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   Gaming Experience: about 10 years of tabletop RPG experience, about 8 of that is related to pathfinder, 5 years of PFS experience
 Backstory:  Carok was born into the Zambi tribe, a tribe of bull wereshark-kin that live on an inland lake on one of the tributaries of the Vanji River, upstream of Bloodcove. The tribe subsisted on hunting and fishing, with periodic trade expeditions down to Bloodcove. The shaman within the tribe was a former pirate from the Shackles that settled and retired in the tribe. Carok grew up on tales of the open ocean and death defying battles with various navies and monsters. He was filled with wanderlust to experience the wide open world and have his own harrowing experiences. The shaman supported him in his pursuits, training him in both the ways of Besmara and the basics of seamanship; he also told him that others may not take kindly to his monstrous nature and should hide it when among outsiders. In his late teens, Carok joined one of the trade expeditions to Bloodcove and jumped at the chance to join the crew of one of the merchant vessels docked in the port. The life of a sailor was hard and dangerous, but Carok’s innate talents proved uniquely suited to life on the open ocean. Ships he sailed with had less trouble with sea life and always had plenty of food. By his twenties, he made a name for himself a competent pilot that brought good luck to his voyages. After one particularly profitable voyage that ended in Port Peril, Carok got rip-roaring drunk and passed out at one of the towns inns.  
   I am a civil engineer that works the standard 40 hr workweek (Eastern Time, US).  I am currently in 3 PBP games: 2 extended campaigns and 1 PFS scenario.  I am fairly new to PBP; I started looking and applying to games in July 2019, and I have been thoroughly enjoying my experience. I am open to multiple posts per day.
 Rough Stats:  Carok Zambi CN Male Shark Skinwalker Worships Besmara Shifter 1 (Adaptive) Str: 15 Dex: 14 Con: 13/15 Int: 8 Wis: 16 Cha: 10 Feats: Power Attack Reactive Forms (7 uses/day): Adaptive Defense, Aquatic Form Traits: Besmara’s Blessing (Campaign), Shoreline Skirmisher (Race) Primary weapon: Bite Combat Gear: Studded Leather, Heavy Wood Shield Skills: Acrobatics +6, Perception +10, Swim +8/16 Background Skills: Handle Animal +3, Profession Sailor +8 General Concept:  Carok will be a flexible front line fighter that eventually will wild-shape and use shapeshifter style to overcome obstacles. Appearance:  Carok when in human form appears to be a fairly nondescript human in his twenties with black hair and stocky build. The only feature that always shows his non-human nature is his eyes; they are black shark’s eyes. When shifted his limbs can be more fin like, his teeth and jaw gets bigger and more pronounced, or he develops gills along his neck. He has a variety of tribal tattoos over his torso, including several sharks, a bull and Besmara’s holy symbol.  
   If we do a low table, I have two lvl 8s that may work better for the party:
  
   Option 1:
 Option 2:
  
   Here are the stats and background with the updates.  Thank you for letting me know that there were errors.
 Stats:  Gur LN Male Ogre Monster Class 3 Large Giant, Worships Irori Init+1; Senses: Dark Vision 60 ft, Low-light Vision: Perception +6 ---------- Defense ---------- AC 18, touch 10, Flat-footed 18 HP 31 Fort+8 Ref+3 Will+3 ---------- Offense ---------- Speed 40 ft Melee: MW Gauntlets +7 (1d6+5, x2) Improvised +6 Ranged: Improvised +2 ---------- Statistics ---------- Str 21 Dex 12 Con 18 Int 8 Wis 13 Cha 8 Base Atk+2; CMB 6; CMD 20 (+2 vs Grapple, +2 vs Bull Rush) Feats: Power Attack, Quick at Hand Traits: Ogre Avoidance, Heavy Hitter Skills: Perception +7 Languages Common, Giant Combat gear: Cloak of Protection +1, Cure Moderate potions x1, MW Gauntlets, +1 Chain Shirt Other Gear: Bedroll, 50’ silk rope x2, Backpack, Bandolier x2, Water Skin, Belt Pouch, Grappling Hook, Irori Holy Symbol Tattoo Wealth: 9 sp Background:  Gur’s clan was eliminated when they attacked a human settlement in the Riverlands. At the time, Gur was but a babe and one of the town’s defenders a wandering half-orc monk could not bare to slaughter an innocent even if his clan were just barbaric monsters. The monk decided he would see if he could raise the child to be better than the rest of his race. The monk soon realized how much of an undertaking raising the babe would be. Although Gur gifted for an ogre, he was not the brightest magical lamp in the wizard school. Sophistication of thought was beyond him, but Gur did show an aptitude for wrestling and the monk specialized techniques. In Gur’s teens, the pair would travel with various caravans to practice Gur’s social skills by acting as muscle and guards for the “soft ones”. When Gur turned 20, his mentor felt he was ready to test himself in the world; and the monk had heard interesting rumors from a logging town by the name of Falcon’s Hollow. The monk set him up with a job working as muscle for the lumber company, and he sent him to the town with the mission: help them as much as you think you can and when you can help them no more venture forth and find me. Mentor Monk=LG Half-Orc, Davor Strongarm
  
   Below is my submission for Gikkod, a Numerian technological adept monk.  If you have any questions please let me know.
 Stats:  Gikkod Strongspine LN Dwarf Male Monk 5 (Perfect Scholar) https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-ar chetypes/perfect-scholar-monk-archetype Worships Irori Init+1; Senses: Dark Vision 60 ft, Low-light Vision: Perception +6 +2 Perception to notice unusual stonework (auto check within 10’) ---------- Defense ---------- AC 20, touch 20, Flat-footed 15 HP 60 Fort+9 Ref+9 Will+9 Evasion, Immune to Diseases ---------- Offense ---------- Speed 30 ft Melee: Unarmed Strike +7 (1d6+4, x2) Flurry of Blows +7/+7 ---------- Statistics ---------- Str 12 Dex 18 Con 18 Int 11 Wis 19 Cha 8 Base Atk+3; CMB 4; CMD 20 (+4 vs Grapple, +2 vs Bull Rush) Feats: Improved Unarmed Strike, Stunning Fist (DC 16), Weapon Finesse, Piranha Strike, Technologist, Dodge, Combat Reflexes Traits: Mechanical Aptitude (Knowledge Engineering) http://www.d20pfsrd.com/traits/magic-traits/mechanical-aptitude-magic-trait / Racial Traits: Craftsmen, Defensive Training, Hardy, Stability, Stonecunning, Hatred Skills: Craft Technology +10, Knowledge Engineering +10, Linguistics +10, Perception +12, Sense Motive +12, Stealth +12 Monk Abilities: Learn from Failure, High Jump, Ki Pool (6), Maneuver Training Languages: Common, Dwarven, Azlanti, Ancient Osiriani, Thassilonian, Cyclops, Hailit Combat gear: Agile Amulet of Mighty Fists (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-ab ilities/agile/), Ring of Protection +1, Cloak of Protection +1, Cure Moderate potions x2 Other Gear: Bedroll, 50’ silk rope x2, Backpack, Bandolier x2, Water Skin, Belt Pouch, Grappling Hook, Irori Holy Symbol Tattoo, Engineer’s Work Gloves (https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/workgloves-enginee r-s/) Wealth: 250 gp, 9 sp Background:  Gikkod grew up in a Dwarven crafters guild in Numeria. At a young age, the guild master’s identified that he had an exceptional talent for constructing and fixing machines, to the point where he gained the attention of the Technic League. They trained him in their ways quickly rose within their ranks, but he was never interested in the politics of controlling Numeria. His aptitude was specifically in learning ancient languages and mechanical engineering. Recently the Technic League caught wind of a strange archaeological find that sounds more like high technology. They sent a team to assess the situation, gain access to the site, and steal anything the league could use. Upon seeing the gate for the first time he knew that the technology was both older and very different from anything in the Silvermount.  
   Here is my submission. Gur the monk ogre. I will make an alias if I am selected.
 Stats:  Gur LN Male Ogre Monster Class 2 / Monk 1 (Tetori) Large Giant, Worships Irori Init+1; Senses: Dark Vision 60 ft, Low-light Vision: Perception +6 ---------- Defense ---------- AC 15, touch 12, Flat-footed 15 HP 31 Fort+8 Ref+4 Will+5 ---------- Offense ---------- Speed 30 ft Melee: Unarmed Strike +6 (1d8+6, x2) Grapple +9 (+16 to maintain, 1d8+8) ---------- Statistics ---------- Str 20 Dex 12 Con 18 Int 4 Wis 15 Cha 6 Base Atk+2; CMB 7; CMD 21 (+4 vs Grapple, +2 vs Bull Rush) Feats: Improved Unarmed Strike, Power Attack, Improved Grapple, Kraken Style, Stunning Fist (DC 13) Traits: Ogre Avoidance, Heavy Hitter Skills: Perception +6 Languages Common, Giant Combat gear: Bracers of Armor +1, Cloak of Protection +1, Cure Moderate potions x2 Other Gear: Bedroll, 50’ silk rope x2, Backpack, Bandolier x2, Water Skin, Belt Pouch, Grappling Hook, Irori Holy Symbol Tattoo Wealth: 250 gp, 9 sp Background:  Gur’s clan was eliminated when they attacked a human settlement in the Riverlands. At the time, Gur was but a babe and one of the town’s defenders a wandering half-orc monk could not bare to slaughter an innocent even if his clan were just barbaric monsters. The monk decided he would see if he could raise the child to be better than the rest of his race. The monk soon realized how much of an undertaking raising the babe would be. Although Gur was immensely strong and a gifted wrestler, he was colossally stupid. Any sophisticated thought or manner was completely beyond the moronic oaf. About the only lessons that did stick were: very basic “shiny trade” (personal finance), do not attack the “soft ones” (people or animals), and clean self regularly. In Gur’s teens, the pair would travel with various caravans to practice Gur’s social skills by acting as muscle and guards for the “soft ones”. When Gur turned 20, his mentor felt he was ready to test himself in the world; and the monk had heard interesting rumors from a logging town by the name of Falcon’s Hollow. The monk set him up with a job working as muscle for the lumber company, and he sent him to the town with the mission: help them as much as you think you can and when you can help them no more venture forth and find me. Monk: LG Half-Orc, Davor  
   R1: 4d6 ⇒ (2, 2, 4, 6) = 14 14
 R5: 1d6 ⇒ 2
 That will work. And to reiterate a couple of earlier questions:
  
   I am not very familiar with this particular AP other that what is in the player’s guide.  I have some of the lore books related to Azlanti history.  I am currently in 2 PBP games: one is a one scenario PFS game and the other is Dragon’s Demand (still lvl 1).  I am fairly new to PBP; I started looking and applying to games in July 2019, and I have been thoroughly enjoying my experience. 
 Rough Stats:  Charo Kar CN Male Shark Skinwalker Worships Besmara Barbarian 4 (Deepwater Rager) Feats: Improved Unarmed Strike, Improved Grapple Rage Powers: Animal Fury, Raging Grappler Traits: Seasoned Hunter-Animal (Campaign), Shoreline Skirmisher (Race) Primary weapon: Bite Secondary weapon: Trident Combat Gear: Mithril Chain Shirt, Trident, Ring of Protection +1, Cloak of Fangs Backstory:  Charo grew up in a native tribe on a small island that the Andoran navy used as a supply stop. In his youth, Charo was filled with wanderlust to explore the world beyond the small island of his birth, so he hired himself onto one of the Andoran vessels in supply mostly gathering food when at sea. After his contract with the vessel was up, the ship’s captain recommended him for the Talmandor’s Bounty expedition.  They would need a strong and capable hunter to help gather food and defend the colony from the dangers of the deep.  He was accepted in the third wave of colonists, and he would have been a strong contender for the first two voyages, but his contract with the Andoran navy was not yet up.
  
   Here is my tanky submission. The plan is 10 shifter then 10 stalwart defender.  If you have any questions please let me know.
 Stats:  Osgrin Granitehide LN Male Dwarf Shifter 1 (Adaptive) / Fighter 1 (Molthuni Defender/Savage Warrior) Worships Erastil Init+3; Senses Darkvision 60 ft; Low-light Vision: Perception +7 +2 Perception to notice unusual stonework (auto check within 10’) ---------- Defense ---------- AC 18, touch 13, Flat-footed 15 (+2 dodge AC vs goblinoids, +2 dodge AC vs aberrations) HP 17 Fort+6 Ref+5 Will+3 ---------- Offense ---------- Speed 20 ft Melee: Claws(x2) +4 (1d4+2, x2) (+1 attack vs orcs/goblinoids) Range: Splash +3 (x2) ---------- Statistics ---------- Str 14 Dex 17 Con 17 Int 10 Wis 17 Cha 6 Base Atk+1; CMB 4; CMD 16 (+2 grapple CMB vs aberrations) Feats: Combat Reflexes, Toughness, Improved Unarmed Strike Traits: Bastard, Ironfang Training Dwarf Racial Traits: Deep Warrior, Mountaineer, Hatred, Stone Cunning, Craftsmen, Unstoppable Reactive Form (7 uses/day): Stretching Form, Adaptive Defence Adventure Skills: Nature +4, Perception +7, Sense Motive +8, Survival +7 (+2 Craft/Profession related metal or stone, advantage Intimidate/Sense Motive/Stealth 1/day vs goblinoids) Languages Common, Dwarven, Druidic Wild Empathy: -1 Combat gear Lamellar (Horn) armor, Acid flask x2, Holy Water x2, Cure Light potions x2 Other Gear: Bedroll, 50’ silk rope x2, Dwarven trail rations x5, Backpack, Bandolier x2, Water Skin, Belt Pouch Wealth: 4 gp, 9 sp Background:  Osgrin Granitehide Osgrin was born the bastard son of a minor noble in the Sky Citadel of Kraggodan around 4620. His father sent him off to live with some distant druidic relatives in Fangwood Forest. Growing up he developed a strong tie to nature, but always excelled more physically than mentally in his druidic training. When he was nearing his third decade, a Molthuni ranger detachment visited his commune looking for guides and potential recruits to help the young nation explore the wilds of Fangwood and stabilize their southern border frontier. Being a restless young dwarf, Osgrin gladly joined the rangers, acting as first a guide near his home and then joining the Molthuni border guard at Fangwood Keep. He has fought for Molthune about six decades and has participated in several campaigns from the Freedom War with Nirmathas to the War of Long Winter. He has served long enough to become a sovereign citizen of Molthune, but he has chosen to remain in the military. For the past few years he has been stationed at Fort Ramgate. He was on a long patrol with some fresh recruits, when the town was apparently sacked and burned. When they returned, he had to decide whether to follow the tracks of whatever invading force sacked the town or get the news and recruits back to Molthune. He chose to make sure the recruits made it safely back to Molthune because they were not ready for that type of engagement. After delivering his news and recruits, his superiors sent him on another mission to do a survey of the various border towns his urgings to investigate the matter further; his superiors assumed it was just another raid from Nirmathas, and this year’s campaigns against them would serve as adequate vengeance. He is a stubborn, but still adaptable, dwarf that has found more comradery and support in the Molthuni military life that he had with his family, so he is a fiercely loyal citizen. He is of average height and has a wiry build. He keeps his coal, black beard and hair shorter that the average dwarf (about 6in). In combat he focuses on becoming an immovable object that keeps enemies off of the less defensible members of his squad. Goals: Find out what happened to his garrison at Fort Ramgate. Confront father for sending away his son. Fears: Water that he can not see the bottom of. He is not a strong swimmer and generally wears heavier armor Reason to be in Pheandar: Surveying border towns for attitude towards Molthune, defenses, numbers, economies, etc. Quirk: Fastidiously cleaning his fingernails and claws when stressed.  
   Updated Stats and Light backstory
 Stats:  Tim LN Female Red Gnorri Shifter 3 (Weretouched), Warpriest 1 Irori Init+4; Senses Darkvision 60 ft; Low Light Vision, Perception +11 ---------- Defense ---------- AC 25, touch 13, Flat-footed 24; (Armor +10, Shield +2, Dex +1, Wis +2, Size -1, Dodge +1) HP 51 Fort +8 Ref +6 Will +7 ---------- Offense ---------- Speed 10 ft, 20 ft swim Melee: 1 Claw +6 (1d6+3, x2) 2 Claws +5 (1d6+2, x2) Claws bypass magic, silver, cold iron Range: Splash +4 (x2) Spell Casting 0 lvl: Guidance, Read Magic, Stabilize 1 lvl: 2/day ---------- Statistics ---------- Str 14/16 Dex 15 Con 17 Int 10 Wis 18 Cha 6 Base Atk+3; CMB +6/7; CMD 21/22 Cannot be tripped Feats: Weapon Focus (Claws), Improved Unarmed Strike, Dodge, Combat Reflexes Class Abilities: Shifter Aspect 6 min/day (Snake), Wild Empathy +5 (Snakes), Track +5, Woodland Stride, Blessings (Healing/Strength) Traits: Teacher’s Pet (Planes), Reactionary Gnorri Racial Traits: Amorphous Entrails, Amphibious Skills: Heal +12, Planes +9, Nature +2, Perception +11, Swim +9, Diplomacy -4, Bluff -4, Sense Motive +0 (+2 Nature when used to Background Skills: Craft Alchemy +9, Craft Armor +7 Languages: Common Combat gear: MW Heavy Wood Shield, +1 Stone Plate, +1 Cloak of Protection Other Gear: Shifter’s kit, Healer’s Kit, Surgeon’s Tools, Spell Components Pouch, 3x Holy Symbol Money: 6 gp Background:  Instead of growing up in a standard gnorri settlement, Tim’s hatchling drifted away from the gnorri hatchery on the ocean currents and ended up in strange underwater shrine that attracted all manner of sea life. The shrine attracted both sea predators like the sneaky sea snake and the clever octopus and prey like the patient snail and the hardy crabs, but within the immense coral structure, the animals gathered in peace. As she grew up, she came to realize that this shrine was temple to Irrori and the animals were his awakened followers under the sea. The “monks” welcomed any sea life that came seeking knowledge or shelter from the harsh realities of the ocean. She studied hard and worked physically with the various masters Her favorite master a sea snake taught her how to strike prey in unpredictable ways. When she came of age she decided to try to find others of her kind and learn about the world beyond the shrine.  
   I notice the group was missing a tank so here are the stats for a warpriest/shifter.  Still working on items and backstory. 
 Stats:  Tim LN Female Red Gnorri Shifter 3 (Weretouched), Warpriest 1 Irori Init+2; Senses Darkvision 60 ft; Low Light Vision, Perception +11 ---------- Defense ---------- AC 25, touch 13, Flat-footed 24; (Armor +10, Shield +2, Dex +1, Wis +2, Size -1, Dodge +1) HP 51 Fort +8 Ref +6 Will +7 ---------- Offense ---------- Speed 10 ft, 20 ft swim Melee: 1 Claw +6 (1d6+3, x2) 2 Claws +5 (1d6+2, x2) Claws bypass magic, silver, cold iron Range: Splash +4 (x2) Spell Casting 0 lvl: Guidance, Read Magic, Stabilize 1 lvl: 2/day ---------- Statistics ---------- Str 14/16 Dex 15 Con 17 Int 10 Wis 18 Cha 6 Base Atk+3; CMB +6/7; CMD 21/22 Cannot be tripped Feats: Weapon Focus (Claws), Improved Unarmed Strike, Dodge, Combat Reflexes Class Abilities: Shifter Aspect 6 min/day (Snake), Wild Empathy +5 (Snakes), Track +5, Woodland Stride, Blessings (Healing/Strength) Traits: Natures Mimic, Gnorri Racial Traits: Amorphous Entrails, Amphibious Skills: Heal +12, Planes +4, Nature +2, Perception +11, Swim +9, Diplomacy -4, Bluff -4, Sense Motive +0 (+2 Nature when used to Background Skills: Craft Alchemy +9, Craft Armor +7 Languages: Common Combat gear: MW Heavy Wood Shield, +1 Stone Plate, +1 Cloak of Protection Other Gear: Money: 1 gp  
   Here is my character.  Kobold bloodrager, Vultha
 Stats:  Vultha LE Male Kobold Bloodrager (Rageshaper) Black Dragon Bloodline Init+3; Senses Darkvision 60 ft; Light Sensitivity: Perception +0 ---------- Defense ---------- AC 21, touch 14, Flat-footed 18; (Armor +5, Shield +2, Dex +3, Size +1) HP 12 (10[Class]+1[Con]) Fort+3 Ref+3 Will+0 Bloodrage: AC 17, touch 12, Flat-footed 14 HP 14 Fort+5 Ref+3 Will+2 ---------- Offense ---------- Speed 30 ft Melee: Bite +4 (1d4+0, x2) +1d6 acid (1/day) Range: Splash +5 (x2) Bloodrage: 5 rnds/day Melee: Bite +4 (1d4+2, x2) Claw x2 +4 (1d4+2, x2) ---------- Statistics ---------- Str 10 Dex 16 Con 12 Int 8 Wis 10 Cha 12 Base Atk+1; CMB +0; CMD 13 Feats: Weapon Finesse Traits: Sneaky Swimmer, Open Minded Explorer Kobold Racial Traits: Dragonmaw, Wymcrowned (Diplomacy) Skills: Diplomacy +8, Arcana +3, Linguistics +0 (+2 stealth in swamps and under water), (+2 Diplomacy when interacting with people in their native or racial language) Languages: Common, Draconic Combat gear: Heavy Steel Shield, Scale Mail Other Gear: Bloodragers Kit, Spell Components Pouch, 2x Silk Rope Money: 1 gp Background:  The current allwatcher of the Aeteperax’s Fallen is reaching the end of her life and a successor must be chosen. In her last decade she has whittled the candidates down to Vultha, a charismatic and strong, black-scaled kobold with the blood of their fallen master running through his veins. She believes he will do great things for the clan, but she must be sure he is ready for the responsibility. She will send him on a pilgrimage to Aeteperax’s grave both to test his ingenuity and resourcefulness when not surrounded by his clan. Vultha decided the best way to approach the situation and not be killed onsite as some monster is to slowly work his way to Belhaim by hiring himself on as a caravan guard and making people comfortable in his presence all while making his way west. About a month out from Belhaim of a caravan led by a man named Silas Gribb, he has a strange dream where a scaley green being digs up a black cloak in a swamp and dances a strange jig while crushing a bunch of little mice and lizards beneath its feet. When he wakes, Vultha has a strange pit in his stomach that the dream is important, but that feeling fades as the day goes on. Vultha is a kobold that is exceptionally proud of his lineage to Aeteperax, especially since he is one of the few in his clan that can manifest a portion of his power.  He often gets his way in his clan, but rather than use his bulk to throw his weight around, he uses his honeyed tongue.  He has helped the allwatcher in establishing trade agreement with some of the other races in the World's Edge Mountains.
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