
DM Yttras |

Always wished to see distant shores? Interested in matching your wits with the wild, far from the comforts of civilization? Thirsting for fame and fortune beyond your neighbors' dreams? Then sign up with the Bountiful Venture Company, and claim your share of the treasures of Azlant! Currently seeking bold and competent individuals of all skill sets, willing to relocate permanently to the colony of Talmandor's Bounty, located on the sunny island of Ancorato in the isles of Azlant. Interested persons should apply at the offices of the Bountiful Venture Company, at 1335 Hossetter Way in Almas. Applicants will be measured for physical and mental fitness, and on their ability to work well with others. Individuals chosen will be required to live in Talmandor's Bounty, under the command of its governor, for a period of up to 5 years, and will be given a grant of land on Ancorato after that time. Further details can be obtained at the aforementioned offices of the Bountiful Venture Company.
Welcome! This is an open recruitment for a Ruins of Azlant campaign, looking for 4-5 players.
-This campaign is heavily wilderness/exploration themed. In addition, there is no town you can go to for magic items, though there will be NPCs in the colony that can make some magic items.
-This is a moderately aquatic campaign. Not all of it will be underwater, but significant portions will be. Archetypes that focus on underwater skills and abilities will become more useful as the campaign progresses.
-A third aspect of the campaign that differs from the "norm" is the other colonists. These NPCs will be with you at Talmandor's Bounty for the whole of the campaign. They will grow as you do (albeit more slowly), and who you interact with will have effects on those colonists, and on the colony as a whole.
Class and Race: All Paizo content allowed, and no 3rd-party content. I'm not trying to be mean here, just keeping things simpler for me. And remember, the crazier your class and race, the better your backstory needs to be.
Stat Generation: 20 pt. buy or roll (4d6x7, drop lowest set and lowest from each set), your choice. If you choose roll, though, you must take the rolls you get, unless your roll is 10 pt. buy-equivalent or less. In that very sad case, you can switch over to 20 pt. buy. No rerolls.
Other Info: On the topic of alingnment, I'm just gonna say no evil. 2 traits, one of which must be a campaign trait. Taking 1 drawback allows a third trait. Starting at level 1, average wealth (though look at the well-provisioned adventurer trait). Full HP at level 1, half+1 for each level after.
What I need: I will consider your submission complete once you have shared a character sheet with me or created an alias for your character and posted in this thread. That includes a full stat block, and a backstory, appearance, and personality section (2-3 paragraphs of backstory is fine, I just need enough to know who your character is).
Timeframe: I will start off running the recruitment through the end of the year, with the caveat that I can end it at any time with at least 48 hours notice if there is a lot of interest. I'll probably take about a week to make my choices, then post the list of successful submissions, with the campaign starting a day or two after that point.
This Adventure Path has some unique opportunities for role-playing, since you spend a great deal of time with the same NPCs over the course of the campaign. I would ideally like characters who can lean into that aspect of the campaigh. Excessively selfish characters are not likely to make the cut, though that in no way means that your character has to be alturistic. They just have to be able to "play nice" with others. Though the backstory length requirement is short, how compelling it is will matter. An archetypal character ("The Barbarian" or "The Wizard", for instance) may lose out to a mechanically similar character with a more fleshed-out personality. If you need help with ideas for your character, there are many resources on-line to give you guidance. My personal suggestion would be to ask yourself questions like "what food does my character like?" or "what does my character find embarrasing about themselves?"
What I expect from you as a player is around 1 post per day on weekdays, and about 1 post on weekends. In turn, I will do my best to post regularly and keep things going. I reserve the right to bot your character in combat if you don't post in a timely fashion. All that being said, I do understand this campaign probably isn't the biggest thing in your life, so if you have something come up, PM me or post in the discussion thread.

JonGarrett |

Why not roll, Jon? That always ends well! Prepare for getting an 11 point build...
4d6 ⇒ (6, 5, 2, 4) = 17 - 15
4d6 ⇒ (3, 6, 2, 3) = 14 - 12
4d6 ⇒ (6, 3, 4, 3) = 16 - 13
4d6 ⇒ (3, 1, 3, 6) = 13 - 12
4d6 ⇒ (3, 5, 1, 5) = 14 - 13
4d6 ⇒ (6, 4, 6, 3) = 19 - 16
4d6 ⇒ (6, 1, 6, 6) = 19 - 18
Huh. That does not suck.
Given my rolls are not terrible, maybe I'll consider something a little more MAD than usual, such as a monk. Or maybe a Kineticist, they can be fun...

Solicitor |

Dotting with great interest!
Stat 1: 4d6 ⇒ (6, 1, 5, 6) = 18
Stat 2: 4d6 ⇒ (2, 1, 4, 6) = 13
Stat 3: 4d6 ⇒ (4, 6, 6, 3) = 19
Stat 4: 4d6 ⇒ (5, 2, 1, 2) = 10
Stat 5: 4d6 ⇒ (5, 2, 2, 4) = 13
Stat 6: 4d6 ⇒ (2, 4, 2, 5) = 13
Stat 6: 4d6 ⇒ (2, 2, 4, 6) = 14
I've played in an ill-fated home-brew Arcadia game before, and I'd really, really like to play in one that goes on past the 'this journey across the sea takes forever' part! I got zero knowledge of the actual AP but having studied early modern history, the setting is right up my alley :)
17/15/12/12/11/11/9 - hrm :) interesting

drbuzzard |

Let's see what I can do. Think I made a submission for one of these ages ago. I'll have to poke around and see if it's on here somewhere (lost a laptop full of builds a while back so I know I don't have that).
4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15
4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12
4d6 - 5 ⇒ (6, 5, 5, 5) - 5 = 16
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
So 16, 16, 15, 14, 14, 12
can't complain about that.
I'll likely make an undine swashbuckler. I'll have to think up some backstory.

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most definite dot. I'm thinking... a martial. A sailor of some variety perhaps.. hm.. Either that, or I do have an idea for a water themed caster.
4d6 ⇒ (1, 4, 3, 5) = 13 12
4d6 ⇒ (1, 3, 3, 2) = 9 dropped
4d6 ⇒ (6, 6, 5, 3) = 20 17
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (1, 6, 2, 4) = 13 12
4d6 ⇒ (1, 4, 6, 5) = 16 15
4d6 ⇒ (3, 4, 4, 5) = 16 13
Not terrible, not the greatest, but won't complain about a 30ish point buy.

hustonj |
4d6 - 4 ⇒ (4, 6, 4, 5) - 4 = 15
4d6 - 1 ⇒ (5, 1, 3, 2) - 1 = 10
4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14
4d6 - 4 ⇒ (5, 6, 6, 4) - 4 = 17
4d6 - 1 ⇒ (4, 6, 6, 1) - 1 = 16
4d6 - 2 ⇒ (6, 2, 3, 6) - 2 = 15
4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13
17, 16, 15, 15, 14, 13, 10 (drop the 10)
Provides the set 17, 16, 15, 15, 14, 13, which is a massive 45 point build! Wow.
I already have a character built for this from a dead game. I will adjust the build and post with that alias.

SodiumTelluride |

Interested!
4d6 ⇒ (1, 1, 3, 6) = 11 = 10 dropped
4d6 ⇒ (1, 6, 5, 2) = 14 = 13
4d6 ⇒ (2, 3, 6, 1) = 12 = 11
4d6 ⇒ (4, 5, 6, 2) = 17 = 15
4d6 ⇒ (5, 2, 5, 2) = 14 = 12
4d6 ⇒ (3, 1, 5, 5) = 14 = 13
4d6 ⇒ (6, 2, 3, 5) = 16 = 14
15 14 13 13 12 11
Very middling stats, but no dumps at least. I’m thinking probably someone Small, to get the most out of my attack rolls.

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I'm always up for exploring ancient ruins.
1: 4d6 ⇒ (6, 3, 2, 3) = 14 =12
2: 4d6 ⇒ (3, 3, 6, 4) = 16 =13
3: 4d6 ⇒ (3, 2, 4, 6) = 15 =13
4: 4d6 ⇒ (1, 6, 5, 4) = 16 =15
5: 4d6 ⇒ (5, 6, 1, 5) = 17 =16
6: 4d6 ⇒ (5, 5, 2, 2) = 14 =12 Dropped
7: 4d6 ⇒ (1, 6, 6, 6) = 19 =18
Fun! I'm thinking of a Freebooter Ranger, maybe. Or a Cleric? Or a druid?

polyfrequencies |

This always seemed like a fun campaign. I'm in a bit of a crunch for the next couple of weeks, but will spend some free time thinking of what to do based on how the rolls go.
4d6 ⇒ (5, 5, 4, 6) = 20 - 4 = 16
4d6 ⇒ (3, 5, 3, 4) = 15 - 3 = 12
4d6 ⇒ (5, 5, 6, 4) = 20 - 4 = 16
4d6 ⇒ (6, 2, 6, 4) = 18 - 2 = 16
4d6 ⇒ (4, 6, 4, 5) = 19 - 4 = 15
4d6 ⇒ (3, 2, 4, 3) = 12 - 2 = 10
4d6 ⇒ (2, 3, 6, 6) = 17 - 2 = 15
Holy cow that's good. 46 point buy! Now I feel positively compelled to make something.

hustonj |
Actually, looking back through my aliases, I have 2 prior characters for this campaign.
Tsaong Cho, basically a mounted Mongolian warrior.
Luimener, a Hunter whose companion is (cosmetically) a cooshee, but mechanically a wolfdog.
I'll probably update Luimener, simply because a Hunter brings more to the colony than a simple Fighter.
Both need more updates than simple attribute swaps.

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Bethany Ramil
Bethany loved the sailing life, but dreaded every return to big ports. She become close with the ship’s priest, Eric Champbit, who prayed to Gozreh for the crew. Bethany aided the old man in his daily prayers. He told her of a sacred relic of Gozreh, a tree branch split by lightning with the lightning still contained within it. He had lost it gambling in Almas, and felt his spirit could never be at rest until it was returned. Eventually, Eric died in a particularly bad storm, and Bethany took up the role of the ship’s priest, praying to Gozreh and tending to the crew’s injuries.
Years passed, and Bethany learned that her mother was ill. She returned to Almas, intending to say goodbye. Her mother told her of the Bountiful Venture Company’s attempt to settle a colony. She wanted to get a merchant in, and felt Bethany’s skills as a sailor and priest would earn a spot among the tough competition. Bethany refused. They went to the church of Abadar. Bethany’s Mother had made a huge donation to the church, and would receive powerful magical healing, guaranteeing her life for many years to come. Inside, the church, Bethany spotted the branch of Gozreh’s lightning that Eric had lost. Bethany made a deal with her mother. Buy the branch, and Bethany would join the Bountiful Venture Company’s voyage.
Personality: Bethany prefers the company of animals and nature to people and cities, but is used to serving with a crew. To those she accepts as a crew, she will be protective and straightforward with.
Appearance: Bethany has blonde hair in a short style. She’s a tall human with tanned skin. She wears Scale mail adorned with the holy symbol of Gozreh.
Neutral Good Medium Human Cleric 1;
Init 2; Senses Perception: +6
DEFENSE
AC 19, touch 12, flat-footed 17
hp 11
Fort 5, Ref 2, Will 7
OFFENSE
Speed 20 ft.
Melee Trident +5 (1d8+1 ),
Ranged Light Crossbow +2 (1d8)
Cleric spells prepared (CL 1; concentration +6)
1st (3+1/day)- Bless (DC 16); Murderous Command (DC 16); Obscuring Mist (DC 16); Protection from Evil (DC 16);
0th (at will)- Create Water (DC 15); Guidance (DC 15); Vigor (DC 15);
STATISTICS
Str 13, Dex 15, Con 16, Int 13, Wis 20, Cha 12
Base Atk + +0; CMB +1; CMD 13
Feats Channel Smite; Guided Hand;
Traits: Athlete (acrobatics), Strong swimmer
SQ Aura; Channel Energy (Cleric) +1d6; Speak with Animals; Surge; Domains: Animal; Water (Oceans);
Skills Acrobatics (0) +3 Handle Animal (1) +2; Knowledge (history) (1) +5; Knowledge (nature) (1) +5; Knowledge (religion) (1) +5; Perception (1) +6; Spellcraft (1) +5; Swim (1) +4
Equipment
Trident (15)
Scale mail (50)
Heavy wood shield (7)
Cleric Kit (16) (This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)
Light Crossbow (35)
20 Bolts (2)
15 GP

GM Minotaur |

Seriously interested. Adventuring on a whole new frontier!
Since this tickles me on an old-school level, I'm going to go with the rolls and work on a submission from there:
4d6 ⇒ (4, 6, 4, 5) = 19 (-4) 15
4d6 ⇒ (1, 4, 5, 6) = 16 (-1) 15
4d6 ⇒ (1, 1, 5, 3) = 10 (-1) 9 *DROP*
4d6 ⇒ (5, 4, 3, 4) = 16 (-3) 13
4d6 ⇒ (4, 4, 6, 4) = 18 (-4) 14
4d6 ⇒ (6, 1, 1, 2) = 10 (-1) 9
4d6 ⇒ (1, 5, 3, 4) = 13 (-1) 12
15, 15, 13, 14, 9, 12
Hmmm. Can definitely work with this spread though I may rearrange it.
Will be back soon with a character and details soon... Leaning towards an Arcanist, I think.

Mythicman19 |

Such a neat AP I’m excited, I always liked Azlanti stuff. I’ll dot and see if I can figure something out with my rolls, here’s to the dice gods.
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (1, 5, 4, 5) = 15
4d6 ⇒ (3, 6, 3, 5) = 17
4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (4, 1, 5, 4) = 14
4d6 ⇒ (5, 3, 2, 4) = 14
18,17,16,15,14,14
I’ll take it, definitely could be neat. I’ll read the players guide and brainstorm and post an idea.
Just a question, for the sheet do you have any preferences or avoided sheets?

Songdragon |

I wish to apply for this campaign as well. Sounds like an interesting idea and love exploring.
4d6 ⇒ (5, 6, 4, 5) = 20 16
4d6 ⇒ (3, 6, 5, 1) = 15 14
4d6 ⇒ (2, 5, 4, 3) = 14 drop
4d6 ⇒ (3, 5, 5, 2) = 15 13
4d6 ⇒ (1, 6, 6, 3) = 16 15
4d6 ⇒ (4, 1, 5, 6) = 16 15
4d6 ⇒ (2, 3, 6, 4) = 15 13
Considering a Druid... not set in stone, and no idea of race just yet.

DoubleGold |

Roll, don't know what I'm going to make yet
roll: 4d6 ⇒ (5, 1, 3, 6) = 15 14
roll: 4d6 ⇒ (5, 1, 4, 1) = 11 10
roll: 4d6 ⇒ (6, 3, 5, 4) = 18 15
roll: 4d6 ⇒ (6, 3, 2, 4) = 15 13
roll: 4d6 ⇒ (6, 5, 2, 6) = 19 17
roll: 4d6 ⇒ (2, 6, 6, 1) = 15 14
roll: 4d6 ⇒ (5, 6, 4, 5) = 20 16
So, 17, 16, 15, 14, 14, 13.

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Okay, I've narrowed down two ideas.
1st- A ranger or fighter(class) with the trait eagle knight recruit. A rather bright eyed youth seeking adventure and stories of yore. He also has a goal of making this new colony safe for when his younger sister and brother arrive.
2nd- is a druid, likely having been sent to watch over the fledgling colony and to make sure they don't disturb the natural cycle too greatly, too quickly.
I'm leaning towards the former.

hustonj |
4d6
4d6
4d6
4d6
4d6
4d6
4d6
18,17,16,15,14,14
You forgot to drop the low die.
12, 14, 14, 15, 15, 13, 12 in order after doing so, so probably
15, 15, 14, 14, 13, 12, which is a 29 point build equivalent roll. Not as good as you were looking at (57 point build equivalent), but still pretty nice.

Mightypion |
Lets bravely roll ahead! Redeemer queen bless me in my Aztlantian exile!
4d6: 4d6 ⇒ (6, 5, 6, 1) = 18 -1=17
4d6: 4d6 ⇒ (5, 3, 6, 5) = 19 -3=16
4d6: 4d6 ⇒ (1, 1, 6, 1) = 9 -1=9 dropped
4d6: 4d6 ⇒ (5, 5, 3, 3) = 16 -3=13
4d6: 4d6 ⇒ (3, 1, 3, 4) = 11 -1=10
4d6: 4d6 ⇒ (5, 6, 3, 1) = 15 -1=14
4d6: 4d6 ⇒ (6, 5, 1, 5) = 17 -1=16
Blessed be our Lady in Shadows!
41 point buy yay.
Character idea: Flashman/Ciaphas Cain in Golarion, too high expectations resulted in him failing, with bad consequences, and then leaving seeking a fresh start elsewhere.
Found a semblance of redemption in worshipping Nocticula, either post her ascenion or in her aspect of the redeemer queen.
I will probably take wisdom 10, so the I have a clearly defined weakness, and a low will save class.

Alexandr Sergejevich Kerensky |

Greetings, here is mightypions suggestion.
Here is the background, I had fun writing it:
Al Al Alexandr, Hero of Irrisen!
His troops, who werent even his tropps actually, their commanders just got assassinated because the "sneaky git" Orc commandoes are going to be assassinating commanders, were singing.
"Captain Alexandr is the best! When the Gits attacked, he immidiatly understood that they were a distraction, ran to the rear, into their Cunningly disguiesed leader who was masquerading as our political officer and cut right through her black heart!" His Seargent intoned to the acclamations of the other troops.
No damnit, I was actually running away, stumbled upon that damned commisar b!~+$, figured I would better stab her down before she shockfrosts my face for desertion, but guess what, it was a cleverly disguised orc.
Alexandr thought as he was smiling broadly at his brave men and women, all of them undoubtetly braver then him.
"And we have all seen how he bested their heavily armored leader in a duel, with that evil Orcs own axe!" Said one more brave soldier, pointing at the trophy orc butchering axe Alexandr was wielding.
That wasnt really me, you see, I knew the Orc would exchange weapons according to their dueling customs, and I knew he was bleeding from the hand because he himself was a bleeding fist clan war leader, and these guys ritually bleed their hands before battle for luck, so I put some effing paralyzing venom on my sword hilt, which did paralzye him so all I had to do was to blood rage and Coup de Grace his stupid face into an adjacent dimension with his own effing axe.
While this was smart, it was not even my idea for Gorums sake, if not for my skilled apothecary friend I would be effing smudge... Thought Alexandr in his mind while shaking some of his troops hands.
"When they then tried to drown us in crazed Slaves, Captain Alexandr figured out that the best way to stop them was to direct our mages to cause an avalance! And then he even found a the head of one of their leaders in the rubble! Clearly this means he is destined for greatness!" Said one of his fighters, her face showing she believed every word of it.
that was dumb random luck. I was so f%~+ing scared, I randomly pointed at a random boulder, thinking it was a weird orcish gargoyle or whatever, and my insanely competent and heroic Mage who actually did all the work blasted the boulder, so that it caused an avalance which incidentally smashed the sneaky git assassination team that was lurking there invisibly and from whom I joinked the teamleaders head... Alexandr thought, while using the opportunity to adress his troops.
Fellow warriors, soldiers, defenders and heroes of Irrisen, it was your mettle that prevailed, it was your skill and your bravery that brought us victory against the Hold of Belkzen, do not praise me, praise your comrades who where with you, behind your, ahead of you and who always had your back! These are your victories, not mine, and your valor earned them, not my strategies.
Alexandr finished his prep talk, having no interest whatsorever on getting on the assasination lists of either the Hold of Belkzen or of Irrisens formal military hierarchy.
One rowdie common soldier interjected:
CAN ANYONE OF YOU THINK OF A SINGLE BRASS F$%*ER B%*~@ WHO WOULD SAY THIS? ALEXANDR IS THE BEST!
Dark Tapestry bugger my lovelife thought Alexandr
"Al Al Alexandr, hero of Irrisen" His troops started chanting again.
Time bugger off to effing Azlant or wherever before effing Baba Yaga thinks I am plotting a military coup.
Was all Alexandr could think off.
Can I complete skill selection and items later? I have 6-7 skill slots, and will have pretty decent face abilities (16 CHA, intimidate as class skill, diplomacy as secondary class skill, +1 to intimidate, diplomacy or bluff as long as I am somewhat blinged) with some athletics, swimming, and likely a bit of knowledge on too.
Also, are we using Elephant in the room, Background feats or Automatic Bonus progression?
Bloodline wise, aquatic could be perhaps too strong in this campaign, maybe verdant? Black blood would fit well with an Irriseni background, Abyssal would fit with him worshipping Nocticula. Irrisen probably has a fair number of Abyssal Ragers on account of Koschtschie etc. .

Linnea the Diviner |

RUINS OF AZLANT! I've wanted to play this AP forever. Thinking an undine druid of Gozreh with the Undine Adept archetype.
To point buy or not... Undines get +2 Wis, hopefully I'll be able to get a halfway decent caster stat even if I roll poorly.
4d6 ⇒ (1, 2, 5, 1) = 9-1 = 8
4d6 ⇒ (3, 2, 3, 4) = 12-2 = 10
4d6 ⇒ (1, 5, 5, 6) = 17-1 = 16
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (6, 6, 1, 2) = 15-1 = 14
4d6 ⇒ (4, 6, 6, 5) = 21-4 = 17
4d6 ⇒ (1, 5, 5, 1) = 12-1 = 11
Two dump stats, great. I got a 17 though, so I think I can make this work.

Alexandr Sergejevich Kerensky |

Alexandr Sergejevich Kerensky wrote:Also, are we using Elephant in the room, Background feats or Automatic Bonus progression?Yes on Elephant in the room, no on Automatic Bonus Progression.
Narrative question, is it fine if I rebrand Eagle Knight Recruit as Irriseni squad leader without narrative changes?
I will go for mixed blood bloodrager, Aquatic Black Blood.
I dont actually think that Aquatic is that powerful, and Black Blood fits Irrisen pretty well. Narratively, aquatic comes from a Rusalka, Black Blood from something even darker.

DM Yttras |
1 person marked this as a favorite. |

Narrative question, is it fine if I rebrand Eagle Knight Recruit as Irriseni squad leader without narrative changes?
That sounds fine to me. Something along the lines of some within the Company looking for non-Eagle Knights with military prowess.

Herkymr the Silly |

Male human unchained barbarian (sharptooth) 1 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89, Pathfinder Unchained 8, Ultimate Wilderness 39)
CG Medium humanoid (dhampir)
Init 1; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort 4, Ref 1, Will 0; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 10 ft.
Melee brass knife -1 (1d4+4 P or S/19+) or
. . brass knuckles -1 (1d3+4 B) or
. . dagger -1 (1d4+4 P or S/19+) or
. . tiger fork +5 (1d8+6 P)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB 5; CMD 16
Feats Auspicious Birth
Traits athletic, bloodthirsty, dealmaker
Skills Acrobatics +3 (-1 to jump), Bluff -2, Craft (boneworking) +4, Diplomacy +2, Disguise -5, Intimidate +4, Knowledge (geography) +1, Survival +4, Swim +14; Racial Modifiers +2 Diplomacy
Languages Common
SQ fangs[ARG], resist level drain
Other Gear armored coat[APG], brass knife (2), brass knuckles[APG], dagger, tiger fork[UC], backpack, bedroll, belt pouch, belt pouch, collapsible plank[UE], common false teeth, fishhook (5), fishing net, flask, flint and steel (2), hemp rope (100 ft.), hourglass (1 minute)[APG], jug, sack, torch (10), trail rations (5), waterskin, 1 gp
--------------------
Special Abilities
--------------------
Auspicious Birth (Meteor Shower) +1 dodge bon to AC vs rng atk for each rng atk > 1 vs you/round, max +4, until start of your turn.
Darkvision (60 feet) You can see in the dark (black and white only).
Fangs You can bite a helpless (automatic) or grappled (with a CMB check) foe for 1d3 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swim (10 feet) You have a Swim speed.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
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Herkymr the Silly |

Here he was allowed to roam free with little to know parenting or education. He was constantly berated for his “nobility” and accused of being a bastard blood. The cousin would then proceed to explain the lineage of the “true” noble born. He learned to envy his siblings for their “proper births.”
He spent much of his time in the water and on boats out upon the water during his formative years. It was here that his fascination for sharks and the big killers of the deep began to fester and take over his soul. Realizing he would never look like other “humans” he took to sharpening his fangs, the only obvious indication of his mixed heritage. He learned they were a weapon as sure as his tiger fork was a weapon.
It wasn’t till he was old enough to hide his mixed heritage from the casual glance that he was permitted back in Taldan high society. He was provided with money to bribe his silence and his absence from his family’s social forays. He learned to make that money last often times bargaining for items way priced higher than his funds. He never quiet ran out of money though always having a few coppers to spend.
He became upset one day at a slight to his upbringing and “passed out.” When he came to it was to see the absolute destruction he had caused to the facility. There was blood on walls, floor, and tables. The tables and many of the stools were in shambles. Those people that remained were scared and talking about his raging anger and bestial eyes. Knowing he wouldn’t be tolerated in high society any more, he took off to the coasts. It was Freeport that he ended up in. It was here that his swimming prowess and his anger fits were noticed by the Bountiful Venture Company.
Knowing the potential hazards of the new land, they were looking for a few people that could hold their own against whatever creature may be threatening the settlement. He was approached by the smith that would be going with them. The uppers wanted to see him and offer him a job as a protector and hunter for the new settlement. He met and the journey began.
Description:
An average 5ft 5inches, 150 lithe pounds of flesh, Mordeki appears little more at a glance than a rather slightly paled version of a human youth. The cloak and silk shirt that he wears lend air to him being of nobility and thus the lack of true pallor to his skin, “untouched by the laborer’s sun.”
A casual glance would reveal a youth with crooked and damaged teeth that fit ill with in his mouth. A closer examination, something that rarely happens because of his intimidating way of glaring back, reveals the teeth are merely props to cover the real sharpened teeth beneath.
He wears a coat of midnight blue that almost is black. It is made from the thick “leathery” skin of a great white shark. Around his wrists and neck are carved bracelets and necklaces of shark and killer whale bone. These are quite detailed and seem to be a part of the youth more than accessories. His feet are clad in seal skin sandals that remain loosely clasped as if they were not common foot wear for the lithe lad and could easily be slipped out of if so desired.
His face is scarred where he was once bitten by a predator of the deep. He will not say what they are from merely that they were earned through stupidity of motion. The bone in places sticks out from his jaw line. He often wears a bandanna across the face to hide the scars.
His head is close shorn on both sides but a mohawk, allowed to lope over sloppily, splits the shaved sides. He has many piercing in his ears all are jewelry of bone. He will tell those that ask that it is bones of his ancestors and his friends. Few know that he refers to the predators of the deep, sharks and killer whales as his ancestors or his friends.
When he becomes angry, he grins and initiates a fight of dominance. In his view there can oly be one matriarch or one patriarch to the pod. He intends in time to be that one. In battle he smears the blood of enemies across his chest and face to accentuate the gruesome features that his bandana conceals. The false teeth come out as well showing well filed and needle pointed fangs.

Luimener |

This is hustonj's retooled Hunter. I believe everything is in the profile.
I also have an alias for the Animal Companion, but the accurate stats are in this profile, so I will wait to update that profile until needed.
Move through wilderness, survive in the wilderness, care for animals, heal others, know terrain and the things within it, and have a sharp eye. Yeah, Hunters have more to contribute to the colony than straight Fighters.

Alexandr Sergejevich Kerensky |

Items and skills are done.
Equipment wise,
I am running around with a total of 7 axes, 3 throwing, 4 not.
Carrying capacity with STR 19 and a masterwork backpack is rather generous actually.
I do have options with 2 handed, 2 handed reach, throwing, 1 handed and shield.
Skill wise:
Intimidate, Diplomacy, Climb and Swim at 8, A fair bit of Spellcraft (6) and acrobatic (7), rounded up by perception 4.
Armor check penalty while wearing a breastplate would reduce Climb, Swim and acrobatic by 4, so its 4/4/3.
Special tricks:
I can use my axes, underwater, without penalties because of aquatic bloodrager. I will eventually get a lot of reach.
Weakness: Bad will save.

Aldizog |
I am currently in Book 1 of Ruins of Azlant, but it has been slow going (two years with multiple hiatuses) and it is hard to know how long we will keep going. So I would be interested in throwing my hat into the ring for this. I can keep information separate.
4d6 ⇒ (3, 4, 3, 5) = 15 12
4d6 ⇒ (6, 5, 6, 5) = 22 17
4d6 ⇒ (5, 5, 4, 5) = 19 15
4d6 ⇒ (1, 6, 4, 6) = 17 16
4d6 ⇒ (2, 2, 6, 6) = 16 14
4d6 ⇒ (2, 3, 4, 4) = 13 11
4d6 ⇒ (5, 5, 3, 5) = 18 15
17, 16, 15, 15, 14, 12.
That is a really good array. Thinking cleric of Cayden Cailean (to sort of play off the two Lawful clerics on the ship - the colony will need to minister to those Andorans who are more free-spirited). Warpriest is tempting, but a low-level party really needs Channel.
Definitely Human, and a loyal Andoran citizen (though it's hard to imagine that any who aren't loyal Andoran citizens would pass the screening process). Generally gregarious and friendly, but quietly wary for any who would try to undermine the Colony on behalf of nefarious groups.
Will make an alias.