
infomatic |

DM Skull |

** spoiler omitted **
I’ll get profile changed to reflect this and a backstory written up. An Ulfen seafarer with blood tied to the plane of water. Named Gemforged due to his eyes, which a Skald described on his birth as being as pearls.
Will be VMC Water Elemental Bloodline. This way he will have an ice blast, like a kineticist, can make his own ice armor, and can use the create water cantrip.
Will rework feats for piercing damage so he can...
Welp hate to say it but you are the one who chose race abilities that will give you wasted class abilities. I'm not going to alter a class that much just because you have redundant abilities.

DM Skull |

Hey DM Skull, are prestige classes allowed? Some DM's don't like them. With the crazy high ability scores I was thinking of making a Champion of Irori, quite possibly the single most MAD class/PrC out there.
Sure, as long as its not 3PP I will allow it.

Bolvar Gemforged |

Bolvar Gemforged wrote:Welp hate to say it but you are the one who chose race abilities that will give you wasted class abilities. I'm not going to alter a class that much just because you have redundant abilities.** spoiler omitted **
I’ll get profile changed to reflect this and a backstory written up. An Ulfen seafarer with blood tied to the plane of water. Named Gemforged due to his eyes, which a Skald described on his birth as being as pearls.
Will be VMC Water Elemental Bloodline. This way he will have an ice blast, like a kineticist, can make his own ice armor, and can use the create water cantrip.
Will rework feats for piercing damage so he can...
Uhm…I’m not asking you to do anything. I was just talking about the options I chose, not what I’m asking to be given. I’m sorry for not being clear.

DM Skull |

Another question while you're putting together answers. Assuming you are ok with Prestige Classes, I'll be making a UnMonk 4/ Paladin 2/ Champion of Irori X.
Would you be ok with a Lawful character taking the Barbarian VMC? Paizo says they intentionally left out the alignment restriction for barb VMC but I figure it's better to make sure you're ok with it before planning a build around it.
Just play it like a vengeful Pally. It's just...champion of Irori losing control and going berserk? Isn't that prestige all about seeking perfection? Flavor wise it doesn't quite jive.

Robert Henry |
1 person marked this as a favorite. |

DM Skull, thank you for your candid answer to a difficult question. I think it speaks volumes about the quality of GM we may have the opportunity to play with.
It's early Monday, and I had very little posting to do, so I thought a 'List' might be helpful.
Made inquiries
scranford
Andostre
Dotted and rolled
Qyntessential
Lapyd
Ouachitonian
Ash..
Malinor.
ElbowtotheFace
SodiumTelluride
Philo Pharynx
Crisischild
Ruin Explorer
DoubleGold
KingHotTrash
Newbonomicon
Posted Characters
Grumbaki: Bolvar Gemforged male Ulfen Undine Scaled Fist Unchained Monk (1) Elementalist Shifter (0)
SmooshieBanana: Britta Karan Female Undine Swashbuckler 1 (Revolver)
Mark Thomas 66: Ku'Hania Female Half-Elf Deep Shaman
infomatic Rilembi Male Human (Bonuwat) Spiritualist (Drowned Channeler)
Robert Henry: Taldo the Tanner Male Undine Ranger (trapper/trophy Hunter)
If I’ve made any mistakes on names or characters please let me know, and I will fix them.
DM Skull, I’ve included my Ranger 'Taldo’ in the Posted Characters, I have his fluff done, I will post his crunch once I’ve altered it to your guidelines.

Aleranna Dawn |

Hi DM Skull! Here's Lapyd with the character I proposed - Aleranna is a Half-Elf (aquatic) Paladin (Pearl Seeker) :) Her background and crunch are in the profile, and I might be adding some more stuff (her behavior, appearance, etc.) over the next few days. Thanks again for the opportunity to apply!

Ruin Explorer |

I still have a few things to polish, like gear and a fourth trait, but here my character sheet for Trisk the Undine Watersinger. He has the mostly human trait because he doesn’t yet know he’s an undine. It something that he will discover during the adventure.

Britta Karan |
1 person marked this as a favorite. |

I made some changes. For easy quoting RH:
SmooshieBanana: Britta Karan Female Human Swashbuckler 1 (Revolveer)

Giant Halfling |

How long is this recruitment going to run for? There's a ton of potential here but I'd want to read through the AP's players guide and take a little time to chew on all the different things that could be done with this much flexibility before actually pitching something. I'm afraid I might run out of time before I finished anything.
While I wait, I'm going to roll (because rolling tons of dice and doing the math on high powered stat arrays is fun).
set 1
1: 3d6 ⇒ (1, 5, 1) = 7
2: 3d6 ⇒ (2, 5, 6) = 13
3: 3d6 ⇒ (4, 3, 6) = 13
4: 3d6 ⇒ (6, 5, 4) = 15
5: 3d6 ⇒ (5, 2, 5) = 12
1s: 2d6 ⇒ (2, 5) = 7
16, 17, 16, 17, 16, and 18
set 2
1: 3d6 ⇒ (2, 5, 5) = 12
2: 3d6 ⇒ (5, 1, 3) = 9
3: 3d6 ⇒ (6, 6, 6) = 18
4: 3d6 ⇒ (4, 3, 2) = 9
5: 3d6 ⇒ (4, 2, 5) = 11
1s: 1d6 ⇒ 3
16, 14, 18, 13, 15, and 18
set 3
1: 3d6 ⇒ (2, 5, 5) = 12
2: 3d6 ⇒ (2, 3, 5) = 10
3: 3d6 ⇒ (6, 4, 5) = 15
4: 3d6 ⇒ (3, 1, 4) = 8
5: 3d6 ⇒ (2, 6, 4) = 12
1s: 1d6 + 1d6 ⇒ (1) + (2) = 3
16, 14, 17, 13, 16, and 18
set 4
1: 3d6 ⇒ (2, 6, 4) = 12
2: 3d6 ⇒ (6, 5, 3) = 14
3: 3d6 ⇒ (3, 5, 6) = 14
4: 3d6 ⇒ (2, 1, 4) = 7
5: 3d6 ⇒ (4, 5, 6) = 15
1s: 1d6 ⇒ 2
16, 17, 17, 12, 17, and 18
set 5
1: 3d6 ⇒ (4, 2, 6) = 12
2: 3d6 ⇒ (4, 3, 1) = 8
3: 3d6 ⇒ (2, 4, 2) = 8
4: 3d6 ⇒ (6, 6, 6) = 18
5: 3d6 ⇒ (5, 2, 6) = 13
1s: 1d6 ⇒ 4
16, 14, 12, 18, 17, and 18
comeliness: 3d6 ⇒ (4, 6, 2) = 12
Wow, a lot that I could do there. My thinking cap is officially on.

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Here is Aven. He is a modified Undine Warpriest.
Name: Aven
-------------------
Male Mistsoul Undine Warpriest of Marishi (Empyreal Lords: Domains- Chaos, Good, Healing, Strength) 1
CG Medium Outsider (Aquatic, Amphibious, Native)
Occupation/Background: Wandering Healer: Heal, Perception, Survival
Init +6 ; Senses Perception +5
--------------------
Defense
--------------------
AC , touch, flat-footed (+ armor, + Dex, + Dodge, +0 Natural Armor, + Deflection, + Shield)
hp: 12 (1d8+ 4 con)
Fort +6, Ref +4, Will +7
Defensive Abilities: DR 5/Silver
--------------------
Offense
--------------------
Speed: 30 Ft, Swim 30 ft
Melee: Spiked Gauntlet +5 (1d6+3; x2) or
Spiked Gauntlets +3 /+3 (1d6+3; x2) and Bite -2 (1d3+3)
Ranged:
Special Attacks: Bite
Spells (CL 1; Concentration +6)
Level 0 (3): Create Water, Guidance, Stabilize
Level 1 (3): Bless, Protection from C/E/G/L, Shield of Faith
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 18, Int 13, Wis 20, Cha 14, Beauty 9
Base Atk +0 ; CMB +3; CMD 17
Racial Abilities: 7 points + 3 Moon Touched Damage Resistance +2 Natural Armor, +1 Bite
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Moon Touched Damage Reduction: DR 5/Silver
Natural Armor: Members of this race gain a +1 natural armor bonus to their Armor Class.
Bite: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Class Abilities:
Aura: CG: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).
Blessings (Minor) 3/3 : A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Healing: Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat.
Good: Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Sacred Weapon: 1d6: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Traits
Resourceful (Campaign RoA): Choose one Craft or Profession skill when you gain this trait (Profession-Healer). You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.
Empyreal Patheon [Lawful] (Faith): Select either the law or chaos alignment descriptor. You may cast spells with that descriptor, even if your alignment or that of your god would normally not allow it. Doing so applies the good descriptor to the spell if it does not already apply.
Reactionary (Combat): +2 to Initiative
Slippery Step (Racial Undine): You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.
Feats:
Weapon Focus (Spiked Gauntlet): +1 to hit with Spiked Gauntlets
Two Weapon Fighting: Attack with off-hand.
Skills: Diplomacy +6 [1], Heal +9 [1], Knowledge: Religion +5 [1], Profession (Healer) +10 [1], Survival +6 [0], Swim +7 [1]
Languages: Common, Aquan, Terran, Azlanti
Combat Gear: Spiked Gauntlets x2, (1 lb each; 5 gp each), Chain Shirt (25 lbs; 100 gp)
Gold: 8 Silver: Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.2 gp
Wooden Holy Symbol 2/2 2 2 gp
Item in Backpack*
Total Weight 66 lbs ; 86 lbs light or less/ 87-173 medium / 174-260 heavy
[spoiler=Racial Background Explanation]
Calah was a young Undine living in a rural fishing village and training to take over as the local healer. While out gathering some herbs along the water she saw what she thought was a Selkie. Undine are fascinated with creatures of the sea and Calah was entranced by what she saw as a wild fey living free in the waters.
Calah and the creature she believed to be a Selkie ended up having an affair which left Calah with a child. When she discovered that she went to tell her lover only to be horrified when the creature began laughing and menacing her. Too late Calah discovered that her hidden lover was not a Selkie, but an evil Wereotter who had been toying with her. He taunted Calah by telling her that he planned to bring her dead body back to town and use the sympathy of her loss to become accepted by the town.
Calah fled and the Wereotter chased her and wounded her.
Before he was able to kill her, Calah’s screams for help brought a group of fishers from the town racing to see what was happening. Realizing that his plan had failed, and not wanting to risk a bigger scene or potential capture, the villainous Wereotter fled.
Calah survived and was lucky enough to not contract the lycanthropy, but her unborn child was touched by the curse. Although Aven did not become a lycanthrope, he did gain several traits from his mysterious father which made many of the others in the village very distrustful of the young Undine.
[spoiler=Background]
Aven grew up in a small rural fishing village in Andor. Due to his unusual parentage, he was distrusted by many in the village who noted his rough skin and more pointed teeth then what the other Undine in the area possessed. Because of this, he spent much of his free time with his mother learning to be a healer.
When he came of age, Aven decided that he needed to escape his small village. There was not enough work for multiple healers and few in the village willingly sought him out for help unless his mother was out of town. Aven found his change when a group of worshipers of the Empyreal Pantheon passed through on a charitable mission. Aven showed his knowledge and skills as a healer and was taken on by the group. Even his mother only gave a slight show at trying to stop him as she had seen how he was treated by the majority of those in the town or surrounding area.
Aven learned about the Empyreal Pantheon and although he honored all of them, he took most strongly to Marishi who cared for others while still putting forth a strong face. With those like his father wandering Golarion, Aven knew that you being a pacifist would never truly allow you to care for your patients. Marishi also prefered to use spiked gauntlets instead of carrying around a clunky weapon.
Aven spent several years traveling with various charities of the Empyreal Pantheon in Andor and became known as a resourceful healer and priest who could defend his patients even if he did not carry a giant sword or hammer. And since Aven traveled regularly, those around him rarely noticed his inherited traits.
While traveling, Aven met Ramona Avandth who was gathering supplies and colonists for the second wave of the Bountiful Venture Company’s newest venture. She realized that Aven was quite resourceful and heard good things about the traveling healer. She offered a place on the boat to Aven as another healer, and one who had divine power and was trained to defend himself and his patients, was always a wise idea. Aven had recently had a run in with someone who questioned him about his appearance, and so the idea of moving far away was very appealing. So he agreed and set out on the ship.
During the voyage he spent most of his time with Eamon Caranth and Kurvis Nurpico. He did not join in as much on the ribbing the two friends participated in, but he did find good company with the two other holy men on the voyage.

polyfrequencies |

Let's roll some dice.
3d6 + 6 - 2 ⇒ (3, 6, 2) + 6 - 2 = 15
3d6 + 6 - 1 - 2 + 3 ⇒ (1, 2, 3) + 6 - 1 - 2 + 3 = 12 Reroll 1: 1d6 ⇒ 1 Reroll 1: 1d6 ⇒ 3
3d6 + 6 - 1 ⇒ (5, 1, 3) + 6 - 1 = 14 Reroll 1: 1d6 ⇒ 2
3d6 + 6 - 1 - 1 - 2 + 4 + 5 ⇒ (1, 1, 2) + 6 - 1 - 1 - 2 + 4 + 5 = 15 Reroll 1s: 2d6 ⇒ (1, 4) = 5 Reroll 1: 1d6 ⇒ 4
3d6 + 6 - 2 ⇒ (2, 6, 3) + 6 - 2 = 15
18, 15, 12, 14, 15, 15
3d6 + 6 - 2 ⇒ (2, 4, 2) + 6 - 2 = 12
3d6 + 6 - 1 ⇒ (4, 1, 3) + 6 - 1 = 13 Reroll 1: 1d6 ⇒ 1 Reroll 1: 1d6 ⇒ 3
3d6 + 6 - 1 - 3 + 4 ⇒ (1, 3, 3) + 6 - 1 - 3 + 4 = 13 Reroll 1: 1d6 ⇒ 1 Reroll 1: 1d6 ⇒ 4
3d6 + 6 - 1 - 3 + 4 ⇒ (3, 1, 6) + 6 - 1 - 3 + 4 = 16 Reroll 1: 1d6 ⇒ 4
3d6 + 6 - 2 ⇒ (3, 2, 5) + 6 - 2 = 14
18, 12, 13, 13, 16, 14
3d6 + 6 - 4 ⇒ (4, 4, 5) + 6 - 4 = 15
3d6 + 6 - 1 - 2 + 5 ⇒ (1, 4, 2) + 6 - 1 - 2 + 5 = 15 Reroll 1: 1d6 ⇒ 5
3d6 + 6 - 2 ⇒ (2, 6, 4) + 6 - 2 = 16
3d6 + 6 - 1 ⇒ (5, 2, 1) + 6 - 1 = 13 Reroll 1: 1d6 ⇒ 2
3d6 + 6 - 2 ⇒ (3, 2, 3) + 6 - 2 = 12
18, 15, 15, 16, 13, 12
3d6 + 6 - 2 ⇒ (4, 3, 2) + 6 - 2 = 13
3d6 + 6 - 1 ⇒ (3, 1, 5) + 6 - 1 = 14 Reroll 1: 1d6 ⇒ 3
3d6 + 6 - 1 ⇒ (4, 1, 4) + 6 - 1 = 14 Reroll 1: 1d6 ⇒ 1 Reroll 1: 1d6 ⇒ 3
3d6 + 6 - 1 ⇒ (2, 1, 2) + 6 - 1 = 10 Reroll 1: 1d6 ⇒ 2
3d6 + 6 - 1 ⇒ (1, 5, 4) + 6 - 1 = 15 Reroll 1: 1d6 ⇒ 2
18, 13, 14, 14, 10, 15
3d6 + 6 - 2 + 6 ⇒ (2, 2, 1) + 6 - 2 + 6 = 15 Reroll 1: 1d6 ⇒ 6
3d6 + 6 - 2 ⇒ (2, 3, 6) + 6 - 2 = 15
3d6 + 6 - 1 ⇒ (5, 6, 1) + 6 - 1 = 17 Reroll 1: 1d6 ⇒ 3
3d6 + 6 - 2 ⇒ (3, 4, 2) + 6 - 2 = 13
3d6 + 6 - 1 ⇒ (3, 5, 1) + 6 - 1 = 14 Reroll 1: 1d6 ⇒ 3
18, 15, 15, 17, 13, 14
That last set is definitely the best: a functional 52-point buy! Well, lets check that Comeliness.
Comeliness: 3d6 ⇒ (5, 1, 2) = 8 So a bit below average comeliness. Not as ugly as sin, but certainly not winning any contests.
I'll take a look at what other people are looking to build and start playing with some concepts.

Javell DeLeon |

3d6 + 6 - 3 + 4 - 1 ⇒ (1, 3, 6) + 6 - 3 + 4 - 1 = 16
3d6 + 6 - 3 + 3 - 1 ⇒ (1, 4, 5) + 6 - 3 + 3 - 1 = 15
3d6 + 6 - 6 ⇒ (6, 6, 6) + 6 - 6 = 18
3d6 + 6 - 2 + 2 - 1 ⇒ (5, 1, 4) + 6 - 2 + 2 - 1 = 15
3d6 + 6 - 3 ⇒ (3, 5, 4) + 6 - 3 = 15
Rerolls
#1: 1d6 ⇒ 4
#2: 1d6 ⇒ 3
#4: 1d6 ⇒ 2
Looks: 3d6 ⇒ (2, 2, 5) = 9
18, 18, 16, 15, 15, 15 and 9
3d6 + 6 + 3 - 2 - 1 ⇒ (2, 1, 3) + 6 + 3 - 2 - 1 = 12
3d6 + 6 + 2 + 3 - 2 - 1 - 1 ⇒ (1, 1, 6) + 6 + 2 + 3 - 2 - 1 - 1 = 15
3d6 + 6 - 6 ⇒ (6, 6, 6) + 6 - 6 = 18
3d6 + 6 - 3 ⇒ (3, 6, 6) + 6 - 3 = 18
3d6 + 6 + 4 - 4 - 1 ⇒ (1, 5, 6) + 6 + 4 - 4 - 1 = 17
Rerolls
#1: 1d6 ⇒ 3
#2: 2d6 ⇒ (3, 2) = 5
#5: 1d6 ⇒ 4
Looks: 3d6 ⇒ (2, 4, 1) = 7
18,18,18,17,15,12 and 7
3d6 + 6 - 1 + 4 - 4 ⇒ (4, 1, 5) + 6 - 1 + 4 - 4 = 15
3d6 + 6 - 1 + 3 - 3 ⇒ (1, 3, 6) + 6 - 1 + 3 - 3 = 15
3d6 + 6 - 4 ⇒ (6, 4, 6) + 6 - 4 = 18
3d6 + 6 - 5 ⇒ (5, 6, 6) + 6 - 5 = 18
3d6 + 6 - 1 - 1 + 3 + 6 - 3 ⇒ (5, 1, 1) + 6 - 1 - 1 + 3 + 6 - 3 = 17
Rerolls
#1: 1d6 ⇒ 4
#2: 1d6 ⇒ 3
#5: 2d6 ⇒ (3, 6) = 9
Looks: 3d6 ⇒ (4, 4, 3) = 11
18,18,18,17,15,15 and 11
3d6 + 6 - 2 ⇒ (6, 2, 6) + 6 - 2 = 18
3d6 + 6 - 1 + 4 - 3 ⇒ (6, 1, 3) + 6 - 1 + 4 - 3 = 16
3d6 + 6 - 1 - 1 + 6 + 6 - 4 ⇒ (1, 4, 1) + 6 - 1 - 1 + 6 + 6 - 4 = 18
3d6 + 6 - 1 - 2 + 2 ⇒ (1, 5, 2) + 6 - 1 - 2 + 2 = 13
3d6 + 6 - 2 ⇒ (4, 2, 4) + 6 - 2 = 14
Rerolls
#2: 1d6 ⇒ 4
#3: 2d6 ⇒ (6, 6) = 12
#4: 1d6 ⇒ 2
Looks: 3d6 ⇒ (3, 2, 1) = 6
18,18,18,16,14,13 and 6.
3d6 + 6 - 1 + 4 - 4 ⇒ (1, 5, 5) + 6 - 1 + 4 - 4 = 16
3d6 + 6 - 2 ⇒ (3, 4, 2) + 6 - 2 = 13
3d6 + 6 - 2 ⇒ (2, 5, 6) + 6 - 2 = 17
3d6 + 6 - 3 ⇒ (5, 3, 4) + 6 - 3 = 15
3d6 + 6 - 3 ⇒ (4, 3, 5) + 6 - 3 = 15
Rerolls
#1: 1d6 ⇒ 4
Looks: 3d6 ⇒ (2, 2, 5) = 9
18,17,16,15,15,13 and 9
Gonna roll with #3. I'm gonna roll with this guy: Shtorek
I still have to get all the mechanics in order but this is the gist of him.

Patrickthekid |

Time to roll
3d6 ⇒ (6, 1, 1) = 8
3d6 ⇒ (2, 1, 5) = 8
3d6 ⇒ (1, 5, 1) = 7
3d6 ⇒ (5, 5, 1) = 11
Reroll 1: 2d6 ⇒ (5, 3) = 8
Reroll 2: 1d6 ⇒ 5
Reroll 3: 2d6 ⇒ (2, 4) = 6
Reroll 4: 1d6 ⇒ 4
3d6 ⇒ (5, 1, 5) = 11
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (3, 6, 4) = 13
Reroll 1: 1d6 ⇒ 5
Reroll 2: 1d6 ⇒ 5
Reroll 3: 2d6 ⇒ (2, 4) = 6
3d6 - 2 + 6 ⇒ (2, 5, 4) - 2 + 6 = 15
3d6 - 2 + 6 ⇒ (2, 5, 5) - 2 + 6 = 16
3d6 - 3 + 6 ⇒ (6, 5, 3) - 3 + 6 = 17
3d6 - 4 + 6 ⇒ (4, 6, 4) - 4 + 6 = 16
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (4, 3, 3) = 10
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (4, 3, 2) = 9
3d6 ⇒ (1, 4, 2) = 7
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (1, 5, 6) = 12
Reroll: 1d6 ⇒ 2
Going with 3 then.
Comeliness: 3d6 ⇒ (6, 4, 6) = 16

Dorian 'Grey' |

Hello All!
1: 3d6 - 4 + 6 ⇒ (5, 5, 4) - 4 + 6 = 16
1: 3d6 + 6 ⇒ (3, 4, 1) + 6 = 14 (3, 4, 1/5)=15
1: 3d6 + 6 ⇒ (1, 6, 6) + 6 = 19 (1/5, 6, 6)=18
1: 3d6 - 2 + 6 ⇒ (6, 4, 2) - 2 + 6 = 16
1: 3d6 - 2 + 6 ⇒ (6, 2, 2) - 2 + 6 = 14
reroll 1s: 2d6 ⇒ (5, 5) = 10
2: 3d6 - 2 + 6 ⇒ (2, 3, 4) - 2 + 6 = 13
2: 3d6 - 3 + 6 ⇒ (4, 1, 2) - 3 + 6 = 10
2: 3d6 + 6 ⇒ (3, 3, 1) + 6 = 13 (1/3, 5, 6)=17
2: 3d6 + 6 ⇒ (4, 3, 5) + 6 = 18
2: 3d6 + 6 ⇒ (1, 5, 3) + 6 = 15
reroll 1s: 3d6 ⇒ (3, 1, 1) = 5
reroll 1s: 1d6 ⇒ 1
3: 3d6 - 3 + 6 ⇒ (5, 1, 1) - 3 + 6 = 10
3: 3d6 + 6 ⇒ (5, 6, 5) + 6 = 22
3: 3d6 + 6 ⇒ (6, 1, 3) + 6 = 16
3: 3d6 - 5 + 6 ⇒ (3, 2, 4) - 5 + 6 = 10
3: 3d6 + 6 ⇒ (4, 2, 3) + 6 = 15
reroll 1s: 3d6 ⇒ (1, 3, 2) = 6
4: 3d6 - 2 + 6 ⇒ (2, 2, 2) - 2 + 6 = 10
4: 3d6 - 2 + 6 ⇒ (6, 1, 2) - 2 + 6 = 13
4: 3d6 + 6 ⇒ (1, 1, 6) + 6 = 14
4: 3d6 - 2 + 6 ⇒ (6, 1, 3) - 2 + 6 = 14
4: 3d6 + 6 ⇒ (5, 3, 4) + 6 = 18
reroll 1s: 2d6 ⇒ (1, 1) = 2
5: 3d6 + 6 ⇒ (1, 3, 3) + 6 = 13
5: 3d6 + 6 ⇒ (2, 6, 4) + 6 = 18
5: 3d6 - 3 + 6 ⇒ (4, 2, 2) - 3 + 6 = 11
5: 3d6 + 6 ⇒ (1, 6, 5) + 6 = 18
5: 3d6 - 2 + 6 ⇒ (6, 5, 4) - 2 + 6 = 19
reroll 1s: 3d6 ⇒ (5, 2, 1) = 8
Beauty: 3d6 ⇒ (5, 2, 4) = 11
I will settle for Rolls #1...lol!
16, 15, 18, 16, 14, 18
I am thinking Arcanist (Brown-fur Transmuter).
I shall work on him today.
Thank you for running!

Ku'Hania |

Born and raised among a naturalistic tribe of coastal elves whose roaming territory spans the Andoshen-Inner sea area, Ku’Hania, has spent her life in or around water, always drawn to it, feeling not only at home in the water, but sharing a unique bond with the natural spirits inhabiting natural bodies of water. Even while a child, it was whispered that she was in some way blessed by the natural world, and the spirits of the waters in particular, gifted with exceptional physical ability, and able to hear, and communicate with water spirits, whom she played with as a child. As she grew, this bond only increased, drawing the attention of her tribe’s elders, and those around her.
With that came great concern. While her human father, a druid who had found a place among the eleven tribe, was mostly accepted, he had years before made an enemy of the tribe’s shaman, and Ku’Hania’s rising potential to replace him was definitely seen as a threat.
In an attempt to set her on a different path, one less likely to end in plots to end her life out of jealousy and fear, her parents counseled her to seek work within Almas, eventually leading her to apply to the Bountiful Venture Company in their search to find individuals for their colonization of Lost Azlant.
Her stunning physicality, skill on the water, and lack of reliance on the trappings and convenience of modern civilization, seemed the perfect fit for the remote, and unpredictable life the second wave of colonists were likely to find.
Background Primitive
The primitive comes from a tribal society that is often well behind its more advanced neighbors. A primitive is first and foremost a survivalist; his society has not advanced enough to allow for specialization.
Alignment: Any non-lawful
Skills: Choose 3 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Heal, Survival, Swim
Special: The primitive is illiterate.
Bonus Feat: Choose either Athletic or Toughness
Starting Money: 1d4 x 10 go

Robert Henry |
1 person marked this as a favorite. |

Ok, I'll admit it, I've gotten a little distracted. I saw that DM Skull had commented about a character from the "Night Angel Trilogy" so I digitally checked out the first book from my library and read it. Thanks for the recommendation DM Skull
The good news is we have two weeks (the 19th) to "get all the questions out of the way." So I've got plenty of time to finish my Ranger, or Slayer, still thinking about it. I'm using an old background created for this AP but with the extra traits and occupation/background I'm weighing which class is better.
In the meantime I thought I would up date "The List"
Made inquiries
scranford
Andostre
Dotted and rolled
Qyntessential
Ouachitonian
Ash..
ElbowtotheFace
SodiumTelluride
Philo Pharynx
Crisischild
DoubleGold
KingHotTrash
Newbonomicon
Giant Halfling
polyfrequencies
Posted Characters
Grumbaki: Bolvar Gemforged male Ulfen Undine Scaled Fist Unchained Monk (1) Elementalist Shifter (0)
SmooshieBanana: Britta Karan Female Undine Swashbuckler 1 (Revolveer)
Mark Thomas 66: Ku'Hania Female Hlaf-Elf Deep Shaman
infomatic Rilembi Male Human (Bonuwat) Spiritualist (Drowned Channeler)
Robert Henry: Taldo the Tanner Male Undine Ranger or Slayer
Lapyd: Aleranna Dawn Female Half-Elf (Aquatic) Paladin (Pearl Seeker) 1
Ruin Explorer: Trisk Female Udine Bard (Watersinger)
Malinor.: Aven Male Undine Warpriest of Marishi
Dorian 'Grey' Ser Helmut Male Goblin Arcanist (Brown-Fur Transmuter) 1
If I’ve made any mistakes on names or characters please let me know, and I will fix them.

polyfrequencies |

I have been sick at home. What better time to mess around with character development?
I'm still sick as a dog, so there may be errors throughout this and my character's narrative background is currently a mess. When I wake back up from my next nap, I'll work on that a bit more.
Insert Thrilling Background Here
Background: Marine
Occupation: Seaman
Bonus Feat: Dodge
Bonus Class Skills: Acrobatics, Climb; Sense Motive
Age: 70
Height: 4’4”
Weight: 199 lb
Insert Awesome Name Here
Male Dwarf Aquachymist (Alchemist) (Likely stacking either Beastmorph or Trapbreaker on this beginning at Level 2)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+2 Dex, +4 armor, +1 dodge) (+2 racial vs aquatic/water subtype; +2 dodge in water terrain; +4 dodge vs attacks of opportunity)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +3; +3 vs. poison, spells, and spell-like abilities
Defensive Abilities saltbeard (+2 dodge bonus to AC vs. aquatic/water subtype)
--------------------
Offense
--------------------
Speed: 20 ft. (slow and steady)
Melee: battleaxe +4 (1d8+6/x3), dagger (1d4+4/19-20), heavy pick +4 (1d6+6/x4), warhammer (1d8+6/x3)
Ranged: bomb +3 (1d6+3/x2 fire) (DC 13 Reflex for half, 5 ft range increment out of water)
Special Attacks: bombs (4/day), saltbeard (+1 on attack rolls against aquatic/water subtype)
Alchemist Extracts Prepared (CL 1st; concentration +4)
1st (2/day) cure light wounds, monkey fish
Alchemist Formulae Known
1st: crafter’s fortune, cure light wounds, monkey fish, shield, tears to wine
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 17, Int 17, Wis 16, Cha 11
Base Atk +0; CMB +4; CMD 15
Feats: Aquatic Combatant, Brew Potion, Dodge (+Mobility, EitR), Precise Shot, Throw Anything (+Catch off Guard, per EitR?)
Traits: Resourceful (campaign), Glory of Old (Region), Grounded (race), Propitiation (religion)
Skills: Acrobatics +6 (+2 on balance-related checks, -2 to jump, -2 ACP), Climb +8 (-2 ACP), Craft (alchemy) +8 (+1 to create alchemical items), Craft (metal or stone, untrained) +5, Diplomacy +6, Disable Device +6 (-2 ACP), Intimidate +1, Knowledge (arcana, nature) +7, Perception +7, Profession (sailor) +9, Profession (metal or stone, untrained) +5, Sense Motive +9, Survival +7 (+2 on water), Swim +10 (-2 ACP)
Languages: Common, Dwarven, Giant, Terran, Undercommon
SQ: alchemy, brew potion, mutagen, throw anything, underwater bombs
Gear alchemy crafting kit, battleaxe, dagger, heavy pick, leather lamellar armor, warhammer, belt pouch containing 3 gold (48 lb)
--------------------
Special Abilities
--------------------
The principles of alchemy work equally well underwater and on land, but mixing solutions and keeping them pure is a tougher task beneath the waves. Aquachymists are those rare few alchemists of land-dwelling and aquatic races alike who strive to unlock new and fantastic secrets of alchemy that can be discovered only in the water’s depths.
Class Skills: An aquachymist has Swim as a class skill instead of Fly. This alters the alchemist’s class skills.
Sureseal Alchemy (Su): An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders , allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders.
This ability alters alchemy.
Underwater Bombs (Su): An aquachymist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.
This ability alters bombs.
Dwarf Race Traits (11 + 2 RP)
Traits
Resourceful: You’ve always had a knack for building and repairing things. As a kid, you always got into your parents’ tools and tinkered with things around the house. As you got older, you started making things not only to entertain yourself but also to take in a little extra money. People have noticed your skill and have frequently come to you to make something for them or to repair a pesky device or item. Every time you’ve amazed them at how quickly you do your work and how few resources you squander in the process. Likewise, the Bountiful Venture Company noticed your skill at not only creating wonderful wares, but also how effortlessly and efficiently you work in your trade. You always seem to make do with less, often in unexpected ways.
Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Propitiation: Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Guillaume Coeur-de-Lion |

Ok. This is Ouachitonian's submission. Guillaume is a half-gillman. I started with the human traits (bonus feat and skills, humanoid type with human subtype, etc) then added on the gillman's swim speed and ability to breathe water. The only thing I used that neither have is the Specialized ability scores, to represent a youth spent physically active (and the only difference there is +2 Str instead of +2 Cha, I preserved the Gillman's +2 Con and -2 Wis). The background is simple: his dad was a gillman, his mom was a human. He doesn't have any of the gillman's normal weaknesses, like water dependency or vulnerability to aboleth spells.
Class-wise, it took me a while to settle, but I ended up going with Slayer, because I was vacillating between Martial and Skilled and I think Slayer fuses those two pretty well. Also, it had a couple of archetypes that I think work great with my character's background (his father basically trained him from birth to hate aboleths and be ready to fight them; the Pureblade archetype is all about fighting aberrations and the Witch Hunter about fighting arcane casters more generally). He'll be taking Trapfinding at level 2 as his first Slayer Talent, and already has a point in Disable Device. So he's a melee martial (TWF) who's especially good at fighting arcane casters and aberrations specifically, who can also provide a lot of skill support.
I want to make sure I counted my feats right: One normally, one from Human, one from background, and one because you said we get a bonus at first level, right? The ones I took are Big Game Hunter, Creature Focus (Aberration), Dodge (Background), and TWF. (HeroLab also includes all the ones that we get from the Feat Tax changes, so I'm showing Combat Expertise, Deadly Aim, and Power Attack as well in my sheet.)

polyfrequencies |

And now for an update, complete with name and background!
I would appreciate any feedback if the GM is willing to provide it, especially if this application is missing anything that you want to see.
This distinctly Holtaksen (mountain dwarf) answer did not satisfy Dolgrin. He yearned to experience the world outside of Highhelm. He yearned to see the Sky! He yearned to become like the Ergaksen: the surface dwarves. And so at the age of 25, the earliest that his clan would allow him to complete his coming of age ceremony, he set out to perform his gladdringgarsun, the “ritual of toil.” His family wondered whose gladdringar he would choose to honor: there were many male relatives to choose from who all held comfortable positions in Highhelm society, and any would be honored. When Dolgrin returned to reveal that he had carved his runic name next to an uncle who had long ago left Highhelm, the Briskalberds were vexed. On the one hand, his uncle would not be aware of the honor. On the other, this uncle was also known for having delved deeper underground than any other member of the clan. None could deny that Dolgrin had come of age.
So Dolgrin followed in his uncle’s path and left Highhelm, uncertain what the future held but knowing he would spend his days feeling the warmth of the sun and his nights staring up at the stars. He found work on a river boat traveling along the Great Goldpan River and began a life of sailing. He had little loyalty to a particular boat or crew, often working until the end of a contract and then seeking a new crew that would take him on another river. It did not take long for Dolgrin to establish himself as a reliable sailor through the Lake Encarthan region, which had the added benefit being attached to at least six different rivers! Of these, his favorite was the Sellen, the grand waterway that extended across practically the entire continent. The Sellen also finally led him to the Inner Sea.
During his decades on riverboats, keelboats, longships, and galleys, Dolgrin often found his eyes drawn from the sky to the sea. Especially as the vessels he sailed on encountered deeper and deeper waters, he wondered just how much there was worth exploring below! His ancestors had Quested for the Sky, but Dolgrin wanted to Quest for Deep. But rather than delving back to Nar-Voth, he would find his way into the inky depths of ocean. Of course, the problem was that he could not breathe underwater. But there were ways to remedy that: he was sure of it. Dolgrin would surreptitiously ask some of the passengers on his vessels if they knew of ways to enable one to breathe water as easily as they breathed air. It was an elven wizard from Almas University, Provost Felandriel Morgethai, whose answers impressed him the most. Dolgrin promised to keep in touch with the elf, and he eventually followed her to Almas.
Felandriel encouraged Dolgrin to enroll in the University, and promised to watch over his studies, but recommended that he work with a gnomish colleague of hers: Findit Tobbblemouth, a professor of zoology and alchemist of some renown whose studies in comparative biology had led to some breakthroughs in short- and long-form transmutation—and its reversal. Findit’s work had begun with the Eagle Knights and was focused on dealing with werewolves, but he was keen to help Dolgrin work on his underwater projects. Findit was especially appreciative of Dolgrin’s resourcefulness and efficiency, mastering some basic alchemical formulae and using bare bones materials to generate useful tinctures. Dolgrin even showed some promise with other sorts of tinkering, a recollection of decades before in Highhelm, though he maintained his focus on alchemistry.
Shortly after graduating with a degree in alchemistry from Almas University, Dolgrin saw a notice from the Bountiful Venture Company. He had done a handful of jobs with the Company during his time on the Inner Sea, and so he was curious what they were aiming for. Setting up a colony was admittedly of limited interest, but the opportunity to delve into the ruins of Azlant was something he could not pass up! This was it—what he had been searching for—the Quest for Deep!
In keeping with the GM’s requirement that feats and skills emerge from experience rather than ex nihilo, I hope for Dolgrin to befriend Alba Divenvaar as a prospective mentor. He’s a great sailor and a capable alchemist who will most likely take some additional crafting feats moving forward to help the party keep track with what they need.
Occupation: Seaman
Bonus Feat: Dodge
Bonus Class Skills: Acrobatics, Climb; Sense Motive
Age: 70
Height: 4’4”
Weight: 199 lb
Dolgrin Briskalberd
Male Dwarf Aquachymist (Alchemist) (Likely stacking either Beastmorph or Trap Breaker on this beginning at Level 2)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+2 Dex, +4 armor, +1 dodge) (+2 racial vs aquatic/water subtype; +2 dodge in water terrain; +4 dodge vs attacks of opportunity)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +3; +3 vs. poison, spells, and spell-like abilities
Defensive Abilities saltbeard (+2 dodge bonus to AC vs. aquatic/water subtype)
--------------------
Offense
--------------------
Speed: 20 ft. (slow and steady)
Melee: battleaxe +4 (1d8+6/x3), dagger (1d4+4/19-20), heavy pick +4 (1d6+6/x4), warhammer (1d8+6/x3)
Ranged: bomb +3 (1d6+3/x2 fire) (DC 13 Reflex for half, 5 ft range increment out of water)
Special Attacks: bombs (4/day), saltbeard (+1 on attack rolls against aquatic/water subtype)
Alchemist Extracts Prepared (CL 1st; concentration +4)
1st (2/day) cure light wounds, monkey fish
Alchemist Formulae Known
1st: crafter’s fortune, cure light wounds, monkey fish, shield, tears to wine
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 17, Int 17, Wis 16, Cha 11, Com 8
Base Atk +0; CMB +4; CMD 15
Feats: Aquatic Combatant, Brew Potion, Dodge (+Mobility, EitR), Precise Shot, Throw Anything (+Catch off Guard, per EitR?)
Traits: Resourceful (campaign), Glory of Old (Region), Grounded (race), Propitiation (religion)
Skills: Acrobatics +6 (+2 on balance-related checks, -2 to jump, -2 ACP), Climb +8 (-2 ACP), Craft (alchemy) +8 (+1 to create alchemical items), Craft (metal or stone, untrained) +5, Diplomacy +6, Disable Device +6 (-2 ACP), Intimidate +1, Knowledge (arcana, nature) +7, Perception +7, Profession (sailor) +9, Profession (metal or stone, untrained) +5, Sense Motive +9, Survival +7 (+2 on water), Swim +10 (-2 ACP)
Languages: Common, Dwarven, Giant, Gnome, Undercommon
SQ: alchemy, brew potion, mutagen, throw anything, underwater bombs
Gear alchemy crafting kit, battleaxe, clan dagger, heavy pick, leather lamellar armor, warhammer, belt pouch containing 3 gold, whatever else the Company provided (48 lb)
Dolgrin intends to use his axe, pick, and hammer more as tools than as weapons, but knows how useful they will be just in case they run into trouble.
--------------------
Special Abilities
--------------------
The principles of alchemy work equally well underwater and on land, but mixing solutions and keeping them pure is a tougher task beneath the waves. Aquachymists are those rare few alchemists of land-dwelling and aquatic races alike who strive to unlock new and fantastic secrets of alchemy that can be discovered only in the water’s depths.
Class Skills: An aquachymist has Swim as a class skill instead of Fly. This alters the alchemist’s class skills.
Sureseal Alchemy (Su): An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders , allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders.
This ability alters alchemy.
Underwater Bombs (Su): An aquachymist’s fire bombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.
This ability alters bombs.
Dwarf Race Traits (11 + 2 RP)
Traits
Resourceful: You’ve always had a knack for building and repairing things. As a kid, you always got into your parents’ tools and tinkered with things around the house. As you got older, you started making things not only to entertain yourself but also to take in a little extra money. People have noticed your skill and have frequently come to you to make something for them or to repair a pesky device or item. Every time you’ve amazed them at how quickly you do your work and how few resources you squander in the process. Likewise, the Bountiful Venture Company noticed your skill at not only creating wonderful wares, but also how effortlessly and efficiently you work in your trade. You always seem to make do with less, often in unexpected ways.
Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Grounded: You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Propitiation: Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

"The Lucky Halfling" |

I will say I'm a sucker for high-power gameplay. This game looks to offer that with while offering challenges along the way, even if it's just facing my own tendency to roll power.
I'm in the process of getting caught up on everything, but would like to lay down some rolls in the meantime. That will help me better understand what type of possibilities I have open to my character.
Without further ado...
18 = 18
3d6 ⇒ (5, 2, 1) = 8
3d6 ⇒ (1, 6, 1) = 8
3d6 ⇒ (5, 6, 5) = 16
3d6 ⇒ (5, 4, 6) = 15
3d6 ⇒ (6, 1, 1) = 8
Reroll 1 for first 3d6: 1d6 ⇒ 1
Reroll 2 for second 3d6: 2d6 ⇒ (3, 1) = 4
Reroll 2 for last 3d6: 2d6 ⇒ (2, 5) = 7
Reroll 1 for first 3d6 again: 1d6 ⇒ 6
Reroll 1 for second 3d6 again: 1d6 ⇒ 4
Final Results
18
17 - Original set: 5, 2, 1 After rerolling any 1's: 5, 2, 6 Replacing lowest roll: 5, 6, 6
16 - Original set: 1, 6, 1 After rerolling any 1's: 3, 6, 4 Replacing lowest roll: 6, 6, 4
17 - Original set: 5, 6, 5 Replacing lowest roll: 6, 6, 5
17 - Original set: 5, 4, 6 Replacing lowest roll: 5, 6, 6
17 - Original set: 6, 1, 1 After rerolling any 1's: 6, 2, 5 Replacing lowest roll: 6, 6, 5
Okay, that went far better than I expect with a final set of 18,17,16,17,17,17. I will proceed forward with that.
Finally, the attractiveness roll...
So I'm looking at a fair looking character with quite exceptional attributes. I'll keep reviewing the current information that is at hand and see what I can come up with. Thanks for running!
Edit: I'm currently looking into adding some kind of healer into the mix. I do have some running I have to do in a bit, so further responses will be forthcoming later this evening or tomorrow morning.

Mightypion |
18
Stat1: 3d6 ⇒ (6, 5, 5) = 16 =11+6=17
Stat1: 3d6 ⇒ (1, 3, 2) = 6 reroll: 1d6 ⇒ 4 7+6=13
Stat1: 3d6 ⇒ (2, 6, 5) = 13 =16
Stat1: 3d6 ⇒ (6, 4, 1) = 11 reroll: 1d6 ⇒ 5 =17
Stat1: 3d6 ⇒ (1, 6, 5) = 12 reroll: 1d6 ⇒ 5 =17
18/17/17/17/16/13 Damn, that is cool
Can probably come up with an interesting character concept with these stats, just give me a day or 2.
looks: 3d6 ⇒ (1, 5, 2) = 8 Average looks.

Mightypion |
Possible concepts:
1: Cynical War veteran, early middle aged, was too succesfull in Andoran battlefiels against Cheliax so he got shunted into the expedition. Sarcastic mercenary perspective on things, will genuinily try to keep the team alive.
What he does: Frontline, some skills, may be a lore warden or cavalier of the pike. Not great underwater though.
2: Refugee Urban Skald from Galt. Early 20s, Found refugee in Andoran, after being exiled for membership in the wrong revolutionary Galtese organization. Enthusiastically dreams of making a new colony of liberalism and freedom in Azlant. Incredibly optimistic and support focused.
What he does:
Is a Skald so decent underwater since Spell kenning etc. Incredible buff monkey for the entire party come level 3. Urban Skald does not penalize spell casters.
3: Oracle of waves, Deep One curse. The Ocean has always bekoned, and dreams have compelled her to offer her services to this expedition. Seeks to prove her worth as a party member.
What he/she does:
Healing, underwater exploration, with that stat block still a good melee combatant.
4: Highly pragmatic Ulfen Raider. Accidentaly joined Andoran during a wild Chelish-Ulfen-Andoran sea battle (both the Ulfen and the Andorans figured the Chelish are jerks), an Andoran NPC from the bountifull venture company scooped him out of the water before he got aten by Chelish summoned acquatic devil, and joining the expedition is his repayment. Suffers from an unusual form of PTSD actually (will dip into fractured mind).
What he does:
More offensive frontline, more flexibility because Bloodragers can cast spells and use wands.

Teacher Corvoril |

2: Refugee Urban Skald from Galt.
Oracle of waves, Deep One curse.
IMO, if you have really high ability score generation you should play a build that needs a lot of high ability scores to function well. I made up a rogue for another game that would be perfect for this AP and I'd love to submit her here to get a chance to play her, but her build works with a 20 point-buy, which is why I'm submitting a Champion of Irori instead.
Skald and melee Oracle are both difficult to pull off with a 20-point buy, though Bloodragers also enjoy high ability points.
My 2¢.

"The Lucky Halfling" |

I'm still running through things, but wanted to check in once more before the end of the day. After some research, I was looking to play a half-elf pei zin practitioner (oracle) whose elven mother originates from the Mordant Spire and father hails from Tian Xia.
His mother and father's adventurous spirits would lead to their unlikely meeting within Varisia by the way of her breaking away from the traditions of the Mordant Spire and his traversing the Crown of the World.
While my character's emerging life would begin within the Mordant Spire, fear of retribution having led his mother to return, he would later return to the place of his conception and eventually meet his father. A man's who dedication to his family had prevented him from leaving knowing that the woman he loved may one day return. While she had attempted to leave without telling him of their child, his training in medicine had led him to suspecting the circumstances of her sudden departure.
After spending a couple of years with his father, learning the other side of his family's close ties to medicine and the divine, he would eventually leave once more. While he wished he could stay, he could not. Unlike his mother, his departure from the Mordant Spire had been planned by the Listeners. Azlant had resurfaced to the world and they were in need of feet on the ground.

Ash.. |

Charles Darwin, expert botanist, master cartographer, madman, oracle, arcanist, priest, and heretic at your service. They call me mad now, but I will be proven right, one day, pharasma willing. It is in the origin of mortals, that we must seek for traces of the divine. In the origin of the divine, we may find traces of our mortality…in the strange alchemy between this plane and the next that life was formed, and must return. To join this company is to seek truth, and produce a marketable map, I suppose. What are you paying anyways? Is that in absalom? Well, I’ve worked for less. Show me to this land of wonder, and mind you send along someone else to experience the wonders firsthand, I’m just here to draw the maps and read the rocks. Of course I’ll be bringing my horse on the ship, what kind of question is that? I don’t ride dolphins…

SodiumTelluride |

Mightypion wrote:2: Refugee Urban Skald from Galt.
Oracle of waves, Deep One curse.IMO, if you have really high ability score generation you should play a build that needs a lot of high ability scores to function well. I made up a rogue for another game that would be perfect for this AP and I'd love to submit her here to get a chance to play her, but her build works with a 20 point-buy, which is why I'm submitting a Champion of Irori instead.
Skald and melee Oracle are both difficult to pull off with a 20-point buy, though Bloodragers also enjoy high ability points.
My 2¢.
One way to take advantage of high ability scores is to make a character that needs them to function well. I started making a would-be arcane trickster for exactly that reason-- got about 90% done with his build when I realized I had no clear idea what to do roleplaying-wise.
Another way is to use a race/class combination that doesn't have a lot of synergy. Which is why I opted for a merfolk druid instead. (I mean yea, a merfolk makes a strong anything due to their ability scores, but it has no particular synergy with druids.)

Svetlana "Tigress" Ulyanova |

Mightypion suggestion (will be finished in a couple of hours) here.
Got struck by inspiration, Acquatic Bloodrager who will essentially be female Liuetenant Worf, as the not-Enterprise sails into the unknown, and also fight with a Batheth/Orc double Axe.
I wonder how often I will get thrown at or through a wall.

polyfrequencies |
2 people marked this as a favorite. |

There has been a wild flurry in the last few days since Robert Henry made his last update, and with less than 48 hours until the deadline, I wanted to provide a fresh list. As much as possible (if I could find it), the format is:
Player: Character, Alignment Gender Race Archetype Class (Occupation, Campaign Trait)
Submissions
SmooshieBanana: Britta Karan, NG Female Human Velvet Revolver Swashbuckler (Guide, Following in the Footsteps)
Mark Thomas 66: Ku'Hania, N Female Half-Elf Deep Shaman (Primitive, Athletic)
infomatic: Rilembi, N Male Human (Bonuwat) Drowned Channeler Spiritualist (Athletic)
Robert Henry: Taldo the Tanner, Male Undine Ranger or Slayer
Lapyd: Aleranna Dawn, LG Female Aquatic Half-Elf Pearl Seeker Paladin of Yuelral (Eagle Knight Recruit)
Ruin Explorer: Trisk, CG Male Undine Watersinger Bard (Azlanti Scholar)
Malinor.: Aven, CG Male Mistsoul Undine Warpriest of Marishi (Wandering Healer, Resourceful)
Ouachitonian: Guillame Coeur-de-Leon, NG Male Half-Gillmen Pureblade Witch Killer Slayer (Fisherman, Azlanti Scholar)
SodiumTelluride: Nivva, Female Merfolk Serpent Shaman Druid (Seaman, Skillful)
polyfrequencies: Dolgrin Briskalberd, CG Male Dwarf Aquachymist Beastmorph Alchemist (Seaman, Resourceful)
Crisischild: Teacher Corvoril, LG Male Half-Elf (Shoreborn) UC Monk/Paladin/Champion of Irori (Seaman, Set Mind)
Mightypion: Brigid Vredesdottir, N Female Human Aquatic Bloodrager (Viking, Eagle Knight Recruit)
Dice Rolled
Qyntessential
Ash..: Charles Darwin
ElbowtotheFace
Philo Pharynx
DoubleGold
Newbonomicon: human psychic
Grumbaki: Bolkvar Gemforged
Javell DeLeon: Shtorek
Dorian 'Grey': Ser Helmut
KingHotTrash
Giant Halfling
Patrickthekid
"The Lucky Halfling"