
DM Tuyena |

My first post of this for some reason seems to have a titling error for whatever reason so I'm reposting this.
Hello there everyone!
I've recently decided that I wanted to give mega dungeons in the PbP format a shot.
I saw not to long ago the suggestion by Greg A. Vaughan to combine the Tomb of Abysthor as a lead in to the Slumbering Tsar and it got me really excited.
So here we are.
I'm looking for 4-6 players, details below. Feel free to ask any questions.
Recruitment will last one week or until I find my 4-6, whichever comes up first.
I do have in mind one or two players from other games that will take precedence over others if they apply because I know what I can expect from them.
I know a post a day is usually pretty standard fare but for this, especially because of how combat heavy the game can get and how long exploring can become otherwise I'd really like to see more along the lines of 2-3+ posts a day.
I leave background up to my players to determine what they want to do with it. But it is a good portion of how I weigh characters for selection.
Characters will begin the game at 1st level but with standard WBL for a 2nd level character.
Hp will be max at 1st level, half max +1 there after.
The game will be 20 pb.
All core races allowed, the rest on a case by case basis. Though most will be allowed with no issue.
All Paizo classes may be used, third party classes on a case by case basis.
The basis of the game is a burial site for followers of Aroden (potentially a minor Empyreal Lord, subject to change) has fallen to corruption and the players are to root out and defeat this evil.
Because the world of The Slumbering Tsar and The Tomb of Abysthor doesn't match up entirely with Golarion, some thing just might not fit.
I plan for the majority of the game to take place inside Taldor. But will be lifting the city from inside The Tomb of Abysthor pretty much verbatim, I'm not particularly well versed in the geography of Golarion to find a close enough match.
So a city by the name of Bard's Gate exists in Taldor, which is where the beginning of this story will be taking place.
I ask for a bit of leeway when I have to force something to make sense in the context of Pathfinder.
Being as the game will be primarily a series of dungeon crawls I'm hoping that the players will be able to find a way to create moments or find opportunities for them to role play and develop their characters.
Feel free to include hooks for your characters in your back story, as I like the opportunity to be able to utilize things of that nature.
In essence, though I realize that the game will be largely based around exploration and dungeon delving, I do want to carry on a story as well.
It is for that reason as well that I ask for submissions to be made by players with a solid system mastery.
Some deaths are unavoidable, but while the chosen campaign is certainly more deadly than normal, I do want to try to avoid the game becoming a revolving door of cast members.
I'm not asking for hyper optimized character or the like, but that you understand your characters abilities and limitations. I often like to retool or even replace encounters and have had players not use abilities that could have reduced the difficulty of an encounter only for them to forget / not even know about it and thus make the fight much harder than it should be.
There are some inherent problems with games that can potentially chew up players.
Among them is the acquisition of dead players loot being absorbed by still living players while the now dead players character needs some semblance of gear themselves.
This can create a sort of cycle where in you find yourself with 7th level characters with 10 or 11th level loot.
For this reason, the wealth on dead players will not be able to be utilized by the party.
Either their corpses claimed by the variance sinister forces at work, they were respectfully buried as opposed to being callously plundered by their friends, their wealth went to pay for local farmer's health insurance, etc.
In some cases where a player had a particularly desirable item to another player I may allow them to have it at the cost of accruing a personal loot debt to be repaid.

Ptolem Nizam |

Re-dotting. This is basically the character I'll be using, I just plan to bump him back down to 1st level.
Basic story (because why go deeper for a meat grinder campaign?): He's a scion of a noble house, he's EXTREMELY arrogant and bossy, but he does care about the survival of his friends. He's treasure hunting because he's bored and wants to make his own fortune.
He's from a Mummy's Mask game so his motivations still line up here.

Olaf the Holy |
I'm interested. I'm running a mega dungeon myself, and honestly wouldn't mind playing in one. And FGG writes good game, in my experience, so this sounds perfect.
Would you allow stuff from Path of War 3pp? Specifically, I'd be looking to play a cleric who multiclasses into Warder, and takes the Battle Templar prestige class.
Warder: http://www.d20pfsrd.com/path-of-war/classes/warder
Battle Templar:http ://www.d20pfsrd.com/path-of-war/prestige-classes/battle-templar
Edit: also, can we take traits?

Olaf the Holy |
PoW does fulfill a relatively limited scope of available party roles, so that makes sense.
I'd be hoping to be considered for a 'divine' role, with the melee thing being secondary, but I can live with it either way.
How many characters are you planning to take on?
Edit; derp, reread the op. It's 4-6.

Alwin Oakenheel |

Character submission for Nightfiend
I would like to submit Dorn Bitterstone for consideration. Although he is not built to be optimized, I think he will be a fun character to play. I have included a drawback and added a third trait. I hope this is Ok with a background explanation for the drawback. If not OK I can remove the extra trait and drawback. I have equipped him with 1,000 GP worth of gear, which I believe is the WBL for a level 2 character. Background and Eidolon are included on Dorn's character sheet. If there are any changes that need to be corrected, let me know and I will make the changes.

oyzar |

I'm thinking to apply with a path of war character. Perhaps a unchained rogue (Hidden Blade). That shouldn't really clash with other pow submissions much and someone decent at trapfinding is a big pluss for trawling a dungeon. Is that archetype from Path of War Expanded fine?
Though it's also tempting to start off as hidden blade but then go wizard before switching over to arcane trickster from level 5 by using accomplished sneak attacker... Do you happen to have a preference for either of the two selections?
Can we take a drawback in order to get a 3rd trait?
If going for the pure rogue idea I might just follow Gorum and take the shield trained trait and go around with a couple heavy darkwood shields. Would you allow that trait to count as shield proficiency, hence letting me take improved shield bash and the like without having to spend another feat on it?

Karmic Knight |

Dotting. I'm always up for an FGG inspired campaign.
I'll be making a Cavalier (Daring Champion archetype), Order of the Star.
His hook would be that he is a follower of Aroden. He would be part of a small sect who still believe that Aroden is in fact not dead but will return one day.
As the special abilities of the Order are extraordinary abilities that do not rely on magic to function I think that this would tie in well with a faith that follows a dead god.
I will have the character ready for you by the end of the weekend.

GM Arkwright |

Interesting. Would you consider homebrew? I'd like to use this archetype to make an arcane support-hexer for the party. It's my biggest, but I've tested it out in a fair few games and all or most problems should be resolved. Read the bottom of thempage for some self-reflection

Olaf the Holy |
Alianne of Heldren
NG Female Human Cleric of Sarenrae 1
Initiative -1, Perception +4
AC 17, FF 17, T 9, CMD 11, FFCMD 11
Hp 13 (1d8+13)
Fort +4, Ref -1, Will +6
20ft.
Heavy Mace +3 melee, 1d8+2
Light Crossbow -1 ranged, 1d8 (19-20)
Cleric Spells Prepared (CL 1)
0 - Create Water, Light, Stabilize
1 - Divine Favor, Divine Favor, Shield of FaithD
Str 15, Dex 8, Con 14, Int 8, Wis 18, Cha 12
Skills: Knowledge(Religion) +3, Spellcraft +3
Feats: Martial Power(like power attack, -1 to hit for +2 temp hp, +3 if using shield, from PoW), Toughness
Traits: Fate's Favored, Practiced Initiator
Martial Tradition: Empyreal Knights
SQ: Aura of Good, Channel Energy(1d6, 4/d, dc 13) , Favored Class(Battle Templar), Glory(Heroism) Domain, Sun Domain, Sun's Blessing(+1), Touch of Glory(+1, 7/d)
Gear: Breastplate, Scroll of Magic Weapon*2, Wand of Cure Light Wounds(25 charges), Heavy Wooden Shield, Masterwork Heavy Mace, Light Crossbow, 10 bolts, Cleric's Kit(backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol of Sarenrae), 5gp
Alianne was born in the village of Heldren in far southern Taldor. She's a bit provincial, but full of vim and fervor in carrying out Sarenrae's bidding.
She has followed a trail of clues, rumor and hearsay that places her kidnapped sister, Haleen, in the immediate area. She was taken away by a small caravan of men and women posing as wandering merchants, and as best Alianne can tell, they've taken her to a camp or dwelling somewhere around here.
She has also had bad dreams, which she's sure are visions from her godess, only the snag is, she can never remember the particulars when she wakes up.

Grimmir Ironbreaker |

Here is my submission. If you feel his armor is over optimized I'm happy to drop to normal starting wealth.
Grimmir Stoneheart
A very short dwarf he barely tops three and a half feet, but is as broad and almost as thick. A broad nose sticks above the dark beard which is contained in braids with clasps. His dark eyes almost unseen beneath his helm. Wearing the mighty Stoneheart Armor of ancient dwarven design and patterns from which he takes his name.
Grimmir is a student of the world around him, but focuses on weapons and armor. The powers the flow through them, resonances left in them and histories of their mark upon the world. He is curious and focused on items more than peoples, but a sturdy bulwark in battle he will seek to protect those around him.
From the Larrad, amongst the oldest of the Five Kings Mountain holds, his family lineage is one of weaponcrafters. When he showed he was a gifted student in his apprenticeship he was sent to the deep vaults to study the ancestors works. While there he came across and felt a connection to The Stoneheart, a fabled suit of ancient stone armor from the depths of time. Allowed by the caretakers to study it, he formed a bond to it allowing him to call upon the lines of power held inside and he was given the stewardship of it to bring it forth.
Grimmir dutifully completed his apprenticeship while also forming and ever greater symbyosis with the great armor, and extensively studying the histories, powers and more. When declared of age he could not simply follow the path of a weaponsmith, he knew he had another path.
His focus on his studies left Grimmir somewhat socially awkward even amongst his fellow dwarves which he had to remedy somewhat when he joined the militia aferwards. Protecting the deep tunnels and learning the ways of axe and shield, backed by the might of the psychic resonance he had formed with the Stoneheart. He served his due to his nation for thirty years, forging his body in the depths. Finding that once more he had need of more and thus to becoming an adventurerer he turned his focus and mind.
Now he seeks more understanding of things, examaning artefacts of the past to learn the lessons they may teach, particularly weapons and armor. For he sees war as one of the greatest shapers of history, looking how it impacted upon peoples and things.

Marcel the Wise |

Name: Marcel the Wise
Race: Male Half-Elf
Class: Sorcerer (Arcane Bloodline)
Alignment: N
Backstory: A young son from an old family now rendered farmers whose ancient blood found resurgence in his veins, Marcel Arlson was sold for a pricey sum to a Chelish mage, joining his small stable of apprentices. After succumbing to greed, stealing a choice magical trinket and getting caught, he fled the household and headed to Taldor, searching for a way to hide from his master; a promised dangerous dungeon delve proved perfect.
Personality: Greedy, ambitious, cowardly though trying to overcome it, inexperienced, suspicious, secretly longing to return to his former pastoral life.
Sorcerer level 1 (skill points 3) -Sorcerer
(Arcane )
Init 0; Senses Low-light Vision; Perception +6
DEFENSE
AC 10, Touch 10, flat footed 10 ( No Armour, Shield, none)
hp 9 (0d8+1d6+2+1);
Fort +2, Ref +0, Will +5
Immunity to sleep, Resistance to Enchantment +2sv
OFFENSE
Speed 30
Melee
Single Attack Club -1 (1d6-1)
or Crossbow, light +0 (1d8 /19-20 X2)
Full Attack
Club -1 (1d6-1)
or Crossbow, light +0 (1d8 /19-20 X2) range 80
Space 5ft.; Reach 5
Special Attacks
Bloodline Arcana When casting a spell with a metamagic feat increase DC by +1 1
Spells Known:
Sorcerer Spells
CL 1 Concentration 5
Level 0 (4) DC 14
Dancing Lights(Evocation)[Light ] X 1
V,S rng: Medium 100ft + 10ft / level CT: Dur: 1 minute (D)
SV None Area: Up to four lights, all within a 10-ft.-radius area Book:
Daze(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,M rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round
SV Will negates Area: One humanoid creature of 4 HD or less Book:
Description: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic(Divination)[ ] X 1
V,S rng: 60ft CT: Dur: Concentration, up to 1 min./level (D)
SV None Area: Cone-shaped emanation Book:
Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject
Prestidigitation(Universal)[ ] X 1
V,S rng: 10ft CT: Dur: 1 hour
SV See text Area: See text Book:
Description: Performs minor tricks.
Level 1 (4) DC 15
Grease(Abjuration)[Creation ] X 1
V,S,M (Ol) rng: Close 25ft + 5ft/2 levels CT: Dur: 1 round/level (D)
SV See text Area: One object or a 10-ft. square Book:
Description: Makes 10-ft. square or one object slippery.
Mage Armor(Conjuration)[Creation Force ] X 1
V,S,F rng: Touch CT: Dur: 1 hour/level (D)
SV Will negates (harmless) Area: Creature touched Book: CRB
Description: Gives subject +4 armor bonus.
STATISTICS
Str 8, Dex 10, Con 14, Int 12, Wis 12, Cha 19
Base Attack 0 CMB -1 ; CMD 9
Feats
Eschew Materials: Cast spells without material components,
Simple Weapon Proficiency,
Spell Focus (Conj): +1 to DC for save against 1 school of magic
Skills Appraise 1, Bluff 8, Diplomacy 5, Fly 0, Intimidate 4, Know Arcana 1, Perception 6, Spellcraft 5, Use Magic Device 4
Languages Common, Elven
TRAITS- World Traveller (Diplomacy), Magical Lineage (Glitterdust)
SPECIAL ABILITIES
Arcane Bond (Su) Gain a familiar as a Wizard of the same level
Eschew Materials Gives feat
Dual-Minded: +2 Will Saves
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
EQUIPMENT
1000gp, Monk robes, backpack, sleeping bag, waterskin, trail rations
Familiar sheet will be done if selected.
GM, if it's okay with you, from his backstory I'd like Arduino to start with a small magical trinket- maybe a ring- of unknown use. You could say it turns out to be something later in the campaign, or maybe it'll just turn out to be useless, not fussed.

oyzar |

I'm a bit unsure in what direction to take my character. If you could answer a few questions it would help me out:
1) I'm debating between going for Arcane Trickster and a more martial (probably two weapon fighting) rogue. Do you have a preference for either or does it not matter to you?
2) Shield Trained makes a rogue proficient at using a shield as a weapon, though she would still suffer penalties if the shield have armor check penalty. Would you allow this to count as Shield Proficiency to qualify for Improved Shield Bash?
3) How do you feel about small tieflings? Basically one descendant from halflings or gnomes rather than humans.
4) Can I swap the spell like ability from tiefling (or aasimar I guess, but I'm not going for that) for something from the table or can I perhaps roll to swap?

Varian |

I'd like to propose this character for your game... Will drop the drawback/extra trait if accepted... (is currently up for a RotRL game but there are SO many applicants for only 1-2 spots, so I doubt he'll get in there... if he doesn't, I'll amend asap... please note the alternate stats on the profile for this game which meets your 20 pb limits, rather than the rolled stats he has in the stat block.
Sounds like a fun game and I can definitely meet your posting requirements/preferences.
Let me know if anything needs changing and I will make whatever alterations are requested.

oyzar |

DM Tuyena wrote:Also, I saw that our Summoner applied as a chained Summoner, don't do that to yourself, be wild and free.Chained summoner is lots better than the unchained version.
In fact, chained has a bunch of extra evolutions to run wild with.
The un in unchained is just silent, unchained if you will. It's silly to call such a heavy nerf for unchained. If you investigate you'll see that the submission is unchained. GM Tuyena probably means that Nightfiend should just play regular summoner instead.
As for the arcane trickster being weak, accomplished sneak attacker helps a lot, basically keeping your casting on the same level as a sorcerer. Still, I'll send a pm shortly.
How many rolls would I get to swap features? 1? 3?

Alwin Oakenheel |

Also, I saw that our Summoner applied as a chained Summoner, don't do that to yourself, be wild and free.
I selected unchained because I was unsure which type of summoner would be allowed. I am OK with either, and can switched to the none unchained variant if you think it would be a better fit. From my experience, it seems that more GMs prefer the unchained variant over the original.

DM Tuyena |

DM Tuyena wrote:Also, I saw that our Summoner applied as a chained Summoner, don't do that to yourself, be wild and free.From my experience, it seems that more GMs prefer the unchained variant over the original.
Without going to much into my negative views about things of that nature, regular Summoners were always fine.
There is a vocal group on these boards who proclaim to understand balance, suffice to say I think they are very wrong.
Why Paizo continues to pander to them, I have no idea.
To that end while I'm thinking about it, anyone who applies should know that I'm ignoring a sizable amount of all errata released within the past year or so.

Olaf the Holy |
That's good to know, thank you. :)
Personally, I don't mind the balance of the changes so much as the inconvenience of the inconsistency between what's in the books and what the current up-to-date rules are.
But that's probably not a discussion for here. On a practical note, will you allow the old version of the Elven Oracle favored class bonus, where you can add +½ to your oracle level for a single revelation?
If yes, I'll probably reimagine Alianne as a full on half-elven life oracle with cavalier VMC.
Making an Oracle really isn't like me, but this might work, so here's to overcoming my natural distaste for spontaneous divine casting.

Sundakan |

Dorn Bitterstone wrote:DM Tuyena wrote:Also, I saw that our Summoner applied as a chained Summoner, don't do that to yourself, be wild and free.From my experience, it seems that more GMs prefer the unchained variant over the original.Without going to much into my negative views about things of that nature, regular Summoners were always fine.
There is a vocal group on these boards who proclaim to understand balance, suffice to say I think they are very wrong.
Why Paizo continues to pander to them, I have no idea.
To that end while I'm thinking about it, anyone who applies should know that I'm ignoring a sizable amount of all errata released within the past year or so.
Well, the Eidolon was always fine. I'm still of the opinion the spell list is kinda dumb though.

JAF0 |

orcnextdoor - machinesmiths are cute and neat if there's plenty of downtime for tinkering and crafting.. if there isn't, then they fall seriously behind others of their same level very quickly (My husband is playing one in our rotrl game and there is seriously little time for crafting so he's hurting badly... ) Not trying to discourage you, just a little warning so you know the difficulties with the class... if the gm is willing to give you downtime, you're probably going to be fine.

DM Tuyena |

orcnextdoor - machinesmiths are cute and neat if there's plenty of downtime for tinkering and crafting.. if there isn't, then they fall seriously behind others of their same level very quickly (My husband is playing one in our rotrl game and there is seriously little time for crafting so he's hurting badly... ) Not trying to discourage you, just a little warning so you know the difficulties with the class... if the gm is willing to give you downtime, you're probably going to be fine.
Yeah I'm going to go with a no on this one.
There are plenty of utility hybrids that compete with and outperform Machinesmith at the best of times. If it's the theme you're in love with I've never been one to be against reflavoring.