
Ironperenti |
1 person marked this as a favorite. |

On or about 300 BC in a world unlike ours in that sorcery and dragons were real, the island nation of Atlantis controlled the known world through magic and technology. While researching means to expand their influence they developed a device that could transport small groups leagues away instantaneously. Control was limited and there was no instant means for such a group to return but the exploration possibilities seemed limitless. Soon, Atlantis began to send out groups of explorers to find new civilizations. They learned to prepare the groups with star charts to help them return and trade goods to entice the natives. The crown and the explorers prospered.
The system was not without its flaws. Many exploration teams were never heard from again. But the low cost to financiers to send volunteer teams with a small amount of goods and the potential profit for the explorers ensured the continued use of the transportation device.
In the year of the Swordfish the Atlantean crown wanted to test the limits of the transporter. They decided to try for a 2000 mile cast and offered a lucrative deal to include percent partnership in the trade route to any team that returned. There was a drawing held to determine which exploration teams would have the opportunity to participate. Three were chosen.
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This is a 3rd party adventure by Convergence Games. I wanted to give it a go and was hoping some of you might join me.
25 pt build no starting stat lower than 8 after racial modifiers
Race: Core races minus Half-orc and add Half-dwarf
2 traits no drawbacks
Core, base, hybrid, and unchained classes as listed on d20pfsrd
Any good or lawful neutral
Background skills in play
Feats: Paizo only; no Shikigami style, no unhindering shield, shapeshifting hunter works for up to 4 levels, Everyone gets weapon finesse for free, Rogue Finesse and Swashbuckler Finesse get Combat Expertise as a bonus feat even if they do not meet the prereq
Starting Level 2nd
Starting gold 300
Guns are in play at the Emerging Guns level
If I forgot something (which I probably did), please ask.
I'll be selecting a 5 man team. I'm thinking of running recruitment for a week. If there are not very many applicants I may extend a week.

Ironperenti |
3 people marked this as a favorite. |

It does seem to be a little thin. Looking at the first two adventures I would say it is likely because you are going into the unknown. However, it would have been nice if some idea of favored enemies would have been provided. After reviewing the first two it looks like human, magical beast, and reptilian humanoid might be good choices. Some of those being more situationally dependent than others.

Mightypion |
Character concept:
Svanhild "Jotunhugger" Vaenirdottir
Chaotic Good Germanic Bloodrager
Coming from an honor culture, Svanhild is unfallingly polite and strongly willing to see alternative ways of resolving conflicts.
She knows from his own experience how often a wrong word, or an unknown custom, can turn a misunderstanding into a blood feud that lasts for generations, in her youth, she killed a man as a part of such a blood feud, and considers vengeance frankly a waste of time.
She is a faithfull of the Germanic Pantheon and is quite fond of the Trickster Goddess Snotra in particular, and thus rather fond of pranks and unusual solutions. Snotra, in stark contrast to Loki, pranks only her foes, not her allies.
While her Ragepowers have dark, Ragnarök associated sources (probably Abyssal or Black Blood), her actually recogniced bloodline has some Vanir (Fae) influence which makes her unusually diplomatic, polite and skilled at misdirection.
As an additional tick, she is very concerned with her personal grooming, partly because she knows how she looks when she bloodrages, and will easily spend up to an hour per day on grooming if she can get away with it.
Pretty fond of booze and will always share it. Great way to make friends after all!
She hugged and lifted a Jotun in a diplomatic setting, thus earning her her nickname. The Jotun took it with good grace, redeemed his honor by massively outdrinking her and all agreed it was a good lark.
STR 16+2
Dex 14
Con 12
Int 14
Wis 8
Cha 14
Alternative racial background: Fey Thoughts (replacing skilled, picking Diplomacy and Stealth as additional class skills)
Background traits:
Irrepressible (CHA instead of wis vs Charm, compulsion)
Extremely fashionable (Bluff as class skill, +1 to bluff, diplo or intimidate when moderatly blinged out)
Feats:
Combat reflexes
Weapon focus Axes if it applies to all Axes, Power attack if not.
Skills (6 skill per level, +1 Background skill):
Bluff (1 SP=7)
Diplomacy (2SP=8)
Intimidate (1SP=7)
Stealth (1SP=6)
Swim (1SP=8)
Perception (1SP=3)
Spellcraft (1SP=6)
K. Arcana (1SP=6)
Climb (1SP=8)
Acrobatics (1SP=6)
Survival (1SP=3)
Background:Profession Sailor (2SP=4)
TLDR:
A good "offensive face" (her sense motive is bad though), pretty handy in a fight, can hold her own in exploration and in a ship, can scout along with the actual scout without giving her position away, and is quite flexible in how she is to be used. Is far more morally flexible then a Paladin.
Typical bloodrager weaknesses, somewhat mitigated by a reasonable save vs charm and compulsion.

Ironperenti |
1 person marked this as a favorite. |

I am play testing this for Convergence games. The two published adventures run up to 6th level. The original play test group got up to 8th but I would need to use the draft material to run up to that. I understand this does not complete the storyline of which there is outline material. I will be willing to run through that portion so I believe it could potentially reach 12th level using additional materials.
That brings up a good point. It was mentioned the PG was thin on content. I was going to submit a need for class specific suggestions such as favored enemies and a basic outline of pantheons for divine based characters. Please let me know if you have any other suggestions.

ElbowtotheFace |

Half-Dwarf Unchained Monk 2
NG Medium Humanoid (Dwarf and Human)
Init +2; Senses- Low-lightvision, Perception +8
_____________________
Defense
_____________________
AC 15, touch 15, flat-footed 13, CMD 18
HP: 23 (2d10+7)
Fort +4, Ref +5, Will +4
_____________________
Offense
_____________________
Speed 30 ft (30 Base)
Melee Unarmed +6 (1d6+4) x2
Melee Flurry +4/+4 (1d6+4/1d6+4) x2
Ranged
____________________
Statistics
_____________________
STR: 18 DEX: 14 CON: 12 INT: 10 WIS: 16 CHA: 8
Base Attack +2, CMB +6, CMD 18
Feats: Toughness, Combat Reflexes, Improved Grapple, Power Attack, Stunning Fist
Traits: Axe to Grind, Disdainful Defender
Background Skills: Profession (Stonemason) +8, Lore (Dwarven history) +5
Skills: Acrobatics (Dex) +7, Climb (Str) +9, Escape Artist (Dex) +7, Knowledge (religion) (Int) +5, Perception (Wis) +8, Ride (Dex) +7, Sense Motive (Wis) +8, Swim (Str) +9
Languages: Common, Dwarven
Gear: 1000,
____________________
Racial Abilities
____________________
Hardy: Half-dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stable: Half-dwarves gain a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Toughness: Half-dwarves receive Toughness as a bonus feat at 1st level.
Low-Light Vision: Half-dwarves can see twice as far as humans in conditions of dim light.
______________________
Special Abilities
______________________
Bonus feat (2), Flurry of Blows (bonus attack), Stunning Fist (2/day), Unarmed Strike, Evasion
Will each Nationality encompass all the races or will races be limited to certain areas, like Humans live everywhere but Dwarves of Gnomes only lives in mountainous areas so the Alps or other such areas.

Torilgrey |

I give you Gheorix the Red!
Human skald (dragon skald) 2 (Pathfinder Player Companion: Advanced Class Origins 19, Pathfinder RPG Advanced Class Guide 49)
NG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +3; +4 vs. fear effects.
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Offense
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Speed 30 ft.
Melee gladius +3 (1d6+3/19-20) or
. . shortspear +4 (1d6+3) or
. . shortspear +4 (1d6+3)
Ranged sling +3 (1d4+3)
Special Attacks raging song 7 rounds/day (inspired rage)
Skald (Dragon Skald) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cause fear (DC 13), cure light wounds, obscuring mist
. . 0 (at will)—daze (DC 12), flare (DC 12), light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 13, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Skald's Vigor[ACG], Weapon Finesse
Traits - custom trait -, talented
Skills Acrobatics +3 (+4 while aboard a boat.), Climb +4 (+5 while aboard a boat.), Diplomacy +6, Handle Animal +6, Intimidate +6, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +6, Perception +4, Perform (oratory) +6, Perform (sing) +8, Profession (sailor) +6, Spellcraft +5, Survival +0 (+1 while at sea.), Swim +6
Languages Atlantian, Celtic, German, Greek, Latin
SQ fearless raider, sea legs, versatile performance (sing)
Other Gear chain shirt, light wooden shield, gladius[UC], shortspear, shortspear, sling, sling bullets (20), bedroll, belt pouch, Drum, flint and steel, masterwork backpack[APG], mess kit[UE], mirror, pot, soap, spell component pouch, trail rations (5), waterskin, 95 gp, 9 sp
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Special Abilities
--------------------
Fearless Raider (Ex) +4 on saves vs. fear effects, DCs of Intimidate used on you increase by 4.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Raging Song (standard action, 7 rounds/day) (Su) Song can inspire allies in a variety of ways.
Sea Legs +1 (Ex) Add value to Profession (sailor), Swim, and Acrobatics, Climb on boats, Survival at sea.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Versatile Performance (Singing) +8 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Songdragon |
1 person marked this as a favorite. |

Hello there. I have been watching the tread for a little bit with interest.
How is magic generally revived outside of Atlantis? Is there any difference in arcane vs divine magics? How is summoning monsters/creatures and shape-shifting seen?
Are races seen any less than others?
I am considering a druid for consideration. I have not yet decided on a race.

Ironperenti |
1 person marked this as a favorite. |

Locally around the mediterranean and up through the British isles there is no outright hatred for any particular fair race. Just like different peoples fight for territory so do the different races. Where they have lived in close proximity for long periods there is some intermarrying (dwarves in the Alps, Elves in the forest ranges of the isles and western Europe). North Africa is primarily human. Rome controls most of Italy but that is it. Alexander has recently died and his kingdom was split into three parts. Magic is used by most civilizations but their understanding pales in comparison to those on Atlantis (Adept vs Wizard or Cleric; spontaneous casters are in high demand outside of Atlantis). Most magic is confronted with awe. Summoning a monster is not greater a feat of magic than conjuring a fireball. Most people wet their pants and hope the caster does not come for them. Like anyone with power in a brutal world, there are those who try to kill casters because they fear them, because they think they can steal his powers, etc.
All of this may be a non-consideration as you are about to be flung 2000 miles away. Civilizations are likely vastly different over there.

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I'm still working on an Oracle. I've flip flopped several times but I believe I'm down to either Cyclopian Seer with the Lore Mystery or Spirit Guide with the Ancestors Mystery.
Any chance the traditionally Greek weapons might be be made martial rather than exotic? :)
Also I noticed the players guide requires an INT ability score of higher than 13 for extra languages. Are we holding to that rather than the standard Pathfinder rules?

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My character will almost certainly be Greek so I've been thinking about the Doru, which can be used two-handed as a simple weapon but is exotic for one-handed use. I'm thinking about Doru and shield as a possibility, not two weapon fighting, which is a bad idea on an oracle. Notably the Doru does not have the reach quality.
Also the Falcata is a Greek weapon as well under the name Kopis.
Again, for use one-handed with a shield. Apparently the Falcata can be used two-handed in Pathfinder (maybe referring to oversized?), but clearly the design of the handle makes that impossible. Unless the idea is to use an oversized one two-handed, the notion seems very silly to me.
If these two were martial I'd consider going with the Battle Mystery to pick up martial weapon proficiency.

Sven Olaffson |

I can't turn down the chance of playing a half-dwarf! It's a race which really should be a choice regardless of setting.
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Sven is a wanderer by nature, much like his father before him. His father, Olaff, was a dwarf from the alps, who traveled throughout the Roman Empire and beyond as a merchant. He sold finely made dwarven weapons to far off markets in which a dwarf was never even heard of, and in return brought back exotic goods. One such thing that he brought back was his son, Sven.
Now an adult, Sven has taken up the family business. Only he has gone a step further, looking for exotic items not for their monetary value, but their psychic. He uses these items to focus magical powers that he barely understands. As such, when the chance arose to head to Atlantis, of all places, he jumped at the opportunity. Who knew what relics could be found down there? Certainly it would be beyond his wildest dreams...
--------------
Class: Occultist
* Full BaB with Panoply of the Warrior (no power attack yet, but strength 20)
* Current "trick" is that he can cast magic weapon for +1 and then use a point of focus for bane. Takes 2 standard actions and only lasts for a minute, so it's currently powerful, but is very limited in it's application.
* Automatic identifying of anything magic we find
* Some basic spellcasting...gets healing at lvl6
* Can get more information up later. Profile picture shows him wearing one of his implements

drbuzzard |

OK, figure there's a need for a dedicated arcane caster, though it will be an illusion focused one.
Gnome sorcerer 2
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
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Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+6)
Fort +3, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—shadowstrike (1d4+1 nonlethal)
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—color spray (DC 16), silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), light, prestidigitation, ray of frost
. . Bloodline Shadow
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 14, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats Effortless Trickery, Eschew Materials
Traits seeker, trickster
Skills Acrobatics +2 (-2 to jump), Appraise +7, Bluff +9, Climb +1, Knowledge (arcana) +9, Perception +8, Profession (soothsayer) +5, Spellcraft +7, Stealth +11; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic
Other Gear candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 120 gp
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (1d4+1 nonlethal, 7/day) (Sp) Melee touch attack deals 1d4+1 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Still thinking about his background. Likely a native of Atlantis, and something of a scoundrel, though well intentioned. He pulls scams on bad people of wealth (perhaps something like Leverage). A recent effort has the victim looking for him, so an opportunity to get clear of the consequences seems like a good idea.

Songdragon |

Good evening. Zahera for consideration. I know the background can use a little more depth and can work on that, but the character is basically there. I am willing to adjust/tweak to help the party as needed. Thank you for the opportunity.
Image of Zahera
Race: Half-elf
Gender: Female
Age: 30
Height: 5'9"
Weight: 120 lbs
Hair Dark Curly dark brown
Eye Color: Vibrant sky-blue
Skin Color: Dark
*** *** *** *** *** *** *** *** ***
Half-elf, Druid 2
Neutral Good, Medium Humanoid (human, elf)
Initiative +2; Senses Perception +8
Languages: Atlantian, Egyptian, Druidic.
Hit Points: 10 (8(1st) +2 con)
Armor Class: 16 = 10 +2 dex +2 armor +2 shield
Armor Class Touch: 12 = +10 +2 dex
Armor Class Flatfooted: 14 (12) = +10 +2 armor (+2 shield)
Fortitude: +5 = +3 class +2 con
Reflex: +2 = +0 class +2 dex
Will: +7 = +3 class +4 wis
Damage Reduction: none
Spell Resistance: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
----------------------- Ability Score -----------------------
Strength 14 (+2) 5 points
Dexterity 14 (+2) 5 points
Constitution 14 (+2) 5 points
Intelligence 13 (+1) 0 points
Wisdom 18 (+4) 10 points +2 racial
Charisma 10 (+1) 0 points
----------------------- Combat -----------------------
Speed 30 ft (30 ft base)
BAB: +0 = +1 class
CMB: +3 = +1 BAB +2 str
CMD: 15 = 10 +1 BAB +2 str +2 dex
Melee
Long Sword +3 (1d8+2 19-20/x2)
Quarterstaff +3 (1d6+2 /x2)
Ranged
Composite Long Bow +3 (1d8 /x3)
Other Abilities
Spells
0-level (3; DC 14): light, create water, guidance
1st-level (2+1; DC 15)
----------------------- Skills -----------------------
Skill points 5 (+4 class +1 fc) + (background skills; Handle Animal and Profession (Sailor))
Skills Total Rank CS Ability ACP Misc
Appraise +2 = +0 rank +1 ability
Bluff +2 = +0 rank +1 ability
Climb +1 = +0 rank +2 ability
Diplomacy +2 = +0 rank +1 ability +1 trait
Disguise +1 = +0 rank +1 ability
Escape Artist +1 = +0 rank +2 ability -1 acp
Fly -2 = +0 rank +2 ability -4 acp
Handle Animal +7 = +2 ranks +3 cs +2 ability +2 trait
Heal +9 = +2 ranks +4 ability +3 cs
Intimidate +2 = +0 rank +2 ability
Knowledge (Nature) +8 = +2 rank +3 cs +1 ability +2 class
Perception +8 = +2 rank +3 cs +4 ability +2 racial
Profession (Sailor) +9 = +2 ranks +3 cs +4 ability
Ride +2 = +0 rank +2 ability
Sense Motive +4 = +0 rank +4 ability
Spellcraft +1 = +0 rank +1 ability
Stealth +8 = +1 rank +4 ability +3 cs
Survival +11 = +2 rank +3 cs +4 ability +2 class
Swim +6 = +1 rank +2 ability +3 cs
----------------------- Feats -----------------------
• Precise Shot You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
----------------------- Traits -----------------------
• Beast of the Society: Whenever you use your wild shape class ability to turn yourself into a Small or Medium-sized animal, the effect lasts for 2 hours per druid level instead of 1 hour per druid level.
• Wisdom in the Flesh: Use Wisdom instead of Strength or Dexterity on a single skill (Stealth)
----------------------- Racial Abilities -----------------------
• Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
• Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Half-elves have a base speed of 30 feet.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• 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.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
----------------------- Class Abilities -----------------------
• Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
• Spells:
0-level (DC 14) 4
1st-level (DC 15) 2 +1
• Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
• Nature Bond (Ex) Animal Companion
• Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
• Wild Empathy (Ex) - A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. (1d20+2)
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they 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.
A druid 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.
----------------------- Equipment -----------------------
Starting gold 300 gp
Coins 36
Lamellar cuirass 8 - 15g
heavy wooden shield 10.0 - 7g
explorer's outfit 0.0 - 0g
Long Sword 4 - 15g
Quarterstaff 4 - 0g
Composite Long Bow 3 - 100g
- Arrows (20) 3 - 1g
- Arrow, durable (20) 3 - 20g
Spell Component 2 - 5g
Masterwork backpack 4 - 50g
Healers Kit 1 - 50g
Waterskin 4 - 1g
Current load: light (46)
Encumbrance:
58 lbs. or less / 59–116 lbs. / 117–175 lbs.
----------------------- Animal Companion -----------------------
Accalia (Wolf)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
STATISTICS
Str 13(+1), Dex 15(+2), Con 15(+2), Int 2, Wis 12(+1), Cha 6(-2)
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking);
Racial Modifiers +4 Survival when tracking by scent
Tricks (6 +1 bonus)
• (2) Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
• Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
• Fetch: The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object
• Heel: The animal follows you closely, even to places where it normally wouldn’t go.
• Sneak: The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
• Track: The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
----------------------- Background -----------------------
Zahera hails from the Kush Empire of the upper Nile. She was born to an elven mother and human father. She has many older siblings she has never met. She was trained in the ways of nature and how to survive within. It was when she reached adulthood that she had the urge to travel and thus she made her way north and to Alexandria into the Mediterranean aboard a ship.
The half-elven woman was able to use her skills to great use and it was several years later traveling and seeing many new places of the world that she came across an expedition from Atlantis. She joined them and returned to the city and the marvels that it held.
Zahera learned much over the many years. She was able to see and learn how Atlantis worked with the natural environments as well as the delve into the knowledge continued within. The woman soon found herself on one of the city’s shorter forays of their expeditions into the unknown world and was able to return within the year with most of those she started with and a few new companions, including her animal companion Accalia.
The druid spent some time enjoying the city once again before she heard of another expedition, this time even further than ever before. She signed up and as she had experience, she was one of the lucky one’s chosen to venture again into the unknown.

Roeganjoe the Balor |

Hi, Mightypions submission here,
some minor questions:
--Do we roll for hp, take 2/3rds?
--I went off a limp and assumed that we speak whereever we came from. We are likely to be a merry band of misfits from across the world, do we all speak Atlantean innately or does this take a language slot?
I have 3 additional language slots (int 14, 1 level in linguistics) in this case, probably going to fill them with somewhat mythical languages like Giant (reasonable because she literally hugged and drank with one), Fae (she is fae-touched) or Abyssal (Abyssal bloodrager, know thyself), I would of course expect that a native american giant does not exactly speak in the same tounge as a Jotun would :).
She has 30 GP and 14 weight left, will certainly adjust here if neccessary.

Roeganjoe the Balor |

Cool, I put in the hps, and added in some
1: Her Abyssal taint, when Bloodraging is fairly noticable, people do not grow claws, change their eye color to pitch black and, at level 4, spontaneously enlarge, she also grows vampire-like fangs, although not enough to actually do bite attacks with. Her body temperature massively increases as well.
She does not grow pincers, or becomes directly malformed, which likely implies a Succubus, Incubus or Lilitu ancestor somewhere in her bloodline.
Said ancestor may at some point take note of her, and well, looking like she does while Bloodraging will likely have diplomatic consequences.
2: She is incredibly curious, including about magic she should not be curious about.
3: Her main deity Snotra and Loki have a cold prank war with each other. Agents of Loki, who may nominally follow other trickster gods who either are also Loki or Loki is them, would receive blessings for making things difficult for her. It should be noted that this cold prank war is typically not done to the death.
4: Hints about her demonic ancestor (greater teleport, so nothing would stop she/her from dicking around with whoever lives where we turn up after having done typical demon things in Germania) will be a strong plot hook.
As well as a narrative scene from leaving her homeland
What a day to be alive. Svanhild said to herself as the ceremony proceeded. Her, and the rest of the crew were receiving their blessings.
Þann gel ek þér fyrstan
- þann kveða fjölnýtan
Þann gól Rindi Rani, -
At þú of öxl skjótir
Því er þér atalt þykkir;
Sjalfr leið þú sjalfan þik
Yes, mistakes we shall definitly make
She thought as she and the rest of the crew recited
Fjón þvæ ég af mér fjanda minna rán og reiði ríkra manna.
"I wash off the hatred of my foes, and the wroth of rich men." Well, they should be less rich after getting their things looted by us. Svanhild thought at the second stanza.
Þann gel ek þér annan
Ef þú árna skalt
Viljalauss á vegum
Urðar lokur
Haldi þér öllum megum
Er þú á sinnum sér
"Then next I will chant thee,
If needs thou must travel,
And wander a purposeless way:
The bolts of Urth
Shall on every side
Be thy guards on the road thou goest."
Yes, getting lost would be pretty bad indeed. May aswell improve my
Atlantean by translating along.
Þann gel ek þér inn þriðja
Ef þér þjóðáar
Falla at fjörlotum
Horn ok Ruðr
Snúisk til heljar meðan
En þverri æ fyr þér
Then third I will chant thee,
If threatening streams
The danger of death shall bring:
Yet to Hel shall turn
Both Horn and Ruth,
And before thee the waters shall fail.
Rumors told there was this wizard in distant Egyptus who could do the "the waters fall" trick with seas, would be handy to do this. Moesus or something like that?
Þann gel ek þér inn fjórða
Ef þik fjándr standa
Görvir á galgvegi
Hugr þeim hverfi
Til handa þér
Ok snúisk þeim til sátta sefi
Then fourth I will chant thee,
If come thy foes
On the gallows-way against thee:
Into thine hands
Shall their hearts be given,
And peace shall the warriors wish
Cant go wrong with that! And yes, this one also blesses seduction! Hard to pull off in actual battle, but a girl can hope!
Þann gel ek þér inn fimmta
Ef þér fjöturr verðr
Borinn at boglimum
Leysigaldr læt ek
Þér fyr legg of kveðinn
Ok stökkr þá láss af limum
En af fótum fjöturr
Then fifth I will chant thee,
If fetters perchance
Shall bind thy bending limbs:
O'er thy thighs do I chant
A loosening-charm,
And the lock is burst from the limbs,
And the fetters fall from the feet.
To be frank I would prefer not getting captured in the first place.
Þann gel ek þér inn sétta
Ef þú á sjó kemr
Meira en menn viti
Logn ok lögr
Gangi þér í lúðr saman
Ok léi þér æ friðdrjúgrar farar
Then sixth I will chant thee,
If storms on the sea
Have might unknown to man:
Yet never shall wind
Or wave do harm,
And calm is the course of thy boat.
Yes, please, neither drowning nor tentacles, oh cunning snotra deliver me from these in particular.
Þann gel ek þér inn sjaunda
Ef þik sækja kemr
Frost á fjalli háu
Hræva kulði
Megi-t þínu holdi fara
Ok haldisk æ lík at liðum
Then seventh I chant thee,
If frost shall seek
To kill thee on lofty crags:
The fatal cold
Shall not grip thy flesh,
And whole thy body shall be.
Atlantis is probably pretty warm given how their explorers were dressed
Þann gel ek þér inn átta
Ef þik úti nemr
Nótt á niflvegi
At því firr megi
Þér til meins gera
Kristin dauð kona
Then eighth will I chant thee,
If ever by night
Thou shalt wander on murky ways:
Yet never the curse
of the Kristin-woman
From the dead shall do thee harm.
Yes, that Banshee Kristin has indeed brought low many.
Took some liberty with the translation, it actually comes out as "protect me from the death curses of christian women from beyond the grave, was apparently a concern on par with meeting warlike Giants in the woods in 500-600AD when this was recorded" Makes no sense to seek protection from the curses of Christan women beyond the grave in 300BC though, so its just a banshee
Þann gel ek þér inn níunda
Ef þú við inn naddgöfga
Orðum skiptir jötun
Máls ok mannvits
Sé þér á minni ok hjarta
Gnóga of gefit
Then ninth will I chant thee,
If needs thou must strive
With a warlike giant in words:
Thy heart good store
Of wit shall have,
And thy mouth of words full wise.
Yeah, talking is better then fighting and I think Lady Snotra got me covered there!
Of to Atlantis the fleet went as the last chant was concluded!

Herkymr the Silly |

@ironperenti = would you allow the Alchemist bogborn archetype to be used even though it typically is reserved for grippli only. I could see it thematically fitting the story?
Looking at an elf alchemist focused on finding new poisons for hindering foes and learning about how far he can push his body.

Herkymr the Silly |

Male elf alchemist (bogborn) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 191)
CG Medium humanoid (elf)
Init 3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 20 (2d8+4)
Fort 5, Ref 6, Will 0; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee boarding pike +1 (1d8 P/×3)
Ranged bomb +4 (1d6+4 fire) or
. . light crossbow +4 (1d8 P/19+) or
. . underwater light crossbow +4 (1d8 P/19+)
Special Attacks bomb 6/day (1d6+4 fire, DC 15), poison
Alchemist (Bogborn) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—illusion of calm[UC] (2, DC 15), targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 14, Int 18, Wis 10, Cha 8
Base Atk +1; CMB 1; CMD 14
Feats Brew Potion, Extra Discovery[APG]
Skills Acrobatics +2 (-2 to jump), Climb -1, Craft (alchemy) +9 (+11 to create alchemical items), Craft (poison) +9, Disable Device +3, Escape Artist +2, Heal +5, Perception +7, Stealth +2, Swim +2; Racial Modifiers +2 Perception, silent hunter[APG]
Languages celtic, Common, Egyption, Elven, gaelic, Greek
SQ alchemy (alchemy crafting +2), amphibious mutagen, crossbow training, discoveries (concentrate poison, toxic skin[ARG]), elf alchemist, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use
Combat Gear drow poison (2), maiden lily attar (2); Other Gear hide shirt, boarding pike, light crossbow, poison belcher, underwater light crossbow[ARG], blunted bolts (20), crossbow bolts (20), alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, false-bottomed cup[UE], hourglass (6 seconds)[APG], ink, inkpen (2), tindertwig (15), vial (5), waterproof bag[UE], waterskin, 5 gp, 2 sp
--------------------
Special Abilities
--------------------
+2 formulas in formula book Add one extract formula from the alchemist’s list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amphibious Mutagen (Ex) Mutagen grants Amphibious quality and a swim speed.
Bomb 1d6+4 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Concentrate Poison (Su) Combine two doses of same poison into one dose with +50% freq and +2 DC. Must be used within 1 hr.
Crossbow Training Reload proficient crossbows 1 step faster.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poison: Weapon or skin - injury or contact (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
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story to come. muwahahahahaha

Herkymr the Silly |

I am Sevril…for I am never alone. I have my knowledge, I have the power of my mind, and I have the strength of my mutations. I have the witness of the ghosts of my forebearers, the strength of my progenitors, and the power of the water.
Sevrildos is a swamp urchin. He grew up with a witch mother and a trapper father that for the most part left him to raise himself. Maybe this is why he seems to be of split personality and talk to himself at times for he was often alone. As he grew, he made friends with several of the denizens of the deep swamps. Several where not considered “civilized,” but they imparted their teaching and their “style of love” upon the young elf. It was not without cost. The cost was that of his psyche. He learned from many lost texts known only to those who held them with reverence and guarded their secrets.
From the witches enclave he learned alchemy and the twisting of his body through his mutagen. From his father and “fetid, putrid, and degenerated friends” he learned the use of poisons. He learned respect for others and a need to not take more than is necessary. Thus, he distilled a poison that rendered things unconscious. He then didn’t need the to “harvest” much of them to create his poisons and “parts and parcels” needed for his alchemy.
He also obtained his first tattoos from those “friends” of the water ways. Each tattoo represents a trial he had to go through to gain acceptance into and by the various denizens of the swamp ways. Each left the young alchemist more scarred both mentally and physically. It also hardened him to the ways of the world in which he lives.
One of the texts that he read, changed his goals in life. The encroachment of the dwarves on “his” native swamps with their engineered draining of the waters and the slaughter of the friends that lived on the outskirts now devoid of water and thus a vibrant life, convinced him to leave the swamp seeking rarer alchemical components that he could craft against the invaders to drive them from his home. He knows that given the chance, Brexiza, the mother swamp, will heal and protect her own once again.
Picture of Sevrildos 4th picture down.
Personal Goals
1: Force the dwarves to abandon the parts of Brexiza that they have forcibly taken. Do this before they destroy more of her.
2: Protect the “hidden” knowledge of mother swamps denizens from those that would twist it for their own purposes
3: Learn to distill poisons unknown to the swamps, to aid in his removal of the dwarves from his beloved swamp
Player Goals:
1: Have Sevril learn to distill and then use atleast 50 different poions.
2: Learn to know that all dwarves are not evil or destructive by nature, overcome his prejudice of all dwarves.
3: Have him return to Brexiza and negotiate or force the stop of additional take over of his beloved swamp.
Secrets:
1: He doesn’t know :: His parents were really his “adopted parents” and he doesn’t know his real ones. He was stolen as a child by several denizens of the swamps. According to special signs they believe came from their gods, he is supposed to be a savior of their people. The tattoos that are on him are actually formulas of an ancient serpent folk civilization.
2: He knows:: That his father cannot be his real father because he is human.
He also knows several ways across the entirety of the swamp.
He is on friendly terms with the “master of the depths” an aboleth that lives in the swamps depths
People:
1: Not really a person but more an entity of great power and mystique. Always refered to by the serpent and lizard folk as the master of the depths. Sometimes he will hear its voice across vast distances in his head telling him things that he has not learned or known before.
2: Serenitali: the shaman of a serpent folk tribe. She is considered a degenerate by many but is truly just a very old and very scared pureblood. She hates that she cannot control Sevril through her magics and that he has a connection with the Maser of the depths, because she has tried and been rejected several times by this aboleth. This is why she is so scarred both mentally and physically.
3: Dorngren Forgeblooded: A young Dwarf sorcerer whom Sevril is neutral towards. The dwarf has rescued or negotiated the lives of many of the swamp folk that would be used as manual labor or slaves by those draining the swamps. This act alone as well as the Aboleth telling him to leave alone that which doesn’t hurt the “his people”,has garnered some minor respect and less mistrust from Sevril.

Ironperenti |

I forgot to mention but of the two traits, one should be a campaign trait.
Characters so far:
Complete
Mightypion with Svanhild "Jotunhugger" Vaenirdottir Human Bloodrager 2
Elbowtotheface with Eddrikk Half-dwarf Unchained Monk 2
Torilgrey with Gheorix the Red! Human Dragon Skald 2
Myrtis of Emporia Half-elf Oracle Spirit Guide 2
Songdragon with Zahera half-elf Druid 2
Drbuzzard with Perblentious the seer Gnome Sorcerer 2
Herkymr with Sevrildos Elf Alchemist (bogborn) 2
Working
Sven Olaffson (hope I didn't destroy your interest by saying no to Occult classes)
Who did I miss? I'll review everything tomorrow so I will consider anything that is mostly complete. Some well thought out backgrounds with some interesting class submissions. Should make a good group regardless of who is selected.

Roeganjoe the Balor |

Adjusted for campaign trait, switching "extremely fashionable" for "merchant" and adjusting the bonus skills from fey touched (diplomacy and stealth to bluff and stealth) so it comes out the same.
I still have all 3 offensive face skills (diplo, bluff, intimidate), Stealth, some knowledge (Arcana, spellcraft), some "climb/swim/acroabtics/stealth" and handle animal because its a 6 for 1 skill point.
Swapped equipment around too, grabbing some wooden armor for ship duties, seems a reasonable investment at 20 gold.
I can still make adjustments, I am pretty certain that a semi stealthy beatstick is really reassuring to have around for the actual scout :).

Sven Olaffson |

Same background…ish. Will modify it abit soon. Only now a Golemfist Hexcrafter Magus. It should be a fun build, because who doesn’t love punching things with an enchanted arm?
A half-dwarf who lost his arm during his travels and who crafted his own replacement out of liquid glass. Still putting it together.