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Hello, and welcome! I've decided that I want to run a PbP campaign, and that I want to do something completely different to the sorts of games I usually run. Which clearly means some crazy gonzo dungeon crawl megadungeon… :)
Rappan Athuk is a dungeon of legendary size—and deadliness. I'm setting it in Mendev of Golarion, specifically the area around the Estrovian Forest. All characters know of the Legend of Rappan Athuk, as below.
With their temple in ruins, the surviving high priests of this accursed demon lord fled the city with an army of enemies on their trail—an army of heroic crusaders—led by Zelkor, a powerful archmage. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the First Crusade that followed after them disappear as well. Some said that the eternal scales the loss of so many good men, and with them the fortress-city of Drezen, was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Estrovian Forest, a sylvan woodland near the Lake Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing First Crusade that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Iomedae, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.
For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: "Don’t go down the well!"
* 1st level.
* Maximum starting gold.
* Max HP at 1st level, roll every level thereafter (minimum HP gain equal to 1/2 HD).
* Any race that is 15 RP and below. Go wild! You can even make up your own, provided you additionally give me some general information about the race (what they are like, where they live, what they do, etc.) Lower RP cost races may get additional benefits (e.g., feats, increased point buy, additional racial traits) according to GM whimsy. NOTE: No races that can fly at 1st level, please.
* Any class (and any archetypes).
* All Paizo material is fine. If you can link me any 3PP material you want, I'll check it out and see if it's okay. 3E material is a maaaaaybe-but-probably-not, but ask if you really want it.
* Any non-evil alignment.
* Every character starts with an extra skill point to put into any Craft, Profession, Perform, or Knowledge skill of their choice, as befits their background.
* Golarion deities, with the minor change that Erastil doesn't think that women should defer to their husbands and doesn't think that men are the centre of their household. (No arguments about this, please.)
* This is a dungeon crawl. Certain skills and class abilities may be more or less useful in this regard. Fair warning.
* No house rules as of this moment, but there may be some later on? Who knows!
* Name
* Gender
* Race
* Class
* Appearance/Personality
* Backstory – doesn't need to be too in-depth, a couple of paragraphs is fine. You just need a reason to be in Mendev and looking to tackle Rappan Athuk with a group of other suckers-- er, intrepid adventurers.
* Crunch – you don't need to have a whole sheet worked out, but I'd like enough details to figure out what you're going to be doing.
* How often you can post
* Anything else. Bribery? A back-up character for when your first gets killed?
About me... I consider myself a reasonably experienced Pathfinder GM. I've run a number of PbPs on different sites in the past, and I'm also currently running two "live" games over Roll20. Very occasionally I even get the chance to play in some games! This is my first PbP run on these forums. Should be fun.
I'll accept applications for around a week, depending on interest.
I'll be taking 6 players in the end. I'm looking for players that can post one a day at minimum. This is a dungeon crawl and thus is quite combat heavy, so a fast posting rate is better.
Fair warning: I'm not a big fan of power-gaming and cookie cutter builds lifted from some forum post. I like cool and awesome characters, not super duper game-breaking walking stat blocks.
Good luck and have fun!

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If you don't mind, I'd like to use this PFS char. Ill alter the backstory out of the PFS, come up with a different backstory, but I am very curious how this character will work (I have yet to play him).
I can post every couple of hours, and definitely faster if I know something is going on right then. With the exceptions of Fridays, and Saturday/Sunday Mornings, due to Work

wolfheart |

I am working on an Aasimar Dwarf Inquisitor of Torag. I will have him more complete this afternoon but wnated to get thoughts on the 'aasimar dwarf' part. My interprtation is below
Standard Racial Traits
• Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 feet.
• Languages: Aasimars begin play speaking Common, Celestial and Dwarven. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
• Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
• Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
• Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level.
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Offense Racial Traits
• Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Henric Khallen |

I submit Henric Khallen, NG Human Deepwalker Ranger,
Background:
Hernric and his Brother Thomas spend part of their early childhood as orphans running the streets of Caliphas in Ustalav. At the age of 10, they where both adopted into Seperate Churchs; Henric into the Church of Pharasma, and Thomas into the Chruch of Iomedae.
Both where raised in the church, adpoting their views, and embracing the Religion fully. While Henric ended up joining the Church's Group of Undead hunters, Thomas became a Full Fledged paladin, and Left off for the Mendev Crusades.
The Brothers kept in touch monthly untill recently, when Henric Stopped receiving letters from Thomas. The last letter he received, said Thomas was on a leave from the crusades, and was resting in Egede, but was asked to accompany a group of adventurers into a Lost catacombs.
Worried for his Brothers Safety, Henric Requested leave from his duties to travel to Mendev and search out the Fate of his Brother..

Varnos Lightbringer |

Allow me to submit Varnos Lightbringer, an Angelkin Divine Defender. Born and raised mere leagues from the Worldwound, he has spent the past seventy-four years training for combat against the legions that threaten to erupt from the Worldwound.
However, all throughout his upbringing he has constantly heard of the rumours of a great darkness spreading from beneath the ground. Eventually he could stand these rumours no longer and requested that he be permitted to investigate the claims, concerned that the defenders of the Worldwound might find themselves fighting a battle on two fronts.
To this end, he has been permitted to leave his station and ensure that they will not need to combat a threat from the rear.

Riddlewrong |

Hi! My name is Daniel, I'm kinda new to the PbP scene here (I'm in only one other game) and I can post pretty often throughout the day. I'm more of a roleplayer than a combat enthusiast, so you can expect that my character will be fairly simple and straightforward in the fighting department.
Thus, I give you: Reginald D'loria
Gender: Male
Race: Human
Class: Fighter
Appearance/Personality: Reginald is a tan-skinned Varisian standing at an intimidating height of 6'7", and has bumped his forehead on many a door frame. His physique is statue-esque, though his overconfident personality often detracts from his otherwise attractive physical presentation. Observers may take note of his boorish, grandstanding, exaggerated behavior, even when engaged in the most mundane of tasks.
Backstory: Born in Varisia, the wanderlust and adventuring spirit are practically in his blood. His early life was typical of a child -- roughing up his "friends" and taking their lunches. What? You didn't do that? That's probably why you're so puny.
As a teenager, Reginald took to traveling. After he'd worn out his welcome in several towns (none of which appreciated his brand of "helping"), he came upon the knowledge of Rappan Athuk quite by accident. Upon exiting a tavern on his travels, he overheard a conversation between a small adventuring troupe (literally; they were all halflings). The group was talking about a great dungeon to the north, a place of wealth and danger beyond imagining. Of course, the little snots wouldn't give up their map when he "politely" asked for more information, so they were stuffed inside of a couple of empty fish barrels and rolled down a hill that was a lot steeper than it initially appeared to be. After he was chased out of town (with the map in-hand) he made his way north. To adventure!
P.S.- I don't mind making a second character as a backup. I'm used to playing gritty games, and I enjoy the risk of losing it all. I'm a good sport. :P

Fallen_Mage |

Dunaux
Created by a Lich, known as The Night Mage, on the distant world of Auralis, the Dunaux began as vicious pawns of his army of minions. Designed to work as a single mind, these beings were linked telepathically with each other to facilitate ease of command. However, over the years they began to evolve with higher intelligence, eventually culminating into a sense of individualism. It was at this point that they rebelled against the Night Mage and freed themselves from his tyrannical rule.
In the decades following, they evolved further to the point that they were no longer of a hive mind. This did not mean that they lost their telepathy, for it is how they communicate and allows them to skim some the surface thoughts of those they encounter. Even though they are more highly evolved, they still have, from time to time, the ferociousness of their ancestors.
Statistics (RP – 15)
Type: Aberration (3 RP)
Size: Small (0 RP)
Base Speed: 30 Ft (0 RP)
Abilities: Standard - +2 Intelligence, +2 Dexterity, -2 Charisma (0 RP)
Languages: Standard – Common, Infernal, (0 RP)
Bite: 1d3 (2 RP taken twice)
Frenzy: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC. (2 RP)
Soul Seer: Members of this race gain the use of deathwatch as a constant spell-like ability. (4 RP)
Toxic: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. (1 RP)
Skill Bonus (Sense Motive): +2 to Sense Motive (2 RP)
Skill Training (Sense Motive): Sense Motive always a class skill (1 RP)
I have one question. Would you let me apply the Toxic to the Bite?

Hayato Ken |

Can´t update aliases right now, but i´m throwing in:
Grim Coloursteal
Male goblin with a lot of different skills and virtues that helped him to already come to some money, which he spend on more equipment. He likes to dabble with poisons although it´s dangerous for him. Though he likes fire like all goblins, he avoids it, being smart enough to not be seen. Also he is good with a bow and his rapier. He wears a chainmail he aquired, combined with a black dress that can hide his face and has special shoes. Also a poncho for rainy weather in dark colours and a backpack on his back with his belongings.
He´s in Mendev because a not so small portion of the tribe he belongs too and some of his relatives went missing in those woods, on the hunt for a legendary place where they planned to settle.
Crunch comes in alias page.
I can post several times a day, all days a week normally.
If you are ok with houserule ninjas having the ability disabling magical traps i could/would switch to ninja.
My backup characters are a hobgoblin samurai sword saint and a fighter lore warden/ninja sylph or a halfling zen archer.

Mihajlo Velickovic |

Since I also have issues with updating aliases on Paizo site right now, let me insert my "candidates" in here, and I will try to fully flesh them once the site starts working.
First would be Bryce Sidanris, a human male thief, planning to survive Rappan Athuk and go the arcane trickster route. He will not be "fully optimized", at least at the beginning, planning to have traits that may cover his magical background like Magical knack or Focused Mind. At the start he plans to be a fully fledged skill monkey, covering all basic rogue skills, while later on, should he be good (lucky) enough to survive, I plan to take a few levels of a wizard and shift focus to ranged touch attacks, combined with sneak attack damage. Regarding his background Bryce is a one of several bastards of a minor Chelaxian noble/landloper who simply loved to party (too much). Said noble had to move quickly (run away) from Cheliax once one of his many embezzlements become known, and his patrons simply could not "cover" for him any more. Growing up in Senara was not easy, but he toiled and survived somehow. Finally he managed to come by a piece of information regarding his father - that he has joined with an adventuring band and that the mentioned adventurers went missing in a dungeon in a far away Mendev. Using his connections, Bryce joined one of many caravans heading for the Crusade. Of course he had no intention of fighting the demons and whatnot - he just needed "a ride" to come closer to finding his father. Currently Bryce is probably a deserter/run-away from Chelaxian army.
My backup character, whom I will not get to play, since Bryce will survive ;-) would probably be a dwarven deep walker ranger.
I can usually post between 1 and 3 times a day, but from time to time (rarely) I may have to skip a day.

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@Bran Fearsinger: You could easily keep his backstory as being part of the PFS if you liked. I'm sure the Society is interested in an ancient dungeon like this.
@wolfheart: In principle an aasimar dwarf is fine (although it makes me giggle.) However, your proposed race is worth something around 21 RP all together. You've basically just grabbed the best features of dwarves and aasimars and thrown them together.
My suggestion: make an aasimar, describe them as being a dwarf-aasimar. You're done! If you would like to trade out some aasimar features for dwarf features, that would also be an option, but the aasimar is already at the high end of the RP scale; you can't add anything without it being too powerful.
@Artanthos: Looking forward to see more than the stats :)
@Hentric Khallen: Looks good to me, thanks! Unfortunately I can't promise his brother's fate will be pleasant. :P
@Varnos Lightbringer: I like it! Thanks for the application.
@Riddlewrong: You don't need to have everything finished yet, crunch-wise. Just a general overview of what you intend to do (i.e. "I'm making a guy who focuses on grappling / ranged combat / running away as fast as he can") is good enough for me.
You may need that 2nd character though... ;)
@Fallen_Mage: That race seems fine to me. Although I'm curious as to why one would be interested in adventuring! What do they look like, can you give me a description? Oh, and yeah, I would allow Toxic to apply to the bite.
@Hayato: That reminds me of a houserule I was considering—allowing everyone with Disable Device ranks to disable traps as a normal rogue with trapfinding, and those with the trapfinding class feature instead gain the trap spotter rogue talent. There are A LOT of traps in this dungeon, and I mean A LOT, but I wouldn't want to force someone into making a plain old rogue just to get the trapfinding feature.
@Mihajlo Velickovic: I'm having issues posting too. Don't worry about it! You've got plenty of time.

Sir Jolt |

I have an idea for an Oread Monk (Qinggong). He was once the property of a merchant of Katapesh who was killed, while travelling, by an overzealous (and not quite all right in the head) Inquisitor of Hanspur, the Water Rat. Unsure of what to make of the "golem" travelling with the merchant, the Inquisitor decided he didn't really care and wandered off. Unsure what to do with his newfound freedom, and believing himself to be a magic object and not a sentient being, he wandered randomly until stumbling upon the Temple of the Transparent Lotus where he was informed that he was an actual being and not a construct. He has no true name that he knows of and so goes by his temple name: Brown Lotus.

Gimlet Bravo |

I plan on throwing in a sorceror to cover the arcane or an oracle to help with the healing. This is an orphaned sorceror similar to what I plan.
I plan on being a stunted drow sorceror. The stunted part will add small to the drow template. As the character was small, he was teased by drow and will be anxious to thwart evil. Not because he is good, but because he is spiteful he was 'kicked out of the evil club'. Alignment will be CN.
Bloodline probably will be demonic.

Grim Coloursteal |

Yeah that´s what i heard and want to play a rogue in the first place.
A goblin rogue is already not a common rogue for me, sylph or grippli would also be fine for me.
I could also play a halfling just to go into the prestige class to get 20ft trapspotter eventually^^. I´m fine with such stuff.
The ninja is slightly better with fighting i think, but a different build somehow and i think in a dungeon a rogue will do just fine.
Here you can see the build by the way.

Talant'edhel |

* Talant'edhel (Fallen Elf in Elven)
* Female
* Dark Elf
* Fighter
* Appearance/Personality:
Talant'edhel could be described as night given Elven form. Her hair and eyes are the color of midnight while her skin is a hue much like onyx stone. She's a little shy of five-and-a-half feet and built like a dancer, lean, well toned muscle hinting that any who are taken in by the slight curves are in for a rude surprise. She wears dark blues and blacks in simple, elegant cuts that allow for plenty of movement.
She is easy going and possesses a good sense of humor. She is cold to elves, but she gets along splendidly with gnomes, halflings, and humans. She doesn't appreciate being called a drow, nor does she like hearing drow called dark elves.
* Backstory: Talant'edhel was left in an elven village as an orphan. The only reason she wasn't brained as an infant was the kind priestess of Desna who raised her, who had enough sense and knowledge to know that drow don't have hair and eyes the color of midnight. That didn't stop her child hood from being unpleasant. She grew up quickly, almost as quickly as a half-elf. She had hoped to prove herself fighting the drow that threatened the surface, but the elders in the village would have none of it. After some colorful curses and a rude gesture taught to her by passing soldier, she left the village to find her path in life elsewhere.
Elsewhere turned out to be Mendev and the mysterious dungeon that spawned more rumors than a spider's web of lovers cheating on each other. Perfect place for an outcast who could see better than a dwarf in the pitch black of a cave.
* Crunch: In the Profile. Doing a dex-based fighter with an elven curve blade as her weapon.
* How often you can post: Every day, at least once.
* Anything else. Bribery? A back-up character for when your first gets killed? I'll just say that my back up is dwarven fire-brand that has a fondness for women, ale, and killin' goblins in that order, the reverse order, and sometimes at the same time.
oh and I can draw, although I'm very, very rusty.
I'll post the info for the Dark Elves later.

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@Sir Jolt: Sounds good to me, although I'm interested to see why he'd want to head down into the dungeons.
@Gimlet Bravo: I don't like the idea of just casually making a drow Small sized. Even if he had some kind of dwarfism, he wouldn't be considered Small sized like a halfling or gnome. Halflings and gnomes are around 3~3.5 feet tall, and dwarfism is usually more like 4.5 feet... which is a dwarf's maximum height, and they're Medium. Dwarfism isn't likely to have much in the way of racial trait modifiers, besides the fact that he might have a lower Str score than average – but that's something covered by the point buy.
Also, I'd have to see your full personality write-up to decide, but "a drow but he's not evil because he has a vendetta against evil because they made fun of him" doesn't make him sound particularly neutral either. That still sounds evil except more bitter than normal. :P
@Grim Coloursteal: Build looks fine at a glance, minus the Rich Parents trait. It doesn't really make sense for a goblin for one, and I don't like that trait for two. I will probably ban the use of it, come to think of it.
@Talant'edhel: Is there a particular reason you aren't a drow, or at least the dusk elf racial variant in the ARG? I'm not liking the "kind of like an elf but slightly better because reasons" idea. Either go with a drow (and keep in mind the Golarion flavour) or use the elf alternate racial traits.

AdamWarnock |

I didn't know about that dusk elf thing, I must have missed it.
I can fix it to where she's just an elf, and as a bonus I can use her original backstory.
Or I can bust out Brask.
...
Actually, I think I'll do that. I retract Talant'edhel and put in Brask Alpsbane.
I'll have him ready by tomorrow night.

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I've updated my Cryptbreaker, Silos Freeborn, and given him a new name more appropriate for Osirion. Back story and personality are done. Appearance matches the image on the sheet.
I will put a stat block up tomorrow. For now, the sheet I am using is easier to maintain and update while building the character. It also allows me to use the art I was looking at when I designed the character.
For now, his primary role is traps, though he will grow into a mix of natural weapons and bombs as the situation demands. (I intend to take mutagen as my first discovery and feral mutagen at 3rd level when beastmorph kicks in.) Advancement past 3rd will be more organic, adapting to the situation at hand.
If in the future I have need of an alternate character, I am always building new ones as ideas strike me.
One possible would be Celebrian Elanesse, a high AC fighter building towards two-weapon sword & board combat.

Sir Jolt |

Brown Lotus lacks a strong sense of self-personality. He's never had to show initiative on his own before and, when left to himself, lacks (to a certain degree) the sense of context that life experiences give to help with decision making. The high rarity of his race diminished the sense of identity that the revelation of what he is might otherwise have brought. He would likely have been very happy to have stayed at the temple, where he could have identity as part of a welcoming group, but the monks there realized that this would only have stunted his need for individual development.
An adventuring group would be a natural fit, if given the opportunity, as it would remove much of the social pressure from him while allowing him to get vital life experience. Also, his oddness isn't out of place in an adventuring group who are considered by many to be a rather odd lot to begin with.
As for heading into dungeons, I see it as doubtful that he has any preference for one adventure type over another and is likely to go along with whatever the group consensus seems to be. This will be mostly true at lower levels where his lack of experience makes him hesitant to venture an opinion of his own volition. After a couple of levels, his confidence and sense of self will grow and that will start to change.
In my head, the Temple of the Transparent Lotus was mostly LG so that's the alignment I see him as. If the group ends up as almost all Neutral though I can change him to LN as this would have been a large factor in deciding whether or not to join a given group.

TrueRepentance |

The usual stuff.
* Name: Varus Endra
* Gender: Male
* Race: Human
* Class: Ranger(deep walker)
* Appearance: Varus is almost two metres tall, light blue eyes and black hair of medium length but not covering any of his face. A scar on his chest caused by a close encounter with a werewolf. Not over muscled but still quite strong. Greatsword by his side and bow often in hand, eyes always alert, for danger or otherwise, his guard never down. Scalemail barely visible beneath his shirt and vest, most of his possessions on his back or in his cloak. The edge of what looked like bracers on his wrist peeking from the edge of his sleeve.
* Personality: Varus always tries to do well by others and will help out if he sees great need or asked, most of the time however he will be looking after himself or patrolling the wilderness, guarding civilization from evil. When he must kill he does so only if there is no other way.
* Backstory: Grew up on a farm working for his father who had big business dreams that unfortunately Varus didn't share. His parents were killed by werewolves one night and he barely escaped down the river. Ran away from home soon after when his uncle left and the new farmowners worked him too hard. He almost died from a disease when a ranger saved him with the help of a priest. Varus decided he wanted to become a ranger and patrol the lands for monsters and protect those who couldnt pretect themselves. Several years later his mentor disappeared without a trace and Varus set out to find him. Several weeks later finding himself in Mendev following up on a clue that he hoped would help him find his mentor.
*
Varus Endra
Male Human Deepwalker level 1
CG Medium Humanoid (human)
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Defense
--------------------
AC 17, touch 12, flat-footed 15
hp 13 (1d10 +con bonus +1 for level)
Fort +4, Ref +4, Will +0
Scalemail armour(+5AC)
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Offense
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Speed 30 ft. (20 ft. in armour)
Initiative +2
Greatsword(2d6)
Shortbow(1d6)
durable arrows(10)
two Daggers(1d4) in wrist sheaths(2)
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD +17
Feats: Power attack, Quick Draw
Skills(7 per level):climb(1)+8, intimidate(1)+3, KnowledgeDungeoneering(1)+5, KnowledgeGeography(1)+5, KnowledgeNature(1)+5, Perception(1)+4, ProfessionScout(1)+4, Stealth(1)+6, Survival(1)+4
Languages Common, Elvan, Sylvan
Other Gear: pathfinder kit, dungeoneering kit(deluxe), cooking kit, shaving kit.
Outfit: Explorer's outfit
Remaining GP: 1.5GP
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Special Abilities
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Favoured Enemy: undead
Track: +1 survival to follow or identify tracks
Wild empathy: diplomacy on animals
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* How often you can post: once a day minimum for me :)

Harakani |

Name: Prototype Seven "the Anvil of Torag", or Anvil for short.
Gender: N/A
Race: Constructed Defender
Class: Crusader Cleric
Backstory: Anvil's creator Grunsk was a powerful deep delver dwarven cleric of Torag who came to Mendev to support the Torag paladins fighting the Worldwound. Discovering just how often corruption, poison or enchantment suborned the defenders he consulted the holy text "Hammer and Tongs: The Forging of Metal and Other Good Works". In there he found a story of the Grand Defender a dwarf possessed construct and the Herald of Torag. Grunsk saw this as an omen. He realised that what was needed was an army of Grand Defenders, or at least, Defenders, and he was uniquely suited to build such an army. His first six attempts succeeded, but lacked any spark of conciousness or soul. He chased down stories of the Grand Defender and managed to encounter it as it was preparing to fight a great evil. He accompanied it, and when it was victorious he petitioned to collect some of its discarded fragments. One of those fragments was forged into Anvil.
Anvil woke up not knowing where he was. He was raised by "Father" as a cleric of Torag. "Father" was somewhat disconcerted to discover his new child had to be taught everything.
Father had interested several important members of the Crusade in his idea, but they needed proof before they were prepared to commit the resources necessary to assemble such a force. They suggested a raid on a place of known great evil. They would then look in on Anvil using clairvoyance and determine whether the Defenders warranted such a significant expenditure.
Appearance: A broad, heavily armoured humanoid figure. At first glance there seems something subtley wrong with the proportions, and more detailed study will reveal that the armour articulation doesn't allow for conventional humanoid anatomy. In truth this is because the anatomy was built around the armour, rather than the other way around.
Personality: Anvil's creator was successful at creating a sentient construct, not realising he would need to then teach the construct like a child. Anvil has an innocent personality in many ways. He knows "Father" and his "Siblings" need him to succeed, and he knows that it is important to destroy evil - but he doesn't really understand what evil is. He does want to do the right thing, and make his father proud.
Crunch: Variant Channeling (Forge) gives a way for a 1st level construct to heal. Crusader Clerics can get the heavy armour proficiency that seems so necessary. Looking at Domain:Metal at the moment, but could be convinced for other domains easily.
Niche wise he's got some healing, can do some buffing and is designed as a front line fighter. Being a construct he's all but immune to most of the abilities a demon can throw, but it remains to be seen how well that will actually do. Having a near bulletproof cleric who can help when people go down seems like a useful thing.
Race wise
Construct (20) Slow (-1) Light Blindness (-2) Mixed Weakness (-2)
Post Frequency: Complicated. Usually I can do a short post two or three times a day, or a long one less frequently. I'm in a bunch of PbPs at the moment, so feel free to look at my frequency in them.
Anything Else: Honestly I know a construct race is a bit weird, so I'm prepared for failure while still hoping for success. I've had bits of this kicking around and when I saw your hook it crystallised and I had to write it down.

Corporal Ninivic Black |

I'm bringing a gunslinger to this fight too, but one of an altogether different flavor.
Corporal Ninivic Black is a fifth generation soldier in the infamous 3rd Combat Engineer Batallion, better known as the Drezen Rats. The 3rd was brought in from Goka following the fall of Drezen when the tradition-bound dwarven sappers initially brought in to retake the city were slaughtered by demons. The ratfolk failed too, but their adaptiveness in outwitting and outmaneuvering the demons in the tunnels below the city made them a legend in the Second Crusade. When Drezen was abandoned, the rats were put to work making sure the demons didn't come in under the wardstones. Since that time, they have been a small, but effective force in the crusades in spite of occasionally facing persecution themselves from overly enthusiastic zealots.
Mechanically, Corporal Black is a Gulch Gunner, an archetype for ratfolk gunslingers from the Advanced Race Guide. He'll wield a pistol (assuming early firearms) and while he's quite comfortable in tight spaces, he's quite paranoid about this particular mission. For some reason, it seems like his Commander keeps picking him for increasingly suicidal missions and this one, where he is supposed to go hook up with a bunch of lone adventurers and find some maguffin the Commander wants underneath a fecking mausoleum strikes him as particularly troublesome. Despitef his misgivings, Corporal Black is loyal to his unit and so he finds himself heading for the Estrovian Forest to attach himself to the latest group going into the dungeons.
Expect black humor, war stories, a little whining, and crazy levels of paranoia. On the positive side, he's a crack shot with the pistol and doesn't mind mixing it up all close and personal, especially with his back up against the wall.
I would like to reskin the Uskwood Hunter trait from the Inner Sea Primer which gives Stealth as a class skill and a +1 trait bonus to be the Drezen Rat trait with the same mechanics. Also, since ratfolk are a 9 RP race, I wouldn't mind some of that GM whimsy (unless you would prefer that I simply propose something). I do plan to replace the swarming racial trait with cornered fury since it seems right for Corporal Black and Rappan Athuk and since I'm pretty sure he will be the only ratfolk applicant, I wouldn't get to use the swarming racial trait anyway.
Hope you like the concept. I'll throw this same summary in the profile and finish up mechanics if it looks ok.

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@TrueRepentance: Thanks for the app!
@Harakani: While I like your idea, I feel as if the Construct type kind of completely nullifies a lot of threats in the dungeon to an extent that I'm not comfortable with. What's the point of being scared of poison traps if you can just send in the completely-immune robot first? I'm sorry, but I'll have to say no to this.
@Struug: Interesting. Can I get a description of what the race looks like?
@Digger Chandler and Corporal Ninivic Black: While I don't have a problem with gunslingers in and of themselves, I will warn you that this is Golarion, and thus uses the emerging guns rules. Also note that we are quite far from Alkenstar, so your chances of actually finding new guns or ammunition is quite small.
@Bryce Sidanris: Looking good!
@Corporal Ninivic Black: I really like this! A very amusing persona you've got here, and interestingly working with the fluff to get something a little different going. :)
I'm fine with reskinning the trait. As for GM whimsy, it depends entirely on the rest of the party. If we've got a bunch of aasimars and other high-RP races, the lower-RP races might get an extra boon to make up for it. If they're all more standard races, there's no need for that. I'll decide on what's appropriate once people are in the game.

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And if people were curious, here's the current list of applicants. * means incomplete application. As an FYI, I won't be necessarily looking for a balanced party, either. Mostly just what characters appeal to me in some way or another.
Arcane
Struug -- TN “Dunaux” Magus
Divine
Varnos Lightbringer -- LG Angelkin Paladin (Divine Defender)
Combat
Brown Lotus -- LG/LN Oread Monk (Qinggong Monk)
Henric Khallen -- NG Human Ranger (Deep Walker)
Corporal Ninivic Black -- TN Ratfolk Gunslinger (Gulch Gunner)
* Reginald D'loria -- ?? Human Fighter
Varus Endra -- CG Human Ranger (Deep Walker)
Skill
Azizi Anum -- TN Half-Elf Alchemist (Crypt Breaker, Beastmorpher)
Bryce Sidanris -- CG Half-Elf Rogue (eventually Arcane Trickster)
Grim Coloursteal -- CN Goblin Ninja

Corporal Ninivic Black |

Yes, surprising considering the go wild suggestion :) I'm perfectly content playing him straight up and also happy to either deal with the guns/ammo challenge or work out a possible solution with his unit. I'm sure the Commander wants updates, but the Corporal is a resourceful sort if he needs to be.

Harakani |

@Harakani: While I like your idea, I feel as if the Construct type kind of completely nullifies a lot of threats in the dungeon to an extent that I'm not comfortable with. What's the point of being scared of poison traps if you can just send in the completely-immune robot first? I'm sorry, but I'll have to say no to this.
Totally fine - as I said, I knew it was a long shot!

Sir Jolt |

I had thought of designing a race but was afraid I wouldn't have time to do it justice. If I design a race, I want more than just a list of abilities; I want at least some idea of what it "means" to be that race, where do they come from, why has nobody ever seen one before, etc., etc. I also find it's (usually) better to create races in a vacuum otherwise, it's too easy to fall into the trap of making a race that simply pumps up whatever class currently catches your fancy. I've found that to be a big problem in a lot of science fiction rpg's; certain races are so obviously geared to a certain class/role that if you're playing "X" then you're almost always playing "Y" too. At that point you might as well make the system "race as class" saving the designers and players a lot of time and be done with it.

Grim Coloursteal |

So i updated my background and stuff into the character description. I think playing a goblin is pretty funny and off track, but not too powerfull. I dont know how many RP they have actually.
If i would do my own race i would probably end up serving the needs for the class i want, which is similar to taking a class as race and bad design in my mind, so i just stick to what´s already here.

Brask Alpsbane |

Well, as promised, here's Brask.
Brask has the features and build of a dwarven prize fighter. A broken nose, a body like a stone pillar, and enough hair and beard to hide everything but his nose and perpetual glare. To say he's ugly as sin is a gross insult to sin.
While he looks like he's just half-a-word from pummeling someone into a meaty mush, he is actually much closer than that. He gleefully throws himself into any kind of fight at the merest hint that somewhere there is a hat about to drop. To that he's as mean as snake is severe misuse of the simile Brask makes mean look saintly, grouchy positively jovial, and gives the phrase "anger issues" a good image. In short, to properly describe Brask's personality would leave the english language twisted into a pretzel with bones sticking out at odd angles and whimpering in what ever is past white-hot agony with a side of blinding pain and shear, stark-raving mad terror.
Brask has often been accused of being sired by various animals known for their ferocity and tempers. Grizzlies, badgers, wolverines, and the rare Foobarquix's carnivorous dustbunny have all been named potential candidates.
Naturally this done by dwarves who have never meet Brask's mother, or Brask himself. Those who have agree to a dwarf that it's most likely that all of the above contributed to his gene pool and perhaps even some demon or devil decided to donate as well. Though it is considered unwise to speculate about this within a hundred leagues of the ill-tempered dwarf.
His effect on structured dwarven society was like that of a cage match between a grizzly, a bunyip, and a pack of pissed wolverines in a small china shop filled with bottles of alchemist's fire. He was politely asked to leave by way of the river a few years after reaching adulthood. From there, he bounced from place to place, cutting a drunken swath of mayhem in his wake. After a while he caught wind of a dungeon that held creatures that were so vile, so nasty, that they defied description.
"Finally! A Challenge!" he was said to have shouted and made a mostly straight line for this legendary place.
Seriously, I don't have a clue, maybe Talant'edhel's original build. Maybe something new. I'd have to see at the time.