Amiri

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**** Pathfinder Society GM. 41 posts. No reviews. No lists. 1 wishlist. 68 Organized Play characters.


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Liberty's Edge

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Tonya Woldridge wrote:
Jib916 wrote:

Thank you for your response Tonya.

I apologize if I seemed rude or malicious in any way. The radio silence did have me bit concerned.

Your response got me thinking that maybe I might be confused on what your title actually means and what you do.

Can you explain what the Director of the Community postion entails? What your responsibilities are? What you do from day to day?

Thank you for the apology. I appreciate it. At this point, things are as they are and I'd just like to find a way forward.

DoC probably isn't the best title that could have been given, though it does touch on the varied tasks of the position. My position is an amalgamation of several sets of tasks that got pulled together. Some are operations tasks, like CS oversight or convention organization, that used to belong to the Operations Manager/COO. Some are Org Play tasks that don't fall under the Org Play Coordinator or the Digital Adventures teams (which mostly comes down to institutional memory of the programs, as I've been involved with them in some way since 2010, and strategy). Another group involves team coordination/process development/project management tasks involving members of different internal teams. The last big category is analysis & strategy-related tasks. So lots of items that relate to different communities, but not as many boots-on-ground involvements as may be anticipated given the title.

For my part, I see myself as a facilitator, getting groups and teams the tools they need to be effective, then getting out of their way. Right now, the community needs answers. I'm trying to keep communication flowing so that the parties that can give answers have the means to do so.

Thank you Tonya for your responses. I do greatly appreciate the time and effort you have made to gather and communicate your thoughts.

Can you give examples of how you have demonstrated effective facilitation, that has empowered and enabled the teams?

There have been reports of some obstruction and delay in the past, can you give us your ideas on how you plan to mitigate this in the future?

Thank you for your further efforts to explore, cooperate, and report on this fantastic game all the great people at Paizo have put together.

- Jacquelene Steele VL Louisville KY

Liberty's Edge 4/5 **

pauljathome wrote:
andreww wrote:

I am just not sure that will be the default. This is especially so as after the first encounter the VC explicitly says she was trying to keep things quiet about what was going on.

Well, that is a good way to get both players AND characters pissed at how insanely stupid the Pathfinder Society is being.

That single change would have very, very greatly impacted my enjoyment of the scenario. "Sorry Mr Druid, but your spell selection is useless. Hope you enjoy spamming cantrips" is only a small exaggeration.

Especially for a repeatable its just about begging players to cheat and use meta knowledge.

There is a difference between "Hey, Druid known for your fire spells, maybe you should invest in other elemental magics instead", and "Hey, we are journing to investigate troubles w/ our underwater monastery with some nearby sea devils. If underwater combat is required, I won't be able to bring my fire monk protector w/ me, so you better invest in some other elemental spells."

So I as well would have let the Druid swap out his unused spells after the VC briefing. I don't think an answer to a possible question is meant to be read as a reason to dick over a character, more as suggested flavor to help GM's answer questions in character w/ those who they are speaking with.

Liberty's Edge 4/5 **

Actually looking at the stat blocks, my opinion changes slightly.

The Summoning stone is a CR 1 Hazard, the only antagonistic thing it does is summon a creature. The stat blocks for area B, list a weakened version for Option B (Living Boulders / Weakened Living Boulders), and Option 3 (Shadow Drakes / Sun-Scorched Shadow Drakes). Both of these regular creatures are CR 2, and the adjusted versions are CR 1. I reviewed the Sun-Scorched Shadow Drake and it is indeed the weakened version of the Shadow Drake.

Option A (Ghoul) is only a CR 1 creature. It lists no weakened version in the stat block.

I take this to mean that the Final encounter in C4 summons one of the weakened versions of the creatures, and not a weakened weakened version as I was previously assuming. The text is attempting to specify to use the CR 1 version of the creatures and not the CR 2 when adding it to a CR 3 creature for the final encounter.

Which makes me happy, because no attempting to quickly apply a modifier to a stat block, and sometimes forgetting it. (I don't like absent minded TPK's).

Liberty's Edge 4/5 **

NECR0G1ANT wrote:
For the A. Swamp Trail and B. Swamp Ruins encounters, where should the PCs start?

I'm having them start at the 'cross roads' between Thakik's hut and the ruins. Where I will have Rain awaiting them, pointing to the ruins and calling out the danger he sees.

Saqcat wrote:

In the last encounter the hazard summons the same creature that in the B encounter with the weak adjustment.

In the case of the living boulders, that have already the weak adjustment applied, should I apply it twice?

I'd just apply the -2 adjustment again, so it would be a weak, weak, boulder, for balance reasons.

Unless the group you are playing with would rather have 'hard' mode. Though one slightly less weak creature isn't my definition of Hard Mode. LOL.

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A note for the curious.

The Map listed above is correct. It does use the flip map Asylum. Despite it being listed as being Map Pack: Ambush sites in the bounty itself.

Liberty's Edge

5 people marked this as a favorite.

The book is gorgeous. Good job art team.

I've also found myself loving the content that has caught my eye and caused me to browse.

Haven't browsed a rpg book like this in a long time.

Excellent work all around.

Liberty's Edge 4/5 **

I was a little surprised there wasn't a reference to Zyphus here.

Seemed like a perfect set up for a little bit of accidental death.

Liberty's Edge

Every month I go to the upcoming previews looking to see if Necropolis will finally be reprinted as a Classic.

At this point, my browser has become like a Widow's Walk, I endure the page load times in order to peer out onto the horizon in the vain hope of glimpsing some sign that it lays just beyond the horizon.

Alas, there is still no sign of it returning, so I must continue to deal with the awkwardness of my custom printed maps.

Liberty's Edge

I swear I've seen both of these maps before as custom maps in some 1st Ed scenario.

I went looking and couldn't find them. My memory is hazy, but I found one that is functionally something like the 1st image from 01-38 No Plunder, No Pay, but it is not the same image at all.

Am I having deja vu, or were these maps used in some scenario?

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They are heavier than the hero point coins, and have the weight I am looking for with hero point coins. So I use them for hero points. My players really seem to like them.

When cashing them in, it feels more momentous when you heft a weighty coin and it goes thunk across the table.

Liberty's Edge

1 person marked this as a favorite.

I'm really looking forward to this. Any excuse for me to wear a sequin evening gown while I run is in the running for one of my favorite adventures!

Any word on what maps these scenarios may use?

Thanks a bunch!

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I really liked this scenario because it's so open. There is a lot of freedom for players to make thier own choices.

Liberty's Edge

2 people marked this as a favorite.

Yay! More Repeatable Scenarios. I am very very glad there are a number of repeatable scenarios, please keep it up. It makes it much easier to get new players up to speed with more experienced players, and makes creating more characters per player easier.

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Bravo!

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Jim Butler wrote:
captain yesterday wrote:

Will I be able to buy a copy if I don't pledge.

Nothing personal, I don't do kickstarters.

Confirming what Franz said. You'll be able to purchase the Kingmaker Adventure Path and Bestiary products from paizo.com and your favorite local game store. The exclusive items are only available to backers of the campaign.

-Jim

Thank you for answering my questions Jim and Franz.

Liberty's Edge

I received a late pledge post card with my Tomorrow Must Burn adventure path.

When these books hit retail, will they be there own separate subscription? Or would they be included under the Adventure path subscription?

I would like to make sure that if I buy them during the late pledge that I won't then get a second copy as a subscription.

Liberty's Edge

Michael Sayre wrote:
** spoiler omitted **

Are there any changes to that map? Thereby making it a custom map, or is the map used the same as the currently out of print flip map?

Because I have that particular flip mat, so either, I'm already set for maps, or I have a map I have to print when I get the quest.

Liberty's Edge

3 people marked this as a favorite.
michaelane wrote:
Season 2 and Zo! When you get a chance can you let us know the maps for this one? Thanks!

Maps Needed:

1 Custom
Jungle World
Asteroid
Ghost Ship

Liberty's Edge

Any word on what maps the scenario may use? Inquiring minds and all...

Liberty's Edge 4/5 **

BigNorseWolf wrote:

I had the banshee say "they won't let me sing... maybe i'll listen to your screams instead..."

It also had the misfortune to come out at the party near the monk and the paladin so it didn't last long.

The party rescued maldris by dropping the cleric with a ready plane shift spell on top of him using a giant eagle with the bombard trick. Malrdis and the cleric went to CG heaven (this is the ONLY way you're getting here )@#)(@#@*&^*&^%$ ) then running away. The party bought 6 hats of disguise to walk the prisoners out so they just kind of im ho tepped their way to the docks.

You know, one could have simply walked to Malrdis.

Didn’t have to go all giant eagle mic drop, cut out 500 pages of story just to finish the thing. Lol.

Liberty's Edge 4/5 **

I apologize for the Thread Necro, however, I have a question, and searching has not found it answered. (To my surprise.)

The Among the Living Chronicle sheet has a: Periapt of Wisdom +2 (Cost: 4.000 gp).

Reminding myself of this item's stats from 3.5: https://www.dandwiki.com/wiki/SRD:Periapt_of_Wisdom

It's a neck slot item that gives a +2 enhancement bonus to Wisdom. Given that Wisdom bonus only seem to happen on Head Slots and Ioun stones, this appears to be either:
1) No longer legal item
2) A pretty special item indeed

If it was legal, would people be able to get it enhanced as they would a Headband of Inspired Wisdom? (I.e. to +4, and maybe even +6)

Just curious, because I know at least one of my players will ask.

Liberty's Edge 4/5 **

What I realized when I was running this was: The Doru has no hands. So if the PC’s don’t leave a door open, he can’t escape. I would have been more mindful of that and played up my attention to doors earlier in the scenario. Like at the alchemist shop. Maybe the alchemist saying “you weren’t born in a barn! Close the door.” When the Pc’s come in, so the next door they come to I can make a joke about the alchemist, and find out if they intend to shut the door or leave it open.

So even if he only does things that keep him invisible, there are mechanisms to keep him from totally floating off in the night with the party completely unaware.

Liberty's Edge 4/5 **

I personally really like:

Signs in Senghor
Down the Verdant Path

But there are so many good scenarios this season.

Liberty's Edge 4/5 **

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Wish I could have joined. Husband said he wanted to have a day where we didn't have anything planned. So, no running off to play Pathfinder for me.

Hopefully there will not be a 'next time'. Given a next time would mean the loss of another member of the gaming community.

Liberty's Edge 4/5 **

Joe Bouchard wrote:

I can confirm that they are still taking GMs. I submitted my application via the online form Monday night and got a response in less than 24 hours.

See y'all there!

If I submitted my application Tuesday night, and still haven't gotten a response, should I be worried?

Or are ya'all waiting until the schedules are done and sending out the response next week?

Liberty's Edge 4/5 **

1 person marked this as a favorite.

Brent, maybe I'm being dumb, but I am not seeing the link on where to sign up.

Just found out I am not working Derby Weekend, so me and some folks might need to get out of town! :lol:

Liberty's Edge

For those people who are interested in volunteering for Origins, where would we sign up?

Kthxbai

Liberty's Edge 4/5 **

While I was awaiting my response, I passed this along to more of the Louisville Group, maybe a few more of us will come on up. :)

Liberty's Edge 4/5 **

Are you still needing GM's? I am very interested in volunteering for this insanity.

Liberty's Edge 4/5 **

1 person marked this as a favorite.

I did really like this scenario.

Playing as a Tengu who is from Tien, it was very fun. Though I think the author could have given some guidance to the GM on what would happen for this particular edge case.

My one remark is, both playing it, and running it, it felt like the monks and the shrine were all a big lead up to a big Abyssal outsider showing up as the final boss. I felt most of the fights were light.

Spoiler:

Note, both when I played, and when I ran the scenario we played up. Both times most people were level 3.

For instance, in both run throughs, Chosen Migari was taken down before her turn in initiative. Thereby, never getting a turn herself. And the both parties made short work of the guards.

The boar fight was similarly over in less than a round, and a round and a half, respectively.

The monk fight went a few rounds, but the tide of battle had pretty much turned by the 2nd round. Which would have been perfectly fine if that was the setting for a big outsider to pop up after they were defeated.

The cube fight was harder when I played because none of us could make a 15 perception roll to save our lives, but the party I ran, almost all of them saw it.

So in my opinion that makes the cube fight the best fight in the game.

Other than the combats feeling too easy, I really like the scenario. I liked the flavor and the feeling. I as a player with a Tengu, really enjoyed being able for her to return 'home'*

*(Kwanlai is not really where she grew up, because her parents fled Kwanlai during the ripples of upheaval that continued years after the fall of Lung Wa to the land of Quain. Where she was unfortunately orphaned at a young age and raised in a monastery that worshiped Pharasma, Qi Zhong and Desna.

Liberty's Edge 4/5 **

So when I ran this, the party took their jobs very seriously. The stationed a rotation of guards outside the door.

Spoiler:

That guard did not move when the attack started. Even going so far as knocking on the door, alerting Sephriel to the threat.

After a couple rounds of roleplaying Sephriel sleeping through all the commotion, I finally had Sephriel open the door, and be all "An attack! Let's go give them a what for!' With the plan to let one of the elf separatists knife him in the back, or some such. However, there was a bottle neck at the stair cases leading down below, and none of the separatists were able to acrobatics their way to Sephriel before they were all killed.

So, I had a living Sephriel, and a party on very high alert. Knowing there was going to be no way they would leave Sephriel alone for long enough for another attempt, I decided to not derail the investigation, but leaving a clue on the body of the separatists.

How did they know exactly where and when to attack? I had the murderer give the navigation plan to the separatists. Azuretta was my killer, and I allowed them to find an important clue with a dc 25 linguistsics check (The party nat 20'd it of course). They figured out the elven was written by someone who did not speak elven as a completely native speaker. Working in Azuretta's background of being raised by humans.

With this I was able to make the investigation work. And Sephriel just kinda hung out, bemused and seemingly 'clueless'. With descriptions of him reading while drinking the elvish azlant equivalent of margaritas on the deck, not a care in the world.

The party was pretty surprised that he was supposed to die, and when Sephriel got back to Azlant, told them "Thank you for your hard work and diligence. I am glad to see the Path Finder Society sends capable agents. It saved me the cost of a clone."

The important thing is everyone still had fun. I played it as written, and I do think it would have made more sense (and been more fun), if the party had just arrived to the ship, because the last group had all come down sick.

Otherwise, it was a very fun adventure, and I would love to run it again sometime. Maybe not with such an experienced and cynical group of players who sign up for an adventure titled "Murder", telegraphing what is to happen after the mission briefing.

Liberty's Edge

The Lore Shaman's Spirit Ability states:

Quote:


Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

The wording 'on that creature', makes it sound like it is against an singular individual creature. However, it would make sense if the bonuses were against any creature of it's same type.

For example: Party is being attacked by 3 wolves and a Goblin. My Shaman makes a monsterous insight check against Knowledge Nature. Would it matter which wolf she made the check against? And would she only get the benefits of the ability towards that wolf, or would the bonus apply to all the wolves but not the goblin (of course).

Thank you in advance for everyone helping me understand this.

Liberty's Edge 4/5 **

2 people marked this as a favorite.

Thank you everyone!

My group did get 4 out of 4. So no worrying about that!

However, they spent a bit offering White Thoothec Wallace; coffee, tea, cigarettes, blueberries, wine, tomato sauce, and etc, because they didn’t know if they could trust a guy with teeth so white. :lol:

Liberty's Edge 4/5 **

Thank you for responding Lau.

Oh yes, I understand that 4 out of 4 is doable, I am just trying to understand what happens in the edge cases. (Because if there is an edge case, we tend to find it.)

I just don't think it's very fair to tell a party they succeeded but not well enough to get the prestige point... unless that is what the intention was.

Liberty's Edge 4/5 **

Ok, I have a question about the Primary Success Condition.

On Page 24, in the first paragraph under 'Vying for Senghor's Support' it says:
"Without the support of three of the four faction representatives, the alliance fails."

However the Primary Success Condition states:
"If the PCs manage to convince the representatives from each
of Senghor’s ruling factions
to lend their support to the
Pathfinder Society against the Aspis Consortium, they fulfill
their primary objective and earn 1 Prestige Point."

Which suggests to me, the PC's could succeed at convincing the council to support the Pathfinder's, but not actually gain the Prestige point for doing so. Since they only convinced 3 of the 4.

How did you all run it when you ran it?

Liberty's Edge

Ha ha! I am not sure how I missed him!

Miss seeing you around every morning in the KS comments. Hope every day is filled with laughter, coffee and croissants.

--- Edit ----

Ha ha! I do believe I have found one (actually two) not on your list.
Aric of Halvon / The Red Raven (Iconic Vigilante)

(The two sets of Iconics in Bones 4 is what has been throwing me, when I haven't found the ones included before.)

Liberty's Edge

Im creating my November order, (cause I gotta get the new special edition Dain Deep axe for free) and I want to be sure I have all the iconics. (At least until Nones 5 fulfills. :lol:

And your list has been most helpful frencious.

However, I think it may be missing Zadim Iconic Slayer. I don't see him in any of the Bones releases and so don't see him on your list? is he in Bones and I missed him?

Otherwise I'm going to order him in metal.

Liberty's Edge

Thank you Diego.

Liberty's Edge

I too am waiting for a response from Customer Service to address similar issues with a society number.

Would it be possible to post when you getting close to caught up?

Then I'll know that my email did get to your mail boxes, and I should resend.

Thank you!

I hope everything is ok with you and yours, and that the reason you are short staffed is for all good reasons (like vacations, maternity leave and etc.)

Liberty's Edge

Yeah, but then I feel almost forced to strip the Pathfinder prepaints so the wonderful sculpts underneath can shine through!

Liberty's Edge

Frencois wrote:

There it goes

Only missing for next time:
Honaire (cohort)
Jirelle
Kess
Leryn (cohort)
Lirianne
Padrig (cohort)
Yoon

Thank you for making this list my croissant loving friend. Allows me to know which ones I need to pick up in metal now. LOL!

Full Name

Andulian Vogh

Race

| HP 10/10 | AC 17 TO 13 FF 14 | F +3 R +3 W +5 (+4 vs. mind-affecting) | CMD 15 | Init +3 | Perc +3 DV

Spells:
1st 2/2

Classes/Levels

Phantom:
HP 6/6 | AC 14 TO 12 FF 12 | F +3 R +2 W +2 | CMD 14 | Init +2 | Perc +0 DV | DR 5/Slash

Gender

Male Undine Spiritualist (Drowned Channeler) 1

Age

23

Alignment

Chaotic Neutral

Deity

Besmara

Location

Port Peril

Languages

Aquan, Common, Elven

Occupation

Carpenter, Sailor

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 17
Charisma 7

About Andulian Vogh

Background:

Andulian was just another of the bratty children running around Port Peril. As many of the others, he had something strange about him, though harder to truly pinpoint: his hair had something blueish, his ears were slightly pointy; but in streets full of half-orcs, half-elves, half-demons and half-god-knows-what-else, no one ever seemed to care about it.

While the life of an orphan could be harsh, it wasn't to say he was without family; because the different bands worked as little family units. Like other kids, Andulian's life was that of small petty crimes, carrying messages and helping keep the birds off the fish barrels. It had its toils, but also its fun moments, and besides being somewhat ugly and socially awkward, he was a great storyteller - who used his wits to be the best little negotiator around.

He was a teenager when he got his first true job - he became a helper for Burt Hubdeer, the carpenter that worked dockside on the barrels and chairs. Andulian's job was that to break old wooden objects with a sledgehammer, clean them carefully, oil, and finally get them ready for reuse. It was a rough and somewhat smelly business, but it was honest and got him the coins to survive.

Yet he was still a lover of good rum, the company of fine ladies and the stories (not always really truthful...) of famous pirates and adventures, so more than half of his coins had a very short life. Nights and nights of alcohol and bad decisions matured him, and by the time he came of age, he was a rugged man of the docks, passionate about sailing and fearful of Besmara.

One of such nights, however, he felt it could be his last. Andulian was drinking with his one of his favorite usual companions: Koren, the Good. He was called like that because, different than most troublemakers in the streets, he was actually a nice and warm person, worshipper of Sarenrae and studying to be a priest. It was still dark when they were surrounded from every angle. The brutes were strong and heavily armed.

They were hired muscle from Gorbo Adoob - a wealthy, but not too rich local merchant of spices. Apparently, someone had been fooling around with his wife - that someone being Andulian, but he was certain he wasn't the only one - and he found out. That was to be the last mistake of the young man, and while they tried to flee, they were still easily captured, even with a certain needless violence.

Andulian confessed and begged for Koren to be released, but it was in vain. The hired hands knew no one would miss the street rats, and it was much easier to just get rid of any witnesses. The young men were beaten almost into unconscience, tied to long and heavy chains, and thrown off the deepest part of the pier for an agonizing death by drowning. They screamed, even in the muffled waters, until finally they couldn't anymore.

But it wasn't the end. Hours passed, and suddenly Andulian awoke again - and not only the cold waters weren't bothering him, but he could also breath underneath them! For in his luck, Besmara blessed him with the best secret he could ask for: his inheritance. He was a geniekin; a native outsider with ties to the aquan plane. He was an undine.

Unfortunately, Koren was not. The young man perished, and now his body was floating by Andulian's. The undine screamed to the top of his amphibious lungs: bubbles float everywhere, as the ire of the young man took the waters. He was blaming him, in part, but more than that he was suffering for the loss of his friend. At that moment, things changed for him. The chains ceded (figuratively, and literally!), he was freed; he knew a lot more about himself, and he has evolved even in top of that.

Andulian swam back to the shores. He knew vengeance would be great, but pointless; he was but a street rat, and honestly probably even a forgotten, common face in the crowd. As he walked the streets in shame, he doubted Gorbo was even still thinking about him. Nevertheless, he also knew it was a good idea to find other opportunities, other ports - maybe even ships to join.

He sat by one of the rooftops and looked at the sea, wondering about the future, and then a strong water smell took his senses: as he turned around, Koren was there. Not alive - a phantasmagoric, ectoplasmic version of his friend. Andulian considered he was likely dreaming. Maybe even still a little drunk. But something in his core knew it was all real. Koren sat by his side, water still supernaturally dipping from his clothes. It wasn't the end for any of them, and now they were forever bound.

Andulian and Koren learned about the tether of their strong spiritual link, and from that day their friendship evolved into a fully fledged partnership. Together they were a lot, a lot stronger than alone. Spiritualist and phantom shared a link beyond life and death itself, and over the years were able to digest what happened, adapt to their situation and grow. Andulian started sailing with merchants, repairing ships and offering his newfound healing skills for service, and when alone would talk and share the world with Koren.

Between one of such travels, Andulian found himself in a small tavern known as the Formidable Maid. As usual, the undine was talking about pirates and their adventures, and earning some coins for his talented storytelling. While the rum wasn't perfect, it was still good enough. He had just started a new tale about how an unfortunate sailor found himself press-ganged... When things suddenly went all black!

Appearance and Behavior:

Despite being actually an undine, Andulian looks very much human as his geniekin ancestry might be quite far. His hair is slightly blue - a very dark blue - and kept in an average length, so only someone who knows outsider would be able to trace his true origins. His ears are slightly pointed and his eyes have a hint of deep blue. He is of average height, skinny and pallid, not being really attractive by any means. He still carries the scars from previous beatings and a life of toils.

His overall demeanor is that of a true pirate - he's free spirited and happy to tell his stories, make his coins and drink cheap rum. However, he carries in himself a certain stoicism of the spiritualists, and hopes that somedays the winds will guide whatever vessel he's in towards revenging Koren and better understanding his friend and their connections. He isn't in a hurry to get there, though, and meanwhile enjoys his life and good laughs and dance. If he's someone ugly and socially awkward, he's so clever that it seems easy for him to make friends.

In a party, Andulian is loyal to his core; he still feels the guilt for losing his best friend, and sees everywhere a chance to attone for his past. He's a leader figure with a certain wisdom to his words, but also a drinking buddy. There's still some sadness on him, due to the events of the past, but with years having passed, he's a lot more comfortable with Keran's constant presence.

Keran, by other hands, looks like a young man in commoner clothes. He has long hair and somewhat sad green eyes. He looks to be constantly dripping water, as a consequence from his traumatic death by drowning. His aspect is truly intimidating, but despite it all - he is in truth a spirit of kindness, and a good friend to Andulian who doesn't blame him from the happenings, and is simply happy to still exist in some fashion in the material plane.

Role and Mechanics:

Andulian works as a hybrid class of sorts, being composed basically by a low medium progression spellcaster combined with a slow advancing "pet" of sorts. He and his phantom are efficient enough to help deal damage, but Andulian is more designed around providing buffs and support to the party, plus some off-healing, and Keran (the phantom) is designed around the idea of doing "aid another" to help other people hit and better defend.

If in combat he's not too strong or focused in any area (evidenced by his overall spread attributes), I feel that out of combat he gives me a great chance to RP. I think that spiritualists and their phantoms are spooky and interesting, and I tried to focus in things like diplomacy and heal. I hope to assume somewhat of a face/leadership position, and maybe even help the ship with carpentry in the future.

Character Sheet:

Andulian Vogh
Undine spiritualist (drowned channeler) 1 (Pathfinder Campaign Setting: Aquatic Adventures 52, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 72)
CN Medium outsider (aquatic, native), Humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5; +4 bonus vs. mind-affecting
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee unarmed strike +2 (1d3+2 nonlethal)
Spiritualist (Drowned Channeler) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, mage armor
. . 0 (at will)—detect magic, mending, read magic, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 14, Wis 17, Cha 7
Base Atk +0; CMB +2; CMD 15
Feats Catch Off-guard, Skill Focus (Diplomacy), Skill Focus (Heal)
Traits barroom talespinner, clever wordplay
Skills Acrobatics +2, Craft (carpentry) +4, Diplomacy +10, Heal +10, Knowledge (local) +6, Perform (oratory) -1, Profession (sailor) +7, Spellcraft +6, Swim +8, Use Magic Device +2
Languages Aquan, Common, Elven
SQ amphibious, drowned phantom, etheric tether, phantom (Koren, kindness), shared consciousness
Combat Gear magnetized paper[OA]; Other Gear chain shirt, backpack, bedroll, belt pouch, flint and steel, sledge, trail rations (5), waterskin, 1 gp, 9 sp
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Tracked Resources
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Barroom Talespinner (1/week) - 0/1
Magnetized paper - 0/7
Shared Consciousness (1/day) (Su) - 0/1
Trail rations - 0/5
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Drowned Phantom Phant gains 30 ft swim, water st, eth tether x2/.5 water/not, no shared conc bon > 25 ft from water.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Mostly Human A few undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Phantom (Shared Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Shared Consciousness (1/day) (Su) Gain skill focuses and +4 vs. mind-affecting when not manifesting a phantom.
Swim (30 feet) You have a Swim speed.

Character Sheet (Phantom):

Koren CR –
Phantom (Pathfinder RPG Occult Adventures)
CN Medium outsider (phantom, water)
Init +2; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +2, Will +2
DR 5/slashing
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Offense
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Speed 30 ft., swim 30 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 slams +2 (1d6+1)
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Statistics
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Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Combat Reflexes
Skills Acrobatics +3, Diplomacy +5, Heal +4, Swim +9
Languages Common
SQ benevolent, ectoplasmic phase lurch, opening strike
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Tracked Resources
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. . -none-
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Special Abilities
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Benevolent Increase aid another bonuses granted by 1, or 2 for master.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Opening Strike (Su) Standard action melee attack, on hit grants ally imm act attack vs. same foe.
Swim (30 feet) You have a Swim speed.