GM Fox's Ruins of Azlant

Game Master Fox--Pantom

Maps and More


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Submissions due by Tuesday, December 2nd
I live in Australia so my posting times will out of wack for US players but it doesn't bother me if it doesn't bother you.

If you're interested in submitting a character for a new Ruins of Azlant campaign put a post up here.

I really enjoy RP and character development though backstory so that will factor into my choices for players.

DISCLAIMER I am full time career for two kids and a semi-disabled wife (recovering from a broken spine) this means life occasionally throws me curve-balls and I might be slow to respond for a couple of days every now and then. I always try to let you know if that happens.

Okay so with that out the way, submissions:

- 20 point buy
- 3 traits, one of which must be a campaign trait (either fro this campaign or a generic one) no drawbacks/flaws
- No 3PP material but anything from Paizo is fair game as long as you can link to it on www.aonprd.com though I reserve the right to veto anything not PFS legal
- Evil alignments are prohibited
- No Hero Points
- If you want to play a summoner, it needs to be the Unchained version. Other classes may use original or Unchained, player's choice

Please read the players guide

In your submission I would like

Character Overview:
25 words or less, who are you and why are you here. Don't put characters spoilers in this one

Backstory and Motivation:
A fuller verison of who are you and why are you here. PLEASE DON'T READ THIS PART OF OTHER PLAYERS SUBMISSIONS

Crunch:
I don't necessarily need a full stat block (though its nice) but I want to know your class/classes if you plan to multiclass (no variant multiclassing or gesalt) and what role you intend this character to fill

Players need to be able to commit to a post a day on weekdays and one post over the weekend.

Silver Crusade

I should be able to manage that. I'm in New Zealand.

So I take it we're starting with fresh, out of the box, level 1 PCs?

And since Part 1 can be assigned to a 3rd level PC, with your permission of course, I'd like to create a campaign version of Triix, who is a lashunta that somehow ended up on Golarian and is hoping there are clues in the ruins to help her return to Castrovel.


This is the submission for caps. Her crunch is set up according to a different campaign's guidelines, but it should be similar to yours. I would make any tweaks necessary if I were accepted. The obvious one being her drawback would go away (she already had 3 traits). I would audit the point buy also, but it is probably 20 points.

Her backstory stuff is at the bottom of her profile, not in a spoiler, so other players should not read it

Silver Crusade

dot


This is my character from the game that made it through the first book of RoA before dying out. I’d be happy to revert him back to level one and make sure his ability scores and crunch go by your preference, GM, if selected.

All the required information should be in the profile and examples of his posting history are under the profile as well. I can keep prior knowledge separate from my last go round. Thanks for the consideration.


This is my submission. There is a lot of character detail in the character sheet as well as the crunch, but here is the summary.

Character Overview: Tiefling with inferiority issues and a fear/distrust of her eidolon.

Backstory and Motivation: Runaway slave that would like to stay that way and as far away as possible from her old masters. A nice big ocean between them would be a plus.


Character Overview:
Run away daughter of a crime family seeks a new start in a new land.

Backstory:

History: Elizabeth was born in Kaer Maga as a member of the Ardoc family who are both golem crafters and a criminal group. Being a woman ment that Elizabeth was not allowed to pursue the family craft of golem making was was furious at being denied this opportunity and being associated with a gang of thugs. Elizabeth did manage to learn some scraps of knowledge but without formal training, would never be able to craft golems and so on her 18th birthday, stole some funds and left Kaer Maga forever.
On her travels, she managed to secure employment as a scribe for the Pathfinders and learned of a expedition to new lands, seeing this as a chance to find a new place to hone her craft, Elizabeth signed up.

Crunch in profile


dotting in...


Considering. Lot to work through to pick a general role.

Current submissions are Wizard, Summoner, Sorcerer and a Bard (archeologist).

I'm positive that will change, of course.


I plan on my submission tomorrow. Very excited!

Scarab Sages

No 3rd-party, but would you perhaps allow custom "tweaks" to Paizo material (just for example, limited changes to what a class Archetype replaces, or allowing an Archetype of a certain class to apply to a different class that has similar class features to the ones the Archetype replaces)?


I'm Hiding In Your Closet wrote:
No 3rd-party, but would you perhaps allow custom "tweaks" to Paizo material (just for example, limited changes to what a class Archetype replaces, or allowing an Archetype of a certain class to apply to a different class that has similar class features to the ones the Archetype replaces)?

PM me with specifics


phaeton_nz wrote:

I should be able to manage that. I'm in New Zealand.

So I take it we're starting with fresh, out of the box, level 1 PCs?

And since Part 1 can be assigned to a 3rd level PC, with your permission of course, I'd like to create a campaign version of Triix, who is a lashunta that somehow ended up on Golarian and is hoping there are clues in the ruins to help her return to Castrovel.

Make her as level 1 and show me the backstory and reason she's on a boat and its all good.


Dotting

Silver Crusade

Just to confirm: Is it fair to assume that this is being run in campaign mode, not just the PFS sanctioned sections? So we'll be running with non-PFS characters but applying the chronicle sheets to a different PFS character from outside the game?


Dot


1 person marked this as a favorite.
Zin Z'arin wrote:
Just to confirm: Is it fair to assume that this is being run in campaign mode, not just the PFS sanctioned sections? So we'll be running with non-PFS characters but applying the chronicle sheets to a different PFS character from outside the game?

Exactly, play the whole thing with whatever characters you make then chuck the chronicle onto a pfs character in tier.


DOT!!


Dotting in. Planning on a Deep Shaman (unsure on race).


Thanks a lot GM!

As indicated I am very interested and really like the player's guide.

See below for the details you requested.

-- CHARACTER OVERVIEW --

Salaamati is an Undine that fled the sea to embrace the civilizations above the water! Now he is a Pathfinder and was sent to secretly learn more about the expedition to Talmandor’s Bounty.

-- BACKSTORY AND MOTIVATION --:

Being an orphan is not easy. Especially, when your mother is an aquatic creature that delivered and abandoned you when you were too small to understand what you actually are. To survive meant everything to me when I was still the equivalent of a tadpole ... I was always so full of guilt … and although I did not know why, I knew something was missing. Today, I know that the realization that my lost mother did not want to protect me and just did not care about me was too much for me. I lived down there long enough to understand that I needed to get out. I fled the sea and was willing to sacrifice my aquatic heritage to be closer to my human producer. You know … it sounds better when I say „producer“ because I do not want to say … „my father“.

I eventually emerged and really believed that the islands I discovered were the only place existent above the water. I was so naive that the pirate controlled Shackles, the human equivalent to a shark basin, almost ate me alive. Emotionally, my sudden transformation to a land-dweller happened so fast that I did not want anybody to doubt that I belonged to the sea ... schizophrenic given the fact that I fled the water.

I was different to humans and did not really understand their social structure. I was exploited so often that I hindered others to really come close to me. It is strange that I do not remember much of my first days except that my heart longed for someplace that I can call home.

When I first heard the phrase ‘Explore, report, and cooperate’ it gave me goosebumps. I would not have dreamed that this would be the credo that I would embrace but since a strange coincidence led to me joining the Pathfinder Society, my life has changed for the better. I feel as if I belong somewhere now ... this is my life.

After hearing about the expedition to Talmandor’s Bounty I applied because the sea would always be part of this mission. I was also eager to see the remains of Azlant. However, the Society quickly learned that the Bountiful Venture Company wasn’t interested in involving the Pathfinder Society in the formation of the colony. This struck my Venture Captain as strange, because who else has as keen an understanding of some of the elements of ancient Azlant as the Pathfinder Society?

My Venture Captain advised me to go through the application process, making sure to highlight all of my applicable skills and experience while keeping my involvement with the Society to myself. I was eventually selected for the second wave of colonists bound for the broken continent of Azlant and will do what the Venture Captain ordered me to do: ‘Explore, report, and cooperate’.

-- CRUNCH --:

My character concept is a melee striker who also contributes through his broad knowledge. I plan to multiclass into Investigator although I do not know how I will split the levels. I hope that works for you.

-- Character Sheet --

_________________________________________________________________

-- STATS --
Str: 7, Dex: 18, Con: 14, Int: 18, Wis: 10, Cha: 9

_________________________________________________________________

-- COMBAT --
Rapier +7 (1d6+4; 18-20/×2) To hit: BAB +1, Weapon Focus +1, Finesse Dex +4, Masterwork +1 / Damage: Fencing grace Dex +4
Light Crossbow +5 (1d8, 19-20/x2)
AC 17 (Lamellar Cuirass Armor +2, Darkwood Buckler +1, Dex +4)
CMD 13 (BAB +1, Dex +4, Str -2)

_________________________________________________________________

-- SAVES --
Fortitude: +2 (Con +2. Swashbuckler +0)
Reflex: +6 (Dex +4, Swashbuckler +2)
Will: +0 (Wis +0, Swashbuckler +0)

_________________________________________________________________

-- SKILLS --
Acrobatics +8 (Rank +1, Class +3, Dex +4)
Bluff – Deceive or Lie +8 (Rank +1, Class +3, Int +4 'Student of philosophy' trait) OR Bluff - Feint +2 (Rank +1, Class +3, Cha -2)
Diplomacy +8 (Rank +1, Class +3, Int +4 'Student of philosophy' trait)
Knowledge: Local +8 (Rank +1, Class +3, Int +4)
Perception +4 (Rank +1, Class +3, Wis +0)
Sleight of Hand +8 (Rank +1, Class +3, Dex +4)
Swim +10 (Rank +1, Class +3, Str -2, Racial +8)
Stealth +8 (Rank +1, Class +3, Dex +4)

Lvl 1 - 8 Skill Points: 4 Swashbuckler + 4 Int

TOTAL - 8 Skill Points

_________________________________________________________________

-- LANGUAGES --
• Race: Common, Aquan
• Int: Azlanti, Celestial, Draconic, Undercommon

_________________________________________________________________

-- TEMPORARY GEAR --

-- GEAR --
Mwk Rapier (weapon cord attached), 2 lbs.
Lamellar Cuirass Armor, 10 lbs.
Buckler, 2.5 lbs
Light Crossbow (20 bolts), 4 lbs.
Acid flask, 1 lbs.
Alchemist fire, 1 lbs.
Backpack, Masterwork, 4 lbs.
Weapon cord, 0 lbs.

_________________________________________________________________

–– XP ––

_________________________________________________________________

–– RETRAINING ––

_________________________________________________________________

–– GOLD ––
TOTAL OVERVIEW:
* Currently: gp
* Gained: gp
* Spent: gp

_________________________________________________________________

–– HIT POINTS ––
Lvl 1 - 13 Hit Points: 10 Swashbuckler + 2 Con + 1 Favored Class

TOTAL - 13 Hit Points

-- COMBAT FEATS --
• Free: ARMOR PROFICIENCY (LIGHT)
• Free: WEAPON FOCUS (Rapier)
• 1st level: FENCING GRACE: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

_________________________________________________________________

-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)
• PATHFINDER RECRUIT (Campaign): You begin play with a standard wayfinder (see sidebar on page 11) and you gain a +1 trait bonus on initiative checks.

_________________________________________________________________

-- RIMESOUL (FROST UNDINE) - RACIAL TRAITS --
• Cha: -2, Dex: +2, Int: +2
• TYPE: Outsider (Native), Aquatic, Amphibious
• SIZE: Medium
• DARKVISION
• ENERGY RESISTANCE: Undines have cold resistance 5.
• 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.
• HYDRATED VITALITY: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
• Automatic Languages: Common, Aquan

_________________________________________________________________

-- CLASS ABILITIES --

* CLASS ABILITIES - Swashbuckler (Inspired Blade, Noble Fencer) 1 *

• SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).
• INSPIRED FINESSE: At 1st level, a Swashbuckler (inspired blade archetype) gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse. (ACG).
• INSPIRED PANACHE: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Your panache total is 5 points. Inspired Panache (Ex): At the start of each day, a swashbuckler (Inspired Magus archetype) gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in specific ways (see below). Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. (ACG).
• DEEDS: Swashbucklers spend panache points to accomplish deeds. Most deeds grant swashbucklers a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
- Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
- Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.
- Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (ACG).

---

BOT ME IN COMBAT

Salaamati attacks with his Rapier.

Rapier attack roll : 1d20 + 7 ⇒ (16) + 7 = 23
Damage roll : 1d6 + 4 ⇒ (6) + 4 = 10

Parry/riposte
In case Salaamati is attacked he uses 'Opportune Parry' and parries by expanding an AoO to parry and spends a panache point (so if the attack roll of the opponent is lower than Salaamati's parry then the opponent does not hit and Salaamati could potentially riposte)

Opportune Parry: 1d20 + 7 ⇒ (20) + 7 = 27

In case Salaamati successfully parries he uses 'riposte' as an immediate action to attack the opponent that attacked him.

Rapier riposte attack roll: 1d20 + 7 ⇒ (3) + 7 = 10
Damage riposte roll : 1d6 + 4 ⇒ (5) + 4 = 9


noral wrote:

Thanks a lot GM!

As indicated I am very interested and really like the player's guide.

See below for the details you requested.

-- CHARACTER OVERVIEW --

Salaamati is an Undine that fled the sea to embrace the civilizations above the water! Now he is a Pathfinder and was sent to secretly learn more about the expedition to Talmandor’s Bounty.

** spoiler omitted **...

And here the profile I created.


Here is a nearly complete profile of Coldir, the Undine druid (Undine Adept) I will continue to complete him. I am also willing to alter my background to mesh with other characters (as I have seen another Undine)

This is Mahuffma's character

Liberty's Edge

Someone make an ifrit sorcerer who only learns fire spells...

RPG Superstar 2015 Top 8

I am interested but: I edited one of the chapters of this AP (I think book 3?). I can assure I will not metagame, but I recognize this may nonetheless be problematic. Please let me know if it would be ok to apply.


Okay everyone. Just an update on submissions.

In order of dotting in.

- phaeton_nz: Sorcerer

- Katria Bitterstream: Archaeologist Bard

- rorek55: ??

- Nininox Ambershale, XIV: Sorcerer (Marid Bloodline)\

- Floe PBP: Summoner

- LizArdoc: Wizard

- theasl: ??

- hustonj: ??

- Coldir (mahuffma): Druid

- I'm Hiding In Your Closet: Cleric?

- The Archlich: ??

- Zin Z'arin: ??

- Ouachitonian: ??

- Helikon: ??

- MauveAvengr: Shaman?

- Salaamati (Noral): Swashbuckler

- Crisischild: Are you dotting in?

- DeathQuaker: ??

Heres a google doc of that list so people can edit their entries as they finalise build/change ideas. If you could make sure both your character name and profile name are listed that would make my life easier.


DeathQuaker wrote:
I am interested but: I edited one of the chapters of this AP (I think book 3?). I can assure I will not metagame, but I recognize this may nonetheless be problematic. Please let me know if it would be ok to apply.

Thats fine by me. I think it would be cool to experience something you contributed too. I can't guarantee I'll stick to the book entirely though :P


If you need to PM me I will respond quicker to Discord as the paizo PMs hate my phone and occasionally object to my browser. (I think I must have kicked a gypsy in a past life to get my level of bad luck with technology. Seriously a gypsy curse makes more sense than anything else)

My tag is Unfocused Mr Fox#5501

I will obviously still reply to Paizo messages, just within the day not within an hour or so.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.


A couple of quick questions:

1) Will you be using Background Skills from Pathfinder Unchained?

2) Roll for starting wealth, take the average, or another method?

Thanks in advance.


Filling in to add my human psychic into the mix.

Crunch:
Lily Le

CG female (Tian-Shu) human psychic 1
Init +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp:6 (1d6+1)
Fort +1, Ref +3, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Quarterstaff (1d6-1x2)
Ranged: Light crossbow (1d8/19x20)
Statistics
--------------------
STR 8
DEX 14
CON 10
INT 16
WIS 12
CHA 14
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)

0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)

Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3

Traits: Set Mind, Hard to Kill, Deft Dodger

Feats: Dodge, Persuasive

Languages: Common, Tian, Celestial

Backgrpund:
The land formerly owned by Taldor and then Cheliax houses humans from many ethnicities. Among them were Tian grandparents who were involved with the People's Revolt that led to the creation of Andoran. Nearly 50 years later, Lily Le was ready to make a mark of her own.

While growing up, Lily developed an ability to delve into the mind of others. It gave her the ability to understand perspectives and help handle aspects of their lives.

When the nation was ready to embark on a journey west, she volunteered to attend in order to help monitor a person's mental well-being. It took some convincing, but her silver tongue and determination was able to convince the government to add her to the list.


I don't figure there's a great rush, yet, to get questions answered, so . ...

I am considering an elven Hunter with a cooshee companion. I have no idea why that old critter popped into my head this morning, but since the idea of a cooshee companion struck, I've been inspired with a character concept, so . . .. <shrug>

I figure for this purpose, a cooshee could either be a reskinned wolf dog or a fey-touched (archetype) dog.

Yes, I'm good with the cooshee being a role-play thing and not a mechanical one. It WILL influence how I assign skill points and feats to the companion, but, the idea would be to make the cooshee more how they have been described through the years.

Without worrying details over the character's mechanics, yet, I'm thinking the colonist primary focus will be wilderness exploration and taming.

And now, back to today's cooking exercises. Cranberry sauce made. Dressing parbaked. Cherry pie baked. Pumpkin and pecan pies acquired. Deviled eggs being accomplished by my daughter. Ham, turkey breast, fresh green beans, brown-sugar yams, and crescent rolls to go, yet. I hope the rest of the USA-based players are having the family events you want, today.


Profession Smith 6 ranks wrote:

A couple of quick questions:

1) Will you be using Background Skills from Pathfinder Unchained?

2) Roll for starting wealth, take the average, or another method?

Thanks in advance.

1) Ive been thinking on it and I'm leaning towards yes I think. I'll lock in an answer before we start.

2) Without anything to go by in the book I've decided the goverment gave each volunteer a purse of 200gp to buy their provisions.

so starting wealth 200GP


Dotting for Interest. :)

Thinking of a Human Oracle (Nature Mystery, Deep One Curse). Her mother was Shoanti (Shadde-Quah) and her father a Varisian historian/archeologist

I'm working on the backstory, motivation and stats and will post those soon.


Having only 4 skill ranks, Coldir would deeply appreciate background skills.lol.


Dotting with a character that made it through the very beginning of this AP before the game folded. I am happy to rework her to your specifications, GM.

Character overview
An inquisitive ratfolk seeking the solution to a curse that threatens her community, and who also likes to bake... explosively.

Background and motivation
In the profile.

Crunch
Alchemist (grenadier) - damage, skills.


Okay, submission time. I'm thinking NG alignment . . ..

Insertion edit: I was intending for the comments about the cooshee above to be asking if the idea works for the GM as well. <shrug> I followed the inspiration. I guess if it isn't good for the GM, I, at the worst, got the idea out of my head.

Luimener
Description The most outstanding feature of this young elf isn't the elf at all, but the mottled green, armored dog next to him whose shoulder approaches the elf's hip in height. Forcing yourself to look past the dog, you see a fairly normal, young, elven outdoorsman. The leather of his armor and and gear shows clear signs of exposure to the elements, and of maintenance, including oiling and cleaning. Bow? Check. Dagger? Check. Sword hilt over the shoulder? Not quite what was expected, but within norms. Pack? Check. His bright green eyes match a shade in the dog's fur and remind you of the burst of new leaves in Spring. His hair is a strawberry blond, with too much orange in it to miss, but too little to dominate the otherwise pale yellow close-shorn mop.

Overview Elven hunter wanting to shape the colony's interactions with the natural world into a conscious partnership.

Backstory:
Luimener's earliest memories are set in Fusil, in the Verduran Forest. The unique, long-standing arrangement between the village and their fey neighbors allows unusual associations nd friendships to develop. Pre-adolescent Luimener spent some of his time playing with the better natured fey. His much longer youth than most of his companions meant this association had time to grow deeper into his personality, and Luimener found himself more concerned with the natural world around him than the rest of his village. His earliest religious interactions were with the faiths of Erastil and Ketephys, and the topics his fey associates touched on matched both philosophies well.

He had little difficulty being accepted for training by the Wildwood Lodge, despite being from the Andoran part of the forest, because he was both from Fusil and he had a fair number of fey who vouched for him. As is often the case, thought, Luimener learned that while he was concerned about preserving nature, the Druidic path didn't seem to suit him as well as expected. The differences between the Green Faith and those he had already been learning were not great, but they helped increase his discomfort. He was passed to the ranger allies of the Lodge for them to help him find a better path. He was more comfortable working with the hunters amongst the rangers than the rangers themselves, and so his feet found a path. Both of these groups had members working with the three faiths Luimener was beginning to understand were intertwined, as well as a few others.

As nearly the final task before being released from training, Luimener had to find his companion, so that the two of them could complete the evaluation together. He went to the Western side of the Sellen river, back into a more openly disputed portion of the Verduran Forest. He spent some time arranging things to be more pleasing to his fey associates, and worked through the entire process in Sylvan, hoping for a companion even more connected to the wilderness than he had proven. The large dog-like creature with mottled green fur which answered was unexpected, but very welcome. He named the cooshee "Swift Foot", or Tallagor in Sylvan. It took months, and help, for Luimener to train Tallagor the way that he wanted, but when that was complete, then they moved on to the other tests set before them.

He came to revere the Green Faith for focusing on the power of nature, on Erastil for focusing on community and the inclusion of nature within the community, and on Ketephys for focusing on the protection of nature from those who would destroy or abuse it. From Luimener's perspective, the three are aspects of each other, each important, each dependent upon the others for a solid place in the world, but he found Ketephys' role called to him, seeming to help define his path forward. Sometimes, Luimener wonders if he became a hunter because of Ketephys' influence, or if he chose to follow the Ketephysian path because he was always going to be a hunter. The truth is probably more organic than either of those choices, though.

An idealistic young elf, Luimener wasted little time after being declared a capable Hunter, and headed to Almas, hoping to find a way to negotiate an agreement similar to the one between the Wildwood Lodge and Taldor, or even Fusil and the local fey. His superiors warned him that he was chasing a fool's errand, but the pointlessly optimistic hope of youth wouldn't listen. Nor would anyone in Almas with authority. Too embarrassed to return empty-handed, proving how foolish he is, Luimener began looking for other options.

This is how he learned of the Bountiful Venture Company and the colonization of Ancorato. They proved very rare in Almas in several ways, the first obvious was that they saw Tallagor as useful and not a simple curiosity. The second was that they would listen to Luimener, and seemed supportive of his desire to help a community be part of the natural world around it. Seeing an opportunity to help shape how a new settlement would interact with the nature surrounding it, Luimener ecstatically began trying to accomplish a task similar, but smaller, to the one he had originally set himself. How much of that was his idea, and how much the company's recruiter? That is no longer important, really . . ..


Combat:
Init +4 (Dex+2, Warrior of Old+2)
Speed 30'

Melee+3, Ranged/Finesse+2, CMB+3 (BAB+0, Str+3, Dex+2)

Standard Attacks
Elven Curved Blade +3 for 1d10+4 @ 18+, S, +2 vs Sunder
(melee)
Dagger +3 for 1d4+3 @ 19+ over 10', PorS, 1 ammo
(melee)
Shortbow +2 for 1d6 @ x3 over 60', P, 20 ammo
(ranged)

Animal Focus (Bull) changes Curved blade to +4 to hit and +6 damage and CMD to 16
Animal Focus (Tiger) changes Shortbow to +3 to hit, AC to 16, T 13, CMD 16, and Ref to +5

AC 15, T 12, F 13, CMD 15 (Armor+3, Dex+2, BAB+0, Str+3)

HP 9 (1x8 + 1xCon+0 + 1xFavored Class+1)

Animal Focus (Bear) change HP to 10 and Fort to +3

Fort +2 (Base+2, Con+0)
Ref +4 (Base+2, Dex+2)
Will +2 (Base+0, Wis+2)


Tallagor:
Cooshee Animal Companion (Wolf dog reskin)
Init +2 (Dex+2)
Speed 40'

Melee+3, CMB+3 (BAB+1, Str+2. Dex+2)

Standard Attacks
Bite +3 for 1d6+1 @ x2

AC 17, T 12, F 15, CMD 15+ (Armor+3, Natural Armor+2, Dex+2, BAB+1, Str+2)

quadruped: +2 CMD vs Trip

HP 11 (2d8 + 2xCon+1)

Fort +4 (Base+3, Con+1)
Ref +5{/b] (Base+3, Dex+2)
[b]Will +1
(Base+0, Wis+1)

Trained Skills: + 7-Stealth (2+2+3)[ACP -1]

Trained Feats: 1
Armor Proficiency, Light

Trained Tricks: 6 Max + Companion Bonus 1
(Combat Training - 6 tricks) + second Attack trick
Attack (x2) - "cost"
Come - "tul"
Defend - "beri"
Down - "leith"
Guard - "tiri"
Heel - "afad"

Type: Animal
Size Medium
Speed: 40 ft.
AC: +2 natural armor
Attack: bite (1d6)
Ability Scores: Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Special Qualities: low-light vision, scent.


Animal Focus:
1 minute/day for me. Infinite for Tallagor. 1 at a time each.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Magic:
Spell Slots Available:
Orisons: Infinite
Level 1: 2

Spells Known
Orisons: 4
Create Water
Purify Food and Drink
Spark
Stabilize

Level 1: 2+
Goodberry
Lead Blades
Summon Nature's Ally I


Skills and Languages:
6 + 1 Int modifier for 7 per Hunter level If Background skills are cancelled, loose Perception and Handle Animal.
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 4-Acrobatics 2+1+0+1 Athletic+ (AC Penalty improved by 1)
+ 1 Appraise 1+0+0
+ 0 Bluff 0+0+0
+ 7-Climb (Str) 3+1+3+ (AC Penalty improved by 1)
+ 1 Craft (Int) 1+0+0
+ 0 Diplomacy 0+0+0
+ 0 Disguise 0+0+0
+ 2-Escape Artist 2+0+0+ AC Penalty
+ 2-Fly 2+0+0+ AC Penalty
+ 4 Handle Animal (Cha) 0+1+3 [Background]
+ 2 Heal (Wis) 2+0+0
+ 0 Intimidate (Cha) 0+0+0
+ 6 Knowledge (geography) (Int) 1+1+3+1 Devotee of the Green [Background]
+ 6 Knowledge (nature) (Int) 1+1+3+1 Devotee of the Green
+ 8 Perception (Wis) 2+1+3+2 Keen Senses
+ 0 Perform 0+0+0
+ 2-Ride (Dex) 2+0+0+ AC Penalty
+ 3 Sense Motive 3+0+0
+ 6-Stealth (Dex) 2+1+3+ AC Penalty
+ 9 Survival (Wis) 2+1+3+3 Skill Focus
+ 7-Swim (Str) 3+1+3+ (AC Penalty improved by 1)

Armor Check Penalty: -1

Languages known: Common (Taldane), Elven, Sylvan

+ 1 Wild Empathy 0+1(-4 for magical beasts of animal intelligence)


Feats and Traits:
** FEATS **
Skill Focus (Survival)

** TRAITS **
Campaign: Athletic: Reduce AC for Acrobatics, Climb & Swim by 1/3 level. +1 Trait on Acrobatics
Faith: Devotee of the Green: +1 Trait on Knowledge (geography) and Knowledge (nature)
Race: Warrior of Old: +2 Trait on Initiative


Gear:
200 Gp Budget (GM Directed)
x40.0.0 Hide Shirt Dog Armor (+3/+4/-1/15%/30'/18#)
x25.0.0 Studded Leather (+3/+5/-1/15%/30'/20#)
x30.0.0 Shortbow (1d6/x3/60'/2#/P)
xx1.0.0 Arrows, normal, 20 (3#)
x80.0.0 Elven Curved Blade (1d10/18+/7#/S/Finesse; +2 vs Sunder)
xx2.0.0 Dagger (1d4/19+/10'/1#/PorS)
x15.0.0 Hunter's Kit (43.5# - backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, a spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol)
-xx.4.0 Sell back Iron Pot for 1/2 value

For 192.6.0 spent and 72.5# weight (35.5# w/o Pack), leaving 7 GP and 4 SP on hand.

Light <= 76# (By armor)
Medium <= 153# (+3/-3/20'/x4)
Heavy <= 230# (+1/-6/20'/x3)


elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Hunter:
Alignment: Any neutral.
Hit Die: d8.
Parent Class(es): Druid and ranger.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Animal companion, animal focus, nature training, orisons, wild empathy
2nd +1 +3 +3 +0 Precise companion, track
3rd +2 +3 +3 +1 Hunter tactics, teamwork feat
4th +3 +4 +4 +1 Improved empathic link
5th +3 +4 +4 +1 Woodland stride
6th +4 +5 +5 +2 Teamwork feat
7th +5 +5 +5 +2 Bonus trick
8th +6/+1 +6 +6 +2 Second animal focus, swift tracker
9th +6/+1 +6 +6 +3 Teamwork feat
10th +7/+2 +7 +7 +3 Raise animal companion
11th +8/+3 +7 +7 +3 Speak with master
12th +9/+4 +8 +8 +4 Teamwork feat
13th +9/+4 +8 +8 +4 Bonus trick
14th +10/+5 +9 +9 +4 Greater empathic link
15th +11/+6/+1 +9 +9 +5 Teamwork feat
16th +12/+7/+2 +10 +10 +5 —
17th +12/+7/+2 +10 +10 +5 One with the wild
18th +13/+8/+3 +11 +11 +6 Teamwork feat
19th +14/+9/+4 +11 +11 +6 Bonus trick
20th +15/+10/+5 +12 +12 +6 Master hunter
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, 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. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.
Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.
Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.
Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.
Bonus Tricks (Ex): At 7th level and every 6 levels thereafter, a hunter’s animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter’s effective druid level).
Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.
If the hunter’s animal companion is dead and the hunter has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion’s aspects to herself, not both.
Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Raise Animal Companion (Sp): At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.
Speak with Master (Ex): At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
Greater Empathic Link (Su): At 14th level, the range of the hunter’s empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.
One with the Wild (Ex): At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first.
The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and her Charisma modifier to determine the Intimidate check result.
Master Hunter (Ex): At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty.
Additionally, each day when the hunter regains her spell slots, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead).

Animal Companion:
Wolfdog: Reskinned as Cooshee
Companion Type: Animal
This creature is a dependable hybrid of wolf and dog.
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement: Attack bite (1d6 plus 1d4 bleed); Ability Scores Str +2, Con +2.
Magic Item Slots: Armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist
Animal Companion Base Statistics
Level HD BAB Fort Ref Will Skills Feats NAB Str/Dex B Tricks Special
[b]1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1 —
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2 —
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3 —
8th 7 +5 +5 +5 +2 7 4 +4 +2 3 —
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4 —
11th 9 +6 +6 +6 +3 9 5 +6 +3 4 —
12th 10 +7 +7 +7 +3 10 5 +8 +4 5 —
13th 11 +8 +7 +7 +3 11 6 +8 +4 5 —
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6 —
17th 14 +10 +9 +9 +4 14 7 +10 +5 6 —
18th 15 +11 +9 +9 +5 15 8 +12 +6 7 —
19th 15 +11 +9 +9 +5 15 8 +12 +6 7 —
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability score increase
[b]Level
: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics.
HD: This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the animal companion’s base attack bonus. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.
Fort/Ref/Will: These are the animal companion’s base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.
Skills: This lists the animal’s total skill ranks. Animal companions can assign skill ranks to any skill listed below. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.
Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).
All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.
Feats: This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.
NAB: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex: Add this value to the animal companion’s Strength and Dexterity scores.
B Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Ability Score Increase (Ex): The animal companion adds +1 to any one of its ability scores.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Attributes:
20 Point Build
Base Race Level Magic Current
10 16 +0 16 +0 16 +0 S 16 +3
.2 12 +2 14 +0 14 +0 D 14 +2
.2 12 -2 10 +0 10 +0 C 10 +0
.1 11 +2 13 +0 13 +0 I 13 +1
.5 14 +0 14 +0 14 +0 W 14 +2
.x 10 +0 10 +0 10 +0 H 10 +0


I'm going to toss my hat in the ring with a Child of Acavna and Amaznen fighter, with the eventual goal of building some Clockwork Armor and using the Spell Scribed Armor rules to make a kind of Iron Man build.

That, and this archetype gets so much heat. Gotta give it some love.

Stats:
Fordorian Benettari
Male Human Fighter/1 (Child of Acavna and Amaznen)
CN Medium Humanoid (Human)
Deity: Aroden Homeland: Taldor

Init +2; Perception +1
--------------------
Defense
--------------------
AC 17 Touch 12 Flat-footed 15
HP 13/13
Fort +4 Ref +2 Will +1
Favored Class Fighter (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +5 (1d8+3/19-20)
Ranged Shortspear +3 (1d6+3/20) 20'
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 13 Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Weapon Focus (Longsword), Power Attack
Traits Spark of Creation, Devotee of a Dead God, Scholar (campaign)
Skills
(1) Climb +7
(1) Kn. Arcana +5
(1) Kn. Religion +6
(1) Survival +5
(1) Swim +7
(1) Use Magic Device +5
Background Skills
(1) Craft (Armor) +6
(1) Kn. Engineering +5
Languages Common, Aboleth, Ancient Azlanti
SQ Eldritch Lore
--------------------
Equipment
--------------------
Longsword
Light Wooden Shield
Chain Shirt
Backpack
-Bedroll
-Rations (5 days)
-Torch (5)
-Flint and Steel
-Waterskin

Overview:
A humble blacksmith looking for honest work and a bit of adventure. Honest. For real. Yep.

Backstory:
The noble House of Benettari is one of the oldest families in Taldor, their formation dating back to the days when Aroden still lived. If the family's history is to be believed, they were part of the original humans lead to Taldor after Earthfall, and took up the arts of Aroden when he first taught them, learning the humble practices of smithing, magic item creation, and blending both the martial and arcane teachings of Aroden into a single form. Of course, since the Last Azlanti's death, their influence has waned dramatically and the once wealthy and well connected family has become something of a relic in Taldor's aristocracy: still there, but certainly not what it once was.

Fordorian (or, as he prefers, just "Ford"), is the youngest of two brothers and one sister, and grew up being taught all the glories of Taldor's past, their great devotion to a dead deity, and insisting that they will return to glory once again. Much as Ford believes in these teachings and of the practical applications in smithing and arcane research, he isn't so sure about this great return to the glories of the past. He personally doesn't actually believe Aroden is dead, simply silent: he's testing humanity, encouraging them to attain the same heights on their own, without him holding their hands. Ford believes self sufficiency, being reliable, and skilled in diverse skills are the most valuable things - the best man. A true descendant of Azlant. Sadly, Ford's family is less interested in bettering themselves, and more invested in refilling the family coffers and regaining their influence throughout Taldor. (And Ford can't entirely argue with their reasoning - after all, their practices are not cheap). Still, Ford has insisted that glory should not be sought for its own sake, but as a result of improving. His deviating outlook has put him at odds with a number of his relatives. Not enough to soil his name, but enough to relegate him as being the lowest child on the totem pole.

However, the recent news of a colony in the old lands of Azlant itself caught the interest of the Benettari family. Ford was the first to suggest they try and get invested in the venture, but his father's stubborn insistence on titles and traditions unsurprisingly clashed with the Bountiful Venture company. (It also didn't help that his parents insisted that, as "descendants of the first refugees of Azlant", they had first rights on all artifacts and valuables found during the expedition). The company rebuffed their investments and refused any contact with the Benettari family.

Agitated and desperate, Ford decided to take matters into his own hands. Shortening his name and fabricating a false identity, Ford has quietly applied to join the latest expedition to Talmandor's Bounty, posing as a blacksmith and offering his services at the fledgling outpost in exchange for passage. When he received word back that he'd passed preliminary interviews (no doubt helped by a small gift of a finely made sword to demonstrate his craftsmanship), Ford's family immediately began leveling tasks and missions for him while on the venture, demanding that he squirrel away any artifacts of value or significance. After all, by lineage, anything they find belongs to them by right! Ford agreed to their demands, but only to quiet them and keep them from ruining his cover or sending either of his brothers or sister in his place on the expedition. However, Ford is now in something of a crossroads. He doesn't want to betray his family (and they DO need a source of wealth), but he knows full well that their intentions for this venture are certainly not in line with his own. For now, Ford has set out with the intent of at least seeing the new colony, and determining if there is anything to be gained from sticking around, and not getting caught being part of Taldan nobility. Should he find anything of value... well, he'll cross that bridge when he gets to it.


I’ve made a few edits and deleveled Nox to 1st level, GM.


Dotting...

Thinking some Rogue-ish type...

RPG Superstar 2015 Top 8

GM Fox--Phantom wrote:
DeathQuaker wrote:
I am interested but: I edited one of the chapters of this AP (I think book 3?). I can assure I will not metagame, but I recognize this may nonetheless be problematic. Please let me know if it would be ok to apply.
Thats fine by me. I think it would be cool to experience something you contributed too. I can't guarantee I'll stick to the book entirely though :P

Cool, thanks. Thinking of submitting a sea-monster-hunter type character, probably ranger or slayer.

And yeah, I wouldn't expect a GM to stick to the letter of the AP. Indeed, I vaguely recall in the section I worked on, the story could vary tremendously depending on player actions, including requiring improvisation on the part of the GM.


This is Ariarh Kane's submission: Yarah Baicu - Human Oracle (Nature Mystery, Deep One Curse).

Her backstory and motivation are under spoilers on her profile page.

Character Overview: In 25 words or less, who are you and why are you here.

Oracle – connected to nature and ocean. Seeking to make a true home/community. Hard working; loyal. Drawn to exploring, foraging, seeking, healing and building something that will last.

====
GM Fox-Phantom: I live in Australia (east coast), and, I'm fine with the required posting rate. Thank you for your consideration. :)


For ruins of Aztlant I think a good old fighter might work.
This will be Helikons application, but still some work to do!
25 words:
Comming from a pathfinder family, a young fighter seeks glory and riches in the sun, offering his service as shield and muscle to the expedition.


Backstory:
Bastien de Navarre was born into the pathfinder. His father Etienne des Navarre, a tall dark-haired native of Taldor, is a veteran of many years. His mother Giselle Malvoise, a petite woman from Galt, whose family had fled when the Red hand of Doom started, was a young scribe and clerc, joining the pathfinder and usually joined an expedition as chronicler.
She fell for the big man-at-arms, with his broad shoulders and silent competence.
After six months, she decided that they should marry. Etienne´s opinion was not really asked and while he was a rock on the battlefield, socially he was really shy and a bit awkward. It was not difficult for the girl to steamroll him and drag him to the church.
In a Temple of Abadar they made their vows.
Almost two years later Bastien was born. Over the next few years their life was good, stationed in Osirion and she bore him another 2 sons, Perre and Valad, and the daughters Sophona, Merlena and Jassca.
Bastien comes straight after his father, with strong bones and a huge back.
His father taught him of sword and shield, mace and bow, spear and dagger. As soon as he was old enough, he joined his father as a pathfinder aspirant, dueing duty all over Osirion, protecting expeditions, hunting bandits and stood guard in the night at the camp.
Now after his confirmation he heard of the chance to join an expedition towards an uncharted island.
Thrilled, he applied, ready to make his name.

Helikon -- Bastien de Navarre -- Human Fighter


Can new submissions please update the google doc I posted the link too.
And can people update their entries with character names and classes.


I updated my entry on the goggle doc. Thank you. :)


GM Fox--Phantom wrote:

Can new submissions please update the google doc I posted the link too.

And can people update their entries with character names and classes.

Updated the google sheet. Thanks


Updated the google sheet.


Dotting in with a Ranger

Character Overview
a simple youth, who made some nad descision back on the mainland and saw the colony as a good way for a fresh start. Loves Outdoor and hard work.

Background and Motivation
In the profile

Crunch
Melee Ranger, Fighting and some survival skills.


GM Fox--Phantom wrote:

Can new submissions please update the google doc I posted the link too.

And can people update their entries with character names and classes.

Updated! Knew I forgot something!


I also updated the Google doc.

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