
Herkymr the Silly |

Group C.
..... "That is a good idea. Finding resources will be essential. Having to rely of supplies being delivered by ship makes us rather vulnerable after all."
Vulnerable? What would attack a settlement? I was under the understanding that the settlement was pretty well set up and defended. Do you think we then are vulnerable and if so to what? I will need some time to research things that could be useful for defense as well as work. the somewhat naive Bey queries Cripin and Alba.

Crispin Xantrian |

"Yes, but there aren't many people there yet. A bad harvest, storms, drought, Pirates or monsters. Any of these and the supply ship failing to arrive could be a real problem. Not to mention we don't have a city nearby if we need something that wasn't supplied." Crispin responds. "You can't just plant people on an island in the middle of the ocean and hope everything goes well. You have to plan for what could go wrong."

GM Ventiine |

Papadage, welcome to the Paizo forums! :D A warpriest who can also do ranged damage sounds good. And he loves pie and sausages? Yes. I like that his weakness may be that he seems initially stern (perhaps unapproachable) and that culturally, he’s used to a military oligarchy telling him what he’s allowed to do. Are you planning on playing Asher as firm but friendly? Asher has an interesting last name. NPCs might occasionally refer to him as Mr. PbP or PbP (unless you change it, hehe)
Player | Character | Class | TLDR;
Herkymr the Silly | Abeowin (Bey) N’thera | Unchained Summoner | summon utility and expert animal handler
DBH | Crispin Xantrian |Arcanist | knowledgeable bookkeeper and fluent spellcaster
Papadage | Asher PbP | Warpriest (of Vildeis) | ranged support and secondary healer with local and religious knowledge

GM Ventiine |

“Vulnerable? What would attack a settlement? I was under the understanding that the settlement was pretty well set up and defended” […] the somewhat naive Bey queries Cripin and Alba.
"Yes, but there aren't many people there yet. A bad harvest, storms, drought, Pirates, or monsters. Any of these and the supply ship failing to arrive could be a real problem. Not to mention we don't have a city nearby if we need something that wasn't supplied." Crispin responds. "You can't just plant people on an island in the middle of the ocean and hope everything goes well. You have to plan for what could go wrong."
A tall, tan woman with a shaved head sporting several runic tattoos passes by the trio and stops. She turns and approaches, boldly inserting herself into the conversation without an invitation. "The handsome man's right. It's not just the weather. We're going into uncharted territory that's had untold seasons to evolve."
She's not traditionally beautiful, but she has a fierce Amazonian-type aspect of a woman who's strong, skilled, and wholly capable of taking on the wilderness alone. "Anya Sandstrider," she introduces herself, "I'm here as the settlement's hunter and naturalist."
"Pleasure to make your acquaintance," Alba inclines her head.

Crispin Xantrian |
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Flustered and red-cheeked Crispin stammers his reply, "Ummm. Oh dear. Delighted to meet you Miss Sandstrider." He manages. Still shaken by being referred to as a 'Handsome man' by anyone other than his mother.
"Crispin Xantrian at your service. I'm here to keep the books straight. I also can use magic and have studied Azlanti history. So if you come across any strange buildings or ruins in your work please let me know."

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Papadage, welcome to the Paizo forums! :D A warpriest who can also do ranged damage sounds good. And he loves pie and sausages? Yes. I like that his weakness may be that he seems initially stern (perhaps unapproachable) and that culturally, he’s used to a military oligarchy telling him what he’s allowed to do. Are you planning on playing Asher as firm but friendly? Asher has an interesting last name. NPCs might occasionally refer to him as Mr. PbP or PbP (unless you change it, hehe)
Submissions wrote:Player | Character | Class | TLDR;
Herkymr the Silly | Abeowin (Bey) N’thera | Unchained Summoner | summon utility and expert animal handler
DBH | Crispin Xantrian |Arcanist | knowledgeable bookkeeper and fluent spellcaster
Papadage | Asher PbP | Warpriest (of Vildeis) | ranged support and secondary healer with local and religious knowledge
Yep. I need to get that profile filled out, but in the meantime, can you let me know if Molthuni Arsenal Chaplains qualify for Advanced Weapon Training using feat access with the bonus fighter feats?
They do not for PFS, but if they do not for your purposes, I'll need to respec to a base warpriest of Sheylyn, and I'll need to re-work the back story a bit.

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Thanks. That's all I needed to know.
I am still mulling over the two builds for Warpriest, and a possible Inquisitor instead. Warpriests are pretty badass, but the Arsenal Chaplain is dependent on specific equipment (Gloves of Dueling), which will be hard to come by on a remote island. The alternate build is a little less equipment-dependent but is still very thin on skills.
On the other hand, an Inquisitor is more self-contained, and Bane is very versatile. I would also have more skills available to fill out party capabilities, and there are Archetypes that would both boost combat and healing.
Decisions... decisions.

Herkymr the Silly |

Being the naturalist, I am sure you could help us find flora that would be beneficial to the colony. Maybe something we could transplant to with in the immediate area. oh... Bey pases as if it just occured to him, Is the settlement walled? I wonder because I know that in places where there is risk of hostility then sometimes they wall the cities and settlements. I could see how this would be beneficial but also how it might hinder the initial growth of the settlement. Do you know which it is , walled or not?Bey queries the huntress.
Bey glances around while talking to see which of the others are still on deck. He especially looks towards the teenager wondering if perhaps he might need to work more at getting her happy or atleast more content.
perception to look around at the others on deck: 1d20 ⇒ 12

GM Ventiine |

"Is the settlement walled? I wonder because I know that in places where there is a risk of hostility then sometimes they wall the cities and settlements. I could see how this would be beneficial but also how it might hinder the initial growth of the settlement. Do you know which it is, walled or not?" Bey queries the huntress.
Anya shakes her head, "I'm not sure if Talmandor's Bounty is walled. I guess we'll find out together when we get there."
This is a continuation of an earlier post, located here.
E. Two men dressed in cleric garb are looking off into the sea and talking. One is tall with straw-colored hair long and pointed ears. The other is shorter with a well-kempt Edgar haircut of gray hair. You can't see their faces from where you're standing but they look like they're having a conversation.
You catch them at the tail-end of a disagreement but neither looks particularly bothered by what they were discussing.
"Fine, but you have to tell Father Felton."
"See? I knew you'd come around! That's what makes you Father Grouse!" The taller man with the pointed ears gives the other man's shoulder a friendly punch.
F. A slender, strawberry blonde woman with a backpack slung over her shoulders sits on a tarped crate. She occasionally looks up from the parchment and charcoal stick in her lap. Settlers who have been hired to work in the Town Hall or do any sort of management work for the colony recognize her as Lyra Heatherly, the colony's surveyor.

Becky Beys |

Here's the mostly-completed character sheet for Perrell Beys's teenaged daughter, Becky. I still have 1 spell, 1 language, and some equipment to finalize, but I figure I'm close enough to post her sheet and maybe get in on a little RPing.
In looking at the 1st-level bard spells, I came across chastise, which would be perfect for Becky (though useless in a fight). Here's the description: You gain a +5 bonus on Bluff, Diplomacy, and Intimidate checks to convince a listener that they will get in trouble with their superiors or with the law if they don’t do what you ask. AKA--"If you don't do what I asked, I'm gonna have to report this to my mom...and Ramona."
*******************************************************
GROUP A
Becky slowly approaches Medrinnah Harleau with a friendly smile, trying hard not to spook the dog summoned by Bey. "Hello," she says, sticking out her small hand. "I'm Becky Beys; my mom's the expedition's historian. Pleased to meet you! I know it's hard leaving the city and people of Almas behind, but...maybe we could be friends?"
Becky Beys Diplomacy Check (change initial attitude): 1d20 + 2 ⇒ (19) + 2 = 21

GM Ventiine |

Becky Beys, she looks well-built! <3
Becky slowly approaches Medrinnah Harleau with a friendly smile, trying hard not to spook the dog summoned by Bey. "Hello," she says, sticking out her small hand. "I'm Becky Beys; my mom's the expedition's historian. Pleased to meet you! I know it's hard leaving the city and people of Almas behind, but...maybe we could be friends?"
[dice=Becky Beys Diplomacy Check (change initial attitude)]1d20+2
“Hi.” The teenager looks Becky over and after a moment of consideration, she shakes Becky’s outstretched hand. “Medrinnah Harleau. I’m here with my mom and dad. So, your parents are dragging you to this stupid settlement too? …I’d like that. I feel better knowing there are other kids here. Do you like dogs?” Medrinnah invites Becky to join her in petting and giving belly rubs to the summoned creature.
Becky Beys will receive a +2 to Diplomacy checks with Medrinnah Harleau.Player | Character | Class | TLDR;
Herkymr the Silly | Abeowin (Bey) N’thera | Unchained Summoner | summon utility and expert animal handler
DBH | Crispin Xantrian |Arcanist | knowledgeable bookkeeper and fluent spellcaster
Papadage | Asher PbP | Warpriest (of Vildeis) | ranged support and secondary healer with local and religious knowledge
Profession Smith 6 ranks | Becky Beys | Bard | nimble-fingered bookworm and supportive companion

pippinTook |
Very interested in this. Are you okay with the instructor wizard archetype? It gives my character an apprentice who becomes a 1st level wizard when my character hits 3rd level, but has NPC commoner stats until then.
As he traveled about trying to get people to fund this venture, he heard nothing but rejection. However, while funders did not jump on board, a darling Halfling gal fell hard for the charming caster and began doting on him and blindly following him around in hopes of him one day being with him. Being completely oblivious to this, he happily accepted this new student and is quite happy to let her be both his protege and personal servant.
As she went into town one day to buy buy him some breakfast, she overheard people talking about free land. When she heard about the opportunity Talmandor's Bounty afforded, she happily shared the news with him and he decided to jump at the opportunity.

Herkymr the Silly |

If you'll excuse me? Bey says to his companions and slips away. He goes over to where the two teenagers are talking. He arrives just as his summoned dog disappears. Sorry about him just disappearing on you. I can bring another animal or even another dog if you want Medrinnah.By the way, I'm Abeowin. He introduces himself to Becky. Then stands back and watches Medrinnah hoping her mood improves or atleast she smiles.
Using summon monster ability from his class he summons another celestial animal for them to play with.

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So, after doing some more research on aquatic combat, I realized a super-specialist with a longbow is almost the worst possible build for this AP. It takes some very specific enchantments to make a bow work underwater, and I don’t want to be begging our DM for special favors or our archanist for crafting.
Instead, I will re-cast Asher as a Human Ranger, built as a switch hitter, with the Tidal Hunter archetype. He will primarily take feats for archery, but will also have good enough skill with melee to contribute underwater. As a Tidal Hunter, he will act as a resource and security scout for the colony, exploring the waters along the shores and the interior of the island.
His backstory will remain the same though. He is a Molthuni defector, who was disenchanted with the militarism of his aggressive homeland. He had been an expeditionary marine that had been groomed as a forward scout for upcoming invasions, but left to join the freedom lovfing people of Andoran. He saw the expedition to set up the new colony as a means of using his skills to both make a living, and to do so in a constructive manner.
He is gruff and abrasive to many, but that belies a mirthful spirit and a love of his new life.

GM Ventiine |

pippinTook, sounds like an interesting archetype! I'm fine with the instructor archetype if you want to go in that direction. However, the AP setting is on an uncharted island so replacing your cohort will be difficult unless you want to take on one of the native races as your new apprentice (or wait for another boat of settlers.)
Papadage, you should create whatever character you would be the most excited to play. :) I don't expect people to min-max their characters unless that aspect of the game is fun for them. Tweaks and changes to your character are totally fine until the end of the day on Thursday, March 4th.

GM Ventiine |

He arrives just as his summoned dog disappears. "Sorry about him just disappearing on you. I can bring another animal or even another dog if you want Medrinnah. By the way, I'm Abeowin." He introduces himself to Becky. Then stands back and watches Medrinnah hoping her mood improves or at least she smiles.
Medrinnah looks a bit shocked when the dog disappears into thin air. "That doesn't hurt the dog does it? I think it's amazing that you can summon animals, Mr. Abeowin. But, if I was able to conjure a dog, I'd want it to be permanent."
Bey will receive a +2 to Diplomacy checks with Medrinnah Harleau for his continued animal summons to improve Medrinnah's mood.
If Alba & Anya are still conversing Crispin will stay with them. Listening and joining in when he has anything to contribute.
Alba and Anya seem like very different people, but their experiences foraging and hunting respectively give them plenty to converse about. Alba goes into detail about edible plants and what they look like, while Anya passionately recounts hunts with her clan.

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Abeowin (Bey) N'thera in Group A wrote:He arrives just as his summoned dog disappears. "Sorry about him just disappearing on you. I can bring another animal or even another dog if you want Medrinnah. By the way, I'm Abeowin." He introduces himself to Becky. Then stands back and watches Medrinnah hoping her mood improves or at least she smiles.Medrinnah looks a bit shocked when the dog disappears into thin air. "That doesn't hurt the dog does it? I think it's amazing that you can summon animals, Mr. Abeowin. But, if I was able to conjure a dog, I'd want it to be permanent."
Bey will receive a +2 to Diplomacy checks with Medrinnah Harleau for his continued animal summons to improve Medrinnah's mood.
Crispin Xantrian in Group C wrote:If Alba & Anya are still conversing Crispin will stay with them. Listening and joining in when he has anything to contribute.Alba and Anya seem like very different people, but their experiences foraging and hunting respectively give them plenty to converse about. Alba goes into detail about edible plants and what they look like, while Anya passionately recounts hunts with her clan.
Don’t get me wrong. It’s not a matter of min-maxing, The issue archery has with underwater combat is huge unless I cheesed it a lot. I wanted a ranged combatant to contribute from a distance while keeping an eye on the casters in the back, With a ranger , I can still do so, but once in the water, Asher can stow the bow and rely on melee. He would not be as good at either compared to a single style combatant, but would still be more than capable.
Plus, a good tracker and survival specialist in the wilds, both above land and under the sea of an uncharted island has some great flavor.

Herkymr the Silly |

No it doesn't hurt the dog. It simply returns him to his home. And Miss Medrinnah, it's just Bey for my friends. I have learned to use my magic to bring animals to help me with many things. I know that they return to their homes well and whole upon leaving my service. I am sure it brings them pleasure to play and be loved here before going home.
Bey grins as he jokingly corrects Medrinnah for calling him Mr.
------------------------------------------------------------------------
@pappadage: It sounds fun either way you go. I look forward to seeing your toon just if for no other reason than to ease my own curiosity.
@pIPPIN: I'd be interested in seeing the instructor archetype in action. It sounds kinda like a familiar in "humanoid form."
@GM ventine: hope you don't mind me commenting on others builds. I always find the viewing of the unique builds fascinating. If it bothers any one I will stop.

GM Ventiine |

Papadage, I agree, underwater combat is a challenge. It's one of the reasons why I bracketed my recruitment to books 1-3. I don't want to spoil too much, but hopefully, when the party gets to the underwater part, they'll have befriended and found quite a few items. I'm really excited about it :D

Crispin Xantrian |
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Abeowin (Bey) N'thera in Group A wrote:He arrives just as his summoned dog disappears. "Sorry about him just disappearing on you. I can bring another animal or even another dog if you want Medrinnah. By the way, I'm Abeowin." He introduces himself to Becky. Then stands back and watches Medrinnah hoping her mood improves or at least she smiles.Medrinnah looks a bit shocked when the dog disappears into thin air. "That doesn't hurt the dog does it? I think it's amazing that you can summon animals, Mr. Abeowin. But, if I was able to conjure a dog, I'd want it to be permanent."
Bey will receive a +2 to Diplomacy checks with Medrinnah Harleau for his continued animal summons to improve Medrinnah's mood.
Crispin Xantrian in Group C wrote:If Alba & Anya are still conversing Crispin will stay with them. Listening and joining in when he has anything to contribute.Alba and Anya seem like very different people, but their experiences foraging and hunting respectively give them plenty to converse about. Alba goes into detail about edible plants and what they look like, while Anya passionately recounts hunts with her clan.
Awww. You left out the news that Crispin is terrified of Becky. :)

Becky Beys |

Awww. You left out the news that Crispin is terrified of Becky. :)
And she's barely even opened her mouth yet! Your PC is prescient!
The only thing scarier than a teenaged girl is one who's also a know-it-all.
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Oh dear! 'Parents dragging me to Talmandor's Bounty?' 'A stupid settlement?' 'Do I like dogs?' This girl is like my total opposite!
Becky's relieved when the dog suddenly up and vanishes: That gives her a chance to change the subject. "Nice trick!" she says to Bey when the summoner produces a replacement dog to keep Medrinnah occupied. "Can you speak with your conjured animals or maybe see through their eyes? Could you, for instance, summon a hawk to do reconnaissance for the colony?"
Returning her attention to her would-be friend, Becky smiles and says, "Actually, I'm kind of excited to reach Talmandor's Bounty and get off this ship! I can't understand how sailors can stay at sea for weeks on end and not go thoroughly mad!"
"I've never had a pet," she admits to the other teen. "I'm more into books. They're not as cute or fuzzy as a dog, but they're less slobbery."

Herkymr the Silly |

Bey grins I can communicate after a fashion. I'm learning what languages I can so that as I learn to bring in other creatures that can talk, I can direct them more specifically, He turns to Becky, I don't think I heard your name? I think it's kinda cool that you love books. I was sick as a child and spent almost 3 years studying my father's books on conjuring and other magics. It's also where I began to study languages. There is alot to reading and then applying what you know.
He pulls out a small chunk of meat and gives it to the dog. Petting him just briefly before allowing him to return to the girls. handle animal for basic commands: 1d20 + 8 ⇒ (17) + 8 = 25
How long do you think it will be before we arrive? He queries the youngsters.

Brodigan Fallemar |

@Herkymr--Yes, that's exactly how the Instructor works! You swap out arcane bond for an apprentice. I've always been intrigued by the archetype, but since it's not PFS legal, hadn't had the chance to play it.
@GM Ventiine--Brodigan is mostly finished, just need to finish up with gear purchasing and such. JeVeAnne, is rough drafted out, but nothing on the forum profile yet. Just wanted to jump in on the RP fun, so figured I'd do that now instead of waiting until I did their shopping spree and finalized her details. And yes, I'm aware that replacing poor Anne would be an interesting challenge given the location, but "interesting" typically translates into fun and amusing, so no worries :=)
An exuberant-looking human man scans the various travelers on the ship and smiles. He stands with an arrogant swagger as his mid-calf length silk-lined leather coat flaps slightly in the breeze as does his lengthy scarf. His shoulder-length blonde hair frames a handsome face complete with slightly ornery-looking light blue eyes which settle on a finely dressed woman toying with an expensive-looking necklace.
"We have found our target. Come along, Anne," he says to the tiny Halfling gal beside him.
"Coming, Master Brodigan," she says, hustling to keep pace with the confident stride of the human.
He notices they seem to be engaged in conversation about something.
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
Overhearing the woman making disparaging remarks about the woman with the bird, Brodigan smiles to himself knowing that he's found his opening.
He approaches the pair and bows slightly as he says, "Well met sir, m'lady. It's a pleasure to meet two people of sophistication aboard this vessel, unlike," and he gives a glance in the direction of the woman with the bird as he offers, "some...others...they've let aboard.
"Master Brodigan Fallemar, instructor of the arcane arts, at your service," he says, giving a bit of a flourishing bow as he introduces himself.
And then, as if only barely remembering that she's there, he adds, "Oh yes, and this is Anne, my apprentice," gesturing down towards the Halfling.

JeVeAnne Brumbleburr |

Behind the human is a cute Halfling gal whose curly red hair is pulled back into a semblance of what might have been a bun, but is coming loose into an awkward pony tail. She wears some mismatched bits of armor including what appears to be an armored skirt. She is weighed down a bit with a backpack, some belt pouches, and a book she is carrying. She seemed lost in watching him try to work his charm on this wealthy pair and is, quite visibly, caught off guard when he introduces her.
Looking extremely uncertain of what to do, the Halfling gal fumbles to try to manage the book that she's carrying along with the weight of a backpack and somewhat manages to lift at the armored skirt to try to enact somewhat of a curtsey as she says, "JeVeAnne...Brumbleburr...nice to...meet you?"

GM Ventiine |

Herkymr the Silly, I have no problems with observations or comments as long as everyone is cordial.
Profession Smith 6 ranks, “The only thing scarier than a teenaged girl is one who's also a know-it-all.” Very true, hehe
pippinTook, sure sure :)
Player | Character | Class | TLDR;
Herkymr the Silly | Abeowin (Bey) N’thera | Unchained Summoner | summon utility and expert animal handler
DBH | Crispin Xantrian |Arcanist | knowledgeable bookkeeper and fluent spellcaster
Papadage | Asher PbP | Warpriest (of Vildeis) | ranged support and secondary healer with local and religious knowledge (subject to change)
Profession Smith 6 ranks | Becky Beys | Bard | nimble-fingered bookworm and supportive companion
pippinTook | Brodigan Fallemar | respected teacher and Evocation arsenal

GM Ventiine |

Returning her attention to her would-be friend, Becky smiles and says, "Actually, I'm kind of excited to reach Talmandor's Bounty and get off this ship! I can't understand how sailors can stay at sea for weeks on end and not go thoroughly mad!"
"I've never had a pet," she admits to the other teen. "I'm more into books. They're not as cute or fuzzy as a dog, but they're less slobbery."
“Yeah,” Medrinnah agrees with Becky’s sentiment of being constrained to the Peregrine. “This ship is stupid too. Nowhere to escape to when my mom starts nagging.”
“You like to read? That’s cool.” Medrinnah tone is neutral now. “I like to embroider. She outstretches her sleeve to show a pattern of tiny flower buds and leaves.”
“I'm learning what languages I can so that as I learn to bring in other creatures that can talk, I can direct them more specifically”
Medrinnah looks genuinely intrigued by the idea of talking with animals.
He approaches the pair and bows slightly as he says, "Well met sir, m'lady. It's a pleasure to meet two people of sophistication aboard this vessel, unlike," and he gives a glance in the direction of the woman with the bird as he offers, "some...others...they've let aboard.”
The noble woman is quick to latch onto Brodigan's observation. "Exactly! I’ve invested more into this venture than the other settlers on this ship. I don’t understand why we have to share the same quarters with someone who chooses to sleep with a filthy bird. It’s a health hazard if you ask me."
Both nobles assess Brodigan’s silk-lined leather coat and lengthy cut of fabric draped around his neck. Seemingly satisfied, the woman outstretches her hand for it to be kissed. “Andvara Jeclair. Charmed to meet you.” Andvara ignores JeVeAnne’s introduction but Harcourt is courteous enough to nod.
“Harcourt Carrolby,” the other noble introduces. He’s a handsome man with raven-black hair and the pale complexion of someone who’s never had to labor under the sun.
“So, tell me, Master Fallemar, what entrepreneurial plans do you have?” Andvara's eyes flick over to Anne, then back to Brodigan. She listens to Brodigan’s explanation with the dignity expected of her social class before explaining her and Harcourt’s situations. “The initial surveyors claim there’s an abundance of raw materials on Ancorato so I’m planning on opening a lumber mill. Harcourt here wants to expand his family’s animal husbandry.”
Harcourt clears his throat, “horses. For travel and leisure.”

Brodigan Fallemar |

Brodigan accepts the extended hand and graces it with a kiss, then says, while still bowed and holding her hand, "M'lady Jeclair, it is a true pleasure to make your acquaintance." He then offers a slight bow towards the gentleman as he says, "Lord Carrolby, an honor, sir."
When asked about his entrepreneurial ventures, Brodigan smiles and begins, "You honor me with your interest in my pursuits, m'lady. I seek to establish the finest academy for the arcane arts. The location itself should rather amply help in advertising given the arcane history and intrigue associated with its locale. And of course, parents of the arcane-inclined would pay top price for the chance at an education at a prestigious academy in such a promising arcane location, and if you'll indulge my saying it, my skill as an evoker is reason enough alone to substantiate their patronage."
Anne nods enthusiastically at this, then sheepishly tries to go back to not being noticed.
He then leans in a bit closer and adds, "And of course, the higher price will help keep out more of the...riff raff, if you will," and again, casts a glance towards the offensive woman with the bird. "But surely you've humored me long enough, what ambition brings you fine folk to Talmandor's Bounty?" he asks, knowing that you should always leave potential investors wanting more...and knowing that nobles like to talk about themselves more than anything.
Hearing Jeclair's response about establishing a lumber mill, Brodigan chimes in with, "And your goodness creates jobs for those beneath ourselves. You know, the common laborer. Truly your charitable nature is only matched by your beauty," and he gives her a nod and a broad smile as he says this.
Beside him, an angry-looking Halfling gal watches his flirtatious flattering of this noblewoman with obvious jealousy. Brodigan seems completely unaware, not only of her look, but of the fact that she's even standing there.
As Jeclair makes her "animal husbandry" comment, and Harcourt interjects to clarify, Brodigan chuckles and assures him, "I understand, good sir." Then returning his attention to Jeclair he says, "You are certainly possessed of a cheeky wit, m'lady. Brains and beauty in equal parts indeed."

JeVeAnne Brumbleburr |

Pronunciation is "jeh-vee-ANN" for anyone who wondered.
JeVeAnne clearly has no part in this conversation, but is also uncertain that walking away would be proper, so she stands there switching between watching Brodigan with obvious admiration and glaring at the lovely noblewoman who is the focus of his attentions.

Crispin Xantrian |

Crispin watches Becky and Medrinnah interacting with Bey and his summons with the curiosity of one who has had little experience with casual social conversations.
He overhears Brodigan trying to charm the snob and shudders. 'So many words to say so little!'.
He maneuvers himself so that Alba And Anya are between him and the various social minefields.

GM Ventiine |

"I seek to establish the finest academy for the arcane arts. The location itself should rather amply help in advertising given the arcane history and intrigue associated with its locale. And of course, parents of the arcane-inclined would pay top price for the chance at an education at a prestigious academy in such a promising arcane location, and if you'll indulge my saying it, my skill as an evoker is reason enough alone to substantiate their patronage."
Both Andvara and Harcourt seem impressed by the idea of a magic school established on the island. "Quite common for boarding schools to be a fair distance from home," Andvara interjects.
Hearing Jeclair's response about establishing a lumber mill, Brodigan chimes in with, "And your goodness creates jobs for those beneath ourselves. You know, the common laborer. Truly your charitable nature is only matched by your beauty," and he gives her a nod and a broad smile as he says this.
Andvara gives a wry smile, "you're quite heavy-handed with the flattery Master Fallemar. One might think you're trying to win my favor for something... but, yes. Jobs are good. More jobs means more lumber and more gold in my reticule!"
He maneuvers himself so that Alba And Anya are between him and the various social minefields.
After a bit of time passes, Eskelda will rejoin Alba, Anya, and Crispin. (To ensure Eskelda is still on the top deck with the other NPCs.) Alba and Anya continue to exchange stories.

Herkymr the Silly |

perception to hear group B: 1d20 + 0 ⇒ (3) + 0 = 3 lol look at that roll I can't even hear the waves!
These are cool as well Bey says as he summons an osprey over the waves. With delight he watches as it dives into the waves and rises again with a fish in its talons. To bad I can't get it to fish for me. I'm hungry. the halfling explains as his belly rumbles loudly.

Becky Beys |

Becky's eyes widen at the other teen's artistry. "That's really good!" she replies quietly to maintain Medrinnah's little secret. Really disturbing, but really good.... "Depending upon what we find on the island, you could have lots of new inspiration for your work."
Turning to Bey, she again reaches out a small hand as she introduces herself. "I'm Becky--Becky Beys. My mother, Perrell, is the expedition's historian and general scholar. I'm probably going to assist her some and maybe write my own reports on what we find on the islands."

Brodigan Fallemar |
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Andvara gives a wry smile, "you're quite heavy-handed with the flattery Master Fallemar. One might think you're trying to win my favor for something... but, yes. Jobs are good. More jobs means more lumber and more gold in my reticule!"
"Heavy handed? Good heavens, my dear lady," Brodigan replies, "I must say, I only speak the truth. If my simple observations of your beauty and wit are also flattering, well, all the better. As to winning your favor," he says, a flirtatious look in his eyes, "well that would, indeed, be a great honor. But enough about me," he says, redirecting the conversation to getting her talking about herself again, "has your wealth always come from lumbering exploits, or do you also dabble in other areas?"
And at that moment, he seems to notice that Anne is there and says, "Oh, but how rude of me to ask you to keep talking and not offer you anything to moisten your delicate throat. Anne, run along and find m'lady something suitable to drink, if you would," and without waiting for her to respond, he turns back attentively to Andvara.

JeVeAnne Brumbleburr |

@GM Ventiin--Stats and character profiles are pretty solidly locked in at this point, if you'd like to peruse both characters. Of course, no promises I might not tweak one or two details between now and selection time ;=)
JeVeAnne's face lights up as Brodigan turns to ackowledge her, then slowly turns to a look of disappointment and a glare towards the Lady Jeclair.
However, being loyal and faithful to her master, the apprentice gives a slight curtsy and mutters an, "Of course, Master Brodigan" and heads off to find something that might fit into that "suitable" drink category.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Brodigan is a blaster caster, a knowledge and linguistics focused fellow, and has craft construct as a trained skill. He also has a sizeable ego which will likely lead to him seeing himself as the leader of the eventual adventuring party, though he's the type who likes to lead from the back.
JeVeAnne is built to tank. After all, protecting Brodigan is a duty she has taken upon herself. She boasts a solid 17 AC and can boost that to 21 while in total defense. She is the more perceptive member of the pair and also boasts the more marketable skill; she knits. She would have happily started her own knitting shop had Brodigan not bumbled into her life, but she still pursues the passion and will happily provide her adventuring party with knitted socks, scarves, hats, and gloves. After all, you never know when the weather might turn. Or when you might need clean socks.

GM Ventiine |

However, being loyal and faithful to her master, the apprentice gives a slight curtsy and mutters an, "Of course, Master Brodigan" and heads off to find something that might fit into that "suitable" drink category.
[dice=Perception]1d20+6
It’s common knowledge that items without immediate use along with several farm animals are in the cargo hold, which is the lowest part of the ship. The settlers have been sleeping in the between-decks which is located above the cargo hold and directly below the top deck. There are various easy-to-access items in the between-decks (as everyone presently lives there) including dried food and a watered-down rum the sailors call ‘grog.’ Although it has a bland name, grog is a mix of water, rum, lemon juice, and cinnamon. It’s not a drink intended for the noble elite, but it’s not bad either.
Some of the settlers or sailors aboard might have better-quality drinks than grog. Perhaps a settler by the name of Crispin Xantrian has a bit of whisky or the captain of the ship, Captain Jacob Markosi, might have some mead in his private quarters. If Anne is after something high-quality, she’ll be dependent on the stores her Master Brodigan has packed or her social finesse to convince others to part with some of their limited stores.

JeVeAnne Brumbleburr |

An excuse for more social interactions? Fantastic!
Something suitable, something suitable, she ponders as she tries to fulfill the request put before her. Scanning the surrounding vicinity, her eyes fall upon another settler looking at you, Cripsin who she thinks, perhaps, might have something more than the grog available below deck.
The tiny halfling gal approaches the stranger and shuffles the book she carries to her left arm so she can extend her right hand as she says, "Hi! JeVeAnne. You can call me Anne. Sorry if I'm being pushy, but I need, or rather, Master Brodigan needs, something fancier than grog to drink. Not for him. It's for," and she scowls a bit as she tilts her head in the direction where her master is chatting up the noblewoman and completes the thought with a less-than-thrilled sounding, "her."
She then seems to realize that thatmight not have been the most effective way to ask and adds, "I could maybe exchange some coin for it. Or knit you something! I'm pretty good at knitting. You see Master Brodigan's scarf? I did that," she says proudly.

GM Ventiine |

Happy Friday everyone!
As a friendly reminder, the recruitment for Ruins of Azlant (Books 1-3) is still open. The table has enough character submissions to fire, but I believe consistency is important so I will be abiding by the timeframe outlined in the initial posting.
Player | Character | Class | TLDR;
Herkymr the Silly | Abeowin (Bey) N’thera | Unchained Summoner | summon utility and expert animal handler
DBH | Crispin Xantrian |Arcanist | knowledgeable bookkeeper and fluent spellcaster
Papadage | Asher PbP | Warpriest (of Vildeis) | ranged support and secondary healer with local and religious knowledge (subject to change)
Profession Smith 6 ranks | Becky Beys | Bard | nimble-fingered bookworm and supportive companion
pippinTook | Brodigan Fallemar | Wizard | respected teacher and Evocation arsenal

Herkymr the Silly |

This should be interesting; most of the toons submitted have some sort of magic ability.
THis will make a good group of casting no matter whom is chosen.
-------------------------------------------------------------------------
As Bey leaves the two teens, he looks over at the newcomer standing by Harcourt. This could be interesting having another Harcourt aboard the ship and in the colony. Wonder if he is as uncaring as Harcourt. Hope not.
Bey walks below to mid-deck to get something to eat. He finds some generic food and retreats to an area on the lower levels where he can be unobserved.
perception find hiding spot: 20 + 0 = 20.
He then summons Posh and spends some time giving loves to his Eidolon and sharing his food. After about half hour, he returns to mid-deck to find some of the other animal handlers and check in with them.
hiding spot perception: 1d20 + 0 ⇒ (10) + 0 = 10

Herkymr the Silly |

He then summons Posh and spends some time giving loves to his Eidolon and sharing his food. After about half hour, he returns to mid-deck to find some of the other animal handlers and check in with them.
[dice=hiding spot perception]d20+0
Just noticed the second role was labeled wrong. SHould have been perception to find other handlers.

Brodigan Fallemar |

Agreed, this will be a funny, weird party! I almost built a melee focused character as I was watching how other entries were shaping up, but I decided to heed the "play what you really think you'll enjoy playing" idea. Poor little JeVeAnne will spend her first two levels (at least) rushing up to enemies and going into "duck and cover" mode to be the neat shield while the casters (and eidolon) slaughter the beasties :=)
Brodigan smiles and listens to everything that Andvara says and eventually offers an, I have no idea what's taking that fool girl so long. So hard to find good help these days."

GM Ventiine |

Brodigan smiles and listens to everything that Andvara says and eventually offers an, "I have no idea what's taking that fool girl so long. So hard to find good help these days."
"It's of little consequence to me. I doubt she'll be able to find a quality drink aboard the Peregrine anyway." Andvara Jeclair waves a hand in dismissal as if shooing the thought of drinks away. "Such are the sacrifices to comfort we make in the pursuit of business."

pad300 |
This is a partial submission as a marker, it needs some more information…
Mauro Ocella
Mauro Ocella was born in Almas (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a Chelaxian seamstress, Galena Ocella. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Mauro his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her child left her mystified. She did not marry afterwards; things were tight while Mauro grew up.
He studied Occultism with an aged human, Riccabede Vopisculus, for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Riccabede has significant contacts with the merchants of the Bountiful Venture company, and has been allowed to examine some of the artifacts that the first ship returned. Among the artifacts that were returned was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as a occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant error…).
Urged by something he didn’t understand, later the first night it was his, at moonrise, Mauro spilled a drop of his own blood onto the coin (Occult Bargain drawback). Mauro is convinced the coin holds more secrets to be unlocked… He is also convinced there are more such relics to be found in the ruins of Azlant, and thus (with a letter of introduction from Riccabede) has signed up to be a colonist with the Bountiful Venture Company. He values the coin greatly, and keeps it held against his skin, typically under gloves or his cestus.
The other major influence on Mauro has been the Bellflower Network. Growing up as a non-human bastard in Almas, he didn’t fit in well with the local kids. The local halflings though, mostly escaped slaves from Cheliax, were more tolerant. The Tillers have always cultivated agents in unlikely places. They saw something potentially useful in the young half-elf, and were careful to draw him in. Mauro isn’t a natural crusading character by any stretch, but he’s been well taught – given the opportunity, he’ll happily stab a slaver…
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mauro Ocella
N Male ½ Elf
Occultist 1 (Haunt Collector)
Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 20 = 10+5 (armor) +2 (shield)+2 (dex) = 19
HP 8 + 2 (con) = 10
Fort +5 = +2 Occultist +2 Con+1 Trait
Ref +2 = +0 Occultist +2 Dex
Will +3 = +2 Occultist + 1 Wis
CMD 14 = +0 Bab+4 Str
Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4 Str
Spells Prepared
L0 (DC 13, *) : Touch of Fatigue, Mending,
L1 (DC 14, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 14 ( 5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Traits : Occult Bargain (drawback, -1 to concentration checks) (drawback), Slippery (Combat), Healthy (Campaign), ???
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+11 = 1 rank +3 trained +1 wis +2 racial +4 Skill Focus)
Spellcraft(+6 = 1 ranks +3 trained +2 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+3 = 1 ranks +3 trained -1 cha)
Stealth (+7 = 1 ranks +3 trained +2 Dex+1 trait)
K Arcana (+6 = 1 ranks +3 trained +2 int)
Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+6 = 1 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)
Occult Skill Unlocks (Appraise, Perception)
Languages : Common, Elven, Draconic, ?Thassilonian?
FCB: Occultist, +0.5 points of mental focus /lvl
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB),
Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Weapons (38 gp): Cestus (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)
Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (63.11 gp): Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves Tools (30 gp)
Will become a reach weapon fighter through the shield brace line of feats
Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion at 10th