GM Tarondor's Emerald Spire Campaign

Game Master Tarondor

MAP OF THE EMERALD SPIRE

Emerald Spire Documents and Images

Perception Skills:

[dice=Lilika Perception ]1d20+14[/dice]
[dice=Marcel Perception ]1d20+10[/dice]
[dice=Nycholas Perception ]1d20+10[/dice] +2 Initiative.
[dice=Wymond Perception ]1d20+11[/dice]

HERO POINTS
Lilika: 2
Marcel: 2
Nycholas: 2
Wymond: 3


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SYNOPSIS
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

Hello! I’m recruiting for a party of four (only) PC’s to delve the depths of the Emerald Spire super dungeon. This is a dungeon delve that will take PC’s from 1st to 13th level. It uses the Fast XP track.

CHARACTER DETAILS

Starting Level: PCs will start at 1st level.
Alignment: No non-good.
Ability Scores: 20 Point Buy. No score lower than 10 before racial modifier.
HP: Max at 1st level; average rounded up thereafter.
Skills: Background Skills are in use.
Traits: Two traits, one of which must be a campaign trait from David “Jester” Gibson’s Emerald Spire Player’s Guide. No drawbacks.
Starting Wealth: Average class starting wealth.
Races: Core
Classes: Core, Base and Hybrid classes permitted (except no Vigilante, Magus, Witch or Arcanist). No Occult classes. No alternate classes. Barbarians, Monks and Rogues must use the Unchained version.
Firearms: No guns, but the Bolt Ace archetype is permitted for Gunslingers (GM admission – one or more NPCs may have guns).
General Build Stuff: This isn’t a PFS game, but anything not PFS-legal is out. No options from the Occult or Horror books. No optional rules.

HOUSE RULES

”Flanked” is a condition. That is, if a character is flanked by at least two other characters, he is considered to be flanked by any characters who threaten him.

Block Initiative. I use block initiative. That is, if two or more PC’s are next up in the initiative order, any of them can go regardless of the actual order. That’s to keep delays to a minimum. However, if someone uses a group buff later in the block (but before any NPCs go), I’ll consider the buff to have occurred before the actions of the other characters in the block.

Adamantine works differently. Adamantine weapons only ignore hardness 5 (+1 per magical bonus of the weapon).

Death hurts. Other than a TPK, If your character dies and you cannot get him or her raised, you will come back into the game with a brand-new 1st level character and must play catch-up as best you can.

POSTING
Player’s are expected to post every weekday and at least once over the weekend. The GM understands that real life will happen, so this is aspirational, not strictly enforced.

Even if your character has no particular action to perform or you’re waiting for another player, you should post your character’s thoughts or actions, just to keep the story moving and let everyone know you’re alive!

All posts, even in combat (and there is a lot of combat in a dungeon delve) should include descriptive color and preferably speech.

Characters should talk to and about each other, not just voice their own character’s observations on the immediate situation.

APPLICATIONS
The party will be exactly four players.

A complete application to the game will include stats, backstory and description. Backstory does not need to be long - a paragraph will be fine. Please include a reason you’d want to risk your life in a dank and famous deathtrap.

Recruitment will be open until after the close of the game I’m GMing for PFS Game Day V. So, early-mid October.

HINTS

  • The GM doesn’t like dark or gloomy builds. He wants to play all the bad guys. :-)
  • The GM pays attention to your avatar. If I have to look at it for a very long time, I don’t want it to weird me out.
  • The game’s region is predominated by hellknights. Chaotic characters will work, but will probably feel mighty oppressed.
  • Even though it’s a dungeon delve, social skills will be important.
  • The GM likes role-players.
  • The GM likes generalists, not one-trick ponies.


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Please tell me you give bonus xp to low-level characters adventuring with high-level characters.

Playing catch-up is fine and all, except that it's literally not possible to catch up under pathfinder rules.

That's one of the only things that got worse in pathfinder.


Nope.


Dotting.

And consider flanked as a condition a stolen house rule, thanks.


A little about me:

I've been playing and GMing D&D and Pathfinder since 1977. I've also GMed Traveller, Hero System, Arcana Evolved, Numenera, the Strange, and many others. When it comes to super dungeons, I GMed The Temple of Elemental Evil (twice) back in the 1980's, as well as Dragon Mountain, Ruins of Undermountain, Greyhawk Ruins, The Banewarrens and the Shattered Star adventure path.

I'm currently running an online Kingmaker AP, an online Traveller game, an online The Strange game and my own face-to-face Iron Gods game.

I also have a full-time job, my own business and two toddlers.

So, yeah, I don't sleep.

Liberty's Edge

Sounds interesting! When do you want submissions by?


Dotting with extreme interest.


Dotting. And does it matter than I've GMd this through level 10?


Nerak the Numb wrote:
Sounds interesting! When do you want submissions by?

See the last line above under Applications.

However, I reserve the right to jump in and grab four characters at any time, so get 'em in, please!

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am interested! Most interested!


Please see my oracle healing specialist who got into a different emerald spire which died on impact. She is a lovely lass who likes beauty and long walks on the beach and would fill a healing role nicely


Would you allow accomplished sneak attacker from dirty tactics toolbox? I'm thinking to take that in orderer to get into arcane trickster at level 5. A trapfinder with plenty of magic should be useful. Is a small tiefling allowed? I know there are rules for it, but I'm not sure on PFS legality. PFS replaces scribe scroll with spell focus, how do you feel about that (not like it matters for first level though, as I'll start with unchained rogue).

Liberty's Edge

Dot! Yay superdungeons!


Pathfinder Adventure Path, Lost Omens Subscriber

Dotting; I'll post an application soon.


oyzar wrote:
Would you allow accomplished sneak attacker from dirty tactics toolbox? I'm thinking to take that in orderer to get into arcane trickster at level 5. A trapfinder with plenty of magic should be useful. Is a small tiefling allowed? I know there are rules for it, but I'm not sure on PFS legality. PFS replaces scribe scroll with spell focus, how do you feel about that (not like it matters for first level though, as I'll start with unchained rogue).

Accomplished sneak attacker is fine.

Tiefling is not permitted. See "Races", above. Ditto small tiefling.

Replacing scribe scroll - no.


MindXing wrote:
Dotting. And does it matter than I've GMd this through level 10?

Honestly, yeah. That'd be a disqualifier for me.


Ravena Goldlust wrote:
Please see my oracle healing specialist who got into a different emerald spire which died on impact. She is a lovely lass who likes beauty and long walks on the beach and would fill a healing role nicely

Ravena, you'd need to update your traits to select one from the Player's Guide, above.


Oups, i somehow thought all PFS permitted races were ok. I'll probably make an elf then. What about alternate race traits? Dimdweller and one of the ways to get darkvision would be nice. I'm not quite sure what books those are from though.


GM Tarondor I have chosen Bandit and taken stealth as a class skill with a plus one from the guide


GM Tarondor wrote:
MindXing wrote:
Dotting. And does it matter than I've GMd this through level 10?
Honestly, yeah. That'd be a disqualifier for me.

Ok. I totally understand. That's why I asked. :-)


oyzar wrote:
Oups, i somehow thought all PFS permitted races were ok. I'll probably make an elf then. What about alternate race traits? Dimdweller and one of the ways to get darkvision would be nice. I'm not quite sure what books those are from though.

Alternate race traits are fine if they're not from the proscribed books.


Ravena Goldlust wrote:
GM Tarondor I have chosen Bandit and taken stealth as a class skill with a plus one from the guide

Well look at that! It's right in there. I didn't see bandit because I was expecting it to be in the Guide in alphabetical order. My apologies.

Liberty's Edge

Mulling it over, and I think I'm going to go with a Deepwalker Ranger, almost certainly a Dwarf. Probably a shield fighter with a light, close weapon in the off-hand. Hmmm, yes, I like how this is shaping up.


How do you feel about material from the Dwarves of Golarion sourcebook?

Specifically the Dwarven Dorn-dergar (or chain-flail) and the Darting Viper feat.


Demon Lurking wrote:

How do you feel about material from the Dwarves of Golarion sourcebook?

Specifically the Dwarven Dorn-dergar (or chain-flail) and the Darting Viper feat.

That's fine. No problems with either of those.


Dot!


Dotting :)


Pathfinder Adventure Path, Lost Omens Subscriber

Utzligus Sparklewave, Gnome Beast Rider

Statblock:

Utzligus "Gus" Sparklewave
Male Gnome cavalier (beast rider) 1
LG small humanoid (gnome)
Init +1; Senses Low-Light Vision, Perception +2
Languages Common, Gnome, Sylvan
Abilities Str 14, Dex 12, Con 15, Int 10, Wis 10, Cha 16
AC 18, touch 12, flat-footed 17
hp 10 (1d10+2[con])
Fort +4, Ref +1, Will +0
Speed 15 ft.
Melee lance +4 (1d6+2/x3)
BAB +1; CMB +2; CMD 13
Feats Mounted Combat
Traits Animal Friend, Armor Expert
Trained Skills Diplomacy +7, Handle Animal +7, Profession (Cook) +6, Ride +4
Inventory lance; four mirror armour; cavalier's kit

Backstory:

When Utzligus Sparklewave, usually called Gus, was born, most of his life was already planned. His father made sure he will be accepted under Fort Inevitable's Hellknights' tutelage, where he will train to become a guardian of law and order. But Gus had a dream, far greater than his simple minded father could ever understand; Gus has always aspired to become a cook, Golarion's greatest and most renowned chef. He spent what free time he had in the woods, befriending a wolf he named Knives, with whom he left for Fort Inevitable.
While not patrolling the area, Gus and Knives went on trips hunting for exotic ingredients- flora and fauna alike.
But Gus knows he is bound by oath to protect the area, so he can't spend all his time with his animal companion- at least for now. With the gold he can earn in the Emerald Spire, Gus knows he will be able to set up a restaurant and finally start realizing his dream.

Description:

Gus is a brown haired Gnome, wearing a tough piece of armour and wielding a small, sharp lance. He can usually be found next to his hotheaded companion and mount, Knives. While he understands the meaning of his oath, Gus tends to let his obsession fill his mind, even while on duty- dreaming of delicious stews and crispy salads.


Dotting!


APPLICATION DEADLINE

I've decided that a specific deadline was better than a vague one, so I'm calling for completed applications by Midnight (Eastern Time) on Friday, October 7th, 2016.


Dotting. I'm sure I could come up with something fun.

Whatever I make, it will likely be Human. Probably leaning towards Martial.


I submit Sandrel Elf Hunter with a snake companion. Thank you for your consideration.

Elf Stat Block:

===Sandrel====
M Elf Hunter 1 HP: 10 (1d8+1+1 favored)
Initiative: +5 Perception: +6 Sense Motive +2
Speed: 30ft; 20ft in Armor
===============
Defense:
AC: 17 Touch: 13 FF: 14 (+4 Armor+3 Dex)
Fort: +3; Ref: +5; Will: +2

===============
Offense:
Melee:
Elven Curve Blade +3 (1d10+1/18-20x2)
Dagger +3 (1d4+1/19-20x2)

Ranged:
Shortbow +3 (1d6/x3)

SQ: Animal Focus, Wild Empathy

==================
Stats:
Str: 13 Dex: 16 Con: 12 Int: 14 Wis: 14 Cha: 10
BAB: +0 CMB: +1 CMD: 14

Traits: Bandit (+1 Escape Artist & CS), Warrior of Old (+2 Initiative)
Feats: Weapon Finesse
Trained Skills: Climb (+5), Handle Animal (+4), K (Dungeoneering) (+6), K (Nature) (+6), Perception (+8), Spellcraft (+6) - +8 on items, Stealth (+7), Survival (+6)
Background Skills: Lore (Herpetology), Profession (Forest Guide)
Combat Gear: Elven Curve Blade, Shortbow, 20 Arrows, Dagger, Hide Armor
Other Gear: Hunter’s Kit

Constrictor Companion:

===Amgarra====
Constrictor Snake HP: 12 (2d8+4)
Speed: 20ft, climb 20ft, swim 20ft; Senses: Low-Light Vision, Scent
Perception: +1 Sense Motive +1
===============
Defense:
AC: 15 Touch: 13 FF: 12 (+2 Natural, +3 Dex)
Fort: +4; Ref: +6; Will: +1

===============
Offense:
Bite: +3 (1d3+2/x2) +grab

SQ: Attack All, Down, Heel, Link, Share Spell

==================
Stats:
Str: 15 Dex: 17 Con: 13 Int: 1 Wis: 12 Cha: 2
BAB: +1 CMB: +3; +7 grapple CMD: 19

Feats: Toughness
Trained Skills: Stealth (+7), Survival (+5)

Description:

Just over 6 ft, this unassuming elven man seems to barely touch the ground as he approaches you. The hide of a bear is pulled taut over his spry features, while a long, thin blade is held with confidence. A dagger is strapped to his thigh with a bow upon his back.

A long, scaled creature slithers along beside him. It’s thick muscular body is patterned with a mixture of black and brown diamonds.

Grinning the man asks, ”You all ready for this? I for one can’t wait to get started!”

Background:

Sandrel was born to a poor and simple clan, growing up in the deep forest. It was a peaceful existence. They worked together to cultivate crops; hunting from time to time.. Sandrel found it all rather drab. The only distraction he found from the boring routine was listening to his uncle’s stories of adventure. Sandrel rushed through his chores and made any excuse to sit with the elder. He’d listen to the elaborate tales for hours, but it wasn’t enough. When he was finally old enough, he left his home. He had to see this strange world for himself!

As luck would have it, the elves travels brought him into a camp of strong, young men near the town of Thornkeep and they took pity of the naive Sandrel. They taught him their ways and how to commune with nature. He was even given a pet snake named Amgarra. It was amazing! The two became fast friends.

They took anything they needed from travelers on the road and no one cared! All he had to do was hide in the forest and watch the paths. When the time was right, he’d signal the others. Then they would all jump out, scaring the unsuspecting villains and take their goods. Sure, sometimes it got a bit rowdy, but they were no match for his new clan. He was truly enjoying his new lot in life. Well, that is until those Hellknights began infringing on the freeworld. What right did they have to impose their will on others? This was supposed to be a place of freedom.

Time went on and the inevitable happened. His friends got pinched by those buggers. Lucky for Sandrel the patrol didn’t find him hiding among the undergrowth. The idea of springing them from Fort Inevitable was enticing, but there was no way he could do it alone. So he tried to carry on without them. The patrols became more frequent, with the near misses getting closer each time. Realizing his luck wouldn’t hold out forever, he finally gave in. Amgarra and the elf headed into town to find work. There had to be somewhere they would fit into this society...


Archpaladin Zousha here with my new character, Wymond Dwerryhouse, a simple Erastil-worshiping Paladin who talks softly and carries a big axe, guided by his trusty pig, Triath!

Background:
Wymond was born the second child of Eastmund and Mildburg Dwerryhouse, living on the Dwerryhouse Farmstead with them and his two brothers, Osbeorn and Cenhelm. Their lives were like that of many others in the River Kingdoms, making a rough living with their crops and livestock, fending off the predations of various bandit gangs and punting out any goblins who came to raid the chicken coop, before travelling to Thornkeep or Fort Inevitable to sell their harvests and buy the things they needed for the coming year. It wasn't long before Osbeorn married a girl from Thornkeep and Eastmund passed the day to day operations of the farm to him. Wymond realized that there'd be little for him here, and he began chatting with their prize pig Triath, about how he knew Osbeorn and his wife deserved to be happy, but now felt like he'd either have to go off and start his own farm or go to the big cities and lose himself. What surprised him was when Triath spoke back to him. The pig revealed that he was no ordinary animal, but a messenger from Heaven itself. He'd been watching the Dwerryhouses for years, and saw now that Osbeorn had the farm in good hands, it was time to guide Wymond to his destiny. Wymond asked what that destiny was, and Triath informed him he'd need a weapon. Taking an old broken scythe, Wymond fitted it with an axe head, packed his father's old scale shirt and some provisions, and bid his parents, brothers and sister-in-law good-bye as he and Triath set off to the nearest big city. During the trip, Triath began explaining that there was a lot of wickedness in the world that'd harm honest folk like his family, much more insidious or dangerous than any bandit. And Wymond's responsibility was to be their bulwark against such monstrosities, and in the time Triath had been there, he'd felt something stirring in the ground beneath their feet and seen visions of a green knife-like structure piercing the earth. He informed Wymond that that was where they had to go.
Personality:
Humble; A simple hedge knight in his own words, Wymond values simple comforts and an honest day's labor, whether that's farming or adventuring. He doesn't fight for praise or glory, but because it's the right thing, and knows most people he helps are just like him and can't afford lavish rewards.

Optimistic; Wymond knows that life in the River Kingdoms is tough. Even growing up on his family's farmstead, they'd had to deal with bad weather, bandit attacks and the occasional lone goblin. But they'd survive, and work to make things better despite those setbacks, finding happiness after all. Wymond strives to do the same for other less fortunates, helping them get through their struggles to make the River Kingdoms, or at least this small part of it, a better place.

Steadfast; Whether in battle or in regular life, Wymond strives to be dependable. He pays his debts on time and with interest, is always willing to lend a hand for a good cause, whether fighting evil or raising a barn, and he doesn't back down when the going gets tough.

Aimless; The same unambitious nature that makes Wymond so agreeable can make him indecisive and easily led. When the right thing isn't clear to him, he turns to Triath for advice on what he should do, despite the pig's admonishments that he won't be around to guide Wymond forever.

Charming; Wymond's cheerful and easy-going nature makes him easy to like. He's polite and friendly to most people, and treats anyone he deems worthy of respect in an almost princely manner.

Sharp; Growing up on a farmstead that needed to protect itself from raids led by deceptive people and needing to keep alert when on the road in the River Kingdoms has made Wymond smarter than most people assume upon meeting him. When his instincts tell him something's up, he's rarely wrong.

Description:
Ht: 5'0"
Wt: 275 lbs
Age: 19
Hair: Short, Straight, Mousy Brown
Eyes: Blue
Skin: Pale, with a farmer's tan

Wymond is a short, fat young man with brawny arms. His mousy brown hair is cut in a bowl cut, while he has a large, imposing mustache that clashes with his round, youthful face and easy smile. He dresses in sturdy, plain clothes like those of a River Kingdoms peasant, covered by old, careworn scale mail and the bow of Erastil carved from wood, hangning around his neck. He carries a large, crude-looking axe whose haft looks like it was repurposed from a broken scythe. At his side trots an average-sized, brownish-black pig, with an unusual wisdom in its eyes.


Dotting

Owner - Gator Games & Hobby

Dot


This is Orannis' character. He's not quite done yet (though you're of course welcome to take a look at what's there already), because I had a couple of questions:

Are we doing alternate race traits (I.E. trading out the usual Dwarf trait "Greed" in exchange for "Lorekeeper")? I ask because you state in the creation guidelines "No optional rules" and I'm not totally sure of the breadth that that is meant to encompass.

Secondly, I'm going with "Underworld Explorer" as my campaign trait, and it states "+1 on Survival Checks made in a specific area". I am a little fuzzy on how specific is, well, the "specific" clause? Could I select "The Emerald Spire"? Or would it have to be "The 4th floor of The Emerald Spire?"


Torvic Thunderslag wrote:
Are we doing alternate race traits (I.E. trading out the usual Dwarf trait "Greed" in exchange for "Lorekeeper")? I ask because you state in the creation guidelines "No optional rules" and I'm not totally sure of the breadth that that is meant to encompass.

As I mentioned above, alternate race traits are fine. When I said "no optional rules" I was thinking of things like Words of Power, Variant Multiclassing and Stamina.

Torvic Thunderslag wrote:
Secondly, I'm going with "Underworld Explorer" as my campaign trait, and it states "+1 on Survival Checks made in a specific area". I am a little fuzzy on how specific is, well, the "specific" clause? Could I select "The Emerald Spire"? Or would it have to be "The 4th floor of The Emerald Spire?"

Yeah, that's really vague, isn't it? It could mean "only in that one corner of the room'" for all we know. The original trait is equally vague. However, the intent seems to be a geographic or even geologic "area", so it could also be as broad as "Avistan" or "all of Nar-Voth." In this case, I'll say that the "area" is "Under the River Kingdoms," which should cover you for the whole campaign.

Liberty's Edge

GM Tarondor wrote:


As I mentioned above, alternate race traits are fine. When I said "no optional rules" I was thinking of things like Words of Power, Variant Multiclassing and Stamina.

Ah, you're right. I looked over the thread for that before asking, but it appears my eyes were being lazy. Thank you for confirming.

GM Tarondor wrote:

Yeah, that's really vague, isn't it? It could mean "only in that one corner of the room'" for all we know. The original trait is equally vague. However, the intent seems to be a geographic or even geologic "area", so it could also be as broad as "Avistan" or "all of Nar-Voth." In this case, I'll say that the "area" is "Under the River Kingdoms," which should cover you for the whole campaign.

Sounds good to me, thank you!

Also, I just realized that my plan to build Torvic as a "passive party survival buffer" doesn't quite work strictly at RAW. Deepwalker has a souped-up Underground-only Favored Terrain and Guide lets you grant bonuses to allies within your Favored Terrain, but since the Deepwalker ability isn't *called* "Favored Terrain", it looks like no dice on that. Seems Torvic needs a little longer at the drawing board.


Dotting.


Character Applications Received


  • Ravenna Goldlust - Human Oracle of Life
  • Utzligus Sparkleweave - Gnome Cavalier (beast rider)
  • Sandrel - Elf Hunter
  • Wymond Dwerryhouse - Human paladin (chosen one)

And still at the drawing board:

  • Torvic Thunderslag - dwarf Ranger (Deepwalker/Guide)

    An arcane caster and a rogue might not go amiss.

  • Radiant Oath

    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Hmm...part of me is sorely tempted to turn Wymond into a wizard or something...


    I have a Bolt Ace rolled. I'm just working on the character concept:

    Stats:

    Jurg Widmann
    Male Dwarf gunslinger 1 Archetypes Bolt Ace,
    CG Medium humanoid (dwarf)
    Init +3, Senses darkvision (60 ft.); Perception +7
    =================================================
    DEFENSE
    =================================================
    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex, )
    hp 12 ((1d10)+2)
    Fort +3, Ref +5, Will +3, +2 vs. poison, spells, and spell-like abilities

    =================================================
    OFFENSE
    =================================================
    Speed 20 ft.
    Ranged masterwork crossbow, light +5 (1d8/19-20), within 30 ft. +6 (1d8+1)
    Melee dagger +1 (1d4/19-20)
    Ranged dagger (thrown) +4 (1d4+1/19-20), within 30 ft. +5 (1d4+1)

    =================================================
    TACTICS
    =================================================

    =================================================
    STATISTICS
    =================================================
    Str 10, Dex 17, Con 12, Int 12, Wis 16, Cha 8,
    Base Atk +1; CMB +1; CMD 14 (18 vs bullrush) (18 vs trip)
    Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Firearms), Martial Weapon Proficiency, Point-Blank Shot, Simple Weapon Proficiency
    Skills Acrobatics +4, Acrobatics (Jump) +0, Knowledge (Local) +5, Perception +7, Perception (Notice unusual stonework) +9, Sense Motive +8, Stealth +1,
    Traits Never Stop Shooting, Suspicious,
    Languages Common, Dwarven, Terran
    SQ grit, crossbow maven, darkvision, deeds, greed, grit, hardy, hatred, sharp shoot, stability, steady, stonecunning, vigilant loading, weapon familiarity,
    Combat Gear
    Other Gear masterwork crossbow, light, traveler's outfit, chain shirt, bandolier, bolts, crossbow (10) (2), waterskin (filled), dagger, 68.5 gp
    =================================================
    SPECIAL ABILITIES
    =================================================
    Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 3 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 3, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
    Critical Hit with a Firearm ~ Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
    Killing Blow with a Firearm ~ When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

    Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.

    Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

    Deeds A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistolwhip, dead shot, targeting, bleeding wound, death's shot, and stunning shot. The bolt ace swaps the following deeds.

    Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

    Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

    Grit (Ex) A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit Class Feature.

    Grit

    Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

    Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

    Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    Never Stop Shooting Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

    No Racial Subtype You have chosen no racial subtype.

    Sharp Shoot (Ex) A bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

    Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

    Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

    Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

    Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

    Vigilant Loading (Ex) As long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

    Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.


    Hmmm...I do have a rogue (counterfeit mage) built I could switch to. It would just need a couple tweeks.


    I'm putting together a Half-Elf Slayer. Stats and Fluff to follow shortly.


    Dot. This sounds fun...


    dotted, working on a halfling sorcerer with the arcane bloodline.


    I've been working on an elven wizard. Will try to post more when I can.

    Here's a very rough basic statblock.

    Statblock:

    Ellyrion Lanethriellyn?
    Male elf conjurer (spellbinder) 1
    CG Medium humanoid (elf)
    Init +3; Senses low-light vision; Perception +8

    Defense
    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 5 (1d6-1)
    Fort -1, Ref +3, Will +3; +2 vs. enchantments
    Immune sleep

    Offense
    Speed 30 ft.
    Melee dagger +0 (1d4/19-20) or
    quarterstaff +0 (1d6) or
    touch attack +0 (As Spell)
    Ranged ranged touch attack +3 (As Spell)

    Arcane School Spell-Like Abilities (CL 1st; concentration +5)
    7/day - acid dart (1d6 acid)
    Conjurer (Spellbinder) Spells Known
    1st - adhesive spittle (DC 15), mage armor, magic missile
    0 (at will)—acid splash, detect magic, light
    Conjurer (Spellbinder) Spells Prepared (CL 1st; concentration +5)
    1st - adhesive spittle (DC 15), mage armor, magic missile
    0 (at will)—acid splash, detect magic, light
    Opposition Schools Enchantment, Illusion

    Statistics
    Str 11, Dex 16, Con 8, Int 18, Wis 12, Cha 12
    Base Atk +0; CMB +0; CMD 13
    Feats Breadth Of ExperienceAPG, Scribe Scroll
    Traits eldritch delver, seeker
    SQ +1 skill point, alchemical burn, arcane focus, elven magic, keen senses, spell bond, summoner's charm (1 round)

    Skills
    Craft (bookbinding) +6,
    Craft (calligraphy) +6,
    Knowledge (arcana) +10,
    Knowledge (dungeoneering) +11,
    Knowledge (engineering) +6,
    Knowledge (geography) +6,
    Knowledge (history) +11,
    Knowledge (local) +6,
    Knowledge (nature) +6,
    Knowledge (nobility) +6,
    Knowledge (other ) +6,
    Knowledge (planes) +10,
    Knowledge (religion) +6,
    Linguistics +8,
    Perception +8,
    Spellcraft +8 (+10 to identify magic item properties);
    Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
    Languages Celestial, Common, Draconic, Dwarven, Elven, Goblin, Sylvan

    Other Gear dagger, quarterstaff, ranged touch attack, touch attack, backpack, bedroll, belt pouch, belt pouch, candle (5), chalk (10), colored ink, flint and steel, ink, inkpen, journalUE, parchment (10), powderAPG, scroll boxUE, silk rope (50 ft.), soap, spell component pouch, trail rations (5), twine (50')APG, waterproof bagUE, waterskin, wizard starting spellbook, 2 gp, 6 sp, 2 cp

    Tracked Resources
    Acid Dart (1d6 acid, 7/day) (Sp) - 0/7
    Dagger - 0/1
    Trail rations - 0/5

    Special Abilities
    +1 Skill Point (FCB) (1) +1 Skill Point
    Acid Dart (1d6 acid, 7/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
    Arcane Focus +2 to concentration checks to cast arcane spells defensively.
    Breadth of Experience Knowledge and Profession skills can be used untrained and gain +2.
    Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
    Enchantment You must spend 2 slots to cast spells from the Enchantment school.
    Illusion You must spend 2 slots to cast spells from the Illusion school.
    Keen Senses +2 racial bonus on Perception checks.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Scribe Scroll You can create magic scrolls.
    Spell Bond (Summon Monster I) Can spontaneously cast bonded spell by sacrificing a prepared spell.
    Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).


    This is Ariarh Kane's Half-Elf Slayer submission. At the moment it's just the stat block. I'll be adding the fluff soon.


    This is Devlin Lufftin's submission. Human (Taldan) sorcerer.


    I have applied with a bard (archologist).
    That should take care of trapfinding

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