
Livyathan Coretin |

Azten here.
Subtract 11 from the odd stats and 12 from the even ones. It's how I saw it done in 3.5(maybe. might be a weird houserule thing or something).
SR on players tend to be more of a nuisance than a boon. Really need that Cure spell cast on you? Better hope you can risk giving up a Standard Action to lower it, or you ar toast.
Anyway, this will be the alias for my little sea dragon! :) Very little actually in it, but that's because I've not been able to decide his class yet. Seaborn Sorcerer was an option, but we've already got one in the running. Leaning rather heavily toward Wave Oracle or Sea Witch at the moment.
Gender also unknown, but that's okay with the name I picked. Good luck guessing in-game! :P

GM Darvis |

Azten here.
Subtract 11 from the odd stats and 12 from the even ones. It's how I saw it done in 3.5(maybe. might be a weird houserule thing or something).
SR on players tend to be more of a nuisance than a boon. Really need that Cure spell cast on you? Better hope you can risk giving up a Standard Action to lower it, or you ar toast.
Anyway, this will be the alias for my little sea dragon! :) Very little actually in it, but that's because I've not been able to decide his class yet. Seaborn Sorcerer was an option, but we've already got one in the running. Leaning rather heavily toward Wave Oracle or Sea Witch at the moment.
Gender also unknown, but that's okay with the name I picked. Good luck guessing in-game! :P
Ok cool, interesting :)

Gunser of Biston |

You might have one from me, if I can figure out how to stay alive for that one level until 6th. After 6, I'm golden. And I'd be your first 'human', even though it's just the human mechanics on what's clearly revealed to be a half-something...
I expect the budget could buy me an air source. Have to look that up.

GM Darvis |

You might have one from me, if I can figure out how to stay alive for that one level until 6th. After 6, I'm golden. And I'd be your first 'human', even though it's just the human mechanics on what's clearly revealed to be a half-something...
I expect the budget could buy me an air source. Have to look that up. [/
Awesome :)

Odea |

Background for Maaryni Culiagna (Undine Bard/Sorceress). I'll re-do stats once there's a definite starting level/starting money (I was under the impression it was 3rd level, but then you said "the usual for level 5, 10,200" for starting money.
Maaryni Culiagna belongs to a tribe of amphibious, aquatic undines that lived in near the edge of the land called Varisia. In her youth she and her twin sister Lagunne both enjoyed playing in the sea and learning from other undines. As it turned out, Maaryni had a knack for magic. She picked up the basics of song-spells and watershaping from a nereid-blooded undine, Shirad, who stayed in the village as an entertainer for a few years before he moved on to bluer-waters. Lagunne quietly grew jealous of Maaryni and her minor spell-casting, but somehow couldn't learn to cast for herself. She snuck out of the village and left the sea to try and learn from one of the mysterious beings known as "wizards."
Maaryni missed her sister and felt responsible for her leaving, but because her sister had run away, her parents watched her closely for years. Finally, when she was 36, Maaryni was able to sneak out of the village. She told herself she would chase after her sister, but mostly she wanted adventure. Luck was with her, in more ways than one. Maaryni stowed herself onto a privateer's ship that happened to be sailing past. Above the surface, she sung and sweet-talked, and wormed her way into various pirate crews where she worked, learned, fought and lived for several decades of life.
Unbeknownst to her, a few years after she left the village, it was destroyed, and most of her friends and family died with it. She and her sister survived the calamity, being out of the sea at the time, and her first teacher, Shirad also lived as his travels had taken him far from the village.
Eventually Maaryni settled on a ship she liked, far from her homeland. Maaryni thought of her crewmates, and especially her charismatic captain, "The Ballista" Birdy Hawkins as family. She throroughly enjoyed her adventures with them; the first mate Nicholas "Stripes" Bache, the lookout Frederick "One-eye," the cook "Sharpe", the bosun "Strongarm" Nichols, and the Navigator Mick "Ice Guy" Caladrel--the sorcerer who recognized the power in Maaryni that flowed beneath the spellsongs she wove. He showed her that her facility in working the water and spell-songs came from her own inner power over the waters, and over the decades he helped her to harness that power as a sorceress in her own right.
Maaryni had been looking for news of her sister from time to time in the various ports-of-call she stopped at, but little news came in. Somehow, she never found word of anyone who travelled from the area where she grew up. One day, however, nearly a century after she had left her home, she met one lone soul who had come from the area, and she found out about her home's destruction. Immediately she decided to find her way back, but finding someone willing to travel there wasn't easy. It took almost a decade and much of the money she had made as a privateer to return home, only to find that nothing remained.
Morose and in deep mourning, she had no idea what to do with herself. She eventually found the inner will to travel--trying to discover what had happened to her village, and possibly what had happened to her sister.

GM Darvis |

Background for Maaryni Culiagna (Undine Bard/Sorceress). I'll re-do stats once there's a definite starting level/starting money (I was under the impression it was 3rd level, but then you said "the usual for level 5, 10,200" for starting money.
** spoiler omitted **...
Sorry if it was unclear but everyone is to start out at level 5 :)

Olrune |

I came into this discussion a little late and haven't read all of the comments, but I can tell this has grown from an interest check to players being created. What is the objective right now? You are running an underwater campaign and recruiting based on background, or crunch, or first come first serve? Just wondering

GM Darvis |

I came into this discussion a little late and haven't read all of the comments, but I can tell this has grown from an interest check to players being created. What is the objective right now? You are running an underwater campaign and recruiting based on background, or crunch, or first come first serve? Just wondering
Background and/or crunch :P. Level 5 usual starting gold for level 5. With the races i listed (don't remember) lol. We are going to have a short adventure first to see how everyone likes it and if they do it will be full long campaign. You need to have a reason for coming to Atlantis(residence: gillmen). Atlantis is a huge sprawling city that has had roots for hundreds of years. Their are miscellaneous settlements of merfolk, they are regarded as sort of a orcish/tribal race. So there go :)

GM Darvis |

Original post as well :)
"Ok so here is some rules:
- 20 point buy
-Races: all basic races and alternative racial traits(make sure you can breath underwater though)
Merfolk, Gillmen,
You will need to figure out how to make them breath underwater but: Grippli, Nagaji, Aasimars, Drow, Goblins, Kobolds, Ratfolk, Tieflings, Undines.
Like i said i will allow these races but just know you will be underwater most the time and will encounter the normal penalties for a normal land dweller.
-Classes: All and all archytpyes etc. I suggest to stay away from 3rd party classes but if you just absolutely want to play one i will look at it.
-Party Size: No less than four but if there are a lot of submissions i may have a bigger part.
-Level: Start at level 5, start with normal gold at level 5 (10,500 gp) spend it on whatever you want, just spend most of it, i don't want anyone carrying more than 100gp.
Hp: full at first level + Con. Half for the rest + Con.
That's all i can think of right now, but if i think of more i will post it, and feel free to ask questions :P
Edit: I posted the races that can't breath underwater because i thought there was a way druids could breath underwater, but as it turns out you can't. So i will still accept those races if you find a way but i am looking for a way to make normal races breath underwater :P"

GM Darvis |

Considering the continuing strength of submissions i have decided to have submissions stop on friday (Nov 30). Meaning i will post results on friday(Nov 30). :P I hope to see a few more before then though :). I also what to get this started as soon as possible, mainly because of the upcoming holiday(s). So i will post whos in on friday evening (all submissions prefer then are fair game). I will open the discussion board to work out any story/stats that need to be worked out. I will give that the weekend and start on monday. Although i hope to start before then i will give it that much time just in case :P. This cool with everyone?
TL;DR Results Friday (Nov 30th). Submissions open until then.

Odea |

Fully done at Level 5 with gear & background all in one place. I'm really looking forward to this if I get selected.
Maaryni Culiagna
Female Undine Bard (Watersinger) 1, Sorcerer 4
CG Medium Outsider (Aquatic, Native)
Init +1; Senses: Darkvision 120' Underwater only; Blindsense 30' vs. creatures in contact with the same body of water; Perception +8
--Defense--
AC 12, touch 11, flat-footed 11
CMD 11
hp 25/25 (1d8 (Full)+4d6+5 CON)
Fort +2, Ref +4, Will +6
--Offense--
BAB +2; CMB +1;
Melee Dan Bong -5 (1d3*.5 / 19-20x2 / B / Blocking, Monk) OR Dagger +1 (1d4 / 19-20x2 / P)
Ranged --
Speed 30 ft.; Swim 30 ft.
Init +1
Languages: Common, Aquan, Auran, Aboleth
Str 8 (10-2), Dex 12 (10+2), Con 13, Int 12, Wis 10 (8+2), Cha 21 (18+2+1)
Languages: Common, Aquan, Auran, Aboleth
--Carrying Capacity--
Light: 30
Medium: 60
Heavy: 90
Lift Over Head: 90
Lift Off Ground: 180
Drag & Push: 450
--Traits--
Maestro of the Society (Bard, Pathfinder Society): Benefit: Studying this knowledge gave you the ability to use your bardic performance an additional 3 rounds per day.
Magical Lineage(Fireball): Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
--Racial Features--
Undine
Native Outsider: Undines are outsiders with the native subtype.
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Deepsight: The eyes of some undines are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An undine with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all. This racial trait replaces darkvision.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.
Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
--Feats--
Lvl 1
Lingering Performance: Prerequisite: Bardic performance class feature. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Lvl 2
Eschew Materials: Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Lvl 3
Rime Spell (Metamagic): Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. A rime spell uses up a spell slot one level higher than the spell's actual level.
Lvl 5
Extra Performance: Prerequisite: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack.
--Class Abilities--
Bard; Watersinger
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it. This ability replaces fascinate, suggestion, and mass suggestion.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Watersinger Spells: A watersinger adds certain water-themed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level. 0—create water; 1st—hydraulic push , slipstream 2nd—aqueous orb , hydraulic torrent , water walk; 3rd—fluid form , ride the waves ; 4th—control water, communal water walk ; 5th—vortex 6th—seamantle.
Sorcerer; Elemental (Water) Bloodline
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
+1 Acrobatics
+1 Appraise
+8 Bluff
-1 Climb
+1 Craft
+12 Diplomacy*
-- Disable Device
+12 Disguise*
+1 Escape Artist
+1 Fly
-- Handle Animal
+0 Heal
+8 Intimidate*
+6 Knowledge (Arcana)*
+6 Knowledge (Planes)*
+2 Knowledge (All others)
+5 Linguistics*
+8 Perception*
+13 Perform(Sing)*
+11 Perform(Dance)*
-- Profession
+1 Ride
+0 Sense Motive
-- Sleight of Hand
+8 Spellcraft*
+1 Stealth*
+0 Survival
+11 Swim*
+16 Use Magic Device*
--Combat Gear--
Dan Bong
Dagger
Haramaki
--Other Gear--
Masterwork Backpack
Bedroll
10x Candle
2x Case, Map or Scroll
10x Chalk
Earplugs
Flint and Steel
Ink (1 oz. vial)
Inkpen
Oil (1-pint flask)
10x Parchment (sheet)
Peasant's Outfit
Pouch, belt (empty)
50x Rope, silk (feet)
Signal Whistle
4x Vial, ink or potion
Waterskin
Headband of Alluring Charisma
Circlet of Persuasion
Wand of Cure Light Wounds (50 Charges)
Wand of Shield (50 Charges)
Scroll of Remove Fear
--Money, Gems & Jewelery--
Unspent: 94g 4s 7c
--Bard: CL 1, CHA 21--
-Lvl 0: DC 15-
Create Water
Lullaby
Read Magic
Sift
Unwitting Ally
-Lvl 1: DC 16, 3/day-
Charm Person
Hydraulic Push
Share Language
Slipstream
--Sorcerer: CL 2, CHA 20--
-Lvl 0: DC 16-
Acid Splash
Detect Magic
Detect Poison
Disrupt Undead
Message
Resistance
-Lvl 1: DC 17, 8/day-
Burning Hands
Color Spray
Ear-Piercing Scream
Mage Armor
-Lvl 2: DC 18, 4/day-
Blindness/Deafness
--Appearance--
79 yrs old; 5' 4"; 140 lb; blue-green skin, green hair, green eyes.
--Background--
Maaryni Culiagna belongs to a tribe of amphibious, aquatic undines that lived in near the edge of the land called Varisia. In her youth she and her twin sister Lagunne both enjoyed playing in the sea and learning from other undines. As it turned out, Maaryni had a knack for magic. She picked up the basics of song-spells and watershaping from a nereid-blooded undine, Shirad, who stayed in the village as an entertainer for a few years before he moved on to bluer-waters. Lagunne quietly grew jealous of Maaryni and her minor spell-casting, but somehow couldn't learn to cast for herself. She snuck out of the village and left the sea to try and learn from one of the mysterious beings known as "wizards."
Maaryni missed her sister and felt responsible for her leaving, but because her sister had run away, her parents watched her closely for years. Finally, when she was 36, Maaryni was able to sneak out of the village. She told herself she would chase after her sister, but mostly she wanted adventure. Luck was with her, in more ways than one. Maaryni stowed herself onto a privateer's ship that happened to be sailing past. Above the surface, she sung and sweet-talked, and wormed her way into various pirate crews where she worked, learned, fought and lived for several decades of life.
Unbeknownst to her, a few years after she left the village, it was destroyed, and most of her friends and family died with it. She and her sister survived the calamity, being out of the sea at the time, and her first teacher, Shirad also lived as his travels had taken him far from the village.
Eventually Maaryni settled on a ship she liked, far from her homeland. Maaryni thought of her crewmates, and especially her charismatic captain, "The Ballista" Birdy Hawkins as family. She throroughly enjoyed her adventures with them; the first mate Nicholas "Stripes" Bache, the lookout Frederick "One-eye," the cook "Sharpe", the bosun "Strongarm" Nichols, and the Navigator Mick "Ice Guy" Caladrel--the sorcerer who recognized the power in Maaryni that flowed beneath the spellsongs she wove. He showed her that her facility in working the water and spell-songs came from her own inner power over the waters, and over the decades he helped her to harness that power as a sorceress in her own right.
Maaryni had been looking for news of her sister from time to time in the various ports-of-call she stopped at, but little news came in. Somehow, she never found word of anyone who travelled from the area where she grew up. One day, however, nearly a century after she had left her home, she met one lone soul who had come from the area, and she found out about her home's destruction. Immediately she decided to find her way back, but finding someone willing to travel there wasn't easy. It took almost a decade and much of the money she had made as a privateer to return home, only to find that nothing remained.
Morose and in deep mourning, she had no idea what to do with herself. She eventually found the inner will to travel--trying to discover what had happened to her village, and possibly what had happened to her sister.

GM Darvis |

Fully done at Level 5 with gear & background all in one place. I'm really looking forward to this if I get selected.
Maaryni Culiagna
Female Undine Bard (Watersinger) 1, Sorcerer 4
CG Medium Outsider (Aquatic, Native)
Init +1; Senses: Darkvision 120' Underwater only; Blindsense 30' vs. creatures in contact with the same body of water; Perception +8
** spoiler omitted **** spoiler omitted **
** spoiler omitted **...
I like it :)

Peanuts |

Alrighty, finally got around to statting up my character. It changed a bit in the process, so if that pseudodragon player is still working on their character, feel free to go with the seaborn sorceress after all :)
I present, Anala, Nixie Bard:
Female Nixie Bard (Animal Speaker) 5
NG Small Fey (aquatic)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 33 (5d8+5)
Fort +4, Ref +9, Will +5; +2 vs. fear
Resist electricity 2
--------------------
Offense
--------------------
Speed 20 ft., swimming (30 feet)
Melee Masterwork Bone Rapier "Laganru's Tooth" +4 (1d4-1/18-20/x2)
Special Attacks bardic performance (standard action) (17 rounds/day), bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +2
Bard (Animal Speaker) Spells Known (CL 5):
2 (3/day) Heroism, Cure Moderate Wounds, Summon Nature's Ally II, Hold Person (DC 18)
1 (6/day) Summon Nature's Ally I, Hideous Laughter (DC 17), Cure Light Wounds, Share Language (DC 16), Unbreakable Heart
0 (at will) Lullaby (DC 16), Summon Instrument, Daze (DC 16), Detect Magic, Dancing Lights, Prestidigitation (DC 15)
Spell-Like Abilities Charm Person (DC 17) (3/day), Water Breathing (CL 12, 24 hours) (1/day)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Craft Wand, Prodigy (Perform [percussion instruments], Perform [sing]), Spell Focus (Enchantment)
Skills Acrobatics +10 (+6 jump), Appraise +6, Bluff +13, Climb +1, Craft (baskets) +10, Diplomacy +11, Disguise +9, Escape Artist +8, Fly +5, Handle Animal +15, Intimidate +15, Knowledge (arcana) +10, Knowledge (nature) +12, Perception +5, Perform (percussion instruments) +15, Perform (sing) +15, Sense Motive +3, Spellcraft +8, Stealth +12, Swim +12, Use Magic Device +9
Languages Aquan, Common, Sylvan, Terran
SQ amphibious, Animal Friend - snakes/eels (serpents), bardic knowledge, bardic performance: soothing performance, lore master (1/day), nature's speaker, summon nature's ally, versatile performance abilities (percussion instruments), Wild Empathy
Combat Gear Wand of Cure Moderate Wounds (CL 4, 20), Wand of Heroism (CL 6, 15); Other Gear +1 Eel Hide shirt, Cloak of resistance +1, Headband of alluring charisma +2, Artisan's tools, masterworkCraft (baskets), masterwork backpack, Seaweed Leshy (Bestiary 3, page ), 315 GP (will spend more of it before game start)
Animal Friend (Snakes/Eels (Serpentines)) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack.
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Soothing Performance As Wild Empathy, but use perform with other class' bonus to check.
Damage Resistance, Electricity (2) You have the specified Damage Resistance against Electricity attacks.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature's Speaker Can speak with animals of selected kinds at will.
Prodigy (Perform [percussion instruments], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Summon Nature's Ally Add summon spells to your bard spell list.
Swimming (30 feet) You have a Swim speed.
Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
This background kind of got away from me... heh :p
Even from an early age Anala was puzzled by that. She learned about the lagoon and the small river that fed it, one of countless in the Sodden Lands, but all her parents would tell her of the ocean was the dangers; men in ships, enormous sharks, dangerous merrows and merfolk... such things only fueled Anala's fascination however, and as she grew older she started to venture into it's salty waters, riding it's waves, exploring along the coast, while her parents watched with concern.
Eventually Anala's independence won out of her need for their approval, and with a few parting gifts she left her family's lagoon behind, setting out to explore. She stayed at first to the familiar shallows, finding caves, strange plants and new animals, but eventually even that was not enough, and her boldness carried her deeper beneath the waves, leaving the safety of the coast behind.
Using her wits and her speed she was able to evade most dangers, but eventually--months later--her luck ran out. Swimmy over a muddy patch of sea-bottom she was ambushed, a large, pinching claw almost as large as she was closed around her middle as a great crab sloughed off the mud it had been resting in. Despite her struggles it seemed her tale was over, and it likely would have been had in not been for the intervention of Laganru. With a lazy seeming flick of it's tail, a truly enormous serpent rose loomed up out of the depths, and split the great crab's shell.
Seeing the opportunity to escape while the serpent had it's meal Anala pushed free of the slackened claw, and swam for her life. Rather than feasting upon the crab as she had believed it would, the serpent followed her, letting out a great bubbling chuckle as it called a greeting to her in the language of the waves.
Shocked by the polite greeting she ceased her efforts to flee, and turned to instead look back at the great beast which had saved her. Though her fear remained she greeted it in kind, and with amusement in it's voice the creature began to lazily swim around her, it's great bulk blocking out the sea around her.
It was only several hours later when the conversation lulled, Anala's head filled to overflowing with the tale the creature had spun for her. The serpent, Laganru was ancient, and it knew that soon it would die; before it did, it wished to see once more, the land of it's youth, the region the humans knew as the Inner Sea. Enthralled by the creature's stories Anala begged for the creature to allow her to accompany it, expressing her own deep desire to explore the oceans of the world. At that Laganryu fell silent for a long time, before finally offering Anala a challenge. If she could complete a task before it's return, then it would allow her to accompany it until it felt it's time. Without a thought Alana easily agreed. It was yet more hours later before Laganru had explained the task before her, gifting her with the knowledge she would need to accomplish her task, but leaving it up to her to show the skill...
When she fell asleep Alana was not sure, but when she awoke she found herself in unfamiliar waters, but with the city Laganru had described within sight. She travelled into Atlantis, and fiercely haggled for what she would need, trading some of the precious items gifted to her by her family for rare reagents and sacred ingredients, before leaving with all haste, returning to the lands of her youth, and a deeply spiritual cave she had found amidst submerged ruins.
It was there she planted her kelp, and over the next months carefully fed and treated the slowly growing creature, fascinated once again to watch it grow, tended carefully by her hands. Finally, after two months it was grown, and with great excitement and anticipation she performed the ritual Laganru had carefully instructed her in.
When the strands of the plant finally peeled away and out swam the fully grown leshy Alana was ecstatic. She spent the weeks following caring for the creature, befriending it, and preparing for Laganru's return. When the ancient sea serpent found her, three months to the day later she gladly met him with her new friend; Yaci, the saltwater leshy at her side. Impressed by her accomplishment and the healthy growth of her companion Laganru lived up to his word, and with profound happiness Alana swam from that city at his side.
Of course, 'near' was a relative term for one as old as Laganru, and Anala spent almost 2 years with him and Yaci before that time came. Impressed by Anala during their time together, instead of leaving her behind to die alone, he invited her to be come with him. Anala accepted of course, humbled by the honor, and though the experienced proved traumatic--physically and emotionally--Anala was glad she did. Before he died, Laganru spoke alone with Yaci, and when, after his great bulk settled to the bottom the plant creature began to do something to the body Anala just floated, puzzled at first, and then alarmed. Using a tooth taken from Laganru's mouth Yaci was cutting into it's hide. When she tried to stop Yaci the plant creature said only that Laganru had asked him to do this; it had made him promise to take from it's hide enough of it's leather to create an armor for Alana, as a gift for her companionship in it's last days, so that it could continue to protect her beyond it's death.
Moved to tears by those final words Alana helped Yaci carve a sheet from Laganru's side, and together they travelled back to Atlantis to have it crafted into armor, and a special scabbard for Laganru's tooth.

Peanuts |

Damn it, got the stats slightly wrong (stray +1 to saves), and now I can't edit the post anymore. Also here's stats for her Leshy companion :)
EDIT: Forgot traits too.
Female Nixie Bard (Animal Speaker) 5
NG Small Fey (aquatic)
Init +3; Senses Perception +3
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 33 (5d8+5)
Fort +4, Ref +8, Will +4
Resist electricity 2
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Offense
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Speed 20 ft., swimming (30 feet)
Melee Masterwork Bone Rapier "Laganru's Tooth" +4 (1d4-1/18-20/x2)
Special Attacks bardic performance (standard action) (17 rounds/day), bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +2
Bard (Animal Speaker) Spells Known (CL 5):
2 (3/day) Heroism, Cure Moderate Wounds, Summon Nature's Ally II, Hold Person (DC 18)
1 (6/day) Summon Nature's Ally I, Hideous Laughter (DC 17), Cure Light Wounds, Share Language (DC 16), Unbreakable Heart
0 (at will) Lullaby (DC 16), Summon Instrument, Daze (DC 16), Detect Magic, Dancing Lights, Prestidigitation (DC 15)
Spell-Like Abilities Charm Person (DC 17) (3/day), Water Breathing (CL 12, 24 hours) (1/day)
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Statistics
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Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Craft Wand, Prodigy (Perform [percussion instruments], Perform [sing]), Spell Focus (Enchantment)
Traits Abendego Spellpiercer (Sodden Lands), Resilient
Skills Acrobatics +10 (+6 jump), Appraise +6, Bluff +13, Climb +1, Craft (baskets) +10, Diplomacy +11, Disguise +9, Escape Artist +8, Fly +5, Handle Animal +15, Intimidate +15, Knowledge (arcana) +10, Knowledge (nature) +12, Perception +3, Perform (percussion instruments) +15, Perform (sing) +15, Sense Motive +3, Spellcraft +8, Stealth +12, Swim +12, Use Magic Device +9
Languages Aquan, Common, Sylvan, Terran
SQ amphibious, Animal Friend - snakes/eels (serpents), bardic knowledge, bardic performance: soothing performance, lore master (1/day), nature's speaker, summon nature's ally, versatile performance abilities (percussion instruments), Wild Empathy (+13)
Combat Gear Wand of Cure Moderate Wounds (CL 4, 20 charges), Wand of Heroism (CL 6, 15 charges); Other Gear +1 Eel Hide shirt, Cloak of resistance +1, Headband of alluring charisma +2, Artisan's tools, masterwork - Craft (baskets), masterwork backpack, Seaweed Leshy (Bestiary 3, page ), 315 GP (will spend more of it before game start)
Amphibious (Ex) You can survive indefinitely on land.
Animal Friend (Snakes/Eels (Serpentines)) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack.
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Soothing Performance As Wild Empathy, but use perform with other class' bonus to check.
Damage Resistance, Electricity (2) You have the specified Damage Resistance against Electricity attacks.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature's Speaker Can speak with animals of selected kinds at will.
Prodigy (Perform [percussion instruments], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Summon Nature's Ally Add summon spells to your bard spell list.
Swimming (30 feet) You have a Swim speed.
Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
XP 800
Leshy, Seaweed
NG Small Plant (aquatic, leshy, shapechanger)
Init +1; Senses darkvision, low-light vision; Perception +7
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Defense
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AC 15, touch 12, flat-footed 14 (+1 armor, +1 Dex, +1 size, +2 natural)
hp 30 (4d8+12)
Fort +6, Ref +2, Will +3
Immune electricity, mind-affecting, paralysis, poison, polymorph, sleep, sonic, stunning, plant traits
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Offense
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Speed 20 ft., swimming (20 feet)
Melee Slam (Leshy, Seaweed) +4 (1d6/x2)
Special Attacks sneak attack +1d6, water jet (dc 15)
Spell-Like Abilities Entangle (in water only) (1/day), Pass without Trace (Constant), Speak with Plants (related species only) (Constant
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Statistics
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Str 10, Dex 13, Con 14, Int 9, Wis 15, Cha 12
Base Atk +3; CMB +2; CMD 13
Feats Ability Focus (Water Jet), Toughness +4
Skills Acrobatics +1 (-3 jump), Fly +3, Perception +7, Stealth +9 (+13 in water), Survival +3 (+7 to in Water), Swim +8 Modifiers +4 stealth in water, +4 to survival in water
Languages Druidic, Sylvan; plantspeech
SQ air cyst, amphibious, hero points, leshy change shape, verdant burst
Other Gear Leshy Cloth, You have no money!
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Special Abilities
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+4 Stealth in water (Ex) You gain a bonus to Stealth Checks under the listed conditions.
+4 to Survival in Water (Ex) You are particularly good at Survival in certain environments or circumstances.
Air Cyst (Su) Grows small bulbs which give water breathing for 10 min when eaten.
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Sonic You are immune to sonic damage.
Immunity to Stunning You are immune to being stunned.
Leshy Change Shape (Su) You can change your form into a small plant of similar species.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
Plantspeech (Ex) All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they’re related to. Fungus leshys can communicate with molds and fungi as if they were plants.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Swimming (20 feet) You have a Swim speed.
Verdant Burst (Su) If slain, plant types in 30 ft heal 1d8+HD, diff terrain if can support plant growth.
Water Jet (DC 15) (Ex) Water Jet blinds foe for 1 rd (Fort neg).

Roman |

I wouldn't mind being a Merfolk aquatic/undersea/underwater Druid. A Gillman would also make for an interesting character, but Merfolk being more wilds-oriented seem like a more natural fit (no pun intended). Unless there are other race suggestions? I am not too familiar with underwater-capable races/monsters.

GM Darvis |

I wouldn't mind being a Merfolk aquatic/undersea/underwater Druid. A Gillman would also make for an interesting character, but Merfolk being more wilds-oriented seem like a more natural fit (no pun intended). Unless there are other race suggestions? I am not too familiar with underwater-capable races/monsters.
Sorry i can't think of many other underwater races. But that character sounds cool :P

Livyathan Coretin |

Well, with the exception of equipment(it's harder to come up with what a tiny dragon of the sea would need than I thought), Livyathan should be done.
I imagine him as an energetic little drake with a knack for interrupting simple conversations and getting the completely wrong direction for the conversation to go, such as his ability to sing whalesong, or how often his ancestors show up in legends and are shown in the completely wrong light.

GM Darvis |

Well, with the exception of equipment(it's harder to come up with what a tiny dragon of the sea would need than I thought), Livyathan should be done.
I imagine him as an energetic little drake with a knack for interrupting simple conversations and getting the completely wrong direction for the conversation to go, such as his ability to sing whalesong, or how often his ancestors show up in legends and are shown in the completely wrong light.
Alright cool :)

Odea |

Maaryni would not have been to Atlantis before; she spent her youth in a small-ish village of mostly aquatic undines, and then spent several decades above the surface. (Of course, Undines are long-lived creatures, and she has seen plenty of adventure and large cities, but she's relatively "fresh" to this "big city" underwater.)