals and how you got to such an enviable position from there.

DM Nerk |

I would say, focus on the character's story first. The motive to travel to the new world and build should flow pretty easily from his/her history. Of course, you could take that superoptimized build you've been salivating to play and then reverse engineer a story to account for it, but that's just a risk we'll have to take.
As far as a time frame... you'll certainly have the weekend. I want to see who's out there and interested and give people a little time to think, so I'll be really starting to look and think about things next week. We all have lives and probably don't need any additional pressure coming from our online gaming.
Thus far we have:
Galahad/Vanik - Male human (ulfen) fighter 1/rogue (thug) 1/warrior 1
adsapiens/Lareol - Male Musetouched Aasimar Warrior 1/Bard (Thundercaller) 2
Ysanne Nightweaver - Female Human-Witch 2 (expert 1)
VinGoodman/Leconair - Elf Exxpert 1/Wizard 2

Ysanne Nightweaver |

It's an amazing campaign. I'm reading through, up to page 16 so far.
I know, it is so exciting! Ive been literally checking this recruitment every day to see if Ysanne has been selected, despite knowing that it wont probably be until this weekend at the earliest before a selection is made.

Harakani |

Alright. I've got two options I'd like to play. One is a non-controversial shipwreck survivor, and the other is an existing NPC. The existing NPC is the hard one.
@DM Nerk: This small novel is directed at you, I'm looking for one of; Yes, No, or Hell No!
I read through the gameplay posts. I knew that some of the "background" npcs became major characters so I kept an eye out looking for an NPC I liked that I thought could become a full PC. I was looking for someone who had an interesting story, was tied to PCs, but who was not obviously already plotful. I was tempted by Zik, but the one that stood out was Vasily.
Wow. If this was a book he'd sound like the hero.
Irrisien born.
Radimer Elvanna, great-grandson of the queen
She fell even deeper into her studies with Vasily at her right hand, determined to use her newly gifted skills to test all the theories she'd been working on for years. Her sections of the estate soon became eerie, spell-shocked places, riddled with mystical and alchemical equipment.
Zoriya came out of the wood a witch with a snowy white owl circling above her head. She was much calmer upon her return; Vasily, on the other hand, didn't make a sound for a week
Hasn't said much, but still has ties.
If he wasn't #$%^&@ 7.
There are stories with protagonists who are 8 years old (and the classic here is the Ender series). Medieval Knights did start training at 7.
The only way I can see it working is with an adult-like familiar and by really using the Crepy Child and Child Soldiers tropes.
Could be 8 (could have had his birthday since his introduction). Irrisien kids mature fast (they have to). Could quite possibly be absolutely brilliant (high int). Make sense an Irrisen kid might be an old soul. There are rules for young characters (even if it does make them wildly unoptimal). I figure I'd get a familiar (Raven works beautifully, especially given Sorala's vision quest) which can advise him, sort of reversing the normal relationship where familiars are a bit childlike.
Mechanically I think he'd be an Aristocrat/Unlettered Arcanist... but possibly just an Aristocrat/Adept 2. Honestly, mechanics aren't likely to be the issue here. There are huge issues with playing such a young character - let alone an NPC - and I would totally understand a "Hell No!" response, in fact I am sort of expecting it.
Still, it is a fascinating and already existing character that keeps elements already bought into play in play. Once the kingdom building starts I'm guessing that there are going to be longer gaps between 'stops', and that's the payoff for me: having a young adult who grew up in Newspring, his growth paralleling that of the town.

DM Nerk |

Great concept, Harakani.
The Young character mandates that the character only take levels in NPC classes, but I might be persuaded to waive this.
The ability score changes are suboptimal, but since optimized characters are really just a crutch for the unimaginative, I can't imagine that will be too big of an obstacle.
The main objection I have to this character is that I really can't see Kal'Tos, Cueta, Istiel and Tomag (our main "away" team) taking along a seven year old who lost his mum. Though maybe they will weigh in in the discussion thread and convince me otherwise.
What I would recommend would be going with the other character and then picking up Vasily as your 2PC when we get to that point.
Kingdom building still looks like its a long way off. IIRC, a pretty heavy initial investment is needed, and so far every bit of "treasure" the players have gotten has been consumed or repurposed, except a certain ring. In 7 months of play, we've played a month in game. Starvation is still on the table and they're just about to start having housing sufficient for some of the sick and wounded. Everyone else is sleeping in improvised shelters.

Donatello of Martel |

this is Harakani
Thanks DM Nerk!
That would be perfect actually. I was a little worried about exactly how long he was going to be that age for.
I had done some thinking about what might make him indispensable enough to ignore the whole "7" thing, but not really come up with something convincing enough.
So, may I present to you Donatello of Martel! I've been wanting to play a Spellslinger for a long time, despite their rep, and this seems like the game for it.
Donatello wants to found a school for wizards in the glorious, enormous new kingdom he thought was being set up. I imagine he'll have the trouble schoolteachers in historical frontier towns have had.
I haven't picked spells yet: I figured if I got picked I'd like to do spells that didn't overlap too badly with the other applicants.
Edit: Hoping for some conflict about what is on the curriculum with Sorala.
Donatello's Jury rigging and "good enough" will hopefully help interactions with Vallen.
Giving away education might get some interactions with Kal'Tos.
While the barrel of beer is humorous, it also seems to make sense as the Dwarves strongly implied that of course ale was being shipped over. I figure the raft is a bunch of barrels of goods in various states, and thus the raft would actually represent the goods he starts with (except the ale).

Leconair |

Leconair smacks his forehead. Ale for the dwarves! Why didn't I think of that? What an amazing bargaining commodity that would make.
"Ahem, Ser Donatello? Perhaps you have a moment to discuss what you're sitting on?"

Donatello of Martel |

@DM Nerk:
Figure I should run this past you. If selected my plan is to build a school and train Apprentices and eventually Mages and Sages. Is that a problem? UC says an apprentice can be recruited in 3 days and upgraded in 4... I'm sort of assuming you'll want to pad these numbers out a little, though the time to get the goods to actually afford them (at 520 and 960 respectively) is going to be much, much longer.
Would it be wheedling tone possible to train some in his "School" if I could build them guns?
RE Background: if not shipwrecked then he'd still have a taste for the stout.
@Leconair: "Sorry mate, are you talking about me b... oh, the Ale. Right, what about it? Want a pint?"

Game Master |

@DM Nerk:
The character I am submitting is using one of the new Psychic classes from the Occult Adventures Playtest (Paizo official, though not yet released). He will be a first level Swashbuckler and first level Mesmerist (the new class). The mesmerist gets a smattering of lower-level spells focusing on mental control (charm person, color spray, etc.) and has a few non-spell support options as well.
I will include the complete text of all of his abilities in the character sheet as I submit it tonight.