Please consider Glickly as a member of your band. He would probably be leaning half face/half front liner - both a charmer and a brute.
Background:
Glickly is the offspring of a pair of Nagji priest-warriors who came to Sandpoint as part of the Kaijitsu family when they moved to the area. While his family knew Lonjiku well, Glickly only recalls bits and pieces from his childhood. Instead, he preferred to watch others from atop the cliffs and sit in solitude. He is a friendly sort, but was often concerned with his appearance, so clearly different from everyone else. As such, he sometimes resorted to fear and bullying to get his way, and even occasionally magical charms. Still, he has made a few good friends in Sandpoint, and he has always considered it his home.
Glickly’s family are devout worshippers of Nalinivati, the Serpent’s Kiss, and raise the young nagaji in these traditions, including some dabbling into arcane magics and of course, the weapon of their religion.
How about this as an alternate: Gizmo, a Human Grenadier Alchemist, Tinkerer and Engineer.
Background Story:
Frank Ghizmadeus comes from a decent family, one with enough wealth to afford to send him to school. He excelled at studies of chemistry and engineering, as well as learning much about spellcasters and the principles behind magic.
Unfortunately, Frank was a bit awkward, finding it hard to make friends. So he would spend most of his time creating chemical compounds or tinkering with his gadgets, most which did not work but every now and then he would create something fun. His classmates would call him Gizmo, and the moniker stuck.
Gizmo was also quite the history buff, with ancient Azlanti being a particular interest. Still, when he heard they were recruiting people to start a new life as a colonist, he balked at the idea. "Why would I ever leave the comforts of home?"
One fateful day, a man approached him to help with a "project". The money seemed good, and he was board, and most importantly, the man seemed quite friendly, and Gizmo always wanted friends. Sadly, it turned out this man was using the scholar to create methods for smuggling in illegal substances, and then he wanted Gizmo to start creating poisons and other dangerous compounds for his criminal organization. Once Gizmo found out, he wanted no more part of it, but he was in too deep to easily get out. So instead, he enacted a plan to destroy all of his work, and put a significant dent in the organizations business.
Realizing he had not thought through to the end, he suddenly needed to disappear, and quick! Now, the prospect of moving away to a deserted colony became quite attractive, and he immediately signed up for the next transport. Luckily, the Bountiful Venture Company saw a use for his engineering and survival skills, and were happy to have him.
Crunch:
Frank "Gizmo" Ghizmadeus
LG Human Grenadier Alchemist 2
Languages: Common, ancient Azlanti, Dwarf, Sylvan, Gnome, Aquan
Movement: 30 spd
Init +2 (+2 Dex)
HP 17 (8 +1 Con +1 FC/5+1+1)
DEFENSE AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15
CMD 13 (10 +1 Str +2 Dex)
Fort +3 (+2 class +1 Con)
Ref +4 (+2 class +2 Dex)
Will +1 (+0 class +1 Wis)
Defensive Abilities
OFFENSE Base Attack +1; Melee Touch +3; Ranged Touch +3
CMB +2 (+1 BAB +1 Str)
Melee Attacks
Dagger +2 att / 1d4 P or S dmg 19–20/×2 10 ft. (+1 BAB +1 Str)
Ranged Attacks
Heavy crossbow +3 att : 1d10 P dmg 19–20/×2 120 ft. (+1 BAB +2 Dex)
Dagger +3 att : 1d4+1 P or S dmg 19–20/×2 10 ft. (+1 BAB +2 Dex, +1 Str)
Bombs +3 vs touch : 1d6+3+1 Fire Dmg 10 ft.
+1/+1 Point Blank Range
STATISTICS
Str 5 14 14(+2)
Dex 5 14 14(+2) - AC, Finesse (touch)
Con 2 12 12(+1)
Int 7 17 +2 17(+3)
Wis 2 12 12(+1) - Spell level + DC Need 19 by level 16
Chr -1 9 9(-1) - Number of uses
TRAITS
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
I may change the Martial Weapon Proficiency to Bow rather than Trident, or maybe even something else. It comes with the Grenadier archetype, but I think the crossbow is more in flavor with Gizmo's love of engineering.
How far in are you? I have this character that is in a currently in a campaign that has lost the GM. We were not very far in, though, so I would have some basis for what is happening, but maybe missing a few details.
However, reading over a bit of your journey so far, I think I would rather submit a human alchemist with infusions or a wizard that brews potions... someone that can help buff the party through collecting and processing the local fauna sort of thing.
I am going to be travelling Sept 20-23. I might occasionally get to check in and post an update, but for the most part I will not be online. Please feel free to bot me using whatever disposable resources I have.
Happy to see some healing occuring, Glickly simply sits and waits for the others to finish up. Nothing here they have found holds much interest for him, but he will pack up the arrowheads if no one takes them, and also pick up one of the machetes in case he might need to cut something later.
Glickly summons moisture from the surrounding air, and mutters a few religious sounding incantations of his own. Then, with a flick of his tongue, he tries to deliver a cold surprise to the red-eyed goblin.
Touch Attack:1d20 + 3 ⇒ (13) + 3 = 16 Frostbite damage:1d6 + 1 ⇒ (5) + 1 = 6 and the target is fatigued!
Casting Frostbite, delivering with 15' range melee touch attack.
"Wasted food, and spoiled. So this wasn't something that happened yesterday..."
Glickly looks around for any safe foods. While the ship is not far off, it probably isn't stocked with food for everyone for a return trip home. I assume we aren't trying to make this home, now...Gulp.
"I am afraid that I can't, at present, do much for your wounds, but if we rest for the night and I am able to commune with the waves of the sea, I believe I can ease your pain in the morning."
Glickly takes the logs for further perusal, hoping to find some good news of his friends. "Strange to not only remove pages, but to try to remove them so carefully in hopes that we didn't notice?"
Packing them up, he quickly hops after the others to explore more buildings.
Sorry - I wasn't explicit, but Glickly did cast detect magic as part of trying that spellcraft check. The identification failed, but I am assuming the detect magic part would have revealed it was magical. I assume Copperpot did the same since he identified the potions.
Glickly will grab the shirt and stick it in his pack, for later discussion.
"Yes, maybe there are some records in there about how the colony was operating, any visitors or merchant ships coming in?"
Glickly's knowledge in these areas is light, but a creature in the water is nothing new to the shaman of the deep blue. He pulls out a net, and throws it at the very close attacker. Assuming AoO here.
If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
Glickly looks a little shell-shocked as he hops into the small boat. "Maybe they are all hiding to give us a surprise?" He doesn't look convinced, but he is ready to go see what he can see.