
GM Tierce |

Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity.
If you would like to journey to Kaer Maga and try your luck in the Godsmouth Ossuary. Then app to this pbp!
Crunch Rules:
Level 1
20 Point Buy
150 Gold
2 Traits
Keep it to Pathfinder, no 3PP
Races: I am not currently familiar with the ARG, but will be by the end of recruitment.
Classes: Any
Backstory is not needed, but is a nice touch. I will be mostly looking at time spent on crunch as I am looking for clean optimization.
Recruitment Closes on Monday, June 25th at 12pm EST

SuperUberGeek |

Ralthak Rinson, Inquisitor of Cayden Cailean
RALTHAK RINSON CR 1/2
Male Half-Orc Inquisitor 1
CG Medium Humanoid (Orc)
Init +3; Senses Darkvision (60 feet); Perception +2
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 9 (1d8+1); Judgement of Sacred Healing 1
Fort +3, Ref +1, Will +4
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (-Choose-)
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OFFENSE
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Spd 30 ft.
Melee Falchion +3 (2d4+4/18-20/x2) and
Gauntlet (from Armor) +3 (1d3+3/20/x2) and
Unarmed Strike +3 (1d3+3/20/x2)
Special Attacks Agile Feet (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor Spells Known (CL 1, +3 melee touch, +1 ranged touch):
1 (2/day) Shield of Faith (DC 13), Divine Favor (DC 13)
0 (at will) Acid Splash, Daze (DC 12), Stabilize, Disrupt Undead
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STATISTICS
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Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats
Traits Brute (APG), Reactionary
Skills Acrobatics -2, Climb -1, Escape Artist -3, Fly -3, Intimidate +8, Knowledge (Dungeoneering) +4, Knowledge (Local) +1, Knowledge (Religion) +4, Ride -3, Sense Motive +7, Stealth -3, Swim -1 Modifiers Monster Lore
Languages Common, Orc
SQ Inquisitor Domain: Travel, Judgement (1/day) (Su), Orc Ferocity (1/day)
Combat Gear Falchion, Scale Mail; Other Gear Backpack (empty), Bedroll, Rations, trail (per day) (5), Rope, silk (50 ft.), Waterskin
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SPECIAL ABILITIES
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Inquisitor Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: -Choose- (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
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Mr. Swagger |

balancing stats and feats for a good combat flow without being overly min/maxed and cheesy
I knew that is what you mean, but what is too cheesy? I ask because what is OP varies from GM to GM.
example 1: no stat dumping but no real weakness
half-orc barbarian
str 16 (14+2 from race)
dex 12
con 16
int 10
wis 13
cha 10
example 2: dumps 1 stat
half-orc barbarian
str 18 (16+2 from race)
dex 13
con 14
int 11
wis 14
cha -7
example 3: dumps two stats
half-orc barbarian
str 18 (16+2 from race)
dex 13
con 16
int -7
wis 14
cha -7

BltzKrg242 |

Count me for a Cleric of Pharasma. The Godsmouth Ossuary sect needs to have a point person along to provide guidance and keep the outsiders in check.
Maus Sedat is a young convert to Pharasma after drowning at a young age but being brought back to life. He sees visions of people's deaths every time he looks at them so he tends to be withdrawn. Watching people you know die over and over tends to make one keep one's head down.
He was accepted by the Clerics of Godsmouth Ossuary as a penitant and has been cloistered in training since.
The domains that Pharasma have gifted him with are Water and Knowledge.

Deevor |

Now where there are ancient cities, built under ground, there are riches for those who care to look. And Natty Grast cares to look, in fact he caught the eye of the local thieves guild who suggested he join a group of adventurers being collected, so that he might help carry back the treasures they find, including bring back some himself.
Natty, learnt to survive on the side of society, having to make do from an early age. Once his features became obvious, his orc heritage forced the town to cast him out, an abomination. His mother kept him hidden when she could, but more often than not he had to keep in the shadows, stealing bread and food as he could. When the watch became difficult to avoid, he was forced into woods and forests, where he lived rough, developing a liking for the scent of his own sweat as his hygiene deteriorated. It became more and more untenable, until he said goodbye to his mother and set off to make a name for himself, good or bad, that was not his choice.
And so, now he is here in Kaer Maga, been here for 6 months doing what he does best. Not being seen but collecting food and money as he required them from unwitting benefactors.
NATTY GRAST CR 1/2
Male Half-Orc Rogue 1
CG Medium Humanoid (Orc)
Init +5; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d8+3)
Fort +3, Ref +5, Will +1
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OFFENSE
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Spd 30 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
Mace, Light +3 (1d6+1/20/x2) and
Unarmed Strike +3 (1d3+1/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 12, Dex 17, Con 16, Int 13, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Outcast, Reactionary
Skills Acrobatics +7, Appraise +5, Disable Device +8, Intimidate +0, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Perception +5, Stealth +7, Survival +6, Use Magic Device +2
Languages Abyssal, Common, Orc
SQ Orc Ferocity (1/day), Trapfinding +1
Combat Gear Crossbow, Light, Dagger, Leather, Mace, Light; Other Gear Backpack (1 @ 1 lbs), Thieves' tools
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
Edit: Slight change to character will remove skill point from Appraise and add Skill point to Sleight of Hand

GM Tierce |

Even without the disclaimer at the bottom, you can always tell when someone uses hero lab to make their stat block. Not that theres anything wrong with that. Hero lab is the best 3rd party program out there :D
@Deevor - good app, your added to the list
Apps so far:
Ralthak - Male Half-Orc Inquisitor
Maus Sedat - Male Human Cleric of Pharasma
Natty Grast - Male Half-Orc Rogue
Cilda - Female Human Barbarian (Scarred Rager)
Hannya Kotaro - Male Half Elf Samurai (Sword Saint, Ronin Order)
Drogan, The Iron Fist - Male Suli Monk (Master of Many Styles)
I forget anyone so far?

Cilda |

Cilda wrote:Rage stats fixed. Can't believe that I forgot that!She looks like fun. I'm liking the non-standard choice of Lucern hammer. They rock the casbah!
Well, I really wanted to use a 2-handed weapon, but not necessarily the standard greatsword or battleaxe or something similar. The Lucrene hammer also has a pretty nice bonus (+2 to CMB) on sundering medium and heavy armor, so that definately helped tipped the scales in its favor. It can bash, pierce, AND destroy armor! What isn't there for a barbarian to love?

BltzKrg242 |

Belven Chorster, Half-Elf pally/sorc/DD for aroach1188. Any questions, please ask
loosely based off of Osterisk's DD guide
Just a quick note on your DD.. the fly skill specifically says you can't take ranks unless you have a reliable way to fly...
You may want to invest in usable skills until then?

Kybryn |

Here's my official submission:
WIZMOTO
Male Elf conjurer 1
TN medium humanoid (elf)
Init +10; Senses Low-light, Perception +0,
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc, Sylvan
AC 14, touch 14, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +4, Will +0, +2 vs. enchantment spells and effects
Speed 30 ft. (6 squares)
Base Atk +0; CMB -2; CMD 12
Special Actions Acid Dart
Abilities Str 7, Dex 18, Con 11, Int 20, Wis 7, Cha 8
Special Qualities Arcane Bond, Cantrips, Conjuration School, Elven Immunities, Elven Magic, Familiar, Keen Senses, Necromancy Opposition School, Summoner's Charm, Transmutation Opposition School, Weapon Familiarity,
Feats Improved Initiative, Scribe Scroll
Skills Acrobatics +4, Appraise +9, Craft (Untrained) +5, Escape Artist +4, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Planes) +9, Spellcraft +9, Spellcraft (Identify magic item) +11, Stealth +4,
Possessions Traveler's outfit, 150gp
-Acid Dart (Sp) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack., The acid dart deals 1d6 points of acid damage., You can use this ability 8 times per day.
-Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
-Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
-Conjuration School You have chosen to specialize in conjuration spells.
-Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
-Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
-Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Traits:
-Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.
-Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak.
-Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
-Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.
-Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds.
-Transmutation Opposition School You have chosen transmutation spells as an opposition school. Preparing an transmutaion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite.
-Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
You said optimization is important... well, Wizmoto is just that... optimized.
He's dirty, practical, and not very tactful. He's extremely intelligent, and doesn't quite get that nobody else is on his level of intellect.

Aroach1188 |
Belven Chorster wrote:Belven Chorster, Half-Elf pally/sorc/DD for aroach1188. Any questions, please ask
loosely based off of Osterisk's DD guide
Just a quick note on your DD.. the fly skill specifically says you can't take ranks unless you have a reliable way to fly...
** spoiler omitted **
You may want to invest in usable skills until then?
Woops, forgot about that. Yeah, i'll fix it.

Cilda |

I have to say, I'm really liking the diverse types of characters that are showing up for the group application. It's always really cool seeing how people create different types of characters, what they specialize in, etc.
Even though this group is only gonna be 5 large, as GM Tierce said, it looks like the selection process is going to be hell.