
GM Faol Mhor |

Garret - Yes recruitment is still open for today, but I think I'll close it later today and give all those who made it in under the wire or who dotted the thread time to finish a character, so you still have time.
running out of room here, going to spoilers to make it less congested :)
Not saying that the anti-slavery stance is a deal breaker for me at all, but how do you see this character dealing with the pirate life in the long run? What will motivate them to turn ultimately to piracy of their own wills?
It could be interesting having your characters even know each other before the campaign begins?
Cuan as for Alchemist the bombs could be tough to use in some situations, such as boarding actions but that might lend itself to an interesting campaign as well.
As for black powder inquisition I checked the rules and it says
"the DC of the save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier."
I like the idea of the black powder inquisition. I am assuming later you would try and get your hands on a firearm?

GM Faol Mhor |

Garret - Yes recruitment is still open for today, but I think I'll close it later today and give all those who made it in under the wire or who dotted the thread time to finish a character, so you still have time.
running out of room here, going to spoilers to make it less congested :)
I am very open to Gillmen or merfolk, they both have their challenges for sure but I think this campaign would be great for them. Backstory would be very important to both choices I think, why and how they get to port peril as well as how they would remain tied to the ship and crew, but that's something that could be worked out.
I like the characters back stories a lot, how do you think your character will react if he finds himself becoming a prate, raiding villages and plundering ships etc? Maybe even finding himself on a ship with other players who want to sell captured sailors into slavery?
Not saying that the anti-slavery stance is a deal breaker for me at all, but how do you see this character dealing with the pirate life in the long run? What will motivate them to turn ultimately to piracy of their own wills?
It could be interesting having your characters even know each other before the campaign begins?
Cuan as for Alchemist the bombs could be tough to use in some situations, such as boarding actions but that might lend itself to an interesting campaign as well.
Yes full hit dice for first level.
As for black powder inquisition I checked the rules and it says
"the DC of the save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier."
I like the idea of the black powder inquisition. I am assuming later you would try and get your hands on a firearm?
I like the character back story a lot, a lot of effort there. I'm looking forward to the numbers.

Pirate Rob |

The character sounds fun. I'm guessing from the write up that he's more a monk in that he's a fist fighter than as a lifestyle? Kind of skinning the monk into a fist fighting cook?
Yes, he's not an eastern kung fu artist, he's more a scrapper who's never really learned to use weapons. Anyway his hands tend to be full of cooking implements, and despite the classic hitting people with a frying pan he values his gear far too much to risk it smacking a monster.

Cuàn |

For Marn the life at sea is the biggest thing. As for raiding towns that would be new for him as he's used to staying on board or ship to ship combat The most likely situation is that he'll come along but try to make sure the people get away unharmed. As for the slavery, he'll oppose it vocally and remind them that it's him they rely on to get stitched up.If the majority still decides for slavery he isn't above "forgetting" to use his Anaesthetic class ability next time he helps them.
As for the bombs: Like I said, I'll go for damage type changing Discoveries when I can to avoid setting ships alight but I'll grab Precise Bomb first so I can exclude squares from splash damage and grab the Splash Weapon Mastery feat so that I can even direct a miss away from allies. Besides, even if throwing doesn't work, I'll still have my trusty Warhammer (eventually)

Aldon Longstrider |


GrimApotheosis |

GrimApotheosis - I like the back story and motivation of Nicodemus.
As for Alexander I don't mind players playing an arrogant character like Alexander but I try to have consequences for player actions which can often mean harsh responses to arrogance, especially in this AP. Not that I'm against them at all, I just don't want a player to start trying to play an arrogant character only to feel that I'm coming down on their character too hard.
Nicodemus is the one that I'm leaning towards if the group could use a leader-type character. And I want to play a Magus ;)
Oh, I'm fully aware of the consequences that usually befall arrogance xD
I will get Nicodemus statted up and fleshed out by this evening.

CloakedInSmoke |

I like the idea of the black powder inquisition. I am assuming later you would try and get your hands on a firearm?
You assume correctly! I just realized, though, did you mean firearms are 25% off or of the listed price? Like is a pistol (listed as 1000 gp) 750 gp or 250 gp? Can't afford either at the moment, but just wondering :)
Do you need more info on Lex's backstory?

Azten |

Sounds like an interesting character, I'm all for people coming up with odd characters, the main thing for this one would be backstory. How he got to port peril without being killed, why he's living with humans etc.
What do you think you'd want take as an animal companion?
The obvious answer would be a dire rat. It can swim, it can climb, it can take care of the smaller rats on the ship.
I need to look at the Domains a bit more before deciding on the rat.

Cuàn |

GM Faol Mhor wrote:Sounds like an interesting character, I'm all for people coming up with odd characters, the main thing for this one would be backstory. How he got to port peril without being killed, why he's living with humans etc.
What do you think you'd want take as an animal companion?
The obvious answer would be a dire rat. It can swim, it can climb, it can take care of the smaller rats on the ship.
I need to look at the Domains a bit more before deciding on the rat.
I always love the Frog domain, don't ask me why. The only downside is that the familiar you get is a toad and not a (tree) frog. It also seems strangely fitting (to me at least) that a Goblin would have something as "silly" as a Frog domain.

Gan Laccaran |

Hi I am a last minute submission but I believe I have a pretty solid build. Been tinkering with it for a couple of month and just spent the last couple of hours putting the final touches.
If it is not to late I present Gan Laccaran. I've been wanting to run a Gunslinger for so long and I just can't find GMs willing to run them. So I am giving it a shot. Please consider me. Thank you for your time.

Grand Moff Vixen |

I will have the background and crunch done either tonight or tomorrow morning. I have decided on the Merfolk ranger.
I am going out with the girlfriend cause the 18th was my birthday and I am celebrating it today. We are going to a theater that offers full restaurant service in the movie.
Marcus Theaters The Dark Knight Rises!

GM Faol Mhor |

GM Faol Mhar wrote:I like the idea of the black powder inquisition. I am assuming later you would try and get your hands on a firearm?You assume correctly! I just realized, though, did you mean firearms are 25% off or of the listed price? Like is a pistol (listed as 1000 gp) 750 gp or 250 gp? Can't afford either at the moment, but just wondering :)
Do you need more info on Lex's backstory?
hmm did I write "of" oops I meant "off" yes that's correct, in a world where firearms are common then they are 25% off the cost listed, as well as ammo.
As for Lex I think I have enough back story for him at this time. Looks like an interesting character.

GM Faol Mhor |

RECRUITMENT
Okay, what I'll do is leave it open for another hour or two for last minute submissions or indicated interest.
What that means is if you have indicated interest in anyway before I close recruitment but you haven't actually stated up a character or given me back story that's fine you are still eligible to enter your character. I just wont be considering submissions or interest after the close.
Those people how have indicated interest before close will have 24 hours to finish stating and fleshing out their characters and then I'll make my final cuts. (which has to be the worst part of starting a game!)
This way I can give the submissions some good consideration as there are already a lot of good ones.

![]() |

Interested with a elven magus that I have tried to get in other campaigns with no luck. Hopefully this works out....
There are many tales such as mine. The tale of a vagabond roaming around looking for a chance to prove himself to others and more importantly himself. Not many are granted that chance by others. Most of the time one has to take matters into his own hands. Such may be the case when dealing with the Wormwood. But I get a head of myself.
It's easy to see looking back how I became a vagabond drifting along life with no purpose or direction. I was left in the care of an orphanage at an early age. The only possessions were the clothes I was wearing and a pendant n the shape of a dolphin with the word Shanxia inscribed upon its back. I was too young to remember the details of that time. The only thing I remember is a what appears to be a youthful elven woman with flowing red hair. Who this person may be I don't really know, but I assume that this is my mother. Likewise I assume that the word inscribed upon the pendant is either her name or has some other relation to her. I have spent most of my adult life looking for her or trying to find out more about the word Shanxia. Unfortunately not being one of much wealth, I have not been able to pay for the direct means of magically divining what this word may entail. The only other possible clue to her identity is the hope that she has made a name for herself with magical talents. You see I inherited some gift of magic as well. Wether this is from her or my father's side I don't know speaking of my 'father' of him I know even less unless you call my surname a clue. Perhaps some day I will find the answer to these life questions and I can know the circumstances of my orphanage.
My childhood was typical of one raised without parents. Cared for but not loved, I was put to work when I was able to earn an income. Living in a port city there was always work around the docks, running messages, crawling into tight spaces adults couldn't fit into etc. It wasn't long before I started living more at the docks than at my 'home'. I grew up listening to stories of the sea and how to drink and fight. About the most exotic women and strange faraway places.
Barely out of my elven teens, I signed on as a crewman aboard a 'merchant' ship. This was the life. Sun, wind and the sea taking me to places I only heard about in stories. Little did I fully understand the 'merchant' ship was a group of mercenaries looking for easy money. Well I learned a lot about actual fighting from them even though their methods were crude. Piracy was one thing, murder after surrender was another. Back in port I ended my contract and went to the local bar. Know of any ships that need a good hand. Looking for work and willing to put my skills and blade to the test as well.
No gear purchased but that is easy to add. Also looking at ranged with point blank shot but can change based on party dynamic to go the traditional melee route with probably toughness or combat casting. As for position on a ship it would be a first mate probably with master at arms second. Thanks for your consideration.

CloakedInSmoke |

Sorry on my character sheet I forgot to take away my blindness/dazzle immunities (different racial trait I originally went with). Lex has the standard elven immunities to magic sleep effects, +2 saves versus enchantment spells and effects.
Male Elf Inquisitor 1
CG Medium Humanoid (elf)
Init +3; Senses Low-light vision; Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +3 (1d6+1/18-20/x2) and
. . Trident +2 (1d8+1/x2) and
. . Dagger +2 (1d4+1/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged shortbow +3 (1d6/x3/60 ft) and
. . Trident +3 (1d8+1/x2/10 ft)
. . Dagger +3 (1d4+1/19-20/x2/10 ft)
. . Net +3 (10 ft)
Inquisitor Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Command (DC 15)
0 (at will) Acid Splash, Light, Sift, Create Water
Domain Black Powder Inquisition
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 10, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse, Exotic Weapon Proficiency (firearms), Gunsmithing
Traits Touched By the Sea, Sacred Touch (at-will)
Skills Heal +7, Intimidate +5, Perception +6, Profession (sailor) +8, Sense Motive +8, Survival +7, Swim +9 I have included the bonus for Stern Gaze and Touched By the Sea in this listing
Languages Common, Elven
SQ immune to magic sleep effects; +2 saves vs. enchantments, monster lore +3, stern gaze +1, Black Powder Inquisition
Combat Gear studded leather armor, trident, net, rapier, dagger, shortbow, arrows (20), holy symbol of Besmara (wooden), gunsmith's kit, backpack, signal whistle, spring-loaded wrist sheath, 5 gp 2 sp
--------------------
SPECIAL ABILITIES
--------------------
Touched By the Sea +1 to Swim checks, reduce penalty by -1 for attacking underwater
Spirit of the Waves +4 racial bonus to Swim checks, can always take 10 on Swim checks; proficient with trident, net, and longspear.
Sacred Touch (at-will) Touch as a standard action to stabilize a dying creature.
Judgement (1/day) As a swift action pronounce judgement on your foes.
Monster Lore Add Wis modifier to Knowledge checks in addition to Intelligence to identify the weaknesses and abilities of monsters.
Stern Gaze Add ½ Inquisitor Level (min. +1) to Sense Motive and Intimidate checks.
Black Powder Inquisition When you hit an arcane spellcaster or creature that uses spell-like abilities with a firearm attack, they must succeeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.

darkwhisper |

Finally finished with crunch and a bit more fluff.
AVAKOR MAEKRIDIZ
Male Undine Dual-Cursed Oracle of Life 1
CG Medium Outsider (native, aquatic)
Init +3; Senses Darkvision; Perception +3
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +3 armor, +1 shield)
hp 13 (1d8+5) ;
Fort +2, Ref +0, Will +4
Resist Cold 5
--------------------
OFFENSE
--------------------
Spd 20 ft., swim 30 ft.
Melee Shortspear -1 (1d6-1/20/x2) and
. . Dagger -1 (1d4-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Ranged Shortspear +1 (1d6-1/20/x2/20 ft) and
. . Dagger +1 (1d4-1/20/x2/10 ft) and
. . Light Crossbow +1 (1d8/19-20/x2/80 ft)
Oracle Spells Known (CL 1, -1 melee touch, 1 ranged touch):
1 (4/day) Cure Light Wounds (DC 15), Endure Elements, Shield of Faith
0 (at will) Create Water, Detect Magic, Ghost Sound, Guidance, Mage Hand, Mending
Mystery Life
--------------------
STATISTICS
--------------------
Str 9, Dex 12, Con 14, Int 12, Wis 14, Cha 16
Base Atk +0; CMB -1; CMD 10
Feats Toughness
Traits Abendego Spellpiercer, Besmara’s Blessing
Skills Diplomacy +7, Heal +6, Profession (cook) +6, Profession (sailor) +7, Survival +6, Swim +13 (-3)
Languages Aquan, Common, Varisian
SQ Amphibious, Dual-Cursed (Lame), Oracle’s Curse (Haunted), Revelations (Channel 4/day)
Combat Gear studded leather armor, buckler, shortspear, dagger, light crossbow, case with bolts (10), holy symbol of Besmara (wooden), holy symbol of Desna (wooden), holy symbol of Gozreh (wooden), backpack, signal whistle, hammock, traveler’s outfit, spell component pouch, flint and steel, belt pouch, various scarves (5gp), worn bracelet (5gp), 3 gp, 1 sp
Total Weight 48.5
Current Encumbrance Medium
--------------------
SPECIAL ABILITIES
--------------------
Abendego Spellpiercer +2 trait bonus to Concentration checks while spellcasting
Besmara’s Blessing +1 trait bonus to Perception and Profession (sailor) checks; may reroll 1 Profession (sailor) check per week
Dual-Cursed (Lame) Oracle’s base land speed is reduced by 10 ft.; your speed is never reduced by encumberance
Oracle’s Curse (Haunted) Retrieving an item from gear takes at least a standard action; any item dropped lands in a random square 10 ft away; add select spells to spells known.
Revelation: Channel 4/day Oracle may channel positive energy as per a cleric of the same level
Water Affinity Undine sorcerers with elemental (water) bloodline treat their Charisma score as +2 sorcerer spells and class abilities. Undine clerics cast Water domain powers and spells at +1 caster level.
Age 74 years
Height 6’4”
Weight 165 lbs.
Appearance Avakor is generally a turquoise coloration that pales in the front nearly to white and darkens in the back to a deep turquoise blue. A series of spots of dark turquoise gather thickly on his back and gradually thin as they wrap around his body, disappearing entirely just as they reach the front of his chest. His eyes are large and bulbous, nearly fishlike, and his nose is almost non-existent except for a pair of slits. His ears are flush against his head, with only a small hole visible, but occasionally fold out into a fin-like fan when resting. Small, fin-like ridges lie flush against his calves and forearms, only folding out when underwater. His hands are webbed. Thin slits are visible along his neck, only opening in the water. He is completely hairless. Avakor dresses in open vests and short, loose pants that stop above the calf and rarely, if ever, wears boots. A scarf of green or orange is often seen on his head, but he always wears a violent scarf covered in intricate designs around his waist.
((Think Abe Sapien from Hellboy in terms of appearance.))

CloakedInSmoke |

Hey Darkwhisper since you are not playing a sorcerer or cleric, might I suggest you replace the Undine's water affinity trait with
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
:)

Samael "Sam" Adroushan |

Black Thom here...
Sorry for the tardiness, but I did the best I could with crunch/background.
Samael "Sam" Adroushan - The Accidental Pirate
Human Wizard - Fire School
STATISTICS
Str 10, Dex 18, Con 13, Int 16, Wis 7, Cha 10
Feats: Weapon Finesse, Exotic Weapon Prof - Elven Curved Blade
Traits: Magical Knack, Touched by the Sea
Skills:
Appraise +7
Know (Arcana) +7
Know (Geography) +7
Linguistics +7
Spellcraft +7
Swim +4
Spells:
Level 0 (3 prep/day)- Message, Mend, Light
Level 1 (3 cast/day)- Burning Hands, Mage Armor, Shield
Equipment
Spellbook, Traveling
Spell Component Pouch
Elven Curved Blade
Dagger
Background (just last night):
Honeymooning in the region seemed like a good idea at the time. A love for romance, travel and the natural wonders of the world, be they volcano or open sea... brought Sam and his bride-to-be to Port Peril.
Samael Adroushan woke up in the shackles. He doesn't know the fate of his fiancee. But, he can imagine what would happen to a beauty like her all alone, with no one to fend for her... Inwardly he damns himself, while at the same time swearing to stay (voluntarily or otherwise) until he found out her fate... and either found her, or avenged her.
An Wizard of the School of Flame, has no place on the deck of a ship... or does he? This is the story of Samael Adroushan, or Sam... "The Accidental Pirate".
A classically trained mage, steeped in elven tradition... Sam grew fond of the Elven Curved Blade as it complimented his his graceful physique and fluid movements.
Progression - with the help of Magical Knack, will borrow from/dip into Ranger (Freebooter) for 2 levels at some point. 2-Handed fighting style, "Shield of Swings".
Sam may be a threat to a ship, but his value is in the tremendous weapon /ally he can be against other pirates.
This lends itself to becoming a mercenary of sorts. Easily filling the position of first mate.

CloakedInSmoke |

I just realized that my Int mod entitles me to a bonus language and one more skill point than I had down on my sheet, and I hadn't chosen my favored class bonus, so I chose Aquan as the language, put a rank in Perception (+6->+10), and took an extra hit point for FC (8->9). The group I've been playing with houseruled no favored class bonus (having been a D&D 3.5 group until recently), so I forgot about it. :)
There we go.
Male Elf Inquisitor 1
CG Medium Humanoid (elf)
Init +3; Senses Low-light vision; Perception +10
Favored Class Inquisitor
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 Dex)
hp 9 (1d8)
Fort +2, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +3 (1d6+1/18-20/x2) and
. . Trident +2 (1d8+1/x2) and
. . Dagger +2 (1d4+1/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged shortbow +3 (1d6/x3/60 ft) and
. . Trident +3 (1d8+1/x2/10 ft)
. . Dagger +3 (1d4+1/19-20/x2/10 ft)
. . Net +3 (10 ft)
Inquisitor Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Cure Light Wounds (DC 15), Command (DC 15)
0 (at will) Acid Splash, Light, Sift, Create Water
Domain Black Powder Inquisition
--------------------
STATISTICS
--------------------
Str 13, Dex 16, Con 10, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse, Exotic Weapon Proficiency (firearms), Gunsmithing
Traits Touched By the Sea, Sacred Touch (at-will)
Skills Heal +7, Intimidate +5, Perception +10, Profession (sailor) +8, Sense Motive +8, Survival +7, Swim +9 I have included the bonus for Stern Gaze and Touched By the Sea in this listing. Also note that these are taking into account my Armor Check Penalty from my studded leather armor :)
Languages Common, Elven, Aquan
SQ immune to magic sleep effects; +2 saves vs. enchantments, monster lore +3, stern gaze +1, Black Powder Inquisition
Combat Gear studded leather armor, trident, net, rapier, dagger, shortbow, arrows (20), holy symbol of Besmara (wooden), gunsmith's kit, backpack, signal whistle, spring-loaded wrist sheath, 5 g 2 s
--------------------
SPECIAL ABILITIES
--------------------
Touched By the Sea +1 to Swim checks, reduce penalty by -1 for attacking underwater
Spirit of the Waves +4 racial bonus to Swim checks, can always take 10 on Swim checks; proficient with trident, net, and longspear.
Sacred Touch (at-will) Touch as a standard action to stabilize a dying creature.
Judgement (1/day) As a swift action pronounce judgement on your foes until the end of combat. As a swift action, you can change the type of judgement.
Monster Lore Add Wis modifier to Knowledge checks in addition to Intelligence to identify the weaknesses and abilities of monsters.
Stern Gaze Add ½ Inquisitor Level (min. +1) to Sense Motive and Intimidate checks.
Black Powder Inquisition When you hit an arcane spellcaster or creature that uses spell-like abilities with a firearm attack, they must succeeed at a Fortitude saving throw (DC 10+½ Inquisitor Level + Wisdom mod). If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.

GM Faol Mhor |

Okay, just to let you all know where we are at...I'm going to bed :)
I've looked over the characters that have been submitted but I'll wait until tomorrow around noon before I start to make my final decisions to give a few of the others who have shown interest a chance to get their character in.
I'll let you know when I begin the final cut process. Then I'll send each character selected a PM inviting them and giving them some time to respond to the invite.
Thanks for your patience.
I know I haven't responded to all the posted characters, mostly due to time, I may have some questions for some characters in the morning but I need sleep right now.
Thanks to everyone who has shown interest! Great submissions and some hard choices for me to make.

Grand Moff Vixen |

I have the crunch up and the background almost complete which I will include in this alias. I will continue it once I get to work. When I get home and have access to hero lab again I will select gear and such.

Grand Moff Vixen |

I now have the background for Sabina. Please let me know what you think GM.
Just for ease of reading it I have included it here.
As she got older, she continued to explore further away from home. She was told to stay away from the surface dwellers but she ignored them. What did they know anyway? She found an island that she went exploring on frequently. It was during one of her visits there that she witnessed pirates attacking a merchant ship. They put up a good fight but in the end the pirates overcame her. Unfortunately, the ship was doomed and sank just offshore. After the pirates left, she went to see what trinkets she could find.
She wanted to explore more. More sunken ships, maybe some ruins, and look into this pirate business. Sounds like she would have to see if it was worth the risk.
When she left home, she began traveling from port to port and signed on with various merchants to see more of what she craved. Although, they were only merchants. It seems that pirates were condemned by most of society for the most part and hard to get very much info on them.
She loves exploring old societies and ruins. The thrill of find an obscure artifact or knowledge about a long dead civilization is just too much for her to resist. Even if it got her into trouble she would find everything she could.
After her last voyage her ship came into port peril looking for work and to resupply. She planned to ashore and see if she could get more stories from the local tavern about these mercenaries.
She went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than she had expected and she passed out before making the deal.

GM Faol Mhor |

Because there is a lot of interest in this campaign I'll expand the selection from 4 to 5 players and I believe that I will expand it to two separate yet relatively similar games.
Which won't be a problem due to having the resources already set up. Which opens the potential recruitment to 10 people...however that means I will still be forced to cut some good characters.
I'm going to give a few of the players who expressed interest early on time to finish up their crunch and fluff and then I'll make the final cut this afternoon.
Please let me know if you are no longer interested as that will make my selection easier.
Although there is a strong focus on the sea in this campaign there will be much more time spent on board the ship than in the water initially.
What do you think about having the alternate racial trait "strong tail?" It will reduce your speed in water but it might help, especially with adventures on islands and such. I think that would be my one thought at this time about the character.
Are you tied to the trait "rich parents?" I know it's a trait that goes with your background so I'm willing to accept it, but just so you know you may lose some of that wealth and the equipment in this AP very early on and may never get it back.