
GM Left Hand of Doom |

Recruitment for Doom Comes To Dustpawn
Invaders from Space! Drawing from the campaign in main and adding some of our own flavour to the game just for some unexpected fun.
Background: Dalviss Crenn, ex-adventurer and proprietor of the Mineshaft Inn of Dustpawn (in eastern Isger, near the Drumish border) has sent an invitation to each of you, asking for aid. A meteor recently crashed somewhere in the hills, several miles to the south of Dustpawn, but Dalviss believes it to be a ship from the far reaches of space. The townsfolk scoff at his theory, and to save himself further ridicule, and get to the truth of the matter, Dalviss has turned to you to find the crash site.
Character Creation
Please complete character submissions by the close of Saturday, 9th August 2014. We will post the successful applicants on Monday, 11th August.
Number of players: 5 to 6.
Character Level: 5 (Yes, we’ve dropped it from 9 and made the required adjustments, giving your characters a chance to grow.)
Ability Scores: 25 pt purchase method (+1 to one score at level 4).
Treasure: 5,500gp per PC. In addition, each PC will receive one special item from the GMs.
Traits: Choose two. No drawbacks.
Hit Points: Max for 1st HD. For the following levels: Half Die + Half Max (plus CON mod). For eg, if PC is a cleric (hit die d8), it is 1d4+4+CON mod, if PC is Wizard (hit die d6), it is 1d3+3+CON mod.
Alignments: Since we’re hoping the adventuring party is more neutral or good in nature, we will only be allowing one Lawful Evil character on the proviso we get a fitting explanation as to why you have chosen the alignment and how you will fit in with the rest of the party. For those selecting Chaotic Neutral, please explain how you will work in with the team. We are looking for a team that can play well with one another and not be bogged down by in-house fighting and disputes. Some drama re personalities is okay. Too much and it isn’t acceptable as it will ruin the fun. Remember, the group will need to work together if they are to prevail against the obstacles.
Stats: No stat below 10 before racial penalty. For eg, if you have a CHA of 8, you will be expected to play it out as such and explain (via description of personality) in what manner you will be playing out a low charisma.
Allowable Races: ALL Core; Featured Races: only Aasimar, Catfolk, Ifrit, Ratfolk, Sylph and Tiefling; Uncommon Races: only Changeling and Kitsune.
Allowable Classes: ALL Core (including Ranger Archetype: Blockade Runner (ICOSA Entertainment, LLC)), Base and Alternative. No Prestige or 3rd Party (except for Beastmaster, Bounty Hunter, Hunter and Scout from Tripod Machine and which are allowable). No Psionic classes.
Firearms and Gunslingers are allowable. Please use the rules for Emerging Guns. Firearm Rules
Posting Rate: At least 1 post per weekday (this is not counting rolling die) from PCs, and, we will play it by ear over the weekend. For every 50 posts a PC makes, they gain a free Re-Roll to be used at any time. They may have up to 3 re-rolls at a time. If players cannot at least make one posting a day, please do not submit a character. We are looking for some good and regular/consistent roleplay. If a player cannot post for whatever reason, we ask for notice on the discussion board and the duration of absence. It makes things easier to manage if communication is present. If a player is away from the boards, without explanation for more than three consecutive days, we will retire their character and replace them. Too many games have gone stale (and ended) due to people not bothering to post, or explain their absences, and it isn’t fair to the other players or the GM.
We are looking for a BALANCED group in this adventure of investigation and cosmic horror. So, we’re seeking an arcane caster, a divine caster, a rogue type and a fighter type, plus any other to nicely round off the group. Hopefully applicants will give us some variety in race and class!
There will be two GMs (GM Left Hand of Doom and GM Right Hand of Doom) working together to run this campaign; each in different time zones (in the northern and southern hemispheres) to cater for players from different time zones. We feel this will improve the flow and movement of the game, as there will be at least one GM at any time to move things along and reply to posts, questions, messages etc. The GMs will have the same avatar, so they’ll easily distinguishable to the players. The GMs will be coordinating and communicating, so the ball won’t be dropped in game.
If you’re interested, please dot the recruitment thread and post your submissions (including a short backstory and personality description)! Also, please tell us what time zone you are in.
Now, let’s have some fun. ;)

GM Right Hand of Doom |

@Dain GM: You will have to provide a good explanation on the LE alignment, if that is what you go with. The other GM and I will consider allowing it on the proviso we have mentioned in the recruitment blurb.
It was mentioned we would like a balanced group of characters. What extra information are you looking for at this stage, so I can provide you with a clearer answer?

Dain GM |

It was mentioned we would like a balanced group of characters. What extra information are you looking for at this stage, so I can provide you with a clearer answer?
Well, for now I'm just curious to know what the others are interested in playing. I have a few ideas I'm thinking of, but I'm pretty flexible, I just want to know what will work with the party best, so I guess for now I'm curious to see what the others have come up before I toss something into the ring.

Dain GM |

@Dain: Of course, this isn't first come, first serve and you can wait to see what other character concepts are put forward. However, I do encourage you to toss up the character you would like to play ...
Hmm... So many options... I'm looking at possible:
1. Ranged Fighter
2. Tracker/Wilderness type
3. Healer
For now I'm interested in crafting a concept rather than a class; but I'm eager to see what happens :)

GM Left Hand of Doom |

Example:
Goblin warrior 1 <--- your name here
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception –1
----------
DEFENSE
----------
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1
----------
OFFENSE
----------
Speed 30 ft.
Melee short sword +2 (1d4/19–20)
Ranged short bow +4 (1d4/×3)
----------
STATISTICS
----------
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
EQUIPMENT
APPEARANCE
PERSONALITY/BACKGROUND
of course we aren't allowing goblins, but you get the idea.

Doctor Gii |

Yeah, I think I'm going to go with my Cleric of Nethys here. I will probably make some changes to him (he was built for Reign of Winter) but I'd really like to play him. He's going to be focused on channeling (positive energy, but likely getting both at some point) and spellcasting. I'd have to fix his stats and maybe change his race, but outside of a background change, he's pretty much good to go.

SodiumTelluride |

Dotting for this guy.
NG male ifrit sorcerer (wishcrafter)
Init +3; darkvision 60 ft
----------
DEFENSE
----------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 1d6+4d3+12+5
Fort +2, Ref +4, Will +5
resist fire 5
----------
OFFENSE
----------
Speed 30 ft.
Melee: -
Ranged: Elemental Ray +5 touch, 1d6+2 fire/x3, 9x/day
Bloodline: Elemental (fire)
Spells Known:
(0) detect magic, ray of frost, open/close, mage hand, mending, read magic, light (expanded wishcraft)
(1) enlarge person, feather fall, magic missile, mage armor, summon monster I (expanded wishcraft)
(2) bull's strength, invisibility
----------
STATISTICS
----------
Str 10, Dex 16, Con 12, Int 10, Wis 12, Cha 20
Base Atk +2; CMB +2; CMD 15
Languages: Common, Ignan

![]() |

ok here's my guy...
Linndell Rallos
XP
male elf rogue 5
CG medium humanoid(elf)
Init +10; Senses lowlight 60'; Perception +12(+14 traps)
Defense
AC 19; Touch 15; Flat-Footed 14; (+4 dex, +4 armor, +1 dodge)
HP (3d8+10)
Fort +2; Ref +8; Will +3
Defensive Abilities na; DR na; Immune sleep; Resist na; SR na
Offense
Speed 30
Space 5ft; Reach 5ft
Melee
+1 rapier +8 1-6+2/18-20 x2
dagger +7 1-4+1/19-20 x2
light mace +7 1-6+1/x2
Ranged
Mwk longbow +8 1-8/x3
dagger +4 1-4+1/19-20 x2
Special Attacks
Sneak attack +3d6
Statistics
Str 12, Dex 16, Con 12, Int 16, Wis 14, Cha 10
Base +3; CMB +4; CMD +18 ( vs. trip)
Feats
weapon finesse, improved initiative, dodge
Skills
perception +12(+14 traps)
survival +10
climb +8
disable device +12(+14 traps)
stealth +12
acrobatics +12
escape artist +12
use magic device +8
know. dungeon +11
know. nature +8
sleight of hand +12
know. local +11
Racial Modifiers
+2 perception, elven immunities, weapon familiarity,
silent hunter, lowlight vision
Class abilities
Sneak attack +3d6, evasion, rogue talent x2, trapfinding,
uncanny dodge, trap sense +1
Rogue talents
bleeding attack, fast stealth
Traits
warrior of old +2 initiative
poverty stricken +1 survival, class skill
Languages
common, elven, goblin, dwarven, orc
SQ
racial abilities, class abilities
Combat Gear
mithral shirt
+1 rapier
6 daggers
mwk longbow (40)
6 potions cure light wounds
potion lesser restoration
Other Gear
mwk backpack
bandolier
50 silk rope
mwk thieves tools
climber's kit
belt pouch
sack
6 days rations
water skin
flint steel
mapcase
small mirror
4 chalk
3 candles
5 paper
ink pen
vial ink
bedroll
ioun torch
traveller's anytool
100' twine
3 fish hooks
explorer's outfit
pp 74
gp 67
sp 1
cp 9
might have to adjust things later..gotta go over again

![]() |

Hope you don't mind the laziness. This is a monk build for several other recruitments, alas, he was not 1 of the chosen. I would prefer to hold off on leveling up and tweeking background details until chosen. (if chosen) to avoid having to create dozens of alias' all for different campaigns. This laziness doesn't translate into my involvement in the campaign (if chosen). I typically post 3+/day or as needed depending on other players' posts.
You say 1 special item from GM. Is this item particular to the campaign, off of a "wish list", designed for each character specifically, or useful item all characters can use (regardless of race/class)?
This is a monk, with a focus on tripping offering other characters "extra attacks". He provides melee, flanking, perception, tactical sense.
I would love to be considered for acceptance

ScubaSteve93 |

Are classes from the Advanced Class Guide allowed? If so I would be interested in submitting a tiefling slayer.

GM Right Hand of Doom |

You say 1 special item from GM. Is this item particular to the campaign, off of a "wish list", designed for each character specifically, or useful item all characters can use (regardless of race/class)?
This is for all interested parties: The GMs will work with each successful player and co-jointly design the special item for their lone, individual use.

GM Right Hand of Doom |


GM Right Hand of Doom |

For all interested parties: We do appreciate the crunch at this stage and thanks to those who have provided some. However, we are certainly looking for a backstory and blurb on character/personality. This is important as we would like to get a feel for your character, how he/she will fit in the party and adventure. Also include: Why did Dalviss' Crenn's invitation to come to Dustpawn interest you? Motivation for heeding the call?

Seth86 |

Yuki Tsune lived on the streets. She had to make due with what she could find, pick up, or find stuff people 'lost'. In time she made a nice living from it. As she grew up, she began to use her skills to help people too. This invitation to go explore a crashed foreign star ship? Fun. Excitement. Treasure! Anything to add to her growing collection.
Planning on taking the feat : Thief of Legend

GM Right Hand of Doom |

Here is a bit of a background to help you out right now with your character concepts/stories. The adventure blends pulp science fiction with Pathfinder-style fantasy.
When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now there is something strange about the townsfolk. Can the PCs discover the truth behind the falling star before doom comes to Dustpawn?

![]() |

NG Medium humanoid (Catfolk) Scout, Survivalist (Rogue) Lv5
Init +7; Senses Low-Light Vision.; Perception +8
----------
DEFENSE
----------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 51 (5d8+15) 4d4+10+16+8+5
Fort +3, Ref +7, Will+1
----------
OFFENSE
----------
Speed 30 ft.
Claw x2 +7 (1d6 +2/.20 x2) add 10 resistance from creatures immunities or resistance list
Sneak Attack 3d8
----------
STATISTICS
----------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 16
Stg: 5P/ Dex:5p +2 race/ Con:5P/ Int 3P +1 4th lv/ Wis 2P -2 race/ Cha 5p +2 race
Base Atk +3; CMB +5?; CMD 18?
Feats: Weapon Finnesse, Catfolk Exampler (Sharp Claws), Improved Initative, Weapon Focus (Claws)
Skills: Acrobatics+11, Bluff+11, Diplomacy+11, Disable Device+11, Disguise+11, Linguistics+10, Perception+8, Sense motive+8, Stealth+11, UMD*+11 (five ranks in each)
SQ: Rogue Talents (Vicious Claws, Weapon Training), Hardy, Endure Elements, Scout’s Charge, Evasion
Languages Common, Catfolk, Elven, Sylvan, Gnoll, Gnome, Goblin, Halfling, Orc
EQUIPMENT Amulet of Mighty Fists (Mimetic), +1 Chain Shirt, Rogue's kit, Sleeves of Many Garments ,150GP
Traits: Rest for the Wicked= heal temporary ability damage at 3 points per day of complete bed rest.
Good Natured = You gain a +2 trait bonus on saving throws against fear effects.
APPEARANCE :
Tyro has a dull grey fur with dark black stripes along his body much like a tiger. His eyes a emerald green seems always full of joy and laughter his clothing normally consists of a sleeveless black shirt, underneath is his armor which sinks into his soft fur slightly. He has a pair of brown leather gloves on his hands with the ends of the fingers snipped off so his strong claws can be free and used as his primary weapon; he has a white amulet that changes colors when fighting creatures with elemental resistance or immunities. Around his waist is a simple belt with a metal clasp with his shirt tucking underneath the belt into his black leather pants he bought a larger size then he was so they are loose letting his legs have more movement for running. Wrapped around his ankle and up his thigh are bandages that his pants are pinned into with smaller belts with metal clasps. He has a hole of course in the back of his pants at waist level to let his tail swish outward, near the end of his tail is a light metal ring given to him by a girl he was in love with so its very special to him (to him a ring on the tail is much like a promise ring) his ears have a pair of gold bands in them near the bottom of the ears. Across his face is a faded scar from a run in with some bandits. The fur never grew back there so it’s very noticeable and he takes pride in it and gets angry when someone laughs or mocks it (same goes for the ring around on his tail). His hair is a dark black like the stripes on his body, and its grown out a lot so he keeps it bound and back in a messy ponytail.
PERSONALITY/BACKGROUND
Born in a simple hunting village in Varisia, the town was so small it didn’t even have a name, instead the residences just called it Home. There a family had a new addition one day his name was Tyro Valen, instead of being born screaming he was born laughing and his parents called gave him the nickname Little Cayden. His family consisted of his mother Mina Valen, his Father Dairen Valen, and Tyros’ older brother Kale Valen. They were a very happy family together, and as Tyro grew older he went under a few changes, his claws were razor sharp almost like small daggers on his hand and after a incident with the doors in the house they sent him to the village elder who took the boy in to train him how to use his claws, for the elder himself had the same gift as young Tyro. That’s where tyro began his training and developed many great skills, learning animal and humanoid vital parts to take down prey fast. It was also where he met Rose Vreed the chieftains’ granddaughter. The two fell in love and when Tyro wasn’t training he was with Rose. Years later after Tyro’s training was complete, it was the talk of the town that no doubt Tyro would be the new village elder and marry Rose, but fate likes to twist things around nothing can really end up being as simple as that, and so The elder decreed that to marry Rose Tyro had to achieve great fame, or defeat a creature of incredible might to be proven worthy by the gods. Tyro with is constant good mood attitude simply laughed and agreed. He promised Rose he would return and that he would always remain faithful to her. Rose returned his words and gave him a metal ring for his tail knowing the two would be reunited again. Soon after Tyro left the village and traveled far and wide earning money as a guide and scout for different groups, hes faced quite a few challenges along the way from bandits to lesser fiends, but in his eyes nothing that could prove he was worthy in the eyes of the elder and the gods that watch over his village. He eventually found a strange amulet that seem to shift colors during a fight and then the power became obvious whenever he fought he took on a change to protect himself from an enemy’s attack. He came to start to build a reputation as the Mimic Fighter. He still searches to this day for the thing to prove his worth always with a smile on his face and a bounce in his step, he knew nothing would stand in his way.
Tyro is a very upbeat person, and also very hyperactive and occasionally he comes off a bit annoying, sometimes asking the same question over and over. But he has a good heart and willing to protect others no matter what it takes. That’s tyro Valen the Catfolk Rogue (Scout & Survivalist archetypes)
this is Raphael, just finished Tyro the Catfolk Rogue (Scout & Survivalist Archetype) if i missed anything let me know ^^ hehe he was alot of fun to work on lol

Doctor Gii |

Managed to finish Gii's crunch, I'll edit his backstory to give him a good reason to be in Dustpawn and a little more information about him tomorrow morning.
The super short version is: Gii's the son of a pair of Nethian clergy, and he's spent his whole life trying to follow in their footsteps (and surpass them) in the realm of magical knowledge and scholarly pursuits. He's almost there, but his head is filled with lots of theory and very little actual experience, and that's why he's been drawn to the area. He wants to see if the events that may have been caused by the meteor don't have a simpler, more magical cause.

GM Right Hand of Doom |
1 person marked this as a favorite. |

Character concepts/ideas provided so far:
Joel VA: Inquisitor(Spellbreaker) of Erastil
Dr Buzzard: Possible Barbarian
Doctor Gii: Aasimar Cleric of Nethys
Sodium Telluride: Jalajj, Ifrit Sorcerer(Wishcrafter)
Grimdog73: Linndell, Elven Rogue
Kavaki Zhen: Tian Monk(Flowing)
Seth86: Yuki Tsune, Kitsune Trickster Rogue
Scuba Steve 93: Tiefling Slayer
Raphael Valen: Tyro Valen, Catfolk Rogue(Scout & Survivalist)
Dain GM: considering Ranged Fighter/Tracker Wilderness type or Healer.
Please note: for any character with a CN alignment, please provide a brief explanation as to how your character would fit in (personality/temperament wise) with the rest of the party. Working together is VERY important in this adventure. And the GMs would rather see a relatively harmonious group over one bogged down by consistent, in-party conflict and drama.

Seth86 |

Yuki Tsune
Female Kitsune Rogue (Kitsune Trickster) 5 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Bestiary 4 0)
CG Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 31 (5d8)
Fort +1, Ref +6, Will +4
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +6 (1d6+1/18-20) and
. . bite +0 (1d4)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—charm person (DC 16)
Kitsune Spell-Like Abilities (CL 5th; concentration +9)
. . 3/day—dancing lights
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 10, Int 16, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Deceitful, Iron Will, Thief of Legend, Weapon Finesse
Skills Acrobatics +12, Appraise +11, Bluff +17, Diplomacy +15, Disable Device +12, Disguise +17, Escape Artist +10, Knowledge (local) +9, Linguistics +8, Perception +9, Sense Motive +4, Sleight of Hand +10 (+14 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +10, Use Magic Device +12; Racial Modifiers +2 Acrobatics
Languages Catfolk, Celestial, Common, Elven, Gnome, Sylvan, Undercommon
SQ change shape, kitsune magic, rogue talents (convincing lie, finesse rogue)
Other Gear +1 mithral chain shirt, +1 rapier, backpack, masterwork, bedroll, blanket, fishhook, hip flask, pocketed scarf, sewing needle, spider's silk rope (50 ft.), thieves' tools, masterwork, thread (50 ft.), 819 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
--------------------
Change Shape (Su) Assume a single human form.
Convincing Lie (6 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

![]() |

HP: 10 + 4d5 + 20 + 10 ⇒ 10 + (5, 5, 1, 3) + 20 + 10 = 54
A hardy 54 for a hardy man.
Init +6; Senses Darkvision 60 ft; Perception +9
DEFENSES
AC 19, Touch 14, Flat-Footed 15(+4 Armor, +4 Dex, +1 Natural)
HP 54 (5d10 + 10)
Fort +6, Ref +8, Will +3
OFFENSES
Speed 30 ft
Melee Greatsword +8(2d6+4/19-20 x2); Dagger +8(1d4+3/19-20 x2)
Ranged Composite Longbow +10(1d8+3/x3)
Special Attacks (SLA) Deathwatch(at will); Sneak Attack +1d6; Favored Target +2/+1
STATISTICS
Str 16(+3), Dex 18(+4), Con 14(+2), Int 13(+1), Wis 12(+1), Cha 8(-1)
Base Atk +5; CMB +8; CMD +22
Feats Point-Blank Shot, Deadly Aim, Rapid Shot
Traits Reactionary, Indomitable Faith
Skills Acrobatics +12, Climb +11, Disguise +7, Perception +9, Sense Motive +9, Sleight of Hand + 9, Stealth +14, Survival +9(11 track)
Languages Common, Abyssal, Infernal
Gear +1 Composite Longbow(+3 Strength), Common Arrows(20), +1 Studded Leather Armor, Bladed Belt, Dagger(2), 70 gp

![]() |

Ok, since I can't sleep...may as well work on the backstory....
Linndell was the second born son of a respected elven warrior. The boy grew up wanting to follow his father's footsteps, but always seemed to get into trouble. He was always sneaking into places he shouldn't be...like the arcane library of the elders. His older brother tried to get him to behave, but to no avail. Then one day the boy's uncle visited. He had heard tales of his father's brother....and they fascinated him. His uncle heard of some of the trouble the boy was getting into. He smiled and knew he had found a kindred spirit, because he did the same things as a boy. The father knew that if the boy was going to get in to trouble, he might as well learn from the best. The boy was sent to live with his uncle, a master scout and as his father put it an "acquisitions agent". The boy would learn everything he would need from his uncle. When the uncle was satisfied, he set the boy on his way...to find his own lot in life.
Which brings him to Dustpawn....adventure, riches, fame and maybe a little mischief. Surely his father and uncle would be proud.

Dain GM |

Character concepts/ideas provided so far:
Joel VA: Inquisitor(Spellbreaker) of Erastil
Dr Buzzard: Possible Barbarian
Doctor Gii: Aasimar Cleric of Nethys
Sodium Telluride: Jalajj, Ifrit Sorcerer(Wishcrafter)
Grimdog73: Linndell, Elven Rogue
Kavaki Zhen: Tian Monk(Flowing)
Seth86: Yuki Tsune, Kitsune Trickster Rogue
Scuba Steve 93: Tiefling Slayer
Raphael Valen: Tyro Valen, Catfolk Rogue(Scout & Survivalist)
Dain GM: considering Ranged Fighter/Tracker Wilderness type or Healer.
Cool!
So right now we have about 2 Divine Caster potentials -
We have 2 arcane casters
We have 3 Rogue types
We have 2 fighter types (the barbarian and "Slayer", though I don't really know that class very well).
We also have a Monk.
It seems like we need more "Fighter Types" in the group at this time.
Also, if it is a potential "Space Opera/Adventure" I'm also wondering if having someone like a "Tinker" type is useful? Not a literal "Tinker Class" type, but someone who is good at "Crafting" things, in case we ever get near something that needs to be fixed/repaired/jury-rigged in the field; such a starship, warpdrive, flux capicitor, you know, the usual (as in - "That's not it! Give me the hydro-spanner!" ;)
That said, I think I'll try to create a "Fighter Type" but if the GM's can offer any suggestions on if a Crafter/Repairman type in the Field is useful, I can go that route, too.
Quick Follow-up Questions:
Finally (again, this is based on the theory of a potential Space Opera, though my gut suggests this will be more like Firefly than Star Trek or Star Wars) - is there a particular set of skills that would be more relevant or unnecessary?
In other words - I played a Pirate Game once and having "Profession: Sailor" ended up being a Crucial Skill that (unless you knew the books) I probably wouldn't have taken except for "Flavor" for my character. Also, Knowledge: Engineering was somehow the skill that was necessary to use/operate Siege Guns (i.e. Cannon) which I didn't know when I built my character, even though I anticipated and expected to use cannon.
Also, in the pirate game having skills like swim and acrobatics were great; but having skills like Ride - not so useful.
Similar to that I played a game set in a snowy wilderness. Taking Traits/Feats/Abilities that helped us deal with Cold Weather was almost essential; but taking abilities to survive in the desert would have been a waste.
For now I'm trying to make sure that any character I build is "well-rounded" and set for any terrain, but in the end, any suggestions would be great regarding those kind of nuances for the long run.
Traits
Are Campaign Traits acceptable? If so - any specific types?

drbuzzard |

OK, working on the barbarian, need to roll HP
4d6 ⇒ (3, 3, 5, 5) = 16
ok here's the
Grimbor the throwback
Male Dwarf Barbarian (Invulnerable Rager) 5 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 67 (5d12+15)
Fort +8, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee adamantine dwarven dorn-dergar +10 (1d10+6) and
. . dwarven dorn-dergar +9 (1d10+6)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (20 rounds/day), rage powers (beast totem, lesser, superstition +3)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 16, Int 14, Wis 14, Cha 8
Base Atk +5; CMB +9; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Furious Focus[APG], Power Attack, Raging Vitality[APG]
Traits glory of old, indomitable faith
Skills Acrobatics +5, Appraise +2 (+4 to determine the price of nonmagic items with precious metals or gemstones), Climb +8, Handle Animal +3, Knowledge (history) +3, Knowledge (nature) +9, Perception +10 (+12 to notice unusual stonework), Ride +1, Survival +10, Swim +8
Languages Common, Dwarven, Terran, Undercommon
SQ fast movement
Other Gear masterwork breastplate, adamantine dwarven dorn-dergar, dwarven dorn-dergar, boots of the cat, cloak of resistance +1, backpack, bedroll, crowbar, dungeoneering kit, piton (5), shovel, 23 gp, 4 sp
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Boots of the cat When falling, always land on feet and take the minimum damage.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
he's from one of the Dwarven Sky Citadels. Have to look up which one is in the area. He's something of a traditionalist getting in touch with the old crazy dwarven warrior of old rather that the fairly well considered modern dwarven fighter.

GM Right Hand of Doom |
1 person marked this as a favorite. |

@DainGM: I'm leaving this open (not under a spoiler) so others can read the information, if they so choose.
* Regarding traits -- No campaign traits. You can choose any other.
* Here's something that may help with terrain etc.
Dustpawn is situated in Isger, a vassal state of Cheliax. Isger is a landlocked country but has numerous large and navigable rivers passing through it, including the Conerica River and the Keld. Isger's nearest neighbour is Druma, a predominantly hilly terrain, dominated by mountains on two borders. Druma is rich in mineral deposits, as Dustpawn in Isger once was -- it used to be a mining town.
The town of Dustpawn sits high in the Five Kings Mountains of Isger, close to the border with Druma and near the source of the Conerica River. There are plenty of tunnels from the old iron mines. (The region surrounding Dustpawn consists of lightly forested hills to the west and the ragged foothills of the Five Mountains to the east.)
We are looking for a balanced group -- thus the group needs diversity, as well as strength. There is mystery to be solved in this adventure, so decide what skills you may need.
It's currently mid Summer (beginning of Erastus) 4718 AR in game. That should give you an idea about regional/seasonal temperature.
This adventure is set predominantly on land. But who knows what the future has in store for our brave adventurers...