| AJM4885 |
| 1 person marked this as a favorite. |
Hello all, I'm looking for a party of five players to join me in exploring the ruined continent of Azlant, destroyed during Earthfall millennia ago. Recruitment will be open until six o'clock P.M. (CDT) on October 1st, 2025. Final selection will occur by 12 o'clock noon (CDT) on Saturday October 4th with the game to kick off on Monday October 6th.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any unusual or exotic races will be considered on a case-by-case basis (I don't want an entire party of Undine's or other aquatic races).
• Classes: All classes from a Paizo published source are allowed. Any Archetype for these classes will be allowed. Barbarians, Monks, and Rogue MAY choose between the core or unchained versions of their class. Summoners MUST choose the unchained variant only.
• Alignment: Characters can be of any alignment but must be able to play well with others.
• Abilities: Characters will be based on a 16-19 (15+1d4 point) buy. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Feats from any Paizo published source will be acceptable.
• Skills: Background skills will be in use.
• Traits: Character's will start with two traits, one of which MUST be from the Ruins of Azlant Player's Guide (a free download from Paizo.com). No drawbacks.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter players may either roll for HP's or take ½ their Hit Dice whichever is greater. A character’s death occurs when their negative hit point total is equal to, or greater than, their Constitution score PLUS THEIR LEVEL.
• Starting Gold: Characters will start with maximum gold for their class (I want you to be well provisioned).
• Firearms: Early firearms are available using the emerging guns rules. Gunslinger is a playable class.
| Kolyarut86 |
When are you planning on running the game itself, and will it by PbP on these forums or a different setup somewhere else? Trying to work out if I could make it work as a European who doesn't mind staying up late but only to a point!
I was reading up on the Mordant Spire elves for a Kyonin project recently, and they're a bit fascinating, I'd definitely be tempted to explore something along those lines?
Archpaladin Zousha
|
I'd like to know that as well. Ruins of Azlant has been on my Pathfinder bucket list for a while. And...to be completely transparent, I too was intrigued by playing a PC with ties to the Mordant Spire, specifically a Spireborn aiuvarin tasked by their elven parent to spy on the new colony...
Archpaladin Zousha
|
Thinking of a shaman who's an accountant.
Wow, that brings back memories of a table I played at in college. Our DRUID was the one who handled the party loot and negotiated payment with nobles and such. It was hilarious! Sadly, he was also the sole casualty of the campaign. Sphere of Annihilation.
Anyway!
Point Buy: 1d4 + 15 ⇒ (3) + 15 = 18
Wow...three 18s in a row! XD
| GM_Drake |
The classes I am deciding between are mesmerist, oracle, spiritualist (with the phantom having a desire to travel to the ruins of Azlant), summoner (with the eidolon wanting to travel to ruins of Azlant) or Swashbuckler.
If an oracle, currently thinking starting points being Time mystery and Deep One curse.
Busy for most of tonight so I will have more within next few days.
| Petre Costu |
I've updated my profile with my stats. Background given below.
You see Petre on the deck of the ship in the evening, taking periodic breaks from scanning the sky to make notes in his collection of papers.
When you ask Petre what earned him a spot on the ship to Talmandore's Bounty, he says nonchalantly that he's a great navigator and can find his way anywhere by starlight.
Trying to place his accent, you ask where he's from. "The River Kingdoms," he says darkly, "but I had a falling out with the new ruler.
Below decks, Petre is lively and always ready for a good game of something with small stakes. Sometimes, he even lets other players win. Occasionally, a wooden amulet on a corded necklace slips out of his shirt, but he quickly tucks it away before you can tell much more about it.
| Liliyashanina |
point buy: 15 + 1d4 ⇒ 15 + (3) = 18
I am considering a savage technologist barbarian, driven to Azlant by rumor of the Azlanti having "really cool tech, perhaps on par with Numerias!".
He may eventually dip in Gun chemist alchemist, as he is all about technological progress by any means.
He is a native of Sarkoris, and blames the Kellids technological backwardness to why it fell to the demons.
In terms of power:
--While savage technologist is a powerful class, since it uses guns, the extreme lack of functionality guns have in a underwater enviroment should cancel this out, I will be able to contribute in combat regardless (even if mostly by poking things accurately), it also doesnt have a grit pool to make misfires harmless.
--I am a bit worried about his will saves :).
--Race is likely human with martial tradition instead of the bonus feat
--I could double as a trap monkey if the campaign trait from mummys grasp is allowed
| Liliyashanina |
What did you say was the most powerful demon you killed in Sarkoris? the Andoran, a seasoned military official by his looks and callused hands asked
Abrikandidu I answer
Rat faced wrecker demons, have a suite of nasty natural attacks, especially their bite which can disfigure their adversaries.
I pause, adding
They are compelled to destroy anything beautifull, so it focused its attacks on a Paladin, ignoring me in its rage. Last mistake it made.
And you do have... skillsets in crafting firearms?
the official continued
I moved through Numeria on my way south, learning what I could.
I say, matter of factly
And the technique leage just.. let you?
Another Andoran, younger, less experienced interjects.
Some of them are quite... smart. First, their own manufactoring capabilities for firearms massively outdo anything I can rig together. They are also next to the worldwound themselfs, meaning they have to defend their secrets against well... telepathic shapechanging telepaths. So they are opting to only protect their... most important secrets, but to protect these very very viciously. If I demonstrate the utility of firearms, and truthfully state I aquired this knowledge from the technique league, they wager it gets them a contract or 3.
I pause
They also view Sarkorian holdouts such as my home village of Gundrun, or Storms end further north at the lakes lost to the sun, as buffers against the demons, so they frequently dont mind too much if we apply some gunpowder and cold iron bullets to a random demons face, especially if we send them reports on what works and what didnt.
I finish
Gets politics but worrying technique leage ties
The first more experienced Andoran officer writes down
Are you insinuating that Andoran would enter contracts with the Technique league? the other says with a degree of indignation
They did not know I was heading for Andor. Galt tends to be more popular with Kellid emigrees, as it is very chaotic and thus offers more avenues for advancement.
I answer with a shrug.
Of course Andor would, the demons are a far greater threat I think as I say this
Have you entered any actual contract with the league? The other official asks, ignoring his colleage
Nope. They have a charmed Paladin or maybe an inquisitor who is screen possible contractees. They implied I didnt have what it takes, and I do know that I do not detect as evil. Met too many Mendevians for that. I speak my mind, likely correctly assessing that I would not get a lie past the experienced Andoran.
You indeed do not the elder official says, interesting that they would be open with useing detect evil to recruit, with how close they are to the worldwound He continues, prodding me
My guess is that they are looking for evil auras of faint strength, which match with the supposed biographies of the possible recruit. A concealed demon would detect as far stronger, and as far as I know, means to completely hide an evil aura exist and are widespread, means to tailor ones evil aura to a certain strength are much much rarer.
I say, drawing a sagely nod from the experienced Andoran as he waves me away, to interview the next candidate
| Halleran 'Hal' Vereen |
Here is the character. Will work on writing a background, but so far planning on going with the Healthy background (idea is that his mother was an Nymph or some sort of other aquatic creature that would serve as the source of his Aquatic bloodline and affinity with swimming) which attracted the Bountiful Venture company to him.
Still working on the motivation, but at the current moment, I'm thinking that he's drawn to this venture because he feels a pull to the sea, which he always thought would help him find out about his maternal heritage.
| Linnea the Diviner |
Okay, so I'm considering a human psychic. I have a question for our GM though. Can I use the Esoteric Starseeker's Written in the Stars ability even if I can't see the stars? Like if we're underground or underwater? It says 'contemplate the stars', so theoretically I could just contemplate the concept of the stars. Given that sailors and explorers navigated by the stars in the days before GPS, I think it would fit this campaign thematically.
| GM_Drake |
Got some of the basics done
Dwarven oracle with the Time mystery and Deep One curse.
Campaign trait: Expert Explorer
Regional trait: Shackles Seafarer.
Alternate dwarven racial traits: Saltbeard, Healthy, Mountaineer
orisons: Create Water, Detect Magic, Detect Poison, Purify Food and Water
1st level spells: Cure Light Wounds, (still deciding on other 1st level spell known).
At 2nd level will be gaining the Stabilize orison.
At 4th level will be gaining the Mending orison.
1st level feat: Gunsmithing
At 3rd level will be gaining Amateur Gunslinger (Quick Clear feat).
He will be using the alternate racial favored class option to eventually become proficient in at least one firearm.
His trained skills include: Climb, Perception, Knowledge (nature), Knowlege (geography), Linguistics (Azlanti), Survival.
I have not done his ability scores yet, so he might have some more skills.
Will have a fleshed out character backstory typed up and posted for him later this week. Basics - he was born on a ship on the seas of the Wandering Isles of Minata. He grew up traveling the seas and exploring various isles of the oceans of Golarion with his adventurous parents. He has set foot on many of the islands of Minata, Iblydos and the Shackles. The languages his parents taught him include Azlanti.
| Qunnessaa |
This sounds interesting! It's an excuse to start fleshing out a character that's been lurking a bit in the back of my head for a while, certainly.
I'm thinking an elven silksworn occultist, an Iobarian ilverani/snowcaster interested in the Mordant Spire and Azlant, but perhaps almost incidentally, for what they would let her glean about what was going on in the world around the time of Earthfall that might have influenced doings closer to home. She wouldn't be stepping on the toes of folks working on Spiresworn characters, I hope - it would be fun to imagine quite different elven cultures meeting! :)
Details to follow as they take shape, but for now I'm thinking of a rather witchy type of occultist who looks mostly like an innocent embroiderer and crafty society lady to those who aren't paying attention, but is (perhaps unfortunately) an elf of the fairy tale sort. "You shall go to the ball!" Or, uh, maybe be cursed, if she takes great umbrage at being passed over for an invitation to your daughter's name-day. XD
Point buy: 15 + 1d4 ⇒ 15 + (3) = 18
| Veniir |
Here is my submission. A deep shaman. With a Hex choice, he can breathe underwater and gains a swim speed, so that's covered. Since the archetype forces the waves spirit, it also means he can buff other party members with water breathing too!
He is a support caster and debuffer with the shaman spell list and hexes, but serves as an off-healer as well. With the wandering spirit ability he has immense versatility to cover any holes in the party's ability range.
STR 8, DEX 10, CON 14, INT 10, WIS 18, CHA 14
Male Human
Medium Size
NG Deep Shaman 1
BaB +0
Init +0; Senses: Perception +9 (+11), Sense Motive +4 (+6)
CMB 11 (0BaB -1str)
CMD 9 (0BaB -1str)
Favored Class Shaman
Fav Class bonus +1 skill point
Defense
AC 14, touch 10 flat-footed 14 (+4 Armor)
HP 11 (8 + 2 (1*2 Con) + 1 (1 FC))
Fort +4 (0 base +2 Con +2 Great Fortitude)
Ref +0 (0 base)
Will +6 (+2 base +4 Wis)
Offense
Speed 20 ft
Ranged Crossbow +0 (1d8/19-20x2)
Space 5 ft, Reach 5 ft
Divine magic
CL 1
Concentration (CL + Wis): +5
DC: 14+spell level
Prepared (slots+spirit):
Orisons (4/4): Detect Magic, Guidance, Dancing Lights
1 (2+1): Bless, Entangle + (spontaneous)
Spirit magic:
1st: Hydraulic Push
Spirit:
Waves
Spirit Animal
The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.
A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill.
Spirit Ability
A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.
Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.
This alters spirit ability and greater spirit ability.
Hexes:
Traits:
Following in the Footsteps
Seeker
Feats:
Lvl 1 - Great Fortitude
Human -
Skills:
ACP: -3
Diplomacy +7 (1 Ranks +2 Cha +3 CS +1 trait)
Heal +8 (+10) (1 Ranks +4 Wis +3 CS) (add with Healer's kit)
Perception +9 (+11) (1 Ranks +4 Wis +3 CS +1 trait) (add 2 when spirit animal is at arm's length)
Spellcraft +4 (1 Ranks +3 CS)
Survival +8 (1 Ranks +4 Wis +3 CS)
Swim +3 (1 Ranks -1 Str +3 CS +3 Spirit Animal -3 ACP)
Background skills:
Handle Animal +6 (1 Ranks +2 Cha +3 CS)
Profession (accountant) +8 (1 Ranks +4 Wis +3 CS)
Languages: Common
Equipment:
Wealth: 11gp 6sp
Common items
Light Crossbow (10 bolts), Hide Armor
Dagger x2, Backpack, Bedroll, Winter blanket, Belt pouch, Flint and Steel, Trail rations x10, Hemp rope, Sewing needle, Signal whistle, Soap, Waterskin
Tools
Healer's kit (10)
Alchemical items
Antitoxin
Magic items
Familiar:
Pooky
Blue-Ringed Octopus
N Tiny animal (aquatic) (amphibious)
Init +5; Senses low-light vision; Perception +1
Alertness, improved evasion, share spells, empathic link
DEFENSE
AC 18, touch 17, flat-footed 13 (+5 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +0, Ref +5, Will +3
Defensive Abilities ink cloud
OFFENSE
Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 21, Con 10, Int 6, Wis 13, Cha 3
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can’t be tripped)
Feats MultiattackB, Weapon Finesse
Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison
Ink Cloud (Ex)
While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)
The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
Renshaw Blackburn is the second son of a family of accountants. Leading a boring life working for a Chelaxian family didn't sit right with him. Always looking up to his brother Amos, Renshaw ended up leaving the country. To the despair of their parents, Amos was keen on adventuring. After learning how to swing a sword, he set out to travel.
Renshaw followed his brother although he wasn't really for fighting. Helping sort out the accounts for the various caravans is what kept him employed and useful. for a few years, he was happy. However, as much as Amos loved his little brother, he always felt held back. For this reason, he applied for and got accepted for an expedition which turned out to be to found Talmandor’s
Bounty.
While Renshaw believed his brother Amos when he said that both would go together, he was caught by surprise when only Amos was accepted to go. Amos faked his disappointment well, but Renshaw noticed that he was happy. Rather than take the hint, Renshaw decided to follow his brother and applied again, this time highlighting his accounting skills above his adventuring.
As he spent so long waiting for the selection process in Almas, Renshaw started to hear the ocean calling to him. Not to dive or to drink, something else. As he walked the piers trying to understand what was calling to him, he was startled by a small octopus who was creeping toward him. Instead of getting scared, he approached the octopus and, without understanding how, knew how to communicate with him. He named the octopus Pooky, for having spooked him earlier.
About this time, he received information that he was accepted for the second wave of colonizers. Happy to go meet his brother, Renshaw boarded the Peregrine. For the first few days, he only commuted with Pooky, learning about the sea. Slowly thereafter, he started to also talk to the people onboard. He traded some information with Anya Sandstrider, tried learning some from Eamon Caranth and tries learning something about Luetin Calewick's line of work. And he enjoys the smell of the sea as the wind washes over his face.
| eriktd |
| 1 person marked this as a favorite. |
Here's my character submission, Ommerra.
As a young girl, she was found on the seashore near Claes by a kindly family of halfling beachcombers, who took her in and cared for her as their own. They discovered that she had an incredible affinity for languages, which they encouraged. As she grew older, her strange origins drove her to question everything and learn as much as she could about the world around her. Her family supported this quality by bringing her books about the history of the lost continent of Azlant, which she would read voraciously before trading back for new ones. Many of these books were fairy tales, others books of facts and famous figures, and some talked about the magic of their ancient bloodlines, or the flora and fauna of the islands that sank into the sea.
Last year, one of Ommerra's older adopted siblings joined a government-sponsored expedition to explore and colonize the islands, as a sailor on the ship Peregrine. After returning from delivering the first group of people and supplies, they wrote home to share what they knew. Apparently the sponsors were considering sending a second trip of specialists, and if Ommerra traveled to Almas she could apply for a position. Excited, she put this plan into action, and after an impressive interview she was soon on the open water heading for the Isle of Ancorato.
Ommerra has tanned skin and light-colored hair that she dyes blue. She also has vibrant purple eyes that are slightly larger than normal for a human. She dresses in simple travelers' clothes, light and easy to move in. There is an indefinably alien quality about her that does not seem quite part of this world. Her enthusiasm is infectious, and her curiosity is nearly boundless.
Race Human (Gillman)
Alignment Neutral Good
Class Investigator 1
Abilities Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 14+2 (+3), Wis 14 (+2), Cha 8 (-1)
Traits Adopted (halfling), Following in the Footsteps, Helpful*
HP 10/10 (8[HD]+2[CON])
AC 11 (+1[DEX])
Move 30'
Init +1 (+1[DEX])
Fortitude +2 (+0[base]+2[CON])
Reflex +3 (+2[base]+1[DEX])
Will +4 (+2[base]+2[WIS])
BAB +0
Weapons
• longspear: +1 (1d8+1, 20/x3)
Human Aquatic Ancestry, Focused Study Favored Class Bonus Investigator, +1/3 inspiration points
Investigator (Questioner) 1 inspiration, inspiration for subterfuge, spells (CL 1), trapfinding +1
Investigator Spells (CL 1)
cantrips: dancing lights, ghost sound (DC 13), prestidigitation, read magic
1st (x2): heightened awareness, tears to wine
Feats Racial Heritage (Gillman) (level 1), Skill Focus* (Linguistics) (human)
Skills Diplomacy 0+0 (trait), Disable Device 1+5* (masterwork tool +2), Knowledge (dungeoneering) 1+6* (free inspiration), Knowledge (history) 1+6* (free inspiration), Knowledge (local) 1+6* (free inspiration), Knowledge (nature) 1+6* (free inspiration), Knowledge (religion) 1+6* (free inspiration), Linguistics 1+9* (free inspiration), Perception 1+5* (trapfinding +1), Sense Motive 1+5, Stealth 1+4* (free inspiration), Swim 1+4 Languages Aboleth, Aquan, Azlanti, Common*, Halfling
Equipment bell x3 (3 gp), compass (10 gp), earplug x2 (.06 gp), fishing kit (.5 gp), hammock (.1 gp), longspear (5 gp), magnet (.5 gp), masterwork backpack (50 gp), masterwork thieves' tools (100 gp), signal whistle (.8 gp), sorcerer's kit (5 gp: bedroll, belt pouch, iron pot, mess kit, soap, 10x torches, 5x trail rations, waterskin), spell component pouch (5 gp), traveler's outfit (free), wandermeal x4 (.04 gp)
| Linnea the Diviner |
@Linnea the Diviner: I'm going to say that in order to "contemplate the stars" you're going to have to actually see them.
Hmm, okay. Second question, does that mean I can just keep the previous day's constellation attunement if we're underground all night? I've never played this AP before, I don't know how much of a problem (if any) this will be.
| AJM4885 |
AJM4885 wrote:@Linnea the Diviner: I'm going to say that in order to "contemplate the stars" you're going to have to actually see them.Hmm, okay. Second question, does that mean I can just keep the previous day's constellation attunement if we're underground all night? I've never played this AP before, I don't know how much of a problem (if any) this will be.
"An esoteric starseeker can spend 1 hour each night in quiet contemplation of the stars to attune herself to a constellation of the Cosmic Caravan"
Again, I'm going to have to say no. Stars move, Golarion moves, so last nights stars may not be in the same position tonight| Darian Fairholt |
Background done. It's here and on my profile in the character sheet. Guess it's time to wait and see.
Under the clear sky, the fresh sea air invited the passengers of the Peregrine onto the deck to stretch their legs. The few below deck were working or getting ready to head topside. Darian Fairhold was no exception, even if his preparation included holding a bucket to his face.
He had only been on ships two times before this. Both trips were dreadful journeys from one mining colony to another. When Darian wasn’t rowing he was shackled, and in either case he was nauseous.
Man was not meant to rock back and forth like this. Darian thought as he wiped the spittle from his face and set the bucket aside to be cleaned later. He got up from his cot and stretched a bit before nausea made him reconsider. Instead of some aerobics, Darian looked around for something he could use as a mirror.
Looking into a grimy mug, he glanced over himself. His tanned olive skin was about as clean as it could be after a few weeks at sea. He wished for a moment that it didn’t look so dry and firm, but stopped himself. A man’s appearance is his story, and I guess this is a part of mine. He considered tying back his dark and unruly hair, but let it fall free when he noticed the brand on his neck was visible when his hair wasn’t down. Hopefully people either wouldn’t see it or wouldn’t know that an “S” branded into the neck marked a slave.
He shook his head to get rid of his thoughts, and, after splashing some water on his face, looked over his reflection one more time. Ok, you look fine. No need to be worried. Everyone here is looking for a new start and we’ll be a community. A wave of nausea passed over him, as much from the nervousness as from the large shift to the right that the ship just made.
Despite his nausea, Darian was determined to make at least one friend before landing at Talmandor’s Bounty. Someone who wouldn’t look down on his status or try to force him to become something he isn’t. He had a rough start. The crew initially laughed at him lugging around all of his equipment under his arms. “Ha ha. Don’ ya think ye overpacked a bit lad.” One of the sailors yelled when Darian dropped half of his belongings at the first the rock of the ship.
His sentiment was echoed by the laughter of several other crew members. “Ya sure ya should be going if ya can’ even handle a little sway like that.” The jeers bothered him a bit because there was some truth to them. He knew that he wasn’t cut out for greatness, and he definitely wasn’t cut out to be on a ship.
The one thing Darian knew he was cut out for was mining. In Cheliax they had him mine in the worst of conditions from narrow passages, to gas leaks, cave ins, and even a flooded cavern that he had to swim through multiple times while dragging heavy bags of ores behind him. Despite everything, he endured and eventually was rewarded by the gods when those freedom fighters raided his mining camp and won his freedom. Darian’s surprise that day was only matched by his surprise to learn that he got accepted for this expedition. His budget immediately went to buying his own mining equipment, the first items that he could call his own. He pushed through every day believing in the promise of a place where no one would wonder how a slave could go back to doing the work he was freed from.
The excitement of the future reignited his ambition to get to know the other colonists. His nausea was passed now, but his stomach was still filled with butterflies. At the bottom of the steps Darian steeled himself. Today was just one of many on his way to living the way that he wanted in a home he made for himself.
| Katarina Haventide |
I think I did everything right, it's been a while.
Souston was small, so her trips to Almas filled her with wonder. She would linger on the docks when they arrived, watching the trading galleons and colony ships tower over the masts of river barges and fishing vessels. Those ships, bound for distant ports and new frontiers, called to her farm more strongly than the steady rhythm of the family ferry.
From childhood Kat always knew she was different from others. Sparks of magic flickered at her fingertips when she was angry or excited, and she sometimes felt eyes upon her when no one was there. Her mother explained only that the Haventides carried a rare inheritance: the blood of the Fey, sufacing one every few generations. katarina's gift revealed itself in more than just magic, though. When she carved wood, she found hands shaping tiny figurines of sylvan creatures she had never seen, as if memory or dream guided her.
Her life might have gone on unchanged, had it not been for the dayshe watched the Peregrine prepare to sail from Almas. The Bountiful Venture Company sponsored colony ship was bound for the distant settlement of Talmandor's Bounty. As Kat stood ont eh docks, she felt a pull deep within her chest, as though every choice in her life had carried her to this moment. She knew, with absolute certainty, that she was meant to be on that ship.
Convincing the Company wasn't easy, though. She had no noble connections or merchant guild letters, only her upbringing as a ferryman's daughter. But Katarina made her case with quiet determination. She knew the sea and the rigging, had the strength and discipline born from years of ferry work, and could call on strange magic to aid her companions. In the end, the Company agreed. Her seamanship and unusual talents were enough to secure her passage.
Now leaving behind the only home she has ever known, Katarina steps aboard the Peregrine. She carries her mother's memory, her carved figures, and the restless magic of her Fey bloodline. And she looks eagerly toward the unknown shores that await her across the sea.
Katarina holds herself with an air of energy, like the calm before the storm.
| Hugh Marvos |
Hugh stands at the tip of the ship, watching the waves crash into the bow. He smiles as his black hair dances in the wind, curling around his horns and red face. "An ancient magical civilization. Secrets lost to time and tide. Perhaps here I'll find my answers," he speaks to no one in particular.
Going below deck, he found a game with a seat. When asked why he's here and who he is he thought, Should I tell them of being dropped off as an infant by my mother? My father doing the best he could in a nameless village? Perhaps being attacked for what I am, and how that led me here. Maybe the fact that I have no idea what I am, or where I'm truly from. "I'm from a small village. I've explored much of the world, but this is new. This is exciting. Who knows what secrets these people held. I want to be the one that discovers them," He spoke, a little disappointed in himself. After all these years, why still hide the truth? It's nothing to be ashamed of.
Over the course of the journey, he's made friends, perhaps even allies, and maybe a few enemies along the way simply by existing. After all, there are still those that view him simply as fiend-spawn, destined for evil deeds. The fact is that he's a good man.
When storms come, or high waves crash into the ship, you can find him drying people with a wave of his hand. "Can't do to have people get sick," He would say. Others might see him stirring currents in the water just to make swirls. Throughout the voyage, no one has ever seen him turn down a conversation.
| Amari Silverskin |
DBH here with my Aquatic Elf Arcanist. I took the White mage archetype as I like it and it's always handy to have a little extra healing.
This is bare bones for now but here is the crunch.
AMARI SILVERSKIN
Female Aquatic Elf arcanist (white mage) 1, CG medium humanoid (elf)
Init +2; Senses Low-Light Vision, Perception +3,
Languages Aquan, Celestial, Common, Draconic, Elven, Polyglot
AC 12, touch 12, flat-footed 10, hp 7 (1HD)
Fort +1, Ref +2, Will +3, +2 racial saving throw bonus against enchantment spells and effects. Immunities Sleep,
Speed 30 ft. (6 squares)
Ranged light crossbow +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Melee silver machete +0 (1d6-1/19-20)
Base Atk +0; CMB +0; CMD 12
Special Actions Arcane Reservoir (3/4), Arcanist Exploits, Consume Spells (1/day),
Prepared Spells Prepared Spell List
Arcanist (CL 1st):
1st - mage armor (DC 14) , snowball
0th - dancing lights , detect magic , mage hand , prestidigitation (DC 13)
Abilities Str 10, Dex 14, Con 12, Int 17, Wis 12, Cha 12
Special Qualities Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elven Immunities, Keen Senses, Low-Light Vision, Spirit of the Waters, Weapon and Armor Proficiency,
Feats Point-Blank Shot
Skills
Acrobatics +2,
Appraise +3,
Bluff +1,
*Craft (Alchemy) +7,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
Fly +2,
Heal +1,
Intimidate +1,
*Knowledge (Arcana) +7,
*Knowledge (History) +8,
*Knowledge (Nature) +7,
*Linguistics(Aquan) +7,
Perception +3,
*Profession (Scribe) +5,
Sense Motive +1,
*Spellcraft +7,
Stealth +2,
*Survival +6,
Swim +5,
Possessions spellbook; Light Crossbow ; Wrist Sheath [ Cold Iron Dagger; ]; Canteen ; Backpack, Common [ Grooming Kit; Mess Kit; Bedroll; Winter Blanket; Waterproof Bag (x2); ]; Waterproof Bag ; Belt Pouch [ Soap; String (50 ft.); ];
Spellbook
Aquatic elves are Humanoids with the elf and aquatic subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.
Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 11
Arcanist Spells Prepared Spell slots per day - 1st = 3, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Cantrips You can prepare 4 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Expert Explorer - Survival (Knowledge (Geography), Knowledge (History)) Adventurous scholars raised you, or perhaps you were born during an expedition and haven't known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you've visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Keen Senses Elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision (Ex) Elves can see twice as far as humans in conditions of dim light.
Spontaneous Healing (Su) A white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life.
Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail
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.
Any questions or changes let me know.
| Halleran 'Hal' Vereen |
CG Medium Humanoid (Human)
Init +2; Senses Perception +7
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
HP 13/13
Fort +5, Ref +2, Will +2
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OFFENSE
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Speed 40 ft.
Melee Falchion +4 (2d4+4/x2 18-20)
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Traits
Sea-Souled
Benefits: You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Healthy
You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score
Feats
Power Attack -1/+2
Extra Bloodrage
Skills (5 points; 4 class, 1 race, 0 INT)
ACP -2
Acrobatics +2 (-2 with armor)
Appraise -1
Bluff +1
Climb +5 (-2 with armor)
Diplomacy +2
Disguise +2
Escape Artist -2 (-2 with armor)
Heal +0
Intimidate +5
Knowledge (geography) +4
Knowledge (history) +4
Perception +5
Survival +5
Swim +6 (-2 with armor)
LanguagesCommon
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SPECIAL ABILITIES
Bloodrage (+4 to Str and Con, +2 to Will, -2 to AC) 12 rds/day, Fast Movement, Aquatic Bloodline, Underwater Attacks (At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties)
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Spells
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GEAR/POSSESSIONS
Falchion
Scale Mail
Backpack
Bedroll
Belt pouch
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
Holy symbol of Gozreh
Tobacco
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 64 lb.
Money 25 GP 0 SP 0 CP
Though as he grew older, he was starting to think that his mother was more than a mere sailor, because all throughout his life, he felt a call towards the sea. So when the Bountiful Venture company came looking for volunteers, Hal leapt at the opportunity to join. He wasn’t anyone particularly special, but he was confident that his strength and skill in swimming would make him valuable to the Expedition.
And while he wasn’t able to get selected for the first voyage, his talents helped him to get chosen for the second. Now, Halleran would have a chance to leave Andoran and sail towards unfamiliar lands. He hopes that he might also learn more about his heritage, but he knows that he certainly won’t learn more if he stays home.
Hal's primary job will be to serve as a frontline DPS and a tank for the party. When he gets access to spells, they'll mainly be used for buffing, though some of his bloodline spells will be good for utility/combat maneuvers that might help with battlefield control.
| Torgald Frostbeard |
| 1 person marked this as a favorite. |
Grumbaki here with my aquakineticist submission. Did my best to make 16 point buy work...
Torgald Frostbeard has the look of a cliff carved by salt and wind. His skin is sun-darkened and leathery from years at sea, and his hands are thick with old rope burns and calluses. Like all members of his clan, his eyes are a pale, cold blue, a hint of the elemental power that is his by birthright.
True to his name, his beard is full, long, and proudly unshorn. It cascades past his chest in heavy braids. As with all members of his clan, his beard is blonde to the point of being white, with streaks of silver even at his young age. It is, bound with simple brass rings etched in wave patterns. His hair, equally long, is tied back with sailor’s knots to keep it clear of rigging.
He wears parade armor modified with sailor's sensibilities. Given his profession, he has prioritized room to move, but sturdy enough to take a blow. Over it hangs a faded sea-cloak and a leather tool belt bristling with shipwright’s gear and a simply made buckler.
While most dwarves are gruff and impersonal, Torgald is generally affable. He enjoys his craft and relishes the opportunity to see the world. In general, he respects those who are excellent in what they do, and looks for reasons to see value in others. Lying is anathema to him, and he sees threatening others as being demeaning to both himself and to whomever would be on the receiving end. Rather, he believes in direct action and hard work. Because, as his father was wont to say, there is nothing that a determined dwarf with a hammer can’t do.
Torgald can shape an ethereal weapon in his hands, though its form is nothing more than a swirl of elemental energy. Sometimes it resembles an axe, other times a hammer, but no matter the shape, the weapon is insubstantial and vanishes upon striking. He does not truly need to give it form at all, yet envisioning a familiar weapon sharpens his focus. To those on the receiving end, the blows leave no gaping cuts as if from a real blade, nor the shattered bones one would expect from a heavy hammer.
Instead, the danger lies in the unnatural cold that floods through the strike. Even a single blow can numb the flesh, and repeated strikes freeze skin and muscle alike. The cold gnaws deeper until nerves go silent, frostbite sets in, and tendons stiffen to the point of tearing. Though Torgald is no warrior by trade, his elemental birthright makes him far from defenseless.
Unlike most dwarves who hail from mountain halls and ancient mine-shafts , Torgald Frostbeard hails from Absalon. Born into Clan Frostbeard, a respected family of dwarven shipwrights. A calling that stretches back to the patriarch of the Clan, a dwarf who felt a connection to the water itself. It was said that he mastered the ability to control the very ocean, willing waves to freeze, pushing back the tide with force of will alone, and manipulating currents in a way that sailors could only dream of. This 'strange blood' is seen as a gift from Torag by the clan. Where other dwarves are shaped by the fire of the forge, Clan Frostbeard hails from the cold deep beneath the ocean.
For generations, the Frostbeards crafted ships tough enough to weather anything Golarion’s oceans could throw at them. More than just builders, they were sailors, carpenters, and essential crew on long voyages, trusted to keep hulls afloat when no dry dock was within a hundred leagues.
When the expedition to Azlant was chartered, the Frostbeards were approached to provide a shipwright and seaworthy hand. Torgald stepped forward and bound himself to the mission by solemn oath. The expedition’s advance pay went to the clan, as tradition demanded. His room, rations, and coin from here on out are his own to earn.
He isn’t here for glory, relics, or fame. He’s here because a deal was made. And Torgald Frostbeard doesn’t break his word. The ship carried the venture here; he’ll make sure the mission floats, one way or another.
| eriktd |
| 1 person marked this as a favorite. |
I did a quick pass to collect all the applications so far. My apologies if I missed anyone or got anything wrong!
Dslak: Petre Costu, human cleric (Varisian Pilgrim), Expert Explorer
Chuck8: Halleran 'Hal' Vereen, human bloodrager, Healthy
Leonfire99: Darian Fairholt, human fighter (Aquanaut), Athletic
Veniir: Renshaw Blackburn, human shaman (Deep Shaman), Following in the Footsteps
eriktd: Ommerra, human investigator (Questioner), Following in the Footsteps
Timing: Katarina Haventide, human sorcerer, Athletic
shumatsu: Hugh Marvos, tiefling kineticist, Expert Explorer
DBH: Amari Silverskin, aquatic elf arcanist (White Mage), Expert Explorer
Grumbaki: Torgald Frostbeard, dwarf kineticist (Aquakineticist), Set Mind
GM_Drake: dwarf oracle, Expert Explorer
| SodiumTelluride |
Ok here's my idea. Since you said non-Core races are limited so we don't have a party of aquatics, it gave me the idea to go in the opposite direction.
I submit Mestim, my catfolk rogue who simply hates water, and is in for a pretty bad time for a while (he'll just have to get used to it!).
Alternate Racial Traits: Cat's Claws (Natural Hunter), Climber (Sprinter)
Class archetypes: Sylvan Trickster
Init +4
Perc +4 (low-light vision)
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DEFENSE
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AC: 16/14/12 (+4 Dex, +2 armor)
HP: 8
Fort +0, Ref +6, Will +0
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OFFENSE
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Speed: 30 ft, climb 20 ft
Melee: rapier +4 (1d6/18-20), claw -1 (1d4/x2)
- or claw +4/+4 (1d4/x2)
Ranged: underwater light crossbow +4 (1d8/19-20)
Special: Cat's Luck (Reflex save with advantage, 1/day)
Sneak Attack +1d6
Wild Empathy +3
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STATISTICS
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Str 10, Dex 18, Con 11, Int 12, Wis 10, Cha 14
Base Atk +0
Feats: Graceful Athlete
Traits: Dangerously Curious, Employee [Lyra Heatherly]
Skills (ACP: -0):
Acrobatics +8 <1 rank>
Bluff +7 <1 rank>
Climb +16 <1 rank>
Disable Device +8 <1 rank>
Escape Artist +8 <1 rank>
Knowledge (nature) +5 <1 rank>
Perception +4 <1 rank>
Stealth +8 <1 rank>
Swim +8 <1 rank>
Use Magic Device +7 <1 rank>
Equipment: rapier, dagger x2, underwater light crossbow, 20 bolts, leather armor, rogue's kit, scroll of infernal healing (2), 34 gp
Mestim stood on the docks of Almas, trying not to appear out of breath from running. It had been a close call. The coinpurse he'd snatched had been much too heavy to resist, but he'd failed to notice the Andoran guard who of course had been looking his way at just the wrong moment. Thus began a chase through the streets that had only just ended-- if he could find a way to leave, and fast.
The fishy, saltwater smell of the docks was both tempting and nauseating. Mestim loved a good fresh fish, but the sight (and frankly the idea) of all that water made his stomach turn. He could take his own baths, thankyouverymuch.
This particularly large sailing ship looked ready to disembark, which was just fine with him. Wherever it was going, Mestim figured it was better to be there than here. Ships were, after all, larger than prison cells. Besides, he'd been here nearly a year already; no need to overstay his welcome.
"This is the Peregrine, sir," the man at the small table replied. "Bound for the island of Ancorato. Are you on the list?"
"Of course I'm on the list," Mestim lied smoothly. "I'm happy to know I'm in the right place. You may tell your superiors their favorite cat has arrived, and we may depart when they're ready."
He sidled around the table, only to find himself frozen in place. The man had performed a quick hand gesture-- a spell of some kind, no doubt-- and Mestim found himself unable to move except his eyes and mouth. "Your name, sir?" the man at the table asked, as though nothing at all had just happened.
"Oh come now." Mestim's eyes darted around. "You can let me go, I was only--"
"Mestim!" a woman's voice called from the ship. "You made it!"
On board the ship was a half-elf with strawberry-blonde hair waving to him: Lyra Heatherly, one of the first people Mestim had met when he'd first come to Almas. He had taken a liking to her immediately, being something of a kindred spirit.
The man at the table looked down at one of the papers in front of him. "Ah yes. Mestim." With one hand he scratched a name off a list, and with the other he performed a reverse gesture from the moment earlier. "Sorry about that, just a security precaution."
Mestim was freed from his temporary paralysis, but he'd been taken off-guard so completely by his name actually being on the man's little list that it took him a moment to move again. "Yes. Well." He did his best to regain his composure. "I'll just board the ship, then."
He walked up the gangplank to join Lyra, still reeling. She burst out laughing when he stepped foot on the deck. "Oh, I wish I had a painting of your face just then! I signed you up for this voyage months ago, as a joke. Then they asked me about you, so I told them you 'weren't good at interviews' or some such, but that you'd be great for the expedition, so they put you on the list. I figured it'd just mean extra food for the rest of us. And yes," she held up a hand to stop Mestim when he opened his mouth to speak, "there's a catch. You have to promise to play nice with the others. If you can do that, you're welcome to share the gear I brought."
Mestim placed his hands on Lyra's shoulders, his claws carefully retracted. "Darling, I could kiss you for this," he said, both of them knowing full well he'd rather kiss the masthead. "I hope there'll be a meal soon, I'm famished.
"Hang on... Did you say expedition?"
| Torgald Frostbeard |
| 1 person marked this as a favorite. |
Eriktd, thank you for putting the list together! While I love making characters, a close second is the joy of seeing what others make.
And I do apologize, but I dropped the archetype. Will still be sticking to pure water kineticist. Ironic, I know. Taking the trait “set mind” and then changing my mind.
| Tsia Troian Malynova |
This is Qunnessaa again, with her character submission. I think everything's in the profile.
I'm not entirely sure how she would develop, since it's the first time I've tried to put together an occultist, but I'm thinking of a support role, largely. A back-up caster, especially, since she's a silksworn, and the plan is to work towards the Mage's Paraphernalia panoply, as well as possibly helping with trap-finding, once that panoply comes online.
I've tentatively penciled in Resourceful for her campaign trait, and wouldn't mind doing a bit of crafting - wondrous items, in particular - but I can swap that trait out for Azlanti Scholar if we end up with a group wanting more folks with the language.