
GM Rednal |
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Iä! Iä! Ygotha yhrii fm'latgh Rappan Athuk... bug hai, ygof'nn. Yilyaa uln shugg. Nafluln li'hee syha'h n'gha.
Hail! Hail! I wish for my followers to burn Rappan Athuk... go now, my children. I await your call to the realm of Golarion. Fail to call for me on pain of eternal death.
For countless years, the armies of light have failed to subdue Rappan Athuk, one of the vilest dens of evil that blights the face of the world. Entire armies have challenged it and never been heard from again, but the lure of riches continues, and countless adventurers have been lost within its depths. Being of sound mind and body, you were quite content to stay far away from this den of wickedness... until you received a vision from your god. Now, at their command, you have come to brave the depths of Rappan Athuk and clear the place of evil... though for what reason, only your god could say.
This is not the story of how the forces of light heroically challenged evil and got killed along the way. This is the story of what happens when evil looks into the endless depths of madness... and the madness looks back.
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Character Creation:
Characters Chosen: 3
Level: 8 (Gestalt)
Starting Wealth: 40,000 GP. Spend as you wish - this is Rappan Athuk, and trust me, you'll need the preparation.
HP: Max per HD
Ability Buy: 25 points. No minimums or maximums, but remember that this place wants to kill you, so major weaknesses could be fatal...
Alignment: Any Non-Evil. In addition, your character must be willing to work with the rest of the party. It is possible to be Chaotic Neutral without being a backstabbing jerk who ruins everyone else's fun. Despite the theme of this game, I expect you to show maturity and consideration for your fellow victims players, and I will be looking for evidence of that in your backgrounds.
Races: Core and Featured
Classes: Any Paizo. 3PP accepted on a case-by-case basis.
Skills: +2 bonus skill points per level
Feats: +4 bonus feats
Traits: 2, 3 with a drawback (but honestly, I wouldn't take a drawback if I were you. XD Not in this game.)
Sourcebooks: All Paizo. Playtest material is okay - rebuild when the full book is out. 3PP content available on request. Psionics, Deep Magic, 1001 Spells, Path of War, and Heroes of the Jade Oath are all acceptable.
Mythic: No.
Templates: Yes. Up to 1 template, no more than +3 CR max, and you must drop an equivalent number of class levels. (So for a +2 CR template, you could have the template and two Level 7 classes, a Level 8 and a Level 6, etc.) The Advanced Bestiary is an acceptable source - if you want a template and aren't sure what would work, I can help you find one. Oh, and there are +0 Templates you can take without sacrificing character levels...
Backgrounds: 3 paragraphs minimum. I will pay heavy attention to these when making my final selection. Your job is to convince me that you can play a Lovecraft-themed character that can still work with the party and be an interesting person. I don't want "Bob the Fighter #32", I want to be convinced that they're an actual character with an interesting personality and unique identity. I want you to remember this character by the time we're done. Note that you're not required to be a paragon of goodness and donate half your income to shelters for orphaned kittens... but nor should you be evil.
-Don't go for violently insane, unless it's only against evil.
-Characters could, for example, have a scholarly interest in the Dark Tapestry and want to uncover secrets best left buried.
-Or be offended at the idea of comparing lesser entities - like Cthulhu - to the truly eldritch gods like Azathoth and Yog-Sothoth, who are so much greater that they don't even care to notice mortals, much less plot against them.
-Literacy is important to me, and will be a factor in my final decision.
Notes:
-Rappan Athuk is more than a dungeon. Indeed, there are a number of areas around the dungeon for you to explore. Some of these are within your ability to handle at the start of the game, others are... less pleasant. Still, they could be valuable sources of experience.
-You will face many kinds of enemies within and around the dungeon. For various reasons, undead are fairly common, so the party should be ready to face them. Ability healing will be valuable.
-You may want to hold off on buying consumables and such until the party's been selected. By talking with everyone else, you should be able to form a good balance.
-There are times when there are a lot of very weak enemies to fight. During these times, I may simply declare the party as the victors and reward you with XP equal to the CR minus 1 rather than dragging things out for weeks as you kill foes bit by bit.
-Reliable powers you can use all day long may be better than strong (but limited) options. You don't want to run out of power here.
-In case it wasn't sufficiently obvious by now, I'm looking for characters with strong Lovecraftian elements. I am not looking for completely insane cultists with no regard for their own lives (or the lives of their allies). I honestly cannot emphasize that bit enough.
--Party balance is good. We do need melee tanks and the like, too. You don't all need to be eldritch sorcerers - you don't even NEED magic at all as long as you can find some appropriate thematic connection.
--You don't need to choose explicitly Lovecraftian options, either. If you were a sorcerer with a fire bloodline, for example, you could just say that the fire was from a Cthugha far back in your family tree. Reflavoring stuff is fine, since I don't want to limit your options TOO badly. Have I mentioned that this dungeon is evil and wants to kill you? Because it does.
-The greatest deities of the eldritch pantheon are Chaotic Neutral, not Chaotic Evil. That distinction is important. In addition to the official choices, you can ask about having a character that worships another Lovecraftian entity (I can help you port them to Pathfinder) or Yidhra, CN eldritch goddess of paradoxes.
-This setup is a bit different from the typical RA party. I will be adjusting the dungeon somewhat to compensate - for one, there won't be anything like traps that RELY on pure goodness to overcome and are unfairly punishing to non-good parties. Mind you, this is still going to be a very unfair dungeon, but every trial has a solution. Sometimes that solution is running away, but yeah.
Recruitment ends 3/17, assuming I've got enough good applications by then.

DoubleGold |

I might be interested. Is Rappan Athuk a killer dungeon? Like a real killer dungeon? Like, how does it compare to other famous dungeons like Tomb of Horrors?
Also my knowledge of Lovecraftian themes come from arkham horror board game and a few other board games dealing with Cthulu. Though they all do have stories to them which I have learned over time.
Also, how do I apply a template to my character? Like I up the race to something like Ogre and that gives me a template? You said advanced bestiary is an option let me know. You probably wonder what I would do so you can help me with the template stuff. I want to do more damage, even if it means being a little less tanky. If there are ones that can make me large, even better. As well as do many other cool thinks, maybe fly or maybe jump further distances.

Lord Manticore |

I'd like to dot for interest. My first thought would be to have an oracle/investigator type in his/her parents' footsteps in uncovering ancient secrets. My knowledge of Lovecraft is somewhat limited, I probably know enough to be dangerous...mostly to myself, LOL
EDIT: What are the odds of being a pureblood Azlanti have in being allowed?

GM Rednal |
@DoubleGold: If you aren't familiar enough with this game to understand templates - and you've never heard of Rappan Athuk - then this probably isn't a game you should apply for.
@Lord Manticore: I can help you with themes and ideas if you need it. ^^
@HighonHolyWater: Depends on the quality of your submission. I plan to change up a few things, so even if you have a guidebook, it'll be of limited use.

Acid Milk Hotel |
Very interested; I adore Lovecraft s* in all areas. My first thought is an Oracle of Dark Tapestry/something else. Paladin would be a bit weird to work in but very strong, some brand of Sorceror or maybe Summoner would also be cool, but be the very definition of limited resources they'd be useless after the exhaustion of, so I'm not sure. For the time being though, how would you feel about a non-LG Paladin?

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Alamar
Male android fighter (aldori swordlord) 7/monk (master of many styles) 1/swashbuckler 5/aldori swordlord 3/gestal (Pathfinder Campaign Setting: Inner Sea Bestiary 3, Pathfinder Player Companion: Inner Sea Primer, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Ultimate Combat 59)
LG Medium humanoid (android)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 27, touch 17, flat-footed 20 (+8 armor, +5 Dex, +2 dodge, +2 shield)
hp 88 (8d10+8)
Fort +9, Ref +14, Will +9
Defensive Abilities charmed life 3/day, constructed, defensive parry, nimble +1; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee +2 dueling mithral aldori dueling sword +19/+14 (1d8+9/17-20+5 Precision) or
. . unarmed strike +9/+4 (1d6+1)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), disarming strike, nanite surge, panache (3), stunning fist (2/day, DC 15), swashbuckler weapon training +1
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Statistics
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Str 13, Dex 23, Con 12, Int 18, Wis 12, Cha 8
Base Atk +8; CMB +9 (+13 dirty trick, +25 disarm, +13 reposition, +13 trip); CMD 27 (31 vs. dirty trick, 33 vs. disarm, 31 vs. reposition, 31 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Combat Expertise, Combat Reflexes, Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Dazzling Display, Dodge, Exotic Weapon Proficiency (aldori dueling sword), Extra Panache[ACG], Greater Weapon Focus (aldori dueling sword), Improved Disarm, Improved Unarmed Strike, Power Attack, Slashing Grace[ACG], Stunning Fist, Weapon Focus (aldori dueling sword)
Traits bruising intellect, fate's favored, threatening defender
Skills Acrobatics +16, Appraise +2, Bluff -3, Climb +7, Diplomacy -3, Disguise -3, Escape Artist +3, Fly +3, Heal -1, Intimidate +15 (+17 to demoralize with Dazzling Display & Aldori dueling sword, +17 to demoralize with Dazzling Display & Aldori dueling sword), Knowledge (dungeoneering) +15, Knowledge (local) +15, Knowledge (nobility) +10, Knowledge (religion) +15, Perception +14, Ride +3, Sense Motive +8, Stealth +16, Survival +12, Swim +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Abyssal, Androffan, Azlanti, Common, Elder Thing
SQ deft strike, display weapon prowess, emotionless, fuse style, meticulous, steel net, swashbuckler finesse
Other Gear +2 mithral breastplate, +2 dueling mithral aldori dueling sword, belt of incredible dexterity +2, cloak of resistance +2, headband of vast intelligence +2, 280 gp
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Special Abilities
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Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Charmed Life -1 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Crane Riposte When you deflect an attack, you may make an attack of opportunity
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing +2 dodge bonus to AC vs one enemy. May deflect one attack per round while using total defense.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +2 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Display Weapon Prowess +4 (Ex) Bonus to Dazzling Display, perf combat, & dueling parry and resolve.
Fate's Favored Increase luck bonuses by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Meticulous -2 on all untrained skill checks
Nanite Surge +11 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Steel Net (Ex) When fighting defensively as a full-round action with an Aldori dueling sword, the swordlord's penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Was working on backstory, but it is late and I will finish tomorrow (don't want to rush it). Really cool idea about sentient computer's reaction to discovery of the existence of the Elder Gods (got some of the idea based on the Iron Gods AP)>

GM Rednal |
Paladins themselves are meant to be Lawful Good - it's thematically important, not just mechanically, that they A) Be legitimately righteous and B) Have a personal code of conduct they hold truly important - but as far as I'm aware, there's nothing that says your deity has to be within one step of that... I'm sure you could find a way to make it work. ^^ There are plenty of nuances within the alignment spectrum, and no need to be Lawful Stupid about things. I'll also accept a modified code of conduct (so long as there's something obviously lawful and something obviously good among its tenets - for example, a Lawful Good Paladin of Yidhra [see first post] might have a thing about encouraging laws that make sense, but being willing to disregard laws that do more harm than good).

GM Rednal |
The basic idea is "Eldritch vs Evil". Your character should have some kind of positive connection to the Mythos - maybe they worship a Mythos entity (not an evil one - Azathoth, Yog-Sothoth, Mhar, and Yidhra are good choices), maybe they were descended from something in the Mythos, maybe they like studying them as a hobby, whatever fits your character.

GM Rednal |
*Rubs chin* Without giving anything up, pretty much nil, since the added points wouldn't be fair to the other players. You could, however, take the Advanced template and thematically style it as a result of being a pureblood Azlanti (heck, rename it to that you want to) - in which case you'd pay a class level and I would be quite willing to accept it.

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dot.
looking at half dragon, not sure what the classes are, but I am indeed drawn towards the dragon sorcerer.. though I think I will leave that alone.
Thinking a melee martial character Half dragons are just so awesome :3
Actually considering investigator/magus.
yes, investigator/magus, He delves into the darkest of places, seeking the most forbidden of knowledge in order to better his, and others lives.
while my lovecraftian knowledge is, sadly small. I do so enjoy a bit of madness.

GypsyMischief |

This sounds so mega-double-hotfudge-awesome, I'm pretty pumped. I immediately want to play a Half-Giant Soulknife/Fighter (Mutation Warrior) that hits things really hard with an energy sword, and essentially does nothing else. I'm thinking low intelligence, high wisdom, a simpleton with great emotional depth, a spot on moral compass, and a limitless temper. I'll have to gloss over the templates and pick one that strikes my fancy, as well as jotting down a few ideas that tie...Herman, let's call him Herman, to the Mythos.
Ia Ia.
Edit: So...any template? Because some of these are pretty ridiculous, they're starting to feel like I'm reading a Rifts book ^^

Lord Manticore |

*Rubs chin* Without giving anything up, pretty much nil, since the added points wouldn't be fair to the other players. You could, however, take the Advanced template and thematically style it as a result of being a pureblood Azlanti (heck, rename it to that you want to) - in which case you'd pay a class level and I would be quite willing to accept it.
Not a problem, Rednal. I might go that route, or choose something else, or maybe no template at all. I believe that someone else mentioned how nasty some of those templates are.

DoubleGold |

@DoubleGold: If you aren't familiar enough with this game to understand templates - and you've never heard of Rappan Athuk - then this probably isn't a game you should apply for.
sorry to bug you. I still want to know though, is it a killer dungeon? I'll accept an answer from anyone.
Edit: there is a chance that some other DM will recruit for it in the future, as I've always wanted to play a killer dungeon with the challenge of surviving.

GM Rednal |
@Gilthanis: Yes, Prestige Classes are allowed. Note that Gestalt rules have a specific limitation on them - you can only have ONE side improve as a Prestige Class at a time.
@GypsyMischief: If I think a template is too unbalanced for this campaign, I'll ask people to change it.
@Rysky: Don't forget that it'll sharply drop your Intelligence - you'll either need to pay a lot to make up for it or accept being fairly dim (and having reduced skill points!) in a dungeon where weaknesses are often fatal.
@LordManticore: Some templates are nasty, yes - but templates aren't everything, and improved class abilities are important as well.
@DoubleGold: Yes, it is a killer dungeon.
@HighonHolyWater: Depends on how you want to play them. Paladins explicitly get their power from righteousness - though yeah, you could flavor it as the Oracle side giving a connection to the divine, and then their personal code giving them the abilities of a Paladin. Remember that Paladins can worship most good or neutral deities (if you want it to be closer to your alignment, I should probably note that Yidhra is both LN and CN - yes, this makes no sense, but that's the kind of thing that happens with deities of paradox), or you can take an alternative view of things. For example, one of Azathoth's portfolio elements is entropy, and you could have a focus on bringing destruction to places of entrenched evil. Basically, look at the options and try to find a way to make them work. There's a huge list of entities that haven't been brought to Pathfinder yet, either, and you may find something more workable there.

GM Rednal |
Sourcebooks: All Paizo. Playtest material is okay - rebuild when the full book is out. 3PP content available on request. Psionics, Deep Magic, 1001 Spells, Path of War, and Heroes of the Jade Oath are all acceptable.
That said, I would like to give everyone a reminder - there are only going to be three of you, and Rappan Athuk is a killer dungeon. I'm going to be looking for characters who can fill different roles as-needed, rather than characters who focus on doing one thing abnormally well. You shouldn't look at this as a time to min-max your damage or anything like that, because doing that is probably going to get you killed sooner instead of later - instead, think about creating a well-rounded character who can be useful in different situations.

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Here is a fairly rough draft for my character, (and boy, it took a lot of Referencing.. Still undecided on a couple of feats) background is still in progress but its basically the concept for the forbidden lore seeker. I think NN would be a good alignment. or NG, still deciding.
the magus part is built for damage/combat while the investigator represents his intellect and ability to get into and out (alive) of dungeons and tombs filled with dark horrors. It also lets him heal and buff a bit.
N Medium Humanoid (Human)
Init +8; Senses Perception +22
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DEFENSE
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AC 26, touch 14, flat-footed 23
hp 105
Fort +12, Ref +10, Will +14
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OFFENSE
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Speed 30 ft.
Melee
Black blade (scimitar):
To hit: +17/+12
Damage: 1d6+10
Bite:
To hit: +14
Damage: 1d6+12
Ranged
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STATISTICS
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Str 26, Dex 16, Con 20, Int 22, Wis 16, Cha 08
Base Atk +6; CMB +14; CMD 30
Traits: Indomitable faith, focused mind, magical lineage (shocking grasp)
Drawbacks: pride
Feats:
1- Improved initiative, combat reflexes
2- (bonus feat?) spell penetration
3- Iron will
4-(bonus feat?) extra Talent
5- Intensified spell, power attack
6-(bonus feat?),extra arcana
7-weapon focus (scimitar)
8(bonus feat?)- extra arcane pool
Skills: 6+6
Acrobatics-8 (+16)
Perception-8 (+20)
Survival-4 (+8)
Know. Nature-4
Stealth-8 (+16)
Fly-5
Know. Arcana- 5 (+15)
Know. Planes-5 (+15)
Know. Religion-5 (+15)
Know. History-5 (+15)
Know. Dungeoneering-5 (+15)
Spellcraft-6 (+16)
Sense motive-4 (+10)
Linguist -2
Sleight of hand-6 (+14)
Escape artist-8 (+16)
Craft (alchemy)-2
Swim-2
ACP -2
*ACP applies to these skills
Non-Standard Skill Bonuses
Arcana-
6-Natural spell combat
7-Flambouyant Arcana
Hexes-
aura of Purity
Investigator Talents-
3- Quick study
4- Alchemist discovery (extend potion)
5- Inspired Intelligence
Spells:
(Magus list)
1st level 7/day
Shocking grasp
Mirror strike
Infernal healing
Disguise weapon
Chill touch
Feather fall
2nd level 6/day
Scorching ray
Invisibility
Bladed Dash
Blur
Mirror image
Glitterdust
3rd lvl 4/day
Arcane sight
Undead anatomy
Daylight
Displacement
Investigator Extracts
1st level 7/day
Longarm
Shield
Cure light wounds
Detect secret doors
Body Capitance
2nd level- 5/day
See invisibility
Invisibility
Cure moderate wounds
Lesser restoration
Alchemical Allocation
Barksin
Languages Common
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GEAR/POSSESSIONS
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Arms and Armor: +2 black blade, +2 breastplate (4350)
Misc Gear: backpack, belt pouch, sunrod(3), torch (5), waterskin (3), rations (20), caltrops (3), Grappling hook, 100ft silk rope, lantern, oil(24oz) ,
Magic Gear: Headband of mental superiority (+2, Int/wis), belt of physical prowess (+2, str/con), cloak of resistance +2 (4k), pearl of power (1st lvl)x4 (4k), ring of protection (+1), ring of sustenance, pear of power (2nd level) (4k)
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 5 SP 0 CP

HighonHolyWater |

I will keep looking for something that fits. I have a 'sort of' hellboy thing going here, a crusader, despite being part bronze dragon was raised by an old adventurer and taught how to destroy evil things. I am going to have the old adventurer be the one who fed him tales of Yidhra and maybe the old man even met one of her avatars at one point. Perhaps thinking that giving bountiful crops and livestock means there is some good and aiming to please her and effect that is part of his way, besides from generally seeking out anything evil that would oppose her or harm innocents. Even though he doesn't feel human, he knows right from wrong and he takes out evil with a vengeance.

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The first real memories Alamar have are in Ustalav where he “awoke” and became conscious of his existence. Everything before then is a grey formless fog. How he came to be there is still a mystery to him, but he was fully grown and had existing skills and knowledge whose origins are also a mystery. He spent some time wandering Ustalav, but a strange subliminal nagging seemed to drag him to the small town of Illmarsh. Fortunately for Alamar, he ran into Horace Croon. Before then his few encounters with people had been confusing for him. Their excitability and lack of logical behavior were incomprehensible to Alamar. He would provoke reactions from people that made no sense. Croon, though very eccentric himself, was a scientist that immediately recognized that Alamar was some kind of construct and helped Alamar discover more about who he might be. Alamar still found much of Croon’s behavior to be inexplicable, but he learned as much about normal societal interaction as possible. One of the most important lessons he learned from Croon was how to hide his true nature from the general populace.
For the first week, Alamar allowed Croon to study him and teach him the basics of social interaction (ironically, Croon was rather inept at that skill himself). However, when Croon took him into town to show him around, Alamar first heard the story of the town’s recent calamity. Croon took him to the now abandoned town temple to show him the discovery of the adventurers that had recently departed. When Alamar saw the statue of Dagon inside it was like an explosion of new consciousness in his head. Whole new areas of knowledge flooded his mind. The previously nagging subliminal urges evolved into almost clear messages. Instantly, Alamar knew that here was his purpose for existence. For the first time he almost understood the human concept of excitement. Alamar grilled Croon for all of the information on the events that had befallen the town. He had Croon lower him to the destroyed Mi-Go dome in Avalon bay where he explored as much as possible. Unfortunately, the destruction was rather complete and very little remained for Alamar to learn there.
Alamar’s new found purpose compelled him to leave Illmarsh and search throughout Ustalav for any more information on these Elder Gods. The touch of these gods had once fallen heavily here and many old sites still existed. He went to the University of Lepidstadt and there learned of the Dark Tapestry. The other new thing was that now when he would rest, he would awake with new “messages” occasionally. These would help direct him to new sources of information. It now felt as if there was a presence that shared his subconscious. In addition, the more he learned, the more he came to view these gods and their minions as a threat to his very existence. They were the antithesis of his very being and whatever was compelling him now drove him to confront this threat.
It was during this time that he also learned of Numeria. He instantly recognized the connection to him from the stories told of Numeria’s wonders. He decided to take a detour from his current activities to investigate his own origins. However, he was filled with a strong reluctance to follow this path, but his will was set and he continued despite that reluctance. When he finally reached the border of Numeria though, he was unable to proceed. The inability to cross over manifested as a palpable feeling that thwarted every attempt to go forward. After several attempts he relented and went to sleep. When he awoke, though he still desired to learn of his origins, he had received the clearest message of all time. He now recognized the urges and compulsions as coming from some entity that was tied to his creation; a vast, cold intellect that was perhaps a god. Whatever it was, the message was simple and short; just a name, Rappan Athuk. Despite his yearning for answers of his own, Alamar’s steps turned to this new destination...
Two changes to my character: change Knowledge (Local) to (Planes) and change Fate's Favored trait to Scholar of the Great Beyond trait.

Brother Donovan |

It is a necessity as typically, this sort of agent would be inserted into enemy territory alone. Possibly where their gods' power will not reach.
For anyone else, expectation is one way suicide mission.
Also, drawing ki, life from the living is but a step towards drawing life from the unliving.
Could be LN with good tendencies.

GypsyMischief |

Rock and Roll, assuming that my character choice is acceptable I'll write out a rough draft tonight after work. I know my character's focus seems extremely narrow but I'm fairly versed in the ways of applying brute strength to almost any situation (tongue planted in my cheek) I'm really gonna push the whole "Idiot Savant" thing with Herman's wisdom. I'm leaning towards 1/2 Celestial as a template in order to give Herman some utility as well as a source for his Soulknife abilities.

GM Rednal |
@Galahad: Being a scholar of eldritch deities is fine - though being an android might present its own challenges within this place. Of course, that's going to be true no matter what you choose, so there's no point in worrying about it. XD
@Gypsy: I believe what you put up earlier is technically a legal submission - just keep in mind that well-rounded and adaptable characters are likely to be given preference in my final decision.

GM Rednal |
The Advanced template is a solid, reliable, and practical choice - makes you a little bit better in every way, although you do have to weigh that against your loss of class abilities.
And... yeah, it's probably better to avoid being a glass cannon. This is not a dungeon where you can simply load up on firepower and expect to blast through every obstacle without worry. There are traps and environmental hazards as well, many quite lethal.

GM Rednal |
@Rorek: They could worship the Great Old Ones as a pantheon (forbidden lore is very common here... for a reason). Nyarlathotep, sadly, is evil in Pathfinder. Personally, I would have preferred all Mythos entities to be Chaotic Neutral. XD Yog-Sothoth, however, does have Knowledge as a domain, and would be a good choice here.
@Galahad: Skills are good. XD You may want to make at least a small investment in movement skills (Climb, etc.), as well as things to identify foes - and magical items - with. And Perception, of course.
@LordManticore: Yes, the Simple Class Templates are acceptable options. Note that you'll need to pay the maximum CR adjustment, and it might be more effective to take the class levels themselves for things like potentially improved saves and HD.

Simelien Cutanryl |

Whisper Stuarden, N Female advanced psychic smoke daemon-spawn tiefling psion 5-warder (dervish defender) 8 gestalt and follower of The World Thunder.
Background will be added soon, needs to be written, edited, perhaps re-written.. but essentially she was born of smoke, flame, and pain, and has seen the wonders to come when Mhar finally comes in full to Golarion. She seeks glory in his service. Quiet, but not silent, she speaks her mind and backs it with her blades. She is a dynamo in combat, but always seems to find a way to protect her allies while navigating the battlefield.