
Nikolaus de'Shade |

1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (3) + 6 = 9
1d10 + 6 ⇒ (6) + 6 = 12
1d10 + 6 ⇒ (5) + 6 = 11
4d6 ⇒ (1, 3, 6, 5) = 15
So 17-17-17-14-12-11. That's still damn strong but not too crazy... (looking at you Emissary! :P I still miss Mal btw, Siobhan is in another recruitment else I'd bring her in here too :))
I'm going to put together a water kineticist for this I think, should be good fun! :D Wealth: 1d6 ⇒ 2 35gp it is!
@GM - could I even the stats out to 18-16-16-14-12-12? It's about the same points buy, I just can't handle that many odd numbers! :D

DM Corerue |

I don't mind anyone in the same recruitments. Just remember the whole player knowledge =/= Character knowledge rule, no abusing that trust and everything will be Awesome.
All
Glad to clarify, I like games where the party is strong, means I can beat tenderize be nice to them for longer periods. >.O
All
Roll the dice and that's where they lie, not gonna round off but it's not all bad right?
Will create a list of the entries and start going through them today. Still slated for the 25th but can extend if need.
Very glad at all the interest!

Nikolaus de'Shade |

Llŷr Ban
Str: 17 - 2 = 15
Dex: 17 + 2 = 19
Con: 17 = 17
Int: 12 = 12
Wis: 14 + 2 = 16
Cha: 11 = 11
Class: (Hydro)Kineticist
Race: Undine.
Alternative Racial Traits - Mostly Human, Amphibious, Hydrated Vitality.
Campaign Trait: Healthy.
As long as he can remember Llŷr has been fascinated by the sea. Bought up a fisherman on the Inner Sea, even when he was a child Llŷr loved to play in the water, swimming like a fish and spending longer under the water than any of his friends and companions. As he grew older his father put his talents to use, teaching him how to dive for pearls, which grew thickly in the dense reefs offshore. Llŷr loved the work and the challenge of it and soon his family were richer than they had ever been before from the proceeds of his tireless diving.
Llŷr did so well that his father was able to sell his boat and nets and move inland, building a fine house on the hill above his old village in which the now old man, his wife and his many children lived happily. Llŷr however never moved up the hill - the oldest child, he knew that his father's wife was not his mother and, when the time came, chose to stay with the sea he loved rather than the family of which he was not truly a part.
One day, while swimming deep in the bay, Llŷr was confronted by a beautiful woman who spoke to him in a language he'd never heard but instinctively understood. He followed her out to see and left his home far behind. The beautiful figure led him far away, to the bustling port town of Almas (not that Llŷr knew it then). As he swam past the ships a number of people caught sight of him, and when he finally came ashore he found a middle-aged man, a little younger than his father who took him into town "to meet some men who'll be mighty impressed by ye lad." Thus Llŷr met Captain Jacob Markosi and, shortly afterwards, became an employee of the Bountiful Venture Company, who had been impressed by his chiseled physique and obvious good health.
Will this do for now? I think I've included everything you wanted. :)

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Celia starsong
NG Female half elf witch (sea witch archetype) 1
Ability scores
Str 12 (+2)
Dex 18
Con 17
Int 18
Cha 10
Wis 9
Traits: water touched, healthy
Physical description
Celia is a pretty 5"6 half elf with long red hair. She has green eyes and weighs 130lb. She is 22.
Backstory
Celia is the daughter of two fisherman, Ara and Coren starsong. Ara was a human and Coren was an elf. They both had a passion for the sea, It was one of the many things they loved about each other. They soon bought a small sailboat, which they used to catch fish and make money. Not long later, they had a daughter, Celia. Celia grew up fishing with her parents. Celia always loved the sea, she always felt at home at sea. She also always liked reading about history.
One day Celia was out pretty far fishing with her family when a storm came in suddenly. They tried to head back, but the storm caught up to them. The water's rocked the the boat and it capsized and Celia fell into the water. Celia tried to get to the surface, but she couldn't tell which direction the surface was in. Her vision went black and she suddenly felt a strange feeling of calm.
4 hours later, she woke up lying on a beach with people around her looking worried. They told her she'd just washed up and had been shocked that she was still alive, because she should have been dead, she understood that. 4 hours was a long time at sea, they had been pretty far out with the boat. Celia soon found she had magic and felt a new deeper connection to the sea. Her parents had died at sea. She had a funeral for them and gathered up what money she had and decided to leave. There was nothing keeping her here. She decided to join the expedition to Azlant. She had nothing keep her here anymore, plus she always liked history. She thought it was a perfect opportunity.

Joseph Soltz |

I think I'm going to try this in an all for nothing manner.
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (2) + 15 = 17
1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (8) + 6 = 14
1d10 + 6 ⇒ (9) + 6 = 15
1d10 + 6 ⇒ (3) + 6 = 9
Hrmm... Is there any chance you might allow Spheres of Power, from Drop Dead Studios? I've got a few ideas for some caster-type submissions, and I've really come to enjoy SoP more than Vancian. It's definitely got a much different power curve,thags for certain.
link, in case you'd like to consider it.
If it's already been asked, I apologize, I just got home from work.
Edit: Fixed, and final 4d6
4d6 ⇒ (2, 5, 6, 6) = 19
So... 18/17/17/16/15/14,right?

Pennate |
I am tentatively interested. Would you allow me to play a deep one hybrid? I know wanted to put restrictions on the available races, but deep one hybrids don't seem to have that much of an advantage over many of the cleared races, and they have a nice aquatic theme that fits well with the AP.

mdt |

Ok, so, thinking about an undine that doesn't know he's an undine. :) I'm thinking I might go with a Fated Champion Skald. That will require MAD stats (unfortunately), so I'll go with 2 awesome/bleh rolls and 2 normal rolls.
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (9) + 6 = 15
1d10 + 6 ⇒ (6) + 6 = 12
4d6 ⇒ (2, 4, 4, 2) = 12
4d6 ⇒ (6, 3, 3, 5) = 17
So, 18, 16, 15, 14, 12, 10 Not bad at all.
Race Stuff :
Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype. Humanoid (Human, Aquatic) and Outsider (Native, Aquatic)
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Energy Resistance: Undines have cold resistance 5.
Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
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. Source PCS:ISR
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Amphibious (Ex) : Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Aquatic : These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
Str : 14 - 2 = 12
Dex : 15 + 2 = 17
Con : 12 + 0 = 12
Int : 16 + 0 = 16
Wis : 10 + 2 = 12
Cha : 18 + 0 = 18
SKILLS 8 (4 (Base) + 3 (Int) + 1 (FCB))
Acrobatics (Dex) 7 : 1 (Rank) + 3 (Trained) + 3 (Dex)
Appraise (Int)
Bluff (Cha)
Climb (Str)
Craft (Clockwork) 8 : 1 (Rank) + 3 (Trained) + 3 (Int) + 1 (Trait)
Diplomacy (Cha)
Escape Artist (Dex)
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (Engineering) 9 : 1 (Rank) + 3 (Trained) + 3 (Int) +1 (BK) +1 (Trait)
Linguistics 7 : 1 (Rank) + 3 (Trained) + 3 (Int)
Perception 5 : 1 (Rank) + 3 (Trained) + 1 (Wis)
Perform (oratory) 8 : 1 (Rank) + 3 (Trained) + 4 (Cha)
Perform (percussion) (Cha)
Perform (sing) (Cha)
Perform (string) (Cha)
Perform (wind) (Cha)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis)
Spellcraft (Int)
Swim 13 : 1 (Rank) + 3 (Trained) + 1 (Str) + 8 (Racial)
Use Magic Device 8 : 1 (Rank) + 3 (Trained) + 4 (Cha)
Languages : Common (Racial), Aquan (Int), Auran (Int), Terran (Int), Ignan (Linguistics)
Traits :
Resourceful: You’ve always had a knack for building and repairing things. As a kid, you always got into your parents’ tools and tinkered with things around the house. As you got older, you started making things not only to entertain yourself but also to take in a little extra money. People have noticed your skill and have frequently come to you to make something for them or to repair a pesky device or item. Every time you’ve amazed them at how quickly you do your work and how few resources you squander in the process.
Likewise, the Bountiful Venture Company noticed your skill at not only creating wonderful wares, but also how effortlessly and efficiently you work in your trade. You always seem to make do with less, often in
unexpected ways.
Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base
price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item. Craft (Clockwork)
Desperate Focus : +2 bonus on concentration checks
Historian (Human) : +1 bonus on Knowledge (history) and bardic knowledge, and Knowledge (history) becomes a class skill
Warded against Nature (Drawback) : Animals do not willingly get within 30 feet of you, granted animals/companions/familiars are immune. DC 20 Handle Animal will negate.
Cantrips : Detect Magic, Open/Close, Mending, Read Magic
1st Level : Cure Light Wounds, Jury-Rig
Feats : Scribe Scroll (Class), Skald's Vigor (Fast Healing while using Raging Song)

mdt |

1d2 ⇒ 2 Male
16 + 1d6 ⇒ 16 + (4) = 20 years old
Velden Lansell had always been fascinated by anything mechanical. His father was a clockmaker, and his mother a wood carver. Having no other family in the area, he was something of an outsider, but his father had a good working relationship with the Bountiful Venture Company, building for them not just clocks but also specialized mechanical pieces on commission. Arden Lansell was somewhat suprirsed when the BVC called him to come pick up something he had left in the massive crane he'd delivered to their warehouse. Upon arriving, they'd shown him that his 8yo son was deep in the bowels of the crane, greasy and chagrined. He had, however, found a cog that was out of place and after being handed a wrench, he was able to fix it, saving the machine from being damaged in use.
After that, Arden had allowed his son to putter around the clockworks shop he owned, and was surprised by how well Velden dealt with the delicate mechanical parts, and his equipment was always top notch. His knowledge of mechanical and engineering principles was breathtaking for the Lansell parents, and it wasn't long before he was regularly assisting as a teenager, even having others come to consult him on problems, older engineers looking for a fresh mind on the subject they came about.
Not that Velden was a book worm, somehow he managed to balance book work and athletics, he was hands down the best swimmer in town, and he routinely beat other boys. He was always in the river swimming when he could, and the weather allowed it, although sometimes he pushed it and swam in winter as well, usually resulting in a scolding when it was found out. As he grew older, the teenage Velden was often at the lead of a small hoard of children, extorting them to greater and greater heights of folly, and developed a bit of a reputation as a hot-headed trouble maker, although it must be said his gang of miscreants never did anything overly bad, and they did beat up some ne'er do wells a few times, handing them over to the City Guard.
Velden managed to overcome that slightly bad rep though, as he grew into adult hood, and he is now one of the more sought after engineers of his generation. There are older engineers who are better, but none his age can touch him.
Because of his natural affinity for the water, and his engineering knowledge, the Bountiful Venture Company has asked him to join the second wave to assist with the engineering efforts.
Velden doesn't know he's Undine, he considers himself human. His mother likely knows what he is, for she's the one who at a very young age told him not to tell anyone, even his father, that he could see in the dark.

mdt |

7th Roll: 4d6 ⇒ (1, 5, 6, 4) = 16 15
Ok, so, I just realized what everyone is talking about. So the ones you use the high/low on you have to specify. I didn't specify. Rather than reroll them, I'll assume my most important stats are Cha/Dex, so my two least important are Wis/Str (keeping mental paired with mental, and physical paired with physical). So that would make my rolled stats :
Str : 12 - 2 = 10
Dex : 18 + 2 = 20
Wis : 15 + 2 = 17
Cha : 16 + 0 = 16
That gives me 10, 14, and 15 for the two other rolls, and the 7th roll (above). So the last two stats, INT & CON have to be 14 and 15. I'll put the 15 in INT and the 14 in CON for :
Str : 12 - 2 = 10
Dex : 18 + 2 = 20
Con : 14 + 0 = 14
Int : 15 + 0 = 15
Wis : 15 + 2 = 17
Cha : 16 + 0 = 16
So obviously 4th level stat bump goes into Int. Sorry for the confusion about that. Ironic my 'good' roll for Cha was less than my 'bad' roll for Wis. LOL.
I'll have to modify the skills a bit, but nothing major. Just 1 less on cha skills, and two more on wis skills.

DM Corerue |

If the 7th roll is high enough to replace an epic roll then it can.
If it's low enough to replace your lowest bad roll it can.
I'm not here to make characters that aren't fun to play, nor am I aiming for perfect beings. Because no matter your stats you can still die.
I played a character who got 3 18s and then two 11s and a 10. It's an interesting system. Though i see a lot of people with a LOT better luck then me lmao.

mdt |

Thanks for the clarification!
In that case :
Str : 15 - 2 = 13
Dex : 15 + 2 = 17
Con : 14 + 0 = 14
Int : 16 + 0 = 16
Wis : 12 + 2 = 14
Cha : 18 + 0 = 18
That's using the 7th roll to replace the 10 that was in the wisdom. Then move the 12 from the con to the wisdom, move the 14 from str to Con for 14, and replace the 14 in str with the 15 from the reroll, generating str 13.

fatmanspencer |

hell i'll throw down for a magus. i'm in another recruitment, but i doubt i'll make it. So i'll try here
Here are the rolls for heroes
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (3) + 15 = 18
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (5) + 6 = 11
1d10 + 6 ⇒ (4) + 6 = 10
1d10 + 6 ⇒ (9) + 6 = 15
I can work those stats into a magus. So i'm in. Hopefully i'll make it.

Joseph Soltz |

Hrmm... Is there any chance you might allow Spheres of Power, from Drop Dead Studios? I've got a few ideas for some caster-type submissions, and I've really come to enjoy SoP more than Vancian. It's definitely got a much different power curve,thags for certain.
Just bringing this back up so it doesn't get passed by! I've got an idea for a Symbiat (Telekinetic Warrior) 1/ Thaumaturge X specializing in Telekinesis and Azlanti Lore, with the Azlanti Scholar trait. If allowed, I may move out of the Telekinetic sphere a little bit for utility, perhaps Alteration or something.

Simeon |

Good Attribute: 1d3 + 15 ⇒ (3) + 15 = 18
Good Attribute: 1d3 + 15 ⇒ (2) + 15 = 17
Good Attribute: 1d3 + 15 ⇒ (1) + 15 = 16
Variable Attribute[/dice: 1d10 + 6 ⇒ (5) + 6 = 11
Variable Attribute[/dice: 1d10 + 6 ⇒ (3) + 6 = 9
Variable Attribute[/dice: 1d10 + 6 ⇒ (4) + 6 = 10
Not terrible, I have a character that I'll rebuild with those stats.

Joseph Soltz |

Joseph Soltz wrote:Just bringing this back up so it doesn't get passed by! I've got an idea for a Symbiat (Telekinetic Warrior) 1/ Thaumaturge X specializing in Telekinesis and Azlanti Lore, with the Azlanti Scholar trait. If allowed, I may move out of the Telekinetic sphere a little bit for utility, perhaps Alteration or something.Hrmm... Is there any chance you might allow Spheres of Power, from Drop Dead Studios? I've got a few ideas for some caster-type submissions, and I've really come to enjoy SoP more than Vancian. It's definitely got a much different power curve,thags for certain.
Ignore that Symbiat level. I think I'd rather just go straight into Thaumaturge. Weaker defensively, but I'm not honestly too worried about that. The flavor of the Thaumaturge is a lot more fun, to me, than to muddle it with Symbiat, even if it's probably better overall to go that route. I'd like to submit, hopefully, a telekinetic thaumaturge who invests in some of the protokinesis feats, perhaps.

Kevin O'Rourke 440 |

Miven is an Undine Brawler from Almas.
Miven grew up in Almas born to an Undine father and Human mother who were shipwrights working in that city. He grew up in the port city hearing tales from all over and dreamed of setting out himself to see strange new lands and uncover exciting secrets. He has a cosmopolitan and egalitarian outlook on life.
Unknown to his parents he got involved with the Bellflower Network though most of this has been in the final stages when freed slaves have gotten to Almas. However more recently this has included him going to coastal towns and villages, swimming beneath the waves and ferrying messages to local contacts and helping bringing home the harvest. As well as this he has set up caches in underwater caves to hide runaway slaves in on their trek to freedom.
He applied to join the first expedition but was declined but has made good as part of the second wave. He hopes to combine his passions, exploring the land and sea around the colony but also wishes in the future to resettle people with the help of the network here. It is a long term dream but he is only seventy years old, he’s got a lot of time to see it come to fruition. He hopes to retire on some sea front house on the island surrounded by the descendants of those he helped ferry to freedom, perhaps if he is lucky with a family of his own.

vayelan |

Here’s my submission for this expedition.
Stat 1: 4d6 ⇒ (1, 1, 3, 1) = 6
Stat 2: 4d6 ⇒ (5, 4, 3, 3) = 15
Stat 3: 4d6 ⇒ (6, 5, 5, 2) = 18
Stat 4: 4d6 ⇒ (6, 4, 6, 6) = 22
Stat 5: 4d6 ⇒ (3, 4, 4, 5) = 16
Stat 6: 4d6 ⇒ (2, 2, 6, 2) = 12
Alternate: 4d6 ⇒ (5, 2, 6, 6) = 19
Starting Wealth: 5d6 ⇒ (1, 4, 4, 3, 2) = 14
Looks like...
Stats: 13, 16, 18, 13, 10, 17
Wealth: 175gp (Average for Ranger, since roll was below that)
Here’s to a bountiful expedition!

Chobo |

Noob alert
Still working on my druid and was wondering if you would allow the Changeling race. After doing some research on Andoran I think I have a cool background idea that I want to play around with. Also, my druid is may become a shaman.
Idea is to somehow be related to this Hag Ulizmila. And to some how be the offspring of that union mentioned in this wiki post. Still a to to flesh out but I wanted your permission on race first.

Vysin Blynde |

Fnord72's submission:
Peri-blooded Aasimar, teleportation wizard of the Pathfinder Society.
Vysin grew up in coastal town with her father, a tavern-owner on the wharves. It wasn’t what anyone would call a good upbringing, relegated to little more than child labor serving watered down ale to drunken sailors. He didn’t talk often about her mum, just that she had such a lively and fiery spirit, and that she must have been a Celestial slumming on the material plane.
Of course serving ale and beer in a tavern wasn’t exactly what she wanted for herself. She had managed to acquire a few castoff study materials over the years, enough to teach herself the rudimentaries of arcane magic and several languages. Her father was hesitant at first, but once he saw the dedication she put into her studies, he did what any father could do, and arranged for her to receive an invitation to the Pathfinder Society. The Pathfinder Society was especially surprised that she was versed in Ancient Azlanti and knew how not to drown in water. Offered the opportunity to join the expedition, she couldn’t say no.

Tavar Lynning |

Here is Throg's submission.

Pennate |
I am tentatively interested. Would you allow me to play a deep one hybrid? I know wanted to put restrictions on the available races, but deep one hybrids don't seem to have that much of an advantage over many of the cleared races, and they have a nice aquatic theme that fits well with the AP.
I'd like to make sure you don't miss this. I have other concepts I would equally like to try, but I would like to know my options first.

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I updated Galyth's backstory somewhat and switched his class from Slayer to "Bard or Slayer" since both are sounding great to me at the moment.
See Galyth Kallios for the updates.

Simeon |

Presenting Artaxerxes, scholar of the ancients, summoner of spirits, and aspirant Azlanti!
Artaxerxes
Human (Azlanti) spiritualist 1 (Pathfinder RPG Occult Adventures 72)
LN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 9 (1d8+1)
Fort +2, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortspear +0 (1d6)
Ranged sling +0 (1d4)
Spiritualist Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cure light wounds, mage armor
. . 0 (at will)—detect magic, message, resistance, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 10, Dex 11, Con 11, Int 16, Wis 18, Cha 17
Base Atk +0; CMB +0; CMD 10
Feats Improved Initiative, Spiritualist’s Call[OA]
Traits azlanti inheritor (azlanti), azlanti scholar
Skills Diplomacy +4, Intimidate +7, Knowledge (arcana) +7, Knowledge (history) +9, Knowledge (local) +8, Knowledge (religion) +7, Linguistics +7, Perception +5
Languages Aboleth, Aquan, Azlanti, Common, Jistka, Tien
SQ etheric tether, phantom (Ixiolander, anger), shared consciousness
Combat Gear magnetized paper[OA]; Other Gear leather armor, shortspear, sling, backpack, bedroll, belt pouch, censer[OA], flint and steel, incense (oa)[OA] (10), waterskin, 32 gp, 3 sp
--------------------
Special Abilities
--------------------
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.
Phantom (Ectoplasmic Manifestation) 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.
Spiritualist’s Call (Strength) When sum phantom, give it a +2 enhan bon to its Str, Dex, or Cha.
Artaxerxes was born in Absalom, the city at the center of the world raised by Aroden, the last pureblooded Azlanti. His parents were Taldan, but Artexerxes felt there were greater things to aspire to. His black hair, chiseled features and violet eyes showed his true nature, an inheritor of the Azlanti legacy. When he came of age, he changed his unsuitable Taldan name, settling on Artaxerxes, the name of an ancient Azlanti king. As he got older and began to realize his birthright he began to grow obsessed with Azlant, finding it's ancient glory alluring and mystifying. As he studied he learned about an ancient Azlanti warrior named Ixiolander, who perished like countless other Azlanti during Earthfall. Ixiolander was different from those countless others, for he was an ancient ancestor of Artaxerxes. Using obscure spiritual techniques, he was able to summon forth the restless spirit of Ixiolander. With those same techniques, he was able to craft Ixiolander a physical form made from congealed ectoplasm. Ixiolander, ready for some semblance of life, took that form and agreed to help Artaxerxes to claim his Azlanti legacy. But Ixiolander was angry at his predicament. This hollow reminder of a once glorious life in a world devoid of the mighty Azlanti empire filled him with rage. They made an unconventional but effective duo, Artaxerxes dealing with the living and Ixiolander dealing with the dead and showing Artaxerxes his ancestry. Due to his unique connection to Azlant the Bountiful Venture Company contacted him to join the colony.
Artaxerxes is a tall man with the widows peak, strong nose, and violet eyes of the Azlanti. He wears deep green and crimson robes in an attempt to emulate his Azlanti forebears. He carries a short spear and a sling at his waist, both weapons of Azlanti warriors.
Ixiolander is a middle-aged but heavily muscled Azlanti man, covered in scars and wounds. He carries a short spear of exquisite Azlanti design, and wears the tunic of a general. Despite his spear, in battle his blows are slams of ectoplasmic energy, regardless of the weapon he uses.
Artaxerxes is haughty, sure of his place as an inheritor of Azlant. He is excited to set foot on his ancestral homeland and to uncover what secrets it may hold. Despite his lofty attitude, he is a pragmatic man. If one can prove themselves equal or better than him, he is willing to call them an ally.
Ixiolander, when manifested, is a being of rage and bloodlust. Despite his yearning to reclaim his former life, he remembers little of it. Fragmented memories linger, but many were wiped away by the trauma of the Earthfall. He fights with unbridled savagery, eager to lash out at those who remind him of his life. Only in the few moments after battle does he seem calm, looking to the sky and mouthing a silent prayer to long-dead gods.

Corindus Droven |

Here's the polished draft of vayelan's submission:
Corindus Droven, former galley slave looking for a new life.
Male Human Ranger (Skirmisher) 1
CG Medium Humanoid
Init + 6, Perception +5
--------------------------
Defense
AC 18, Touch 14, Flat-Footed 14
HP 13/13
Fort +6, Ref +6, Will +1
--------------------------
Offense
Speed 30ft
Melee: Cutlass +5 (1d6+4, 18-20/x2) or
Cutlass +1 (1d6+4, 18-20/x2), Handaxe -3 (1d6+2, x3)
Ranged: Javelin +5 (1d6+4, x2)
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Statistics
Str 19, Dex 18, Con 16, Int 13, Wis 13, Cha 10
Base Att +1; CMB +5; CMD 15
Traits: Reactionary, Healthy, Employee
Drawback: Mark of Slavery
Skills: Swim +9, Climb +8, Survival +5, Perception +5, Stealth +7, Bluff +5, Profession (Sailor) +5, Knowledge (Geography) +5
Feats: Aquatic Combatant, Combat Expertise
Special Abilities:
1st Favored Enemy: Monstrous Humanoids, Track, Wild Empathy
Combat Gear: 1gp, Cutlass, Handaxe, MWK Chain Shirt, 3 Javelins
Other Gear: Pathfinder's Kit, Medium Sea Chest, 1 Explorer's Outfit, 2 sets of Traveller's Outfits, Hooded Lantern, 10 pint flasks of Oil, Gear Maintenance Kit, Grooming Kit, Fishing Net, Deck of Cards, Wooden Chess Game, 3 sq. yards of Linen.
Nearly dead from exhaustion, he was found by a surveyor, Lyra Heatherly, who took him to Almas for treatment. Corindus struggled for a couple years more to find a place in society. Realizing, bitterly, that the sea was all he knew, he resolved to enlist - of his own accord - with a ship’s crew. However, he could not find an Andoran captain to take him on, owing to both the stigma of the Cheliaxian galley slave brand on his arm and the bouts of anxiety that ships and the sea still occasionally triggered for him.
It was not until a chance reunion with his one-time rescuer Lyra, who then put in a good word for him with the Bountiful Venture Company, that Corindus found an opportunity for a new life with the expedition.
Corindus always keeps his upper arms covered to hide the slave brand on his right arm. Although he tries to remain stoic, like a rock sticking out of the sea, his calm is betrayed by an occasional tic - sometimes a just shiver, but other times a full twitch - evoked when one of his harsh memories of the seafaring life is triggered. He avoids making eye contact with others, a habit picked up to avoid inviting the wrath of his old captain or various street thugs. He seldom smiles, self-conscious of the couple teeth he’s lost to fights and past poor hygiene.

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Here are the Rolls
Good: 1d3 + 15 ⇒ (2) + 15 = 17
Bad: 1d10 + 6 ⇒ (10) + 6 = 16
Good: 1d3 + 15 ⇒ (2) + 15 = 17
Bad: 1d10 + 6 ⇒ (3) + 6 = 9
Good: 1d3 + 15 ⇒ (3) + 15 = 18
Bad: 1d10 + 6 ⇒ (4) + 6 = 10
Med: 4d6 ⇒ (2, 5, 5, 4) = 16 14
Dice Results : 18,17,17,16,10,9, Bonus 14
Results : 18,17,17,16,14,10