
DM Doomed Hero |

All expeditions fully supported and funded. Wages based on potential danger, as determined by pre-survey Divinations. Professionals and qualified experts only. Apply within.
The Game
This game will be a series of classic dungeon crawls. Your characters will be professional dungeon-delvers hired to survey and clear various ancient ruins.
The dungeons will be randomly created by This Program, and then edited by me to create an interesting archeological concept for what the ruin is and why it was built.
The general feel and culture of the setting is loosely based on a fantasy version of early renaissance england. There are ruins built on ruins and much of history has been lost or is poorly understood. The crown has managed to unify the land under one rule and and the Royal Archeological Society has been founded to uncover and document the many mysteries of the past.
The story is set in a "generic" low-magic fantasy world. All the standard fantasy tropes are included, but there are no "magic marts" or fully stocked "adventurer walmarts."
Instead, loot will be based on what is randomly generated by the dungeon.
In addition, between dungeons, I will randomly roll for what items have been recovered from other ruin sites that are available for player purchase.
In spite of the randomized nature of the game, I plan on attempting to narratively connect the dungeons based on the character's actions. Recurring themes and villains are definitely going to be included, though none have been determined yet.
It is my hope to create a narrative organically as the party discovers more and more about the ancient history of the setting.
Recruitment will be open for as long as it needs to be to create a solid four person group.
The Characters
20 Point Buy
Non-Evil
Core Races Only (going for a more classic feel)
Any Class
3rd level
2nd Level starting wealth
Divine Characters: This game is not set in Golarion, so we will not use the Golarion gods. Instead, being that the setting is loosely based on Britain, we will use Norse, Celtic, Roman and early Christian mythology as the foundation of our cosmology. Instead of picking a god, simply pick domains appropriate to your character' concept, and we'll fill in the appropriate god at a later point.
Being an explorer/ruin delver/treasure hunter/archeologist/bodyguard/historean or something of that nature is a must. Your character is a professional. They have to want to be there. This game will not be creating motivations for you. The story hook is that this is your job.
Please do not create ties to other characters until after selections have been made. Character ties will be discussed in the discussion thread.
House Rules
No Item Creation feats.
Anyone with a BaB of +1 or higher may attempt Combat Maneuvers without provoking Attacks of Opportunity.
Reposition: The caveat about not being able to move people into danger with this maneuver is removed. (seriously, why else would you want to do it?)
Power Attack and Combat Expertise are granted as bonus feats at +1 BaB. (These are things that everyone familiar with weapons knows how to do.)
Dervish Dance is weapon-specific (like weapon focus) may be used with any Finesse-able weapon. This feat may be taken more than once, but applies to a different weapon each time. (dex-martials deserve some love)
Anyone proficient in Martial Weapons may use a spear of any kind in one hand.
Reach Weapons use the 3.5 Exception (letting them threaten on diagonals) and do not use the ranged weapon soft cover rules.
Magical Mishaps: Spells don't "fizzle." Anyone that fails a concentration check doesn't simply lose the spell. Instead, the Scroll Mishaps rules will be consulted to see what happens to the magical energy when it is interrupted.
The Plan
I've been thinking about a game based around short scenarios with a "rotating cast" for some time. This would allow people who cannot commit to years of gameplay to try their hand at PBP games, and would allow new players to get some experience. It would also create a "guild" atmosphere where characters would come and go from the overall narrative.
This is going to be my attempt at creating that game.
In the event of character death, I will be returning to the Recruitment thread and Private Messaging a suitable replacement. Players who's characters die are encouraged to make new explorers, but may need to wait for a slot to open.
I'd like to do one small dungeon over the course of 3 to 6 months. Then I will re-open recruitment for a new team for a new mission. Characters from successful missions will be able to re-apply, but are not guaranteed a position in the next mission.
Posting
This game will be written in 3rd person narrative. I'd also like players to keep out of character commentary in the Discussion thread. OOC text is reserved for clarification of actions and information directly related to gameplay. I'd like the posts to flow from one to the next as much as possible. If we do it right, it will feel like a novel, which makes things very fun. I believe that immersion in a play by post game is mostly dependent on quality writing. I will absolutely give special consideration to people who's writing engages me. Posting in text-speak is grounds for a sudden, localized cave-in.
I post daily during the week and when I can during the weekend. I'd like players to be able to keep up with me. I am not a tyrant, but if you go more than a day or two without posting or notice as to why you are missing, I reserve the right to NPC your character. If it happens more than once, there is a good chance your character will suffer a tragic accident and have to be replaced.
If this game runs as smoothly as I hope, I may open a second game that will run concurrent with the first, and may even be taking place in another area of the same dungeon (a different team in the same general area). Character cross-over and interaction is likely.

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Interested... give me some time with this as I want think this through. IF it was Britain (its not) what era would you say it is, 500AD (Arthur post Romans), or 1000AD pre-hastings? Or even the 1400s?
Edit: Oh it IS to be England. Cool. So then Flemish, Spanish, French, German or Scandinavian etc Characters are cool. Wunderbar. OOooo... or even a Moor!

DM Doomed Hero |

It's not exactly England.
The setting is to 12-1400's England what Hyboria (Conan) is to actual 50,000 bc.
Hopefully that makes sense.
So yes, there are analogues for actual European countries, and the cultures and religions will be easily recognizable, but they do not have the same names and aren't quite in the same places.
This is an "England" the way it might have been if wide-spread use of magic, religious wars involving actual gods, and real roving monsters might have altered history. Hopefully that gives everyone a better grasp on the setting.
Honestly, the setting is intended to be "loose" so that the blanks can be filled in by what the PCs uncover.
Early Firearms are fine, but the technology is very new. Any gunslingers will actually be innovators in the field who are using payment from successful exploration to fuel their innovations. No firearms can be purchased. They must all be built between adventures. It's very possible that if a PC builds a Hackbut (for example) that it will be one of the first guns of that design in the world.

DM Doomed Hero |

What are you looking for as far as applying? Full-on character sheet or just some base information?
A full sheet please. Once celections are made I'd like to be able to jump in with both feet.
Also, even if you don't make the first cut, there's a good chance that I will be sending you a private message at some later point to replace a fallen or missing character, so I'd like everyone to be ready to go in that event.

DM Doomed Hero |

Playtest Classes:
I'M not very familiar with the ACG classes, but I'm willing to give them a shot for this game. Worst case cenario, I decide something about it doesn't sit right with me and ask you to make a new explorer for the next dungeon. I'm a pretty permissive GM so I don't anticipate a problem.
I will probably not choose more than one ACG class per group just for the sake of keeping things as familiar to me as possible. So, be aware that while ACG classes are allowed, submitting one might diminish your chances of selection.

Dalgar the Great |

Playtest Classes:
I'M not very familiar with the ACG classes, but I'm willing to give them a shot for this game. Worst case cenario, I decide something about it doesn't sit right with me and ask you to make a new explorer for the next dungeon. I'm a pretty permissive GM so I don't anticipate a problem.
I will probably not choose more than one ACG class per group just for the sake of keeping things as familiar to me as possible. So, be aware that while ACG classes are allowed, submitting one might diminish your chances of selection.
Would you be more willing to accept a bloodrager if I provide a decent backstory?

DM Doomed Hero |

Would you be more willing to accept a bloodrager if I provide a decent backstory?
Backstory isn't the issue with ACG classes. It's lack of familiarity on my part with the rules governing those classes.
I'd be willing to deal with one ACG class in a group and use it as a learning experience for me, but I'm concerned that more than one would be too many potentially unknown variables for me to deal with.

DM Doomed Hero |

Even after all the noise over the Rogue? I'll be submitting one. A dwarvish one even.
Just wanted to make sure you knew that Trapfinding is now a trait so if that's your angle, you can do it with any class you want.

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Here is my one - I'll get him a profile if I am chosen.
Hallvarðr, the 3rd level Norse Dwarvish Rogue (and so of course, very good at spotting stonework traps to boot). He's a crafter of traps even so has some familiarity with it. He is a professional explorer of the deeps and has some knowledge of Engineering and History to back up his impressive portfolio.
I've taken some liberties and called Norse common (thats the language of his homeland) and bought 2 ranks in Linguistics to get 'English' (which is likely Old English at that point) and Latin.
He's a very warlike dwarf and no slouch in hand to hand combat, using a battle axe in hand to hand and using a throwing axe or heavy crossbow if not. His skill at moving in armour means that even in his master crafted mail shirt he is extremely stealthy.
Hallvarðr
Level 3 Dwarvish Rogue (Favoured Class)
Str 14 Dex 16 Con 14 Int 12, Wis 14, Cha 7
AC 17 Touch AC 13, Flatfoot AC 14 (+ 4 AC vs Giants)
HP 30
Initiative + 3 Perception + 8 (+ 9 for traps + 10 on checks to notice unusual stonework, + 11 to notice stone work traps) Sense Motive + 6
BAB + 2 , CMB + 4, CMD 17 (+ 4 CMD when resisting a bull rush or trip attempt)
Fort + 3, Ref + 6, Will + 3 (+ 2 vs. poison, spells, and spell-like abilities)
Move 20 (Speed is never modified by armor or encumbrance)
Carrying Capacity: 58lbs Light 116lbs Medium 175lbs Heavy (With MW Pack 66lbs Light 133lbs Medium 200lbs Heavy)
Weapons
MW Battle Axe + 5 (Normally used two handed) (1d8 + 3 damage) / Power Attacking +4 (Normally used two handed) (1d8 + 6 damage)
Warhammer + 4 (Normally used two handed) (1d8 + 3 damage) / Power Attacking +3 (Normally used two handed) (1d8 + 6 damage)
Heavy Crossbow + 4 (1d10 damage) / Add +1 to hit and damage for Point Blank Shot
Throwing Axe + 5 (1d6 + 3 damage)
Dagger +4 (1d4 + 2 damage) / Thrown + 5 (1d4 + 3 damage)
Languages: Common (Norse), Dwarvish. Linguistics Provided: English and Latin
Traits: Amour Training (-1 ACP Penalty from wearing Armour), Guardian of the Forge (You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (History) is a class skill for you.
Feats: Toughness, Point Blank Shot
[Light Amour Proficiency, Simple Weapons and hand crossbow, rapier, sap, shortbow, and short sword as well as Dwarven Proficiencies]
Skills (9): Acrobatics 2 + 8, Appraise 1 + 5, Craft (Traps) 1 +5 (+7 if made from metal or stone), Diplomacy 2 + 3, Disable Device 3 + 10 (+12 with MW Tools), Intimidate 1 + 2, Knowledge (Dungeoneering) 1 + 5, Knowledge (Engineering) 2 + 4, Knowledge (history) 1 + 6, Knowledge (Local) 1 + 5, Linguistics 2 + 6 Perception 3 + 8 (+ 9 for traps + 10 on checks to notice unusual stonework, + 11 to notice stone work traps), Sense Motive 1 + 6, Sleight of Hand 1 + 7, Stealth 3 + 9, Survival 1 + 3
Race Abilities
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
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.
Dwarves can see perfectly in the dark up to 60 feet.
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.
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class Abilities
Sneak Attack: + 2d6 Damage attacking flanked or flatfooted opponents.
Trap Finding: + 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magical traps.
Trap Spotter: Roll to detect traps within 10 feet of them
Trap Sense: +1 reflex saves vs traps
Evasion: Avoid Damage on successful reflex save.
Start Gold 1000gp
Combat Gear: MW Battle Axe (310gp) two Daggers (4gp) Heavy Crossbow (50gp) 20 bolts (2gp), Masterwork Chainshirt (250gp), Warhammer (12gp), Throwing Axe (8gp)
Price 636 gp; Weight 52 lbs.
Non Combat Gear: Kit, Rogue’s (upgraded to MW Pack and MW Thieves tools)
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope 50ft, soap, Master Thieves’ Tools, torches (10), trail rations (5 days), and a waterskin. Two potions of healing (100gp).
Price 284 gp; Weight 41 lbs.
Gold Remaining 80gp Total Weight 93lb

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Helaman wrote:Even after all the noise over the Rogue? I'll be submitting one. A dwarvish one even.Just wanted to make sure you knew that Trapfinding is now a trait so if that's your angle, you can do it with any class you want.
Yeah but I'll have a crack at it anyways as a Rogue. You get access to trap sense and trap spotting that way and as of level 4, my bonus will be +2 as opposed to the trait granted + 1.
I may well multiclass after level 4 but I like him as is. He's not optimised up the yin-yang but is a solid generalist.

Mark Thomas 66 RPG Superstar 2009 Top 16 |

So thinking of either a Lore Oracle or Archeologist Bard
Actually will go with both, Acheologist who on one of thier early adventures touched an artifact that opened access to the Akashic Record, becoming an Oracle of Lore.
Will put together soon, there's actually a pretty cool synergy between the classes.

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Thirteenth Warrior Style:
"I will be the first pregen to go!"
I always play pregens because we power game too much.
I used this profile to play Quest for Perfection, so I think that if level one is good, it's all set, but if you don't want me to have a wand of cure light, I think I'll be strong enough to press on without it.

Eben TheQuiet |

Bladud (still considering the name) is a tall, athletic, fire-haired, kilt-wearing, tattoo-covered highlander. His tall, long-limbed and well-muscled stature--coupled with his nearly-black eyes, sharp features, and fiery disposition--are signs of the Old Blood mixed in his veins. Like many of his highland brothers, he's a tracker and sellsword... though you could easily add thug, thief and brigand to the list if you ask around enough. Recently, Bladud's become an "explorer", selling his services as a tracker, guide, bodyguard, blade, and--when necessary--porter to the expeditionary teams seeking secrets and stashes among the forgotten ruins of the Isles.
Male Half-Orc Barbarian 1/Slayer 2
N Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft., scent; Perception +8
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 29 (1d12+2d10+5)
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 30 ft.
Melee light shield bash +6 (1d3+3) and
. . cold iron morningstar +6 (1d8+3) and
. . greatsword +6 (2d6+4/19-20) and
. . silver kukri +6 (1d4+2/18-20)
Ranged composite shortbow +6 (1d6+3/×3)
Special Attacks favored target, rage (5 rounds/day)
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Statistics
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Str 16, Dex 16, Con 13, Int 11, Wis 14, Cha 7
Base Atk +3; CMB +6; CMD 19
Feats Diehard, Endurance, Quick Draw, Rapid Shot
Traits armor expert, vagabond child (urban)
Skills Acrobatics +6, Climb +4, Disable Device +5, Heal +6, Knowledge (geography) +4, Perception +8, Ride +4, Stealth +6, Survival +6 (+7 to track), Swim +4 (+8 to resist nonlethal damage from exhaustion)
Languages Gaelic, Anglish (kinda)
SQ combat styles (archery), fast movement, orc blood, slayer talents (ranger combat style), tireless rage, track
Combat Gear potion of cure light wounds (2), acid (2); Other Gear masterwork breastplate, light steel quickdraw shield, arrows (20), blunt arrows (20), cold iron morningstar, greatsword, composite shortbow, silver kukri, backpack, bandolier, bedroll, belt pouch, blanket, winter, chalk (3), flint and steel, grappling hook, hammer, mess kit, piton (6), pot, rope, sack (3), thieves' tools, torch (10), trail rations (5), waterskin, whetstone, 31 GP, 5 SP, 5 CP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (half range) (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 Add the listed bonus to survival checks made to track.
I used Half-orc to represent him having some “Old Blood”… Formorian, Tuathan de denaan, or whatever. He’s a tough, black-hearted fella who’s good in a fight. He’s dependable and good-natured if you can get past his brutish, blunt nature.
Also, for languages, instead of Common and Orc, I went with Gaelic and English. Seemed to fit the paradigm.
Love to hear your thoughts.

Jetty |

Here is my half-orc (raised by dwarves) cleric ready for exploration of dungeons.
Male Half-Orc Cleric 3
N Medium humanoid (human, orc)
Init +0; Senses darkvision 90 ft.; Perception +2
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 27 (3d8+9)
Fort +5, Ref +1, Will +5
Defensive Abilities copy cat (su)
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+4/19-20/×2) and
. . masterwork greataxe +8 (1d12+6/×3)
Ranged heavy crossbow +2 (1d10/19-20/×2)
Special Attacks Channel Energy 2d6
Spell-Like Abilities
. . 5/day—copy cat (su)
Cleric Spells Prepared (CL 3rd; concentration +5):
2nd (2/day)—lesser restoration, bull's strength, invisibility
1st (3/day)—longstrider, bless (x2), magic weapon
0 (at will)—guidance, resistance, stabilize, detect magic
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 15, Cha 8
Base Atk +2; CMB +6; CMD 16
Feats Combat Expertise, Power Attack, Toughness, Weapon Focus (greataxe)
Traits adopted, armor expert, tunnel fighter
Skills Heal +8, Knowledge (religion) +6, Stealth +4; Racial Modifiers cavewight
Languages Common, Orc
SQ aura, domains (exploration, trickery), door sight, orc blood, spontaneous casting, variant channeling (trickery variant channeling [±1 sacred])
Combat Gear Acid (3), Alchemist's fire (3), Holy water (3); Other Gear Masterwork Breastplate, Dagger, Heavy crossbow, Masterwork Greataxe, Backpack, masterwork (empty), Flint and steel, Holy symbol, silver (God), Rope, Waterskin, 35 GP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cavewight +1 Knowledge (dungeoneering) and Survival checks while underground.
Cleric Channel Positive Energy 2d6 (2/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Exploration) Associated Domain: Travel
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Darkvision (90 feet) (Acute Darkvision) You can see in the dark (black and white vision only).
Door Sight (5/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trickery Variant Channeling (±1 Sacred) Bluff, Disguise, Sleight of Hand,Stealth bonus/Perception penalty
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

Theorythmus |

Many people had the idea of playing a half-orc apparantly.
Here's my submission :
Cadeyrn Griogal, Scottish Half orc of the orc clan Griogal.
For as long as he remembers, he has been living with a curse. His body seems to be slowly wasting away. It was seen as an ill omen by some of the clan shamans. They wanted to sacrifice him to the gods to show their devotion, but there was one of the older shamans, Eógan, who protected the kid and proclaimed that he was certain he could cure the affliction. Several years went by in which Cadeyrn was experimented on by the old shaman. Ritual tattoos, elixirs, physical combat, tests of wit. Everything was tried, nothing succeeded. Eventually, Eógan died of old age and Cadeyrn was exiled from his clan, only to return if his blight had been healed.
Cadeyrn traveled the country getting hired as a bodyguard by those who could look past his sickly exterior. Through one of his employers he came into contact with the Royal Explorer’s Society. Learning of what they do, Cadeyrn now works solely for them in the hopes of recovering something that can rid him of his curse, so he can finally return home.
When out in public he tries to hide his facial features with a big hood, not to scare people.
Cadeyrn Griogal (22 years old)
Male Half Orc Oracle 3(Metal Mystery | Wasting Curse | favored class)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft., Perception +2
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Defense
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AC : 18 | T : 12 | F : 16
hp 27 (3d8+9)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +5
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Offense
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Speed 40 ft.
Melee MW Greataxe +6 (2d6+4)
. . Spiked Gauntlet +5 (1d4+3)
. . Gauntlet +5 (1d3+3)
Ranged Sling +3 (1d3+3) [no sling bullets]
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Statistics
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STR 16 DEX14 CON 14 INT 10 WIS 10 CHA 14
BAB +2; CMB +5; CMD 17
FeatsExtra Revelation, Endurance, Power Attack, Combat Expertise, Furious Focus
TraitsFate’s Favored, Highlander
RevelationsArmor mastery, Dance of blades, Iron Weapon
Skills 4 per level
Appraise [1] 4
Diplomacy [1] 2
intimidate [1] 6
knowledge(history) [1] 4
knowledge(religion) [1] 4
knowledge(planes) [1] 4
Perception [2] 2
Sense Motive [1] 4
Stealth [2] 5
Spellcraft [1] 4
Languages common (old english?) & orc (??)
Combat Gear MW Agile Breastplate, MW Greataxe, spiked gauntlet, gauntlet, sling; Other gearoracle's kit : a MW backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, silk rope, soap, torches (10), trail rations (5 days), and a waterskin, explorer’s outfit, signal whistle, small steel mirror, compass
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Magic
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Spells known
lvl 0 : Create water, purify food & drink, Light, Stabilize, mending
lvl 1 : divine favor, Bless, Ant Haul, Cure Light Wounds, Lead Blades
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Other info
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Carrying capacity Light 76 lbs. or less Medium 77–153 lbs. Heavy 154–230 lbs.
with MW backpack Light 86 lbs. or less Medium 87–173 lbs. Heavy 174–260 lbs.
alternate racial traits
sacred tattoo (gain +1 luck bonus on saves, lose orc ferocity)
shaman’s apprentice (gain endurance, lose intimidating)
wealth 36 GP, 2 SP
If needed I can add links for traits/feats/archetype & add info of how much I payed for what.
Hope you like the idea :)

Escheton |

Dungeoncrawling campaigns tend towards half-orcs, dwarfs and if allowed the outsiders and such. It's good to have darkvision.
I also kinda expected an elf or h-elf toting a twohanded elfblade with dervish dance.
Personally went with half orc because I want to play a summoner. Ya know, someone who actually summons things. And one orc only feat in particular is quite good for that.

Escheton |

"You cannot use this feat if you are carrying a weapon or shield in your off hand."
Hmm, you are right. And adding extra arms doesn't change that an off hand is carrying a weapon.
Though it depends on how you read it I guess. Is the off-hand carrying it? Or just adding leverage when you swing with your main hand, who is holding the weapon.
Given how you can release one hand from a twohanded weapon as a free action for spell-casting one could see it either way.

DM Doomed Hero |

Cigar chomping Dvalin is almost done. Equipment & fluff are incomplete.
Another sturdy-looking dwarf. For a cleric, he's quite the bruiser. I approve. Looks good.

DM Doomed Hero |

Thirteenth Warrior Style:
"I will be the first pregen to go!"
I always play pregens because we power game too much.
I used this profile to play Quest for Perfection, so I think that if level one is good, it's all set, but if you don't want me to have a wand of cure light, I think I'll be strong enough to press on without it.
Sarenrae isn't an appropriate god for this setting. If you want to play something similar, you're going to be distinctly foreign (some kind of moor or a saracen analogue).
I have no problem with the stats as they are laid out, but I'd like to see some backstory and a bit about who she is, personality wise.