
GM Zed |

For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.
I am looking for 4 – 5 adventurers to explore Paizo's superdungeon. I will make my selection based on interesting characters (background and/or character concept), party balance and what looks like fun to play.
The ‘Crunch’
- All classes are acceptable (other than Gunslinger, Samurai and Ninja). Playtest classes from the Advanced Class Guide are acceptable but will require to be revised, where appropriate, when the ACG is published and final versions of the class are available.
- 15-point ability buy.
- Maximum HP for your class (further level increases in HP shall be average for class rounded up)
- Core races AND Featured races from the Advanced Race Guide are acceptable (Uncommon races and Custom races will not be considered).
- Two traits maybe selected
- Average gold for your class.
- Non-evil alignments only.
- All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials.
Recruitment will be open for a week, during which time I will try and answer any questions, with an expected close date of 21st June, Midnight GMT. I will make my selection over the following weekend and look to start the adventure on the 23rd June. The selected persons should be able to commit to posting at least once per day during the week.
I look forward to seeing some interesting characters ready to explore this huge dungeon....

Lilia Stinisen |

DM, here is Gerald's human imperious seeker sorcerer.
I see her as a primary arcane character and party face, and secondary trap springer. Never too many trap springers in a dungeon proper, eh?
If there's a question or problem with anything, just let me know, DM. As always, thanks for the consideration.

GM Zed |

This may be of some use to players creating a character...there isn't going to be an official Player's Guide, but there is pretty good one being created here: Emerald Spire - Player's Guide

Deryth Selorn |

Deryth's crunch and backstory is done. He Left magnimar after a fight with his mother, and ended up in Echo Woods after wandering for a few years. He has been a pupil of Abernard Royst for some time now and is not itching to put his knowledge into application. The profile has the rest of his backstory and all of his crunch. I basically built him under PFS rules modified for a 15 point buy, and tried not to use anything weird or obscure. GM Zed if you'd give him a look over and let me know if you see anything I'd appreciate it.
Edit: No, the boards ate my last character sheet change, which was almost my whole backstory. Fixing it now, but it'll take a bit to rewrite all of that.

Gobo Horde |

How are you for psioncs? I have this goblin aegis that i have been dying to play for a while now. Basically he is a frontline, str based damage dealer who wields a massive weapon and swings it around, goblin fanatic style. Conidering he is a str based goblin fighter, he isnt the most optimized but should still do pretty decent :)
If psionics is a no, ill come up with an alternative.

Andrea1 |

Here are the stats for Chestman Barrelhouse! Lover of ale, gold, gold, gold and ale, goldale and ale made out of gold.
Full Name : Chestman Barrelhouse
Race: Dwarf
Classes/Levels Fighter 1(HP favored)
Gender M
Size M
Alignment: CG
Deity : Ale!
Location
Languages Common,Dwarf
Occupation :
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10
Wisdom 12 (+1)
Charisma 8 (-1)
Height: 5' Weight: Hair: Brown Eyes: Brown
Favored Class: Fighter(hp)
EXP:
Hit Points: 14
Spd: 20
Init: +6
AC: 19( +5 armor +2 shield)/Touch 12/FF 17)
BAB: +1
CMB: +3
CMD: 15
Saves: Fort +5(+7 vs poison/spells/spell abilities) Ref +2(+4 vs poison/spells/spell abilities) Will +1(+3 vs poison/spells/spell abilities)
Weapons:
Dwarven waraxe +4 1d10+2 x3
Dagger +3 1d4+2 19-20/x2
Short bow +3 1d6 x3 60 feet
Skills: Climb (1+2+3)6,Swim (1+2+3)6
Feats: weapon focus-Dwarf waraxe,Improved Init
Special Abilities:
+2Con +2 Wis -2 Cha
Speed is not modified by armor or encumbrance
Darkvision 60 feet
+4 dodge Ac against creatures with giant subtype
+2 appraise to determine price of nonmagical goods that contain precious metal/gemstones
+1 attack orc and goblin subtypes
+2 saves against poison/spells/spell-like abilities
+4 CMD to resist bull rush/trip on ground
+2 Perception to detect unusal stonework(doors/traps)recieve check when passing within 10 feet
Proficient with battleaxe,heavy pick, warhammer. Dwarf weapons are treated as martial weapons
Equipment
Dwarven warxe(30)
Scale Mail (50)
Heavy wooden shield (7)
Shortbow (30 gp)
20 arrows (2)
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
46 gp

Gobo Horde |

If the above is not allowed, then my alternate submission will either be a goblin knifemaster rogue, he would be pimped out as an assassin, eventually having roll with it, weapon finnesse and the underhanded talent to be very good at first round killing something, then turning into a regular rogue after that ;)
Or a Blue scaled snare setter kobold with a focus on traps, both setting them up and disabling them. This will give me a chance to really get crafty and play around with different traps >:D

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So here is my submission...
Rallos Therinor cr 1
XP 0
Male Tiefling Rogue 1
CG Medium Humanoid(outsider)
Init +6; Senses 60' darkvision; Perception +6
Defense
AC 16; Touch 14; Flat-Footed 12; (leather, +4 dex)
HP 9(d8)
Fort +0; Ref +6; Will +1
Defensive Abilities na; DR na; Immune na;
Resist cold 5, electric 5, fire 5; SR na
Offense
Speed 30
Space 5ft; Reach 5ft
Melee
rapier +4 1-6/18-20 x2
shortsword +4 1-6/19-20 x2
dagger +4 1-4/19-20 x2
Ranged
dagger +4 1-4/19-20 x2
short bow +4 1-6/x3
Special Attacks
sneak attack +1d6
Statistics
Str 10, Dex 18, Con 11, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD +14( vs. trip)
Feats
Weapon finesse
Skills
Disable device +8 (+9 traps)
Know. Dungeon +6
Stealth +10
Escape Artist +8
Acrobatics +8
Perception +4 (+5 traps)
Survival +5
Sleight of hand +8
Climb +4
Craft traps +6
Racial Modifiers
+2 Dex, +2 Int, -2 Cha
Darkvision 60', +2 bluff and stealth,
Darkness 1x day cl=class level,
cold, electrical and fire resistance 5
prehensile tail
Traits
Reactionary, poverty stricken
Languages
Common, Infernal, elven, goblin
SQ
racial abilities, class skills
Combat Gear
short sword
rapier
2 daggers
short bow 40 arrows
leather armor
Other Gear
backpack
mapcase
bedroll
thieves tools
silk rope 50'
waterskin
belt pouch
sack
chalk (3)
5 days rations
twine (2)
fish hooks (4)
pitons (4)
caltrops (2)
8 gp
1 sp
5 cp
will have fluff up either tonight or tomorrow

GM Zed |

Gambit - sounds good, I haven't seen a Cayden Cailean Character played really well...
Born of Fire - no problem... Note that there is already one person who has proposed an Aasimar.... But that certainly doesn't exclude your submission
Gobo Horde - I am interested in Psionics, and am considering purchasing Ultimate Psionics at some point, but I am going to keep this adventure as official Paizo releases only...
Thanks to everyone who has shown an interest and / or submitted characters already...

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Ok..backstory now...
Rallos was born the only son to an unwed barwench, the result of a one night dalliance with a patron. As soon as she realized that her son was different from what she thought was normal, she hid him from the public....she could not believe that her son had a tail! She tried the best she could to shelter him from the cruel outside world....they only saw a freak that should be ostracized or worse. She provided for him as best as she could, but it was hard. Realizing that he needed to hel his mother, Rallos hit the streets, begging and pickpocketing. His efforts were appreciated by his mother, although she did not know of his illicit activities. He was out "acquiring" things one day, when he stuck his fingers in the wrong pocket. He had tried to lift the purse of a noted thief, and thought he was in for a brutal beating similar to the ones other kids leveled on him. The thief saw something in the lad, and took him under his wing and showed him how to hone his craft. After teaching his protege all he could, he made him a deal..work for me, and I can protect you. Seeing this as his shot at a real life, he took it. Unfortunately, the authorities went looking for him; not because of his activities, but for what he was. Saying a quick goodbye to his mother and mentor and thanking them for what they could do for him, he left town to find his own way in the world.

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Here is my submission for this adventure, a Fletching rogue who aspires to become a shadowdancer. Backstory to follow
Symon
Fetchling Rogue 1
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +0
Defensive Abilities shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee shortsword +3 (1d6/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks sneak attack +1d6
Fetchling Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—disguise self
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 11, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Traits acrobat, reactionary
Skills Acrobatics +7, Bluff +7, Disable Device +7, Disguise +7, Knowledge (dungeoneering) +4, Perception +4 (+5 to locate traps), Perform (dance) +7, Stealth +8; Racial Modifiers +2 Stealth
Languages Common
SQ trapfinding +1
Combat Gear caltrops; Other Gear studded leather, light crossbow, shortsword, backpack, bedroll, belt pouch, marbles, mess kit, rope (50 ft.), thieves' tools, 44 gp, 6 sp
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Special Abilities
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Acrobat When doing an accelerated climb, penalty is reduced to -2.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Putting in an application with an aasimar shaman from Tien who has fled to Golarion to escape his father's enemies. Background and crunch in profile, reproduced here for your reference:
Background
Ri'el father was a monk of the Cui'Lin monastery in Quain, an exclusive monastery established by 7 clans descended from the Celestials who fought the Qlippoth invasion in Tianjing. The warriors of that monastery prided themselves on their pedigree and uniquely fluid form of martial arts, and it was that pride in their pedigree that caused Ri's father, Chi, to face significant opposition when he chose to take a human for his wife. "The lesser-one will only bring trouble," some told him, whilst others more kindly cautioned about the disparity between the lifespans of the aasimar and human races and the inevitable grief that would follow when his new paramour faded before his eyes. He would not be persuaded, however, and Ri'el was born from that union.
From the beginning, Chi had prepared himself for the grief that would come from his wife's passing, and he bore with admirable fortitude the disdain and prejudice of his own kin for his choice of a mate. However, he was not prepared for her infidelity when she tired of life at the monastery and chose to elope with a local warlord. Shame and disappointment drove the once-noble and honourable warrior to near-madness. He took his young son and left the monastery to live the life of a vagrant.
In his madness, Chi roamed the lands of Quain, indiscriminately challenging any warrior or beast he came across. Some he killed at a whim, others he insulted and shamed before their peers. Sheer experience from constant battles made him strong, and he left many enemies in his wake. He was also exceptionally hard of Ri'el, alternating between periods of nigh-brutal training and cold indifference towards his young son. He did however teach young Ri'el his monastery's secret art that was the foundation of his strength - a secret art of listening to one's surroundings, or the whispers of nature as they called it - the one valuable gift that he imparted to his son.
Ri'el for his part had a relatively peaceful childhood before his mother left. Shunned by his seniors and peers, Ri often roamed the countryside around the monastery, finding solace amongst the creatures of nature and joy in caring for them when presented with the opportunity. Ri'el kept this love for nature as he grew up, and when his father went on one of his several rampages one day and lashed out at a random flock of thrushes nesting in a bush, Ri'el was quick to jump to their defence. Impressed by Ri's guts, Chi settled for striking Ri across the face and giving him a few good blows to teach him the "price of trying to be a hero". As he lay sleeping that night, however, one of the thrushes came to him and, to the surprise of the young half-elf introduced itself as an animal spirit by the name of Thali.
Initially, Thali followed Ri (and Chi) out of appreciation for the young aasimar's defence of her friends and to attempt to persuade the youngster to leave his crazed father, even teaching him the ways of the spirits so that he could be independent of Chi. Over time, however, she came to realise that Ri followed Chi not because he needed Chi, but because Ri felt that Chi needed him, to cook when Chi was too crazed to care for food, to put shelter and furs over when his manic rages ended with him unconscious in the wilds, or even just to watch Chi's meagre belongings when he ran amock. This realisation earned Ri Thali's respect and loyalty, and the pair became fast friends.
It was only a matter of time however before Chi finally challenged a warrior mightier than himself. Though struck down and warned by the stronger warrior to yield, Chi insisted on pressing his attack, and the nameless warrior struck Chi a mortal wound to end his incessant assault. News of Chi's death spread, and though some were relieved, others who had wanted vengeance on Chi were dismayed at having lost the chance at revenge by their own hands. Some of these turned their attention to Ri's son, who found himself hounded throughout Quain. Thali proved invaluable through this time, for few knew of Ri's avian ally, and many were the time when Ri'el was saved by a timely warning from Thali's frequent watch from the skies.
Eventually, Ri'el found himself in Goka, where he lived for a time in relative anonymity. However, following an attempt on his life 3 months ago, Ri'el has come to suspect that some of his father's enemies have finally tracked him down once more, and he boarded the first ship bound for Golarion that he could find, hoping to seek his fortunes in a land where there weren't people seeking to cut his throat in his sleep. Or at least, not yet.
Ri's role in the party
Ri'el will take on the role of divine magic, but at later levels will be able to switch between other roles on a daily basis by taking on the appropriate wandering spirit. He can do more healing, enhance his combat abilities, or even grab some arcane spells from the sorc/wiz list as the party requires.
Aasimar Shaman 1
Alignment: Chaotic Good
Favoured Class: Shaman
Primary Stats
Str 14 (5 points)
Dex 8 (-2 points)
Con 10 (0 points)
Int 10 (0 points)
Wis 18 (10 points, +2 racial)
Cha 14 (2 points, +2 racial)
Size: Medium
Speed: 30
Darkvision 60ft
Initiative: -1
------------------------------------------
Defence
n.b.: further equipment purchases pending approval
AC: 14 (+4 Wis)
HP: 9
CMB: +0 CMD:16
Saves: Fort: +0, Ref: -1, Will: +6
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Offense
BAB: 0
Club: +2 (1d6+2)
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Statistics:
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.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Traits: Wisdom in the Flesh (Acrobatics), Fortune's favoured, Survivor (+1 init, +1 sense motive, sense motive is class skill)
Drawbacks:Paranoid (Though he takes pains to hide it beneath a personable exterior, Ri'el has spent a good portion of his lifetime being hunted, and is thus rather slow to trust people. However, his experiences have also made a survivor out of him - see traits. )
Feats: ?, Alertness (only when Thali is nearby)
Skills:
Acrobatics: +8(1)
Diplomacy: +6(1)
Linguistics: +3(1)
Perception: +4(0) (+6 if Thali is close by)
Sense Motive: +11(1) (+13 if Thali is close by)
Languages: Tian (his native tongue), Celestial (free as an Aasimar), Common (had to learn it quickly upon coming to Golarion), Sylvan (taught by Thali)
Class abilities:
Spirit: Nature
Spirit Animal: Thali (Thrush)
Nature's whispers
Spirit Magic
Spells
0: Guidance, Purify food and drink (to keep berries fresh), Create water
1: Sleep (DC 16), Dream Feast, Goodberry, Speak with Animals(S)
Current spell selection is more for flavour, will adapt selection for party in-game.
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Equipment:
Monk's Outfit (5gp)(2lb)
Familiar Satchel (25gp) (6lbs)
Holly berries (0lb)(doubles as target for good berry spell, kept fresh using purify food and drink)
Club (-gp)(3lb)
75gp for further purchases if application accepted.

Cuàn |

I'd love to join this
Basic idea is a Viking archetype Fighter or a Slayer from Taldor. He's a Human, Half Elf or Half Orc (undecided as of yet) who was refused as an Ulfen Guard due to his blood being too "thin", as in the last full Ulfen in his bloodline was his grandmother, which is considered too far away. The fact that he's actually still half Ulfen since both his parents were half Ulfen is only more reason to be angry about it for him.

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A submission.
Emerald
Female Oread Shaman 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +1, Ref +0, Will +5
Resist acid 5
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Offense
--------------------
Speed 15 ft.
Melee morningstar +2 (1d8+2)
Ranged sling +0 (1d4+2)
Oread Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—magic stone
Shaman Spells Prepared (CL 1st; concentration +4):
. . 1st—cure light wounds, cure light wounds
(1/day) magic stone [S]
. . 0 (at will)—mending, resistance, spark (DC 13)
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Statistics
--------------------
Str 14, Dex 10, Con 12, Int 12, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Echoes of Stone
Traits armor expert, classically schooled
Skills Climb +0, Heal +7, Knowledge (religion) +5, Spellcraft +6, Survival +7 (+11 to avoid becoming lost in caverns and rocky areas)
Languages Common, Dwarven, Terran
SQ earth insight, spirits (stone), touch of acid
Other Gear scale mail, morningstar, sling, sling bullets (20), backpack, bedroll, blanket, crowbar, flint and steel, hammer, wooden holy symbol (Torag), iron spike (3), rope (50 ft.), spell component pouch, trail rations (10), waterskin, 27 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).
Earth Insight Summon monster and summon nature's ally last 2 rounds longer with earth creatures.
Echoes of Stone +4 Perception underground and Survival to avoid becoming lost in caverns & rocky areas.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Familiar Bonus: +3 to Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Touch of Acid (3/day) (Su) Melee touch deals 1d6 acid dam.
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Emerald was born in Fort Inevitabe, her parents were adventueres, who spent some time in the area around the Emerald Spire and when their daughter was born with with eyes like Emeralds and hair of bright green, and skin smooth and cold as marble they realised that something about the tower had influenced them.
Despite her appearance Emerald grew to adulthood, and has gained powers over earth and stone, but has been forever drawn to the Emerald Spire
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Quartz
Lizard
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +1
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Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 5 (1d8-1)
Fort +1, Ref +4, Will +3
DR 5/adamantine
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Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d4-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 jump), Climb +14, Heal +2, Spellcraft -1, Stealth +14, Survival +2; Racial Modifiers +8 Acrobatics
SQ improved evasion
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Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Yasmin al Akbar |

Hello, here's my submission for a sorceress who was once charmed by a genie, but who know wields that genie's power. Background and crunch in the profile.
Mechanically, she's a Marid Bloodline sorceress using the Tattooed Sorcerer archetype to get a familiar. In terms of flavor, the familiar is supposed to be a much weakened genie that is bound to Yasmin - eventually she would take the Improved Familiar feat to get a closer approximation of a small genie. I chose a talking, flying familiar because I thought that would be appropriate.