
W Canepa |

Those are not until later. You said to extrapolate forward where we want to go.
Right now they have one seasonal great lodge, seasonal huts, and wooden megaliths atop a sacred mound. Their protocultural stuff.
And by seminomadic, i mean they spend around 8-9 months in onwe area and then spend winter at a grand moot, gathered together.

dreamingdragon |

Since that day, the Sumbra'i have lived with the curse of the were-tiger. They have taken on the color of the night sky, and when the full moon rises, they hide deep in the caves that dot the hills. During the day, the shadows of the forested valleys hide them, but they are night creatures. The study the stars from the peaks of their hills, and trust to the darkness to keep them safe.
Altogether, perhaps a hundred Sumbra'i live in the caves beneath Zgarie. The forest is rich in fruits and edible leaves and roots, and the rivers teem with fish. Even in the caves, blind crayfish abound in pools. With such abundance, the Sumbra'i spend most of their time on other pursuits. They work the pale metal of their hills into elaborate jewelry, studded with onyx and jasper, and they weave a curiously light and delicate fabric, from which they make ceremonial costumes representing the heavens. Beyond the elaborate robes and jewelry they wear for ritual purposes, they rarely wear more than modesty demands, for it is a hot country, and they are naturally well adapted to stay hidden.
On the hilltops, they burn their dead, the smoke rising into the sky carries their souls to become stars, and they worship the planets as gods. Their elders teach that when they are finally able to understand the language written in the stars, they will be all-knowing, as are the dead. The wisest among them track the movements of the stars and planets, and some even claim to know when the reign of the were-tiger will end, and the Sumbra'i will rise to greatness.
The seven eldest members of the tribe elect a chief each year, from among the two dozen or so warriors of the tribe. The chief's duty is safety, to defend the people against their enemies, and against the were-tiger.
The new chief is Hasura Nuanti, and she is advised by her brother Taios (Oracle of the Dark Tapestry).
Fetchling Rogue 2
N Medium Outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 16 (2d8+4)
Fort +1, Ref +6, Will +0
Defensive Abilities evasion, shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +2 (1d8+6/x3)
Ranged Shortbow, Comp. (Str +0) +4 (1d6/x3)
Special Attacks sneak attack +1d6
Spell-Like Abilities Disguise Self (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Power Attack -1/+2
Traits Jungle Fighter, Valashmai Veteran (Survival)
Skills Acrobatics +8, Bluff +8, Climb +7, Diplomacy +8, Escape Artist +8, Perception +6 (+7 to locate traps), Stealth +10, Survival +5
Languages Common
SQ rogue talents (combat trick), trapfinding +1
Other Gear Leather armor, Shortbow, Comp. (Str +0), Spear, 53 GP
--------------------
Special Abilities
--------------------
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Jungle Fighter Your speed may not be reduced to less than 10 feet by difficult terrain in jungles.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Valashmai Veteran (Survival) +1 trait bonus on Survival in the jungle.

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Beyond the elaborate robes and jewelry they wear for ritual purposes, they rarely wear more than modesty demands, for it is a hot country, and they are naturally well adapted to stay hidden.
I am compelled to make an observation: Who's around to say modesty has to demand anything?
@shrodingerscat: I wouldn't mind some feedback on what I've put down so far. What am I missing?

Galeigh |

Galeigh wrote:Why does a level 2 Fighter with a Constitution of 14 have only 15 hit points? Shouldn't it be 19?
The Current Grand Smith is Duros Hammerstone
That would be because I forgot to add in the con bonus. whoops, will fix when I get back from work.

Rocan |

Lizardmen
+2 Dex +2 Int -2 Str [0 RP] Lizardmen are fast and contemplative, however they usually tend to lack real muscle power
Medium sized creature
Normal Speed: 30 ft
Low-light Vision [1RP]
Keen Scent: +2 bonus to survival checks for tracking [1RP]
Adept Witch-Doctor: +1 to Heal and Survivalist skill checks [2RP]
Natural Swimmer: 30 ft swim speed + 8 Racial bonus on Swim checks[1 RP]
Reptilian Blood: +2 saves against poison [1RP]
Swamp Survivalist: +2 saves against disease, no difficult terrain penalty in swamps, bogs and marshes. [2 RP]
Weapon Familiarity: Lizardmen are proficient with shortbows (including composite shortbows) and scimitars and treat every weapon with Lizardman in its name as a martial weapon. [1RP]
Natural Armor: +2 Natural armor due to tough scaly skin. If this is alright, else I'd tune it down to +1
Languages: Lizardmen can speak and understand Draconic and Common, Lizardmen with high intelligence scores can choose from the following: Aklo, Aquan, Giant, Gnoll, Goblin and Orc
These Lizardmen are part of the Ergalian tribe, a group of lizardfolk that have sought seclusion from their more barbaric counterparts. They live in preferably warm swamps, marshes and bogs, places where many other races or tribes would not survive as easily as they can.
Living in this harsh environment has made them well adjusted to it over several generations, not dying as much to the plant poisons and swamp fever as when they came into the lands.
There are other dangers however, as alligators and Giant Frogs prey on the unwary Lizardmen, also the occasional Wyvern/Drake that flies over sends most of them into hiding. Their own food consists of small amphibians, birds, berries and plant roots.
Small wooden cottages and makeshift wooden dens make up the village, protected by a series of stakes with wire between them with bones that rattle to alert the evening guards. Most of the villagers and warriors are knowledgable of the land, being able to treat small wounds and mild sickness with extracts and salves from the surrounding swamp.
They are not a warlike people, happy to stay in the swamps for now. Being hunter-gatherers, their weaponry consists of spears, bows and clubs, sometimes tipped with poison. Armour is usually created from the hides of Giant Frogs or alligators that they went after with a hunting party, tough or subtle leather decorated with small bones and feathers for their best warriors.
In terms of magic, they are shamanistic, having strange and elaborate rituals and a group of elders and wise men that dispense knowledge, mainly oracles and druids.
Civilization wise they will stick to their shamanistic ways for a while, eventually learning to shape the swamps around them, drying them up, to build stone structures and temples upon this sturdier land. Valueing wisdom of the land and knowledge, they will likely be a civilization that builds great libraries eventually.
More coming tonight

dreamingdragon |

@dreamingdragon- regardless of whether we get picked or not, I am so enamored by your tribe and mine that I may need to base a RL campaign setting on them! :)
It's a lovely bit of synergy, eh?
In an ordinary campaign setting, I could imagine the symbiosis getting deeper.I'm seeing a lot of warm weather tribes, and imagining a geography already.
I probably shouldn't do that.

GM Gluttony |

Alright chief, I have my tribe's details fairly hashed out but I wanted to run an idea by for your approval.
I was thinking of some undergroundy-type race (duergar, svirfneblin, etc.) that 'delved to deep' and discovered something, this something eventually becoming their leader.
As far as what that something would be, I was thinking a crystal dragon. As a wyrmling, the crystal dragon possesses a CR of only 2, which I believe is equivalent to a 2nd level character. The fact that it possesses three hit die could be remedied by taking average hit points for every hit die, making it the same as a 2nd level character with two class levels.
I know that this is quite a tall order, however, so I'd be perfectly happy to work further with you on the idea or just trash it completely.

STraveler |
The nocturnal Vuscadorah are hunters and, for now, wanderers. They make their temporary houses in the jungle trees and in some caves of the mountains. Their diet is entirely of creatures, sentient or otherwise, and the fluids within. To them, you are either a hunter or a sacrifice to the colony.
Unable to use the web from the spinerets for little more than a bond for building materials, they use traps and their poisons to capture prey. In times of famine, the more dominant, and therefore bigger, members of the tribe sacrifice themselves to the young, ensuring the colony's survival.
All Vuscadorah fear the open sky, as this is where their greatest enemies reside; the deadly Roc, large enough to carry even a Vuscadorah away, and the dragons, larger than Rocs and more cunning hunters by far.
There is no marriage, and there are no parents. Such concepts mean nothing to the Vuscadorah. When the season is right, the females decide, the dominant choosing first, decide who to spend time with. The children belong to the colony.
Leadership is chosen by a showing of dominance, either through unspoken agreement of the colony, a show of strength, or through a winning of colonian trust using oratory. Leadership is generally for life, however short that may be. However, if the colony ever feels betrayed by their leader, or any other member, that individual is removed and sacrificed to the colony. The greatest insult that can be inflicted is to be exiled, as that shows that you are so useless that even your death is worthless.
Cassarah, the current leader, was chosen through unspoken agreement. Her patience as a hunter and dedication to her colony has shown her to be the wisest choice. Cassarah knows that in order to survive they must adapt and expand. In time, before the borders of their range Will be threatened, and they must be ready.
N Large Aberation
Init +2; Senses: Darkvision 60ft., Perception +6
Defense
AC 15, Touch 11, Flat-Footed 13 (+2 dex, +4 armor, -1 Size)
HP 14 (2d8+2)
Fort +1, Ref +5, Will +1
Defensive Abilities: Evasion
Offense:
Speed: 40ft.
Climb: 20ft.
Melee: Spear +3 (1d8+4/x3)
Ranged: Spear +2 (1d8+3/x3)
Special Attacks: poison (DC 12), sneak attack 1d6
Statistics:
Str 16, Dex 15, Con 13, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17 (29 vs trip)
Feats: Skill Focus(Stealth)
Skills: Bluff +6, Climb +13, Craft(Alchemy) +6, Craft(Trap) +6, Disable Device +7, Intimidate +6, Knowledge(Local) +5, Perception +6, Perform(Dance) +6, Sense Motive +6, Stealth +4
Languages: Common, Undercommon
SQ: Poison Use, Toxic (Life-Stealing Venom) 1/day, Rogue Talents (Swift Poison)
Other Gear: Spear, Lamellar (leather)
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

shrodingerscat |

@Cymric: yes, still open.
@I'mHiding: Good detail as well. You see them as a fishing pre-sailing society? Also, I'd prefer you cut the "they came from somewhere else"...although it's starting to grow on me, so maybe hold on that part for now. Otherwise, interesting.
@GMArkwright: cool backstory, I like the bit of flavor with the white paint on them. Nothing against the way that everyone else has presented their idea (and I know my instructions weren't super detailed) but this is the closest to the format I pictured in head when taking potential players.
@Gluttony: cool idea, but the potential problem I see is when we move generations down the line and you have a full fledged dragon on your hands. Not saying a flat no, but I'd prefer something a bit more "balanced"
@AnthonyKrast: no, the leader can be multiclassed. I like your idea, but like above I see potential problems. Unless you don't mind me playing the dragon and just giving mandates every so often. I think it would be less "your" tribe that way though....worth further discussion.
@Viluki: I'm not seeing how water crocodiles would work in a desert. But if you'd just want a large predatory reptile, that can work.

STraveler |
We can take out the Rocs, then. We can do Wyvern, Drakes, or both. We can add Naga in as well, if you want. They are cannibalistic, and will consume other sentient creatures, but they don't have a word for cannibalism. To them, it's just a sacrifice (in their colony) or eating as normal to other creatures. Sacrifice if it's a leader of another species that betrayed them (though I'm not planning to run around trying to cause problems or eat other players/tribes). It's a little more... I guess, noble, than that in their view.

STraveler |
I saw that as I was developing them. However, I couldn't see putting them as 'good' because they can and will eat other sentient creatures. Just... not in an angry or perverse way and more of a, 'this is how we survive' kind of way. Similar to how actual spiders would view a fly. The life of one sustains another. There's no malice in it, and it's really the only way to redeem a betrayal.
Edit: And, you know, a penchant for poisons. Not always seen as a 'good' thing.

Rocan |

Nystan, age: 36 years old
Male Lizardman Ranger Woodland Skirmisher 2
TN Medium Humanoid (Lizardfolk, Reptilian)
Init +4; Senses Perception +6, Low-Light Vision (+2 Perception vs animals or in swamps)
--------------------
DEFENSE
--------------------
AC 19, T 13, FF 16 (+4 Dex, +3 Armor, +2 Natural)
HP 19 (10+1d10+2+2)
Fort +4, Ref +8, Will +1 (+2 vs Poison and Disease)
--------------------
OFFENSE
--------------------
Speed 30 ft. (Light Armor) , Swim 30 feet
Stone Heavy Mace: +3 (1d8+1/x2)
Shortbow: +6 (1d6/x3) 60 ft
+2 att & dam vs animals
--------------------
STATISTICS
--------------------
Str 12(14-2), Dex 18(16+2), Con 12, Int 12(10+2), Wis 13, Cha 10
Base Atk +2; CMB +3; CMD 17
Traits: Sprint, Deft Dodger
Feats: Rapid Shot (Combat Style Feat), Point-Blank Shot
Skills(7/lvl): Perception 2 ranks (+6), Survival 2 ranks (+7), Stealth 2 ranks (+9), Knowledge (Nature) 2 ranks (+6), Heal 1 ranks (+6), Climb 1 rank (+5), Handle Animal 2 ranks (+5), Knowledge (Geography) 2 ranks (+6). +1 Perception and Survival in Forest terrain
Languages: Common, Draconic
Combat Gear: Studded leather armor (made from frog skin studded with crocodile scales), Shortbow with 40 arrows, Stone Heavy Mace
Other Gear:
--------------------
SPECIAL ABILITIES
--------------------
Focused Enemy (Animal): At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.
This otherwise acts as and replaces the standard favored enemy ability.
+2 Bluff, Perception, Knowledge, Sense Motive, Survival and +2 attack and damage.
Focused Terrain (Swamp): At 3rd level, a woodland skirmisher selects one favored terrain (usually “forest”). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level.
+2 Init, Knowledge (Geography), Perception, Stealth amd Survival
This otherwise acts as and replaces the standard favored enemy* ability.
Forest Ghost: At 1st level, a woodland skirmisher adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.
This ability replaces wild empathy.
Combat Style (Archery): Rapid Shot (2nd)
Track: +1 Survival when Tracking
Keen Scent: +2 to Track
Adept Witch Doctor +1 Heal and Survival
Natural Swimmer, +8 Racial bonus on swimming
Swamp Survivalist +2 saves vs Disease, no terrain penalty in swamps, bogs and marshes
Reptilian Blood: +2 saves vs Poison
Favored Class: Ranger (+2 HP)
Leaders in the Ergalian Tribe are chosen by their skills in the hunt, Every year, unless in special circumstances, the hunter with the most impressive skill wins the right and duty to act as leader. Nystan himself has been leader for the past 8 years, a feat never before seen.
The eldest members make this decision, but often there is a clear winner. He is counciled by a younger blind-born female Oracle named Saliss, together they oversee the needs of the few hundred tribesfolk living in the village.
Before every hunt, the shamans and druids perform a ritual in which they ask the god of the swamp for a good and safe hunt, enacting all the animals they wish to catch and all the animals they wish to avoid.
In their eyes, the Swamp God takes on different forms, sometimes he is a Colossal snake coiling around the world and laying hidden under the swamp, other times he manifests itself as a huge lizard, patrolling the woods and swamps.
Saliss is claimed to have seen the Swamp God before she was born, and even now sees it in her dreams and visions.
The dead are often offered to the Swamp God to appease him and return the dead to where they came from. Often this means laying their dead to rest in one of the many pools outside the village. Some of the more memorable Lizardmen are burned and honoured in the Szartha Loguss; The Ancestors' Lodge.

Anthony Krast |

@AnthonyKrast: no, the leader can be multiclassed. I like your idea, but like above I see potential problems. Unless you don't mind me playing the dragon and just giving mandates every so often. I think it would be less "your" tribe that way though....worth further discussion.
Thats the reason I went with a blue dragon instead. Blues never get directly involved unless they can help it, prefering to work through several layers of minions. She wont actually physically appear, shes more the force behind their development. As for her daughters who later get to sit the throne, they will never get to be very old before being replaced by a new one (as they grow older they might start getting ideas about their place...cant have that)

GM Arkwright |

@Hiding- try filling out this. Just a suggestion, don't copy this exactly.
Tribe name:
Race:
Tribe alignment (optional):
Desired terrain:
Leader name:
Leader class:
Advisor class:
Tribe history:
Special tribe traditions etc:
Tribe technological advancements:
Tribal survival practices (burning the dead, etc):

Galeigh |

You know... I forgot to add the predator that plagues the Hammerstone stone class.
The Hammerstone Clan can deal with most predators that bother them, except for the wolves. Wolves come in quietly and quickly and sometimes make off with a young dwarf before the even realize that the wolves were there. For this reason the Hammerstone are excessively paranoid about wolf attacks. The young are the future after all.

dreamingdragon |

Just a suggestion, don't copy this exactly.
Useful suggestion. I think I got most/all of this for my fetching fetchlings, but worth checking.
Tribe name: Shuma'i
Race: Fetchling
Tribe alignment (optional): Neutral Xenophobe
Desired terrain: Hilly Jungle
Leader name: Hasura Nuanti
Leader class: Rogue
Advisor class: Oracle
Tribe history: Emerging in the shadow of a were-tiger*, staying hidden is their #1 mission in life. They take to caves, but because they worship the stars, they never become a fully subterranean group.
Special tribe traditions etc: Food comes from the forest and streams, and security from the caves, but the hilltops are closest to the stars, where their spiritual power comes from. They study the stars intently, believing all knowledge is written in the heavens, and that when they understand it, they will be all-knowing. They believe the planets are gods. Their written language is an alphabet/runic system based on the constellations, with deep symbolic weight behind each letter.
Tribe technological advancements: Beyond basics like fire, basket-weaving and stone weapons: Astro-nomy/logy is a big thing with them, so they are good with math. Currently they make silver jewelry and decorate it with semi-precious stones (onyx, agate, jasper, etc) and they have some textiles. The day they can make silver weapons is the day everything changes for them, but that is as the DM's discretion.
Tribal survival practices (burning the dead, etc): Cremation of the dead, secrecy, much trapping and barricading of their caves.
*
As natural were-creatures, though, they CAN change at will. It is only tradition that makes them travel and hunt on the full moon, and live as humans the rest of the month. So even if the Shuma'i ever DID manage to track them down and attack, they'd find themselves facing a whole family of them, and that would end badly. Eventually, with silver, this might happen, but the first thing will be killing the ones that come to their area. I'm actually getting pretty fascinated by this.
(Been gaming it out in my head quite a bit. With 1st level NPC warriors, equipped with non-metal gear, one were-tiger with DR 10/silver is going to be virtually unstoppable. Not that they won't hit it and even damage it, but it'll be able to take down a half dozen or so and then get clear pretty easily when it's starting to feel its wounds. Darkness will give them an edge, as it only has LLV to their DV, and I suspect they'll be pretty good with traps and snares that'll encourage it to stay out of their caves.
So they hide, until they get silver. Then it's just a killing machine with a relatively high AC and a bunch of hit points. It'll still kill them in a straight fight, but in a group, they'll have a fighting chance. With the rogue doing sneak attack damage and a few clever tricks and traps, they'll be in pretty good shape.)

dreamingdragon |

It seems a bit cheesy to me to do two full applications, so I went with the race that was more appealing to me. On the other hand, I could have a lot of fun with the halflings, too, if the fetchlings weren't going to be considered because of the extra-planar issue, or any other issue, for that matter. So I guess I'm asking you, are the Shuma'i viable, or should I pursue the halflings?

shrodingerscat |

@Dreaming: yes, very interesting. I'm also thinking of a twist or two to throw on top of the weretiger thread
@Galeigh: yes, wolves is good...possibly even worgs...muhawhaw!
@Rocan: Could you give me a physical description of your lizardmen? They have been depicted so many ways, I'm wondering how you see them, esecially taking into account the STR penalty you applied.

DetectiveKatana |
Alright, sorry it took me so long to get this up but...
First Tribes: The Vanara
Tribe Name: The Skytribe
Leader: Wukong, Vanara Druid (2)
HP: 14
STR 12
DEX 14
CON 12
INT 14
WIS 17
CHA 10
Skills
Handle Animal 2 + 3 = 5
Knowledge: Geography 2 + 2 + 3 = 7
Knowledge: Nature 2 + 2 + 3 = 7
Perception 2 + 3 + 3 = 8
Spellcraft 2 + 2 + 3 = 7
Survival 2 + 3 + 3 = 8
Swim 2 + 1 + 3 = 6
Equipment: Quarterstaff, Leather Armor
Feats: Spell Focus (Conjuration).
Special Abilities: Nature Bond (Plant Domain), Nature Sense, Orisons, Wild Empathy, Woodland Stride.
5. The Skytribe of the Vanara lives in the treetops of a dense jungle. They are hunter-gatherers but rather than following any food animals they gather fruit from the trees of their jungle and occasionally hunt the small animals that live in their territory. They live in the treetops to avoid Razorbeasts, large furless wolflike predators that cut flesh to ribbons and drink the spilled blood of their foes.
6. The Skytribe disposes of the dead not through burial but by a simple method of laying to rest at the foot of their home tree. Their body decomposes and fertilizes the soil. The Skytribe has no strict hierarchy, but they have a strong respect for clever leaders with good ideas. Being strong is fine, of course, but being clever is much more likely to keep the tribe alive since their natural predators are stronger than they are. Food and property distribution is largely communal right now, as skilled craftsmen are just now starting to emerge and personal property is not even a concept.
*Other notes: There is an advisor among the Vanaras. Wukong is their champion, but his friend Ti Leng is an Oracle. I don’t know if you want us to have stats for the “advisor” character you mentioned.

Rocan |

@Shrodinger
I've based them upon Lizardmen/Lizardfolk from another source. Their skin/scales ranges from an emerald green to a deep blue, they have yellow eyes and a slightly longer mouth/jaw compared to humans. They also have a sort of short sturdy frill at their neck and a leg-length tail.
Overall they are pretty lean and sinewy (literally translated to English), though some of their people are of a stronger build. Mostly they are more inclined to archery and ranged attacks than close combat.
If you want a closer look at what I'm picturing them
Edit: Technological advancements
Besides the basics, they would probably have basic fletching (able to create at least shortbows and arrows), herbalism (as a prelude to alchemy) and runic scripture.
Future development would include real alchemy and poison making from plants, writing, bookbinding, advanced fletching (making of longbows and composite bows), leatherworking and tar/oil delving from the swamps.

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Should have asked this before - from what sources may we derive our traits? There are only so many from the Advanced Player's Guide. May we use Pathfinder Society faction traits (same mechanics, different story behind them?), for example?
Tribe name: The Kehampaan
Race: Wayang
Tribe alignment (optional): strong CG leanings
Desired terrain: jungle, sea
Leader name: Matahari Hitam
Leader class: Bard
Advisor class: Oracle (if not permitted to be a PC class, Adept)
Tribe history: Mythology holds that their people are not indigenous to their present home, and that they came here in great ships - greater than anything they can make now - eons ago for some unknown reason; have experienced skirmishes and small wars with a smattering of invaders, but see no reason to believe that all other races are malevolent any more than the other creatures of the sea and forest are
Special tribe traditions etc: solitary artistic endeavors, group storytelling, sprawling mythology
Tribe technological advancements: beyond the basics, basic arcane magic, sailing, rudimentary alchemy (such as herbalism and poison), visual art, theater, philosophy, cuisine, smoke signals (to communicate with other islands), simple hieroglyphics, working simple metals such as tin (mainly to make ritual items, trinkets, and things like Shadow Stencils - they can't quite make armor or weapons from them yet, though they may be able to use obsidian for weapons; the leader might have an obsidian sword and a set of Shadow Stencils)
Tribal survival practices: homelands are rich in all manner of foods; sailing to trade with other islands; environmental conservation; making use of illusion, stealth, and trickery to study interlopers, guerrilla and hit-and-rut tactics to drive off those deemed hostile, as well as to hunt; tribe members proficient in such things make use of poison; the dead are disposed of according to the widely varied wishes of the deceased, which they are not shy about discussing beforehand and often has something to do with whatever they enjoyed most in life - this also includes the rare but not unheard-of concept of 'donating one's body to science.'

STraveler |
LN Large Aberration
Init +2; Senses: Darkvision 60ft., Perception +6
Defense
AC 15, Touch 11, Flat-Footed 13 (+2 dex, +4 armor, -1 Size)
HP 14 (2d8+2)
Fort +2, Ref +5, Will +1 (+3 vs fear)
Defensive Abilities: Evasion
Offense:
Speed: 40ft.
Climb: 20ft.
Melee: Spear +3 (1d8+4/x3)
Ranged: Spear +2 (1d8+3/x3)
Special Attacks: poison (DC 12), sneak attack 1d6
Statistics:
Str 16, Dex 15, Con 13, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17 (29 vs trip)
Feats: Skill Focus(Stealth)
Skills: Bluff +6, Climb +13, Craft(Alchemy) +6, Craft(Trap) +6, Disable Device +7, Intimidate +6, Knowledge(Local) +5, Perception +6, Perform(Dance) +6, Sense Motive +6, Stealth +4
Languages: Common, Undercommon
SQ: Poison Use, Toxic (Life-Stealing Venom) 1/day, Rogue Talents (Swift Poison)
Other Gear: Spear, Lamellar (leather)
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
(Resilient and Courageous traits)
Do you want an adviser as well? I was expecting one in how this tribe operates, but I could add one easily.

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Should have asked this before - from what sources may we derive our traits? There are only so many from the Advanced Player's Guide. May we use Pathfinder Society faction traits (same mechanics, different story behind them?), for example?
Still want to know the answer to this. Also, MAY my leader start with a set of Shadow Stencils, since it's a fairly uncomplicated piece of unique racial equipment?

Galeigh |

Whoops didn't add an advisor.
Advisor: Farn Lighthammer, Cleric of Torag.
The only non-Hammerstone dwarf in the clan. He was granted honorary membership when he chose to stand by the clan when they were being ousted. His experience as a cleric and his proven loyalty are the reasons Duros selected him as an advisor.