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No worries. I think the only way I'm going to be weaving culverin shots into full attacks, if selected, will be before or after melee attacks, anyway. Rapid reload only brings a reload down to a standard action, and I believe alchemical rounds would further reduce that to a move action. While that allows for a shot per round, so does the beneficial bandolier.

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Presenting Tordek Holderhek, Dwarven Aquatic Druid and Pirate. I haven't fleshed out any equipment for him as of yet, nor have I set up an alias. Both of those things would get done if selected.
Given the story I've got penciled out for him, it may be that he has his wealth in gold/gems and needs to acquire his equipment early on in town or something of that nature.
Prepared spells are just a "hey, let's put something there" for the time being.
TORDEK HOLDERHEK
Male dwarf druid (aquatic druid) 3
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft., Perception +10
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp max of 27 (3d8+3)
Fort +4, Ref +4, Will +7, +2 vs. poison, spells, and spell-like abilities
OFFENSE
Speed 20 ft., swim 10 ft.
Special Attacks icicle (14/day), spontaneous casting
Domain Power
Spell-Like Abilities Icicle (14/day)
Druid Spells Prepared (CL 3rd, concentration +7):
2nd—fog cloud D, restoration (lesser) , summon nature's ally ii
1st—alter winds APG (DC 15), endure elements , obscuring mist D, summon nature's ally i
0 (at will)—know direction , light , purify food and drink (DC 14), spark APG (DC 14)
D Domain spell; Domains Water
STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 8
BAB +2; CMB +2; CMD 15 (19 vs. bull rush) (19 vs. trip)
Feats Augment Summoning, Spell Focus (Conjuration)
Skills Knowledge (Nature) +9 , Perception +10 , Perception (Notice unusual stonework) +12 , Spellcraft +6 , Survival +12 , Swim +15
Traits devotee of the green (knowledge (geography)), sea-souled (coastline or island)
Languages Common, Druidic, Dwarven
SQ aquatic adaptation, darkvision, defensive training, water, greed, hardy, hatred, natural swimmer, nature bond, nature sense, orisons, stability, steady, stonecunning, weapon familiarity, wild empathy +2
SPECIAL ABILITIES
Aquatic Adaptation (Ex) At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Devotee of the Green (Knowledge (Geography)) Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Water You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Icicle (Sp) As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6+1 points of cold damage. You can use this ability 14 times per day.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Natural Swimmer (Ex) At 3rd level, an aquatic druid gains a swim speed equal to half her land speed. This ability replaces trackless step.
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex) An aquatic druid's wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
An enigma of a dwarf, Tordek Holderhek abandoned his family at a young age. Dissatisfied with the cramped underground environs of his clan, and further displeased with the rolling hills and sweeping plains of his distant cousins, he long felt the torrential call of the sea and felt Gozreh's hand on his spirit. As he wandered the lands, following winding rivers and relaxing by ponds and small lakes as he went, he found himself in touch with nature in a way that few of his race ever got to experience (or at least experience and document). It was in the course of this wandering that he found himself in a temple of Gozreh outside a small fishing community. Within the driftwood enclosure, he found solace and he found purpose. He devoted his life to the pulse of the sea, connecting with its denizens, the rush of its briney deep pulsing through his veins. It was that way for several decades until the pirates came. He was gone on a sojourn into the woods. When he returned, he saw the ebon flags fluttering in the bay and the longboats pulled ashore. Muttering a quick prayer to Gozreh, Tordek realized that his time tied to the land was coming to a close. Entering the village, he offered himself as a willing captive if they would spare the rest of the villagers. He promised magical support for their endeavors, so long as they allowed him daily prayers to Gozreh. Eager to have their own caster aboard, the young captain took Tordek at his word and brought him aboard without delay.
It's now been 12 years, and Tordek is a weathered hand. His most recent crew is no longer. A massive storm took their ship in the middle of some rocky shoals. Tordek took advantage of his connection with the sea to make a hasty retreat to the nearest landmass, and is now in [wherever you would need him to be to slip into the adventure].

Quarick Frezhal |

Was thinking an adventuring gnome, alchemist (saboteur).
Quarick Frezhal!
A master of destroying ships and ports and a lover of puzzles and problems. While maniacally social, his real love is being given problems and trying to overcome them.
Feel in with some nasty folks for awhile who used him like a tool.
Have a ship need blown up?
A jail broke with no witnesses?
Cargo smuggled in a secretly built hold?
Get Quarick.
Eventually he found out the moral cost of such capers and schemes and struck out on his own, still loaded with his skills and knowledge but wanting to do good, although still looking for fun!
basically a skill monkey with the ability to burn, poison, acid or build anything.
I can make up a sheet, if you want. What do you think?

Simeon |

Presenting Calevan the Tempest, half-elven hydrokineticist. I don't have an alias for him, but I'll set one up if I get selected.
Half-elf (Wildborn) hydrokineticist 3 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 32 (3d8+15)
Fort +8, Ref +6, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee longspear +2 (1d8/×3)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—extended range, pushing infusion
. . Blasts—water blast (2d6+6)
. . Utility—basic hydrokinesis, kinetic cover
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Statistics
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Str 11, Dex 15, Con 18, Int 10, Wis 10, Cha 12
Base Atk +2; CMB +2; CMD 14
Feats Skill Focus (Perception), Unforgotten, Weapon Focus (kineticist blast)
Traits elven reflexes, indomitable faith
Skills Climb +1, Diplomacy +3, Intimidate +5, Knowledge (nature) +4, Perception +11, Stealth +6, Swim +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ burn (1 point/round, max 7), elemental overflow +1, elf blood, gather power
Other Gear +1 studded leather, longspear, cloak of resistance +1, basic maps (major landmarks only), flint and steel, knife, utility (0.5 lb), masterwork backpack[APG], silk rope (50 ft.), traveller’s outfit, 756 gp, 2 sp
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Special Abilities
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Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Unforgotten Reduce any nonlethal damage you take by 1 point, to a minimum of 1 point.
Water Blast (Sp) Level 1; Burn 0
Calevan is a tall half-elven man, with skin the color of warm sands. Long, dark dreadlocks tied back with a piece of kelp frame piercing eyes the blue-grey of a stormy sea. He is often dressed in a rather damp traveller’s outfit with a simple longspear strapped to his back. The sharp smell of ozone hangs around him, as if a tempest were fast approaching.
It is often said that the eye of the storm is a place of calm and blue skies,surrounded by lashing rain and winds. Few analogies fit Calevan better. In the midst of battle, he is a pillar of deadly calm, shooting off blasts of water strong enough to splinter wood and break bones. However, a relic of his pit fighting days remains with him. He occasionally gives creative nicknames to his blasting, a practice he started to boost his popularity in the arena, such as his knockout move, “Fury of the Tempest,” and his two favorites, “Tidal Terror” and “Saline Smash.” In times of peace, Calevan is calm and measured, but with a temper that can rise like a crashing wave. For all the hardships of his upbringing, he was raised with love and was taught to value the life of others.

DM - Voice of the Voiceless |

Galahad0430 - Red Tom - Human Fighter / Monk
F. Castor - ?
Tenro - Bron Morgan - Human Incanter
The Chess - Rogue?
Edgar Lamoureux - Elik Hulu - Human Marksman
Talomyr - Lysandra Eventide - Human Bard
Jesse Heinig - ?
Regina Caro - Human Alchemist
zolexa13 - Dwarven Cleric?
Mahlugul the Marauder - Half-Orc Barbarian
Beorn the Divine - Half-Orc Bard
That Sean Fellow - ?
Simeon - Calevan the Tempest - Half-Elf Kineticist
GM Mowque - Quarik Frezhal - Gnomish Alchemist
Bimpnottin Daergel - Tordek Holderhek - Dwarven Druid
Apologies if I've misread or miscounted, but looks like we've got 10 submissions with enough to chew on - and another 6 interested parties that haven't committed enough to paper. I'll call Monday a relatively hard target for cutting off submissions and look to make the call soon after then. Shall be reading and if there are any questions to ask I'll post them up here.

DM - Voice of the Voiceless |

How would he progress? - as a Fighter, Monk or split levels?
How does he feel about slaves in general?

Tenro |

He doesnt know 100%, but that's faith for you. He spent a lot of his coin on fortune tellers, wise women and religious types who always seemed sure of one or the other as answers. As far as he is concerned, he is best off venerating both (Pascal's wager and all). He kinds wavers between Besmara when things are going well and Gozreh when theyre going poorly.

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Quarick Frezhal |

Only lately has he even pondered the cost to who he steals it from. That said, he often only steals from the rich and powerful because they make it a challenge and a puzzle. The gnome would generally be against cold-blooded murder with no cause. Self defense he has no problem with or even the greater good. Life has been cheap his entire life and his new 'compassion' only goes so far. He can still tip back into his old ways or perhaps move forward in the other. Is that clear?

Elik Hulu |

I figured that, during a particularly rowdy raid on a Chelish navy ship, he may have come into possession of a particularly heavy greatclub, after having been disarmed and grabbing the nearest thing to him. Since it served him so well in dispatching its former owners, he decided to hang onto it, misshapen though it was. I figure, fairly soon after, it would have been pointed out that it is not, in fact, a beatstick, but a cannon, and taught basic operational procedure for it, despite his continued propensity for beat-sticking with it. His ranged capacity, especially at this level, is a bit lacking, especially with no method to brace himself without nearby structures, and as such, firing leaves him prone.

Lysandra Eventide |

Jali is a brown pale-fronted capuchin.

DM - Voice of the Voiceless |

*Waves at the departing gnome* - to each their own Quarick and I wish you well.
To the others - my apologies for the delay in the announcement, the aforementioned reason for delay was compounded by sick kids (as it often is) and if I'm being completely honest also a bit by the release of Civ 6.
That said, here I am and I am here with two solid selections as follows:
Lysandra Eventide
Bimpnottin Daergel / Tordek Holderhek
The third selection is pending a PM response that I've just pinged to the prospective party.
Many thanks for those that cast their name forward, and hopefully you are blessed with fair winds and following seas as you zip around the boards hereafter.