
voodoo chili |

One Zolurket campaign is off and running so I thought I'd check and see if there is still interest in another take on the dark depths of this infamous haunted mine.
In 4121 AR, the desert dwarves of the Brazen Range sealed the famed Tar-Urkatha mine abruptly saying that one of the richest platinum mines in history had played out. Nearly six centuries later, gnoll traders appear in Katapesh City selling dwarven goods and platinum bars they claim came from the Zolurket mine. If this is true why did the dwarves walk away from a fortune in platinum and precious minerals and then lie about it? And why is Tar-Urkatha now known as Zolurket, the Kelish word for Dark Death? Only the bold will find the answers in the Horror and the Hunger of Zolurket!
All Core and APG rules are fine. We will start at first level with 20 point buy and average gear. Keep in mind this adventure will be mostly underground and undead heavy. So I’d like to see a cleric in the party and dwarves may have an advantage with darkvision and a good fort save.
The campaign will start at the Sueda Lodge in southern Katapesh. So post your questions and characters.

Hungry Voodoo |

@ Mark- Not necessarily a PFS sanctioned mission, but as Sueda is affiliated, Pathfinder members could certainly be along. Sueda Lodge is currently maintained by Var Pindevren (mod spelling) a desert dwarf historian and explorer. Thus the connection.
@ Hu5tru- Half-orcs fine, but may have to deal with dwarven bigotry.
@ Oceanshieldwolf- Daily posting would be good. I tend to try and keep things moving along.

Hungry Voodoo |

So far looks like (correct me if I'm wrong)-
Mark Sweetman- Elven Alchemist (Cryptbreaker)
Jerrand Oferton- Dwarf Cleric
Hu5tru- Human or Half-orc Ranger
Randall793- Elven Wizard (Transmuter)
Cortos- Dwarf Barbarian
Oceanshieldwolf- ?
Bilbo Bang-Bang- maybe ?
I like what I'm seeing. I should mention 2 traits allowed and it helps me if you can give me some stats for comparision.

Hu5tru |

Well, I suppose that I could make a dwarf ranger. However, when I think svelte scout character, my brain does not fire "dwarf." You make no mention of races, but of dark vision, which the half orc has, where a human does not. A disadvantage, yes, and there is no way, save dipping a level of oracle some cure light powers that I'd be able to get it as a human without being a silly person who optimizes that well for a concept.
Stats are in the old thread, but I believe were for a 25 pt build? So would have to be modified.
Str 16 (5)
Dex 15 (7)
Con 14 (5)
Int 10 (0)
Wis 13 (3)
Cha 10 (0)
Going for switch hitter ranger, although if close quarters are more of what is implied, I might drop Dex down slightly and go sword and board, and then definitely dwarven.

Cortos the Unbroken |

Two years have passed since Tholdort funerals, and Cortos is still a mercenary, fighting into sand tunnels instead than rock ones. He still has to get used to the life in Katapesh. One day he was walking through the markets when he saw a gnoll selling old goods with a distinctive dwarvish appearance. They looked exactly like the ones Tholdort had in his house, and he told Cortos they were relics from Tar-Urkatha his ancestors gave him. Cortos asked the gnoll where did he found that stuff. The gnoll told Cortos to piss off and die. Nedless to say, Cortos almost tore the gnoll's teeth off and was able to make him talk: the mines of Zolurket are open again, and a bunch of gnoll riffraffs are raiding it out. With a renewed sense of dwarvery running wild through him, Cortos decided to go there to know what exactly is going on and started asking around if there's someone else willing to follow him.
Now with background! The character sheet is also up.

Mark Sweetman |

Seamus - feel free to take an archetype that gives up Trapfinding (since most of the decent ones do), as my Alchy will fill that gap.
Current thoughts on my Elf is that his father was of Vudrani descent but left in ages past for undisclosed reasons. As he neared death (insert my character's name) was accompanying him back home. He fell ill near the Sueda lodge - and convalesced there until he passed. Given that (insert my character's name) now has no ties to hold him he would be open to adventuring.
Voodoo - is it ok for me to take a trait from the Legacy of Fire Player's Guide?
I'm looking at Uwaga Highlander - which used to give a bonus to both Hide and Move Silent (with a double bonus in rocky terrain) - so I'm guessing that would collapse down to just a Stealth bonus.

Arknight |

I'd be interested. :)
Do you consider UM and UC core? I know some folks do, that's why I ask :) if so, then I was think about a human gunslinger, but whose profession is a Mining engineer. He's always had a fascination with the Zolarket mine due to some family interaction with descendants of the original dwarves who sealed the mine.
Thoughts?

Hungry Voodoo |

Hi all,
Thanks for the interest! Actually I'm thinking the first 5 form a pretty solid group. That and the fact this thread is being all surly with me leads me to invite:
Mark Sweetman- Elven Alchemist (Cryptbreaker)
Jerrand Oferton- Dwarf Cleric
Hu5tru- Some kinda Ranger
Randall793- Elven Wizard (Transmuter)
Cortos- Dwarf Barbarian
on over to the discussion group. Well, as soon as I create it.

Bilbo Bang-Bang |


Tirion Jörðhár |

This is essentially the character - this one was created for VoV's campaign and about to be added to VoV's monk campaign. I could easily mix him up a little if you let him in.

Hungry Voodoo |

well, our dwarf comrades were lost somewhere in the interwebs...
SO I'm reopening recruitment for two players-
the current party includes:
Two Elves- Alchemist (Cryptbreaker) and Wizard (Transmuter)
One Half-Orc Ranger
I'm thinking Fighting and Cleric types would be very useful. Zolurket will contain quite a bit of fighting undead in the dark so that's why I’d really like to see a cleric in the party and Dwarves may have an advantage with darkvision and a good fort save. Propose what you'd really like to play though.
All Core Book and APG rules are fine.
You'll come in at 2nd level (20 point buy stats) and 1,000 gp of gear.
You'll be joining the party in the western city of Solku in the nation of Katapesh as the party prepares to depart for the mines. I don't require a great deal of background, but try to give me a reason you'd be around Solku and interested in the mines.

Aoth Anskuld |
Surak Kekmor, cleric of Ragathiel, domains Leadership (Nobility), Archon (Good)
What's the HP gain rule? For now I put in max and avg+1 for level 1 and 2.
Male Dwarf Cleric 2
NG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 19, touch 12, flat-footed 17. . (+6 armor, +1 shield, +2 Dex)
hp 20 (2d8+5)
Fort +4, Ref +2, Will +6
Defensive Abilities Deep Warrior; SR 7
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OFFENSE
--------------------
Spd 20 ft.
Melee Light Shield Bash -1 (1d4+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Cold Iron Javelin +3 (1d6+2/20/x2) and
. . Masterwork Sword, Bastard +4 (1d10+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Spell-Like Abilities Touch of Good (6/day)
Cleric Spells Known (CL 2, 3 melee touch, 3 ranged touch):
1 (3/day) Murderous Command (DC 14), Hide from Undead (DC 14), Bless, Weapons against Evil (DC 14)
0 (at will) Stabilize, Detect Magic, Guidance (DC 13), Vigor
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats Toughness +3
Traits Armor Expert, Zest for Battle
Skills Acrobatics -1, Climb -1, Escape Artist -1, Fly -1, Heal +8, Perception +5, Ride -1, Stealth -1, Swim -1
Languages Common, Dwarven
SQ Archon, Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 12) (Su), Cleric Domain: Leadership, Greed, Hatred, Inspiring Command (1 allies) (Su), Slow and Steady, Spontaneous Casting, Stability
Combat Gear Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Bolts, Crossbow (50), Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Cold Iron Javelin, Crossbow, Light, Masterwork Breastplate, Masterwork Shield Spikes Shield, Light Wooden, Masterwork Sword, Bastard; Other Gear Backpack, Masterwork (empty)
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SPECIAL ABILITIES
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Archon Associated Domain: Good
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Leadership Associated Domain: Nobility
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 AC and +2 grapple vs. Aberrations.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (7) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.
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The Kekmor family wandered more than typical dwarves, as they spent more time with other followers of Ragathiel than with normal dwarves.
Noran ended up training as a monk, and becoming a zen archer. His brother Surak focused on religious and martial studies, and eventually became a cleric of Ragathiel, charged with protecting the defenseless and defending society from unnatural evils, specifically of the undead and outsider varieties.
During a time of study in Katapesh, the followers of Ragathiel started to hear rumors of evil centered around the mines near Solku; Surak was sent to investigate, and has met a group of adventurers who may have different goals, but all seek to enter the mines as a means to achieve them.

Hungry Voodoo |

Aoth- looks good. hps for a cleric would be 1d5+3 so you at least get 1/2 possible per HD. I'm not looking for a huge number of applicants anyway just the more perceptive : )
Dorf- I really try not to double dip. I've been lucky to get a bunch of great and dedicated players in my games and would like to meet more new folks. The only exception I've made to this is Mark as he is running the other Zolurket game and I just thought he might like to be on the other side of the screen as well.
Merck- lets see what you got.
BBB- It'd be great to play with you again if you aren't tired of playing dwarves. I saw you just started yet another one with IronDice.

Bilbo Bang-Bang |

I just got the Dwarf Player Companion, lol. How could anyone ever get tired of Dwarves!?! I will have a concept for your consideration up today. I finally am back in the states and on leave right now so I need to hit coffee shop up to get a little WiFi for my Hero Lab equipped netbook to post the finished fella. Will a barbarian be okay? If not, I have fighter concept also.

Bilbo Bang-Bang |

All dwarves take the time honored path of the warrior seriously. Others live it. The crunch of bone and rending of flesh fuels their bloodlust like coal feeds their forges. For a dwarven warrager only the destruction of time tested enemies brings them fulfillment others find at the anvil or stone wall of a mine.
Tararr showed these qualities early in life. Rapidly knocking back and weathering the heavy blows of older warrior apprentices, Tararr showed his zest for battle was more in line with the less "stable" members of the warrior's guild. Filled with stories of lost strongholds to the like of orcs, drow, and the undead. Tararr and his warrager brothers developed a hatred for the ancient enemies that outpaced the most bigoted of his former companions. Urged by the guildmaster to seek out lost dwarven lands and reclaim them in the name of Torag.
Upon hearing of the lost mines of Zolkuret, Tararr knew that this would be one such calling he must answer. Hefting his gear, Tararr answered the war horns in his soul.
I will have the crunch up in a couple of hours. Bar2 Invulnerable Rager.

Bilbo Bang-Bang |

hp:
Male Dwarf Barbarian (Invulnerable Rager) 2
NG Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+6 armor, +2 Dex)
hp 17 (2d12+4)
Fort +5, Ref +2, Will +2
Defensive Abilities Defensive Training; DR 1/—, 2/lethal
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Axe, Throwing +5 (1d6+3/20/x2) and
. . Gauntlet (from Armor) +5 (1d3+3/20/x2) and
. . Masterwork Earth Breaker +6 (2d6+4/20/x3) and
. . Unarmed Strike +5 (1d3+3/20/x2)
Special Attacks Relentless
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Power Attack -1/+2
Traits Reactionary, Tunnel Fighter
Skills Acrobatics +3, Escape Artist -2, Fly -2, Perception +7, Ride -2, Stealth -2, Survival +7
Languages Common, Dwarven
SQ Fast Movement +10 (Ex), Greed, Hardy +2, Hatred, Rage (9 rounds/day) (Ex), Reckless Abandon (+/-1) (Ex), Slow and Steady, Stonecunning +2
Combat Gear Axe, Throwing (2), Masterwork Chainmail, Masterwork Earth Breaker; Other Gear Backpack, Masterwork (empty), Blanket, Oil of Magic Weapon, Potion of Cure Light Wounds (3), Potion of Protection From Evil
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SPECIAL ABILITIES
--------------------
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/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) +4 dodge bonus to AC against monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Slow and Steady Your base speed is never modified by encumbrance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

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But i have an idea for a fighter type. After looking up UC i really enjoyed the samurai crunch, cant say i care for the fluff. Would you allow a samurai played as a regular cavalier? If so will will post my gnome knight tonight