
Zayne Iwatani |

Got a backstory for now. Build will take a bit since I want to try a Sphere Druid. Heavy focus on weather, wind, storms and whatnot. Never done Spheres before but I have wanted to give it a shot.
"Hey! Get back here!" a man shouted from behind. Chell didn't even bother to look back. She couldn't afford to lose focus now. Not when she was running for her life. Okay. Running for a her life might be a bit strong but it certainly felt like it. She knew what they wanted to do with her. They were going to take her away and make her some poof noble's pet Stormborn, floating on some ostentatious, pleasure barge through clear skies. Clear skies. They wouldn't even need her power for that. But one frigate makes it through the mother of all storms thanks to another Stormborn and now everyone wants one for good luck. Sailors and their superstitions. That's what awaited her if she got caught and she'd rather die than be a bird in a gilded cage.
She was Stormborn. All that meant was that she was born on a Drifter during a storm. In her case a particularly massive one. One that was said to reach to the Heights themselves. Maybe that was why fog sometimes filled her room as a child. Maybe that was why, now, she could calm the wind and rain around any ship she flew on and fling gusts of wind and bolts of lightning like party tricks. People believed that Stormborn held an affinity for the wind and sky. That they could ward off bad whether or bring luck during a particularly bad squall. And maybe that was true. Maybe there was something to it. She was a walking proof of concept. But that didn't mean people could choose what she was going to do with her life. She had enough of that during the war.
Chell took advantage of her smaller frame and wove through the crowd. Every now and then she'd yank something into the path of the men following her. In an open stretch she chanced a look back and found she'd managed to gain some distance. Searching frantically ahead, she spied a tight alley just past a fish vendor. Chell darted down the alley but didn't stop to catch her breath. They'd likely seen her come down here anyway. Chell looked up and focused on the sky above. She let the burning passion she felt for everything that infinite above stood for flow through her. The Wonder of what lay above and beyond. The Freedom of open skies. She mentally reached for the Heights above, eyes glowing with blue lightning, and felt herself lift off the ground. She'd only just learned how to do this and thankfully hadn't told anyone yet. In seconds her entire upper body became clear yet opaque like barely contained mist. Her lower body disappeared altogether into a swirling whirlwind. Just as her pursuers rounded the corner, she shot into the air.
It wouldn't last long so she had to search fast. She only flew a few dozen feet in the air but as clear and fast moving as she was, she was barely discernible against the backdrop of the lightly, cloudy sky behind her. She zipped over buildings and roads headed for the port. The exact place she had just run from. This Drifter wasn't big enough to hide on. With a population barely over a thousand, her pursuers would eventually find here. Better to hitch a ride out of here before they caught on. Chell had to touch down twice to transform again before finally finding a good target. A small Lancer that was just about ready to leave. If she was lucky, it would leave before her sponsor could think to lock down the port. Zipping over and around the little ship, she regained her real form and grabbed onto the edge of the main deck opposite side that was still loading. She waited until the cost was clear before hauling herself and slipping deeper into the hold. She'd never stowed away on a ship before. But whatever the future held, she was positive it was better than going back.

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Just going through gear now - I was a silly fool and assumed that I would have time to do character creation on a family vacation - but I was wondering if the Wing Cloak would be a viable option for a sylph:
https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes -more/#TOC-Cloak-Wing

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Mog's stats are now all updated in his profile. Relinking background story and loyalties:
“What do you mean, you’ve never heard of Mog Calloway?” the disheveled pirate sputtered, spitting liquor all over the table in his shock. Giving the man a shower and a haircut would probably get him to ‘unsavory’ - in his current state, with the grease and dirt and his gnarled dreadlocks, he embodied the term ‘villainous.’
“I mean I ne’er heard of ‘im,” the giant across the table said. He took a swig from the tankard in his meaty hand.
“You might as well say you’ve never heard of the North Wind, lad!,” the older man exclaimed. “He’s sailed with every merchant and pirate worth knowing, and most of the ones not worth mentioning! You know he sailed on the Last Dance with Dahl, before the unpleasantness with the throne?”
The giant frowned. ”I ain’t heard of him in any off the stories though…”
The storyteller laughed. ”Well, that’s cuz he got out while the gettin’ was still good, you ken? Brought names to the Empire - that’s why the Empire was able to fight as hard as they did, info from as far inside as you could get without being Ravian himself.”
The big man growled. ”So he’s a traitor. A rat!”
”No no nooo, he’s simply prone to fits of… variable patriotism, he is. He spit in the eye of the Empire too - stole a munitions shipment with a crew he broke out of a prison brig.” He fumbled inside his vest for a second, drew a flask from a concealed inside pocket and helpfully poured some into the giant’s tankard
The sole audience member furrowed his brow. ”Well, why’d he do that?”
”Why does the sparrow dip and dive when a straight line is faster?,” the older man says in a facsimile of sage wisdom. ”Maybe it’s more fun - maybe it keeps the eagles from tellin’ where the sparrow is going. Maybe we just can’t figure out flying and that’s the best way. Ain’t no way to know without askin’ the sparrow, and good luck catching one of those little bastards to get a word in.”
The giant sat, a pensive look on his face, processing this. Then, he slowly leaned forward, eyes rolling back into his head, and collapsed on the table with a thump.
”Well, that took long enough,” the older man said grumpily. He quickly shuts the compartment on his ring and stands up, dropping his drunken facade. With a quick tug, he pulls the giant’s purse off of the man’s belt and weighs it in hand. ”Bastard drank so much I’m barely breaking even,” he muttered to himself as he dropped a small stack of gold coins on the table and headed out of the tavern before the poison wore off.
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Down on the docks, he scanned the ships in port until he found the one he was looking for. ”Ahoy!” he called.
”Feck off, drifter!” came the yell from on-deck.
”C’mon, you can’t pretend I wasn’t right! You get the bales belowdecks before yesterday’s rain?” The man takes on a pleading tone.
There’s a moment of silence before the quartermaster pops his head back over the railing. ”Aye, just barely. How’d you know that was coming? Every marker we had said clear skies yesterday.”
”Yer markers are wrong, that’s how,” said the older man on the docks. ”I get my news straight from the wind, not some tinkerer’s weather trinket.”
The quartermaster scoffed in disbelief.
”Nay, mock - but that won’t keep you out of tomorrow’s storm,” says the man on the dock.
The quartermaster pauses. ”Ain’t heard nothing about a storm.”
”Til right now, you haven’t - cuz you ain’t listening properly. So what about it? I tell you when and where the storm comes, you put up an old traveller?”
The quartermaster muses for a moment. ”Let me ask the mate and captain. Who do I say you are, old-timer?”
”Mog Calloway,” the old pirate says with a wide smile and a twinkle in his eye. ”You may have heard of me?”
2.) Keeping on flying. Mayhaps that means I look out for the crew, mayhaps that means I put it all on the line for the ship - and maybe that means it's time to find a better ship. As long as I'm in the wind, it doesn't much matter how I'm getting there.
3.) Freedom. If there's one thing everyone needs more of, it's to be truly free - and old Mog is always happy to help those who need some freedom right quick.

Redac |

Ugh, I knew I forgot something. Loyalties!
I threw some together just now, so hopefully my submission isn't incomplete or anything.
1. His team: Who exactly the team is changes over time, but Cyrus has worked in teams as much as he's worked alone, and he tends to value that team greatly once he gets to know them.
2. Family: It's taken a backseat for much of his life, but Cyrus has never truly let go of his initial loyalty to his family, namely his sister. Whether this family returns, or even grows in the future, he is unsure.
3. Coalition ideals (or at least his interpretation of them): Cyrus spent a long time learning these grandiose ideals and doing awful things in their name. He still holds onto them in some form, if only to convince himself that it was all worth it.

KingHotTrash |

I wanted to update my Loyalties a little more, bring them a little more in line with what I was aiming for. Reposting Valentine here!
Male Human Warlord (Steelfist Commando) 4
Medium Humanoid (Human)
Init: +5; Senses: Normal Perception: +7
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Defense
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AC 19 FF 14 TAC 15
HP 30
Fort +7 Ref +6 Will +5
Special Defenses:
Force of Personality: add CHA modifier to Will
Resistance +1
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Offense
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Speed 30ft
Melee
"The Left Hook" +10 (1d8+5/x2)
"The Right Jab" +9 (1d8+4/x2)
Ranged
longbow +8 (1d8/x3/100ft)
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Statistics
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Str 8 Dex 18 Con 14 Int 14 Wis 10 Cha 16
Base Atk +4 CMB +3/+4 to grapple CMD 17
Feats: Weapon Finesse, Deadly Agility, Improved Unarmed Strike, Greater Unarmed Strike, Two-Weapon Fighting, Precise Strike
Skills: Profession: Sailor +9 (4), Acrobatics +11 (4), Perception +7 (4), Climb +4 (1), Swim +4 (1), Diplomacy +8 (2), Intimidate +10 (4), Sense Motive +7 (4), Stealth +11 (4), Heal +7 (4), Bluff +8 (2), Kn: History +6 (1), Kn: Engineering +7 (2), Kn: Geography +7 (1), Disable Device +10 (2)
Languages: Common, + 2 languages
SQ: Skilled, Bonus Feat, FC: Warlord - +4 Skillpoints
Traits: Pirate, Tactician, Criminal (Disable Device), Infamous
Combat Gear: cestus (one attuned), mwk studded leather (attuned), longbow
Magical Gear: armbands of the brawler, belt of tumbling, boots of the cat, potion of jump, potion of feather step, 3 potions of cure light wounds
Other Gear: mwk backpack, bedroll, belt pouch, flint and steel, rope (50ft), torches (10), trail rations (5 days), waterskin, climber's kit, healer's kit (10), 10gp
Loyalties: Vengeance Against The Empire, The Captain, Unrequited Love For Devanna
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Special Abilities
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Warlord's Gambit (3): At 1st level, a warlord selects two gambits from the gambits available to warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to learn. Any gambit that would normally use the warlord’s Charisma modifier to determine its effects instead uses his warlord initiation modifier, if it is a different ability. These gambits allow the warlord to recover maneuvers. Due to their reliance on the stresses of combat to bring out the best of the warlord, gambits cannot be used outside combat.
A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the warlord must take in order to play the gambit. The warlord begin a gambit as a swift action, then performs the gambit’s risk action. He may add half his warlord initiation modifier as a luck bonus on any d20 rolls made while performing this action. The warlord only gets this bonus if he spent the swift or immediate action required to begin the gambit; if taking the actions normally, he gains no additional benefits. If the warlord initiates a maneuver as part of a gambit, he cannot recover that maneuver when the gambit is completed (even if it’s his only expended maneuver).
If the warlord succeeds at his gambit’s risk, he recovers a number of expended maneuvers equal to his warlord initiation modifier (minimum 2) and gains the reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the saving throw of an unbreakable gambit), he suffers the gambit’s rake, recovering only a single expended maneuver and taking a –2 penalty on all d20 rolls for one round
Acrobatic Gambit
-Risk: The warlord makes an Acrobatics check to move through a creature’s threatened area without provoking attacks of opportunity.
-Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.
Unbreakable Gambit
-Risk: The warlord makes a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability ability. Unlike other gambits, unbreakable gambit can be activated as an immediate action.
-Reward: The warlord regains a number of hit points equal to three times his warlord initiation modifier.
Brave Gambit
-Risk: The warlord makes a charge attack (if he has the ability to make multiple attacks on a charge, only the first attack roll gains the benefits of the gambit, and that attack must be successful for the gambit to succeed).
-Reward: The warlord and each of his allies gains a morale bonus equal to the warlord’s initiation modifier on the damage roll of the next attack they make against that creature before the start of the warlord’s next turn.
Bonus Feat: A steelfist commando can select rogue talents in place of his warlord bonus feats. Starting at 14th level, he can also select advanced rogue talents.
Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation, He gains Improved Unarmed Strike as a bonus feat. At 3rd level, he gains Greater Unarmed Strike as a bonus feat. A steelfist commando’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.
Tactical Presence (Ex): At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.
ndomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add his warlord initiation modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
Dodge Bonus (Ex): At 2nd level, the steelfist commando is especially capable of avoiding attacks and gains a +1 dodge bonus to his Armor Class. This improves by +1 at 6th level and every four levels after (to a maximum of +5 at 18th level).
Warleader (4): The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally’s (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + his warlord initiation modifier in rounds. The warlord can use this ability a number of times per day equal to 1 + his warlord initiation modifier, plus one additional time per day at 7th level and four warlord levels thereafter.
Force of Personality: At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his warlord initiation modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his warlord initiation modifier to his Will save through use of another ability (for example. the paladin’s divine grace) he may only add his warlord initiation modifier once to his Will save.
Tactical Flanker: At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. At the start of the warlord’s turn, he chooses a single square adjacent to him. Until the start of his next turn, he and his allies can treat that square as if it was occupied by him for the purposes of flanking opponents.
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Manuevers
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Initiation Modifier (CHA): +3
Manuever Saving Throw DC: 10 + Manuever Level + Charisma Modifier
+2 to DC if using discipline weapon
Manuevers Known: 8
Stances Known: 2
Manuevers Readied (6):
Inner Sphere Stance
Discipline: Thrashing Dragon (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
A defensive stance that focuses on using the disciple’s dance-like movements to confound his foe, Inner Sphere Stance allows the disciple to use erratic movements to defend himself and bolster his confidence. When wielding two weapons while in this stance, the disciple gains a +2 dodge bonus to AC and a +2 morale bonus to Will saves. These bonuses increase by +1 when the character’s initiator level reaches 6th, and increases again by +1 at 12th and 18th initiator level.
Pugilist's Stance
Discipline: Broken Blade (Stance); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.
Shards of Iron Strike
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent’s vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.
Brawler's Attitude
Discipline: Broken Blade (Boost); Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant
By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.
Offensive Roll
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instant
As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.
Swift Claws
Discipline: Thrashing Dragon (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The Thrashing Dragon disciple’s skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.
Dizzying Venom Prana[b]
[b]Discipline: Steel Serpent (Boost); Level: 1 Initiation Action: 1 swift action Range: Next melee attack or ranged attack Target: One creature Duration: Instant Saving Throw: Fort negates
The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Heal check with a difficulty equal to his opponent’s armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Heal check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack.
Pommel Bash
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
When watching a Broken Blade fighter work his art, most watch for the fists and feet. The disciple knows this, and surprises his foe, catching him unaware. The disciple makes a surprise elbow strike to the foe that leaves them reeling. The initiator makes an unarmed attack against the target’s flat-footed armor class, and the blow inflicts 1d6 points of additional damage. Creatures immune to sneak attacks and critical hits are unaffected by this extra damage.
Flurry Strike
Discipline: Broken Blade (Strike); Level: 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant
The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
Sting of the Asp
Discipline: Steel Serpent (Strike); Level: 2 Initiation Action: 1 standard action Range: Melee attack or ranged attack Target: One creature Duration: Instant
Through the use of this maneuver, the disciple readies a weakening dose of ki energy with his weapon’s strike to sap his foe of its power. The disciple makes an attack against a target; if successful the strike inflicts an additional 1d6 points of damage and 2 points of Strength damage (Fortitude save DC 12 + initiation modifier; success halves this Strength damage). On the round following a failed save, the corrupted ki energies inflict an additional 1d6 points of damage and 2 additional points of Strength damage. This is a supernatural ability.
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Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
-Samuel prefers to go by his last name of "Valentine" then as "Sam". He particularly hates "Sammy".
-Despite no longer being part of a formal military, he still remembers proper military etiquette and follows it.
-Valentine is a smaller, lithe man but his muscles show years of training and skill. Any who imagine him as "weak" due to his strength are in for a rude and violent awakening. His knuckles are scarred from the years of bare-knuckle training.
-Valentine owes his life to one of the fellow players, preferably the captain.
-While Valentine is charismatic, he is not a leader. He prefers to support the captain rather than be a captain.
-While usually calm and collected in most thing, Valentine still gets a thrill from the rush of piracy and combat. In the midst of combat is when one can see him enjoying himself.
-Valentine has no skill whatsoever in dealing with anyone who says they're attracted to him. At all.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
-It would be fun for Valentine to finally encounter the nobleman that had sent him on such terrible missions and have a chance for vengeance.
-Valentine learned his skills from a teacher. I'd love a scene where they encounter one another again and they have a "student has passed the teacher" moment.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
- Valentin was involved in a military operation that has gained terrible infamy. What was thought to be weapon smugglers to the Coalition was actually refugee ships, ships that were sabotaged by Valentine and his men. It was this "miscommunication" that led him to abandoning the Empire to its fate. He is responsible for the death of hundreds of innocents, something he does his very best to avoid confronting.
- Valentin was hired by the Rasumussen family, a poweful noble family in the Empire. What he does not know is that he was actually a bastard child of Matias Rasmussen, the patriarch of the family. He is an heir to their fortune and only his greedy half-siblings know it.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
- Devanna Gladstone: Devanna was an old childhood friend that was raised with Valentine before he was recruited for training by the Rasmussen family. Kindhearted and forever forgiving, she wrote many letters to Valentine during the war. An old flame that went out, she is now married and is the unofficial mayor a free island after being the bartender of the only tavern in town. Disillusioned by the Coalition, she looks for more reasonable defense for her home; even pirates could count.
- Roland Friedel: Roland was the man who trained Valentine in everything that he knew; how to be a weapon instead of just wielding one. Strict, firm, and slightly paternal, Valentine was one of his greatest students and it angered the man to see his prodigy be used as a disposable weapon. When Valentine had nowhere else to go, Roland helps smuggle him out of a dangerous city with his various connections and influence.
- Vincent Aveline: Vincent was another member of the Empire's special operations, specifically underneath Valentine's command. They were once friends but after the Highpeak Incident, he came to hate Valentine. He blamed his superior for not getting all the intel correct and condemning all those people to die in the Churn. If he could be convinced to work with Valentine now, his knowledge of the black market and smuggling (his new career) could be quite useful.
- Violet Rasmussen: The most notable heir of the Rasmussen family fortune, she developed a cruel streak as long as a peninsula as a child that only grew worse as she got older. She knew exactly what she was sending Valentine and his team off to do, wanting to destabilize the Empire more to begin seizing her own level of control. Intelligent, vicious, and easily manipulating the other family members, Valentine is the only one she considers a challenge to her authority as he "got away" from his grasp.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
-Valentine remembers the ache in his body as he pushed himself up off of the sandy floor to prepare against Master Friedel. He can still remember the blood in his mouth, how his right eye had nearly closed. After two hours of fighting, losing, of taking hits; he finally got his first strike to connect against the skilled pugilist.
-Valentine cannot ever forget the Highpeak Incident, the sounds of screams echoing through the air. How shrill and loud they were at first before echoing in the air as they plummeted. It is those screams that keep him up at night, sometimes.
-Valentine will never forget the day he was saved by [PC Here]. They took him under their wing, rescued them from a gang of killers sent to end his life. When they had no reason to, they saved him. For that kindness, he'll die for them.

Chell Silves |

This is Zayne. Got a basic character sheet. Not complete but the pertinent stuff is there. Aiming to be long range support, decent pilot, and scout. I really like Weather Control as an ability. I hope it is as useful as I am picturing. Can it be used on a moving ship?
Freedom: Because of her birth and unique abilities, Chell has mostly been used by Orventian Empire for whatever purpose they deemed necessary. Mostly as buffer for bad weather, a scout and to deal with small flyers. Now that she has had a taste of freedom she is well and truly addicted.
The Sky: Whether it was because of her powers or just a natural predilection, Chell is fascinated by the sky and all it's many moods. Whether it's watching the clouds go by or reveling in the power of the storm, it doesn't matter. It's all amazing. And after spending some time on a flying ship she wants nothing more than to explore it's endless reaches.
Crew: Not all the crews she served with were awful. She remembers some fondly and diligently did what she could to protect them. It was just heavily overshadowed by the fact that she had no choice in the matter. Maybe one day she'll find a crew that she chooses to be a part of. And on that day she might find her loyalties change as well.

Green Smashomancer |

One of the best parts about Surtur is that he could do pretty well in most roles so he could fit in wherever we dont have a specialist. Skald keeps a lot of the versatility of bard. Weapon Song, craft: weapon, versatile performance (diplo/sense motive), owns a greatsword, etc... All in the name of destroying our enemies.

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That's been my experience/thoughts with the low-level medium I've played - he's most comfortable in a face role with Marshal, but I've had him play the party skill monkey as Trickster or a second damage-dealer with Champion. Picking up arcane or divine spells on a day-to-day as-needed basis is clutch, too. ☺️

avr |

In no particular order Surtr, Seps, Mog, Ol' Pike, Liam and Jale will board the smallish lancer Will's Bluebird. Paint is available in the ship stores if anyone feels like renaming her. Please dot into the gameplay thread when you've got a mo.
Apologies to those left out, I wish you all well but realistic as it might be a ship with a dozen crew is more than I'm prepared to handle in Pathfinder.