
Jack Daniels |

When the mysterious Gauntlight, an eerie landlocked lighthouse, glows with baleful light, the people of Otari know something terrible is beginning. The town's newest heroes must venture into the ruins around the lighthouse – and delve the dungeon levels far beneath it – to discover the evil the Gauntlight heralds. Hideous monsters, deadly traps, and mysterious ghosts all await the heroes who dare to enter the sprawling megadungeon called the Abomination Vaults!
I am a longtime GM looking for a party interested in delving into a megadungeon (PF2E), like in the olden days of lore! I have been absent from the boards for the past 18 months and am now ready to dedicate time to this AP, which I love.
The game takes place in and around the town of Otari, which is a couple of days' journey from Absalom. In-character ties to the town or its residents are recommended. Player's Guide
Character creation:
Level 1
Common ancestries only
Backgrounds: AV-specific are recommended but not required. Link
15 gp for starting equipment
Free archetype will be implemented at 2nd level.
Any other questions, let me know. Recruitment will last for 1 week or until I receive enough applications that interest me.

Lucendar |

Here's my dwarf fighter - will work on background and ties to Otari.
Maclin "Mac" Stoneboulder
Fighter: 1
Background: Miner
Deity: Magrim
LN Medium Dwarf Strong-Blooded Dwarf Humanoid
Perception +7; Darkvision
Languages Common, Dwarven
Skills Athletics +7, Lore: Mining +3, Medicine +5, Religion +5, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Armor: Chain Mail
AC 18; Fort +8, Ref +6, Will +5
HP 23; Resistances poison 1
Shield Block
Reactive Strike
Speed 20 feet
Melee Halberd +9 (Reach, Versatile S), Damage 1d10+4 P
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer (x2) +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Class Feat: Vicious Swing
Additional Feats Strong-Blooded Dwarf, Terrain Expertise, Unburdened Iron

CloakedInSmoke |

Submitting Jon Yddina, aiuvarin gunslinger!
He's adventurous, easygoing, and inquisitive. He loves reading of all kinds. He takes pride in his alchemy and marksmanship, and loves meeting new people, discovering secrets, and seeing the sights.
Ancestry Aiuvaran
Background Bibliophile
Languages Common, Elven, Sakvroth
____________________
APPEARANCE
He’s a 31 year old pale-skinned half-elf with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.
____________________
DEFENSE
Speed 25'
Perception (E): 1d20 + 5 ⇒ (16) + 5 = 21
Low-light vision
current HP 16
max HP 16
AC 18
Speed 25'
Fort (E): 1d20 + 5 ⇒ (19) + 5 = 24
Ref (E): 1d20 + 9 ⇒ (14) + 9 = 23
Will (T): 1d20 + 3 ⇒ (2) + 3 = 5
____________________
OFFENSE
Melee
‾‾‾‾
Whip: 1d20 + 7 ⇒ (1) + 7 = 8
Whip -5 MAP: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
Whip -10 MAP: 1d20 + 7 - 10 ⇒ (3) + 7 - 10 = 0
S Damage, nonlethal: 1d4 + 2 ⇒ (4) + 2 = 6
Shortsword: 1d20 + 7 ⇒ (5) + 7 = 12
Shortsword -4 MAP: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Shortsword -8 MAP: 1d20 + 7 - 8 ⇒ (12) + 7 - 8 = 11
Ranged
‾‾‾‾
Double-Barreled Pistol: 1d20 + 9 ⇒ (6) + 9 = 15
Double-Barreled Pistol -5 MAP: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6
Double-Barreled -10 MAP: 1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 0
P/Concussive Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Fatal Crit Damage: 1d8 + 1 ⇒ (7) + 1 = 8 (This result is doubled.)
Fatal Extra Damage Die: 1d8 ⇒ 4 (This is added to the total crit damage but not doubled.)
Flat Check for Misfire on <=5: 1d20 ⇒ 20
____________________
SKILLS
Acrobatics (T): 1d20 + 7 ⇒ (12) + 7 = 19
Arcana (T): 1d20 + 4 ⇒ (17) + 4 = 21
Athletics (T): 1d20 + 5 ⇒ (1) + 5 = 6
Crafting (T): 1d20 + 4 ⇒ (5) + 4 = 9
Deception (-): 1d20 + 2 ⇒ (4) + 2 = 6
Diplomacy (T): 1d20 + 5 ⇒ (8) + 5 = 13
Intimidation (-): 1d20 + 2 ⇒ (4) + 2 = 6
Medicine (-): 1d20 ⇒ 13
Nature (T): 1d20 ⇒ 15
Occultism (-): 1d20 + 1 ⇒ (9) + 1 = 10
Performance (-): 1d20 + 2 ⇒ (7) + 2 = 9
Religion (-): 1d20 ⇒ 6
Society (-): 1d20 + 1 ⇒ (17) + 1 = 18
Stealth (T): 1d20 + 7 ⇒ (8) + 7 = 15
Survival (-): 1d20 ⇒ 11
Thievery (T): 1d20 + 7 ⇒ (7) + 7 = 14
LORE
‾‾‾‾
Library (T): 1d20 + 4 ⇒ (10) + 4 = 14
CLASS DC
Gunslinger (T) 17
____________________
EQUIPMENT
Worn
Leather Armor (1 B)
Alchemist's Toolkit (1 B)
Wielded
‾‾‾‾
Double-Barreled Pistol [uncommon, concussive, double barrel, fatal d8] (1 B)
Whip [disarm, finesse, nonlethal, reach, trip] (1 B)
Shortsword [agile, finesse, versatile S] (L B)
Firearm Ammunition x 10 (infused) (L B)
Firearm Ammunition x 20 (normal) (2L B)
Invested
‾‾‾‾
n/a
Stowed
‾‾‾‾
Backpack (- B) Holds up to 4 Bulk; ignore the first 2 Bulk for Bulk limits)
Adventurer's Pack (1 B)
Firearm Cleaning Kit (L B)
Formulas
Firearm Ammunition (0)
Elemental Ammunition - Acid (Lesser) (◆Activate before firing: 1 persistent acid damage + 1 acid splash damage)
Elemental Ammunition - Cold (Lesser) (◆Activate before firing: 1 persistent cold damage + 1 cold splash damage)
Elemental Ammunition - Electricity (Lesser) (◆Activate before firing: 1 persistent electricity damage + 1 electricity splash damage)
Elemental Ammunition - Fire (Lesser) ◆Activate before firing: 1 persistent fire damage + 1 fire splash damage
Elemental Ammunition - Poison (Lesser) (◆Activate before firing: 1 persistent poison damage + 1 poison splash damage)
Ghost Charge (Lesser) (bomb) (1d8 vitality damage, 1 vitality splash damage, target is enfeebled 1 till start of your next turn. Deals full damage to incorporeal undead.)
Glue Bomb (Lesser) (bomb) Hit: 10' status penalty to Speed for 1 minute, Critical Hit: 10' status penalty to Speed for 1 minute + Stuck to solid surface & immobilized for 1 round/flying creature wings tangled, fall safely then cannot Fly again for 1 round; Target can Escape (DC 17) or spending 3 Interact◆ actions to carefully remove the sticky stuff)
Coin Purse
0 pp 0 gp 1 sp 0 cp
Total Bulk 4
Encumbered: >7
Max: 12
____________________
Ancestry, Background, Class Feats & Features
‾‾‾‾
Ancestry: Human (8 HP, M, 25' Speed, 2 free Boosts: +Dex, +Str, Common)
Heritage: Aiuvarin (Gain elf trait, auivarin trait, and low-light vision)
Background: Bibliophile (+Cha & +Dex), Arcana & Library Lore, Arcane Sense)
Free Boosts: (lvl 1): Dex, Str, Cha, Int
Proficiencies: Perception (E), Fort (E), Ref (E), Will (T)
Skills: Acrobatics (T) (from Gunslinger Way), Athletics (T), Arcana (background), Crafting (T) (from Munitions Crafter feat), Diplomacy (T), Thievery (T)
Weapon & Armor: Simple/Martial Firearms & Crossbows (E), Advanced Firearms & Crossbows, Simple/Martial Weapons, Unarmed Attacks (T), Light/Medium Armor (T), Unarmored Defense (T)
Class DC (T)
Ancestry Feats
1st: Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Skill Feats
Alchemical Crafting (gunslinger feat bonus skill feat) You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Arcane Sense (background bonus skill feat)
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
Gunslinger's Way: Way of the Drifter
Reloading Strike ◆
Requirements: You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.
You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or unarmed attack, if your other hand is empty), and then Interact to reload. You don't need a free hand to reload in this way.
Initial Deed: Into the Fray ◇
Trigger: You roll initiative.
You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and then can Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.
Singular Expertise You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.
This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.
Gunslinger Feats
Bonus: Sword & Pistol You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is off-guard against your next melee attack with a one-handed melee weapon.
When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Reactive Strike. Either of these benefits is lost if not used by the end of your next turn.
1st: Munitions Crafter Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in Crafting and gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items.
You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition.

Gerald |
1 person marked this as a favorite. |

Would you be willing to consider a 2e newbie? I’ve played 1e forever but recently got the 2e book. I’ve played with lucendar many times over the years.
Thinking about a dwarven war priest type cleric. If you’d prefer more experienced players, I understand completely. But if you will consider someone inexperienced, I’ll get a submission prepared tomorrow.
Thanks!

OceanshieldwolPF 2.5 |

Am interested JD. Thank you for proposing to run a PbP on the boards. It is an incredible endeavour, and sadly often undervalued by many of us callow only-ever-players. I have some questions:
What will you use for mapping/combats?
How will Initiative be run - block, initiative?
Are all PF2 classes allowed - Exemplar? Animist? Remastered versions of spells etc?
How insistent are you on things like Exploration and Encounter Mode? And particularly, the transitions between the two? I have had different experiences with different GMs regarding whether a party can start combat with weapons in hand for example.
How would you describe your GMing style? I’m not giving you any prompts, just want you to say whatever feel describes it best.
Are you interested in in-depth backgrounds, or can a character evolve over time?

Supreveio |

I present to you, Ruri Cervale, fire elemental-blooded sorcerer... healer.
Until one day while browsing around the store, she came across an odd tome written in a language she couldn't remember learning, yet was comprehensible to her. While scanning through the tome, something clicked inside her, and that is when her sorcerous bloodline made itself manifest, bestowing upon her the magic she so wished for. Though the idea of casting fiery spells frightens her somewhat, she's now determined to bend the magic granted by her pyretic bloodline to cure instead of burn.
Ruri is very curious and very cowardly, though she is determined to prove her own bravery. And if she's selected to investigate the Gauntlight, then perhaps this will be her chance.
Ancestry: Human
Background: Bibliophile
Languages: Common, Elven, Ignan/Pyric
Class: Sorcerer (Fire elemental blooded)
Alignment: Neutral Good
STR 10; DEX 14; CON 12; INT 14; WIS 10; CHA 18
DEFENSE
Speed: 25 ft.
Perception (T): +3
HP: 16/16
AC: 15
Fortitude (T): +4
Reflex (T): +5
Will (E): +5
SKILLS
Acrobatics (T): +5
Arcana (T): +5
Athletics (-): +0
Crafting (-): +2
Deception (-): +4
Diplomacy (T): +7
Intimidation (T): +7
Medicine (T): +3
Nature (T): +5
Occultism (-): +2
Religion (-): +2
Society (-): +2
Stealth (T): +5
Survival (T): +0
Thievery (-): +2
Library Lore (T): +5
Class DC
Sorcerer (T): 17
FEATS
GENERAL:
Arcane Sense (Background): Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
ANCESTRY:
Cooperative Nature: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
SPELLCASTING
Focus Points: 3/3
Spell Attack (T): +7
Spells Known:
Focus Spells - Elemental Toss
Cantrips (5) - Produce Flame/Ignition (bloodline), Illuminate, Prestidigitation, Read Aura, Sigil
1st Rank (3) - Burning Hands/Breathe Fire (bloodline), Create Water, Heal
Spells per Day
1st: 3/3
Blood Magic: Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

Jack Daniels |

Am interested JD. Thank you for proposing to run a PbP on the boards. It is an incredible endeavour, and sadly often undervalued by many of us callow only-ever-players. I have some questions:
What will you use for mapping/combats?
How will Initiative be run - block, initiative?
Are all PF2 classes allowed - Exemplar? Animist? Remastered versions of spells etc?
How insistent are you on things like Exploration and Encounter Mode? And particularly, the transitions between the two? I have had different experiences with different GMs regarding whether a party can start combat with weapons in hand for example.
How would you describe your GMing style? I’m not giving you any prompts, just want you to say whatever feel describes it best.
Are you interested in in-depth backgrounds, or can a character evolve over time?
Probing questions, Oceanshieldwolf.
For mapping, I will most likely use Google Docs but I will admit that I am not too tech savvy, so if anyone else can do it better, I will appreciate the help.For initiative, for example, if 3 players go first, then monster, then 4th player, the 3 players can act in any order of posting.
For classes and game-stuff, I will go by what is available on Archives of Nethys. I do not have the remastered version of the PHB, so will follow what is online.
I think the exploration mode is a good addition. However, I am more common sense. If you are conducting exploration mode in a dangerous setting, i.e. a dungeon, then yeah, of course, you can have your weapons drawn.
My GMing style is more 30% rp and 70% combat. I will try to make the combat cinematic, where appropriate. That is why this AP appeals to me. However, I will adapt to the players. If they are rp-heavy, we can lean into that and be 50/50. In this AP, there are instances where capturing enemies alive and interrogating them can be quite useful. There are story prompts also, for those interested in that sort of stuff, to inform they players what is really going on. However, if the players want to be murder hobos and clear out each level room by room, that works also for me. Up to the player's personalities I think, so I will play it by ear.
As for backgrounds, the AP is better suited for players who care about the town. It does not need to be complex, but if you care about an NPC in town, the story will be better. If you're passing by on your way to better things, i.e. Absalom, and you don't care about this little hick logging town, then the story may not motivate your character. However, I do enjoy seeing character evolvement and maturity.

OceanshieldwolPF 2.5 |

@JD: appreciate the answers. One other question I forgot - what is the required posting rate?
I’m currently on holidays, but I may be able to get a submission in - I have played through Menace under- and Troubles in Otari, and another game that started in Otari so I know the place a little. But really, I’m interested in the Abomination Vaults. ;)
I would suggest you do as you say, and begin as soon as you have enough interesting applications, so don’t wait for me!

Veniir |

Here is my Magus. He is going with the Sparkling Targe hybrid study, which means that he'll be using a shield. With a fighter dedication from the elven heritage and free archetypes, I hope to compensate for his bad HP and make him a decent tank with decent damage too, if I can make the action economy to work.
I am not very experienced with 2e, but I think I'm starting to get the hang of it. Enough that I'd venture into a spellsword type of character.
Thank you for running and for considering me.
Elf (Ancient) Magus 1
Medium
Ruin Delver background
Attributes
Str +4, Dex +2, Con 0, Int +3, Wis +0, Cha +0
Senses
Perception (*) +3
Languages ➤ Common; Elven; Draconic; Fey; Orcish
Low-light vision
Defense
AC 18 (Mind the raise a shield action); HP 14
Fortitude (*) +5, Reflex (*) +5, Will (**) +5 (Mind Arcane Cascade)
Unarmored defense (*), Light armor (*), Medium armor (*)
Offense
Longsword +7 (1d8+4) (Mind Arcane Cascade)
Spell attack (*) +6
Spell DC (*) 16
Fighter class DC (*) 17
Simple Weapons (*), Martial Weapons (*), Unarmed attacks (*), Spell attack modifier (*), Spell DC (*)
Spellstrike
Arcane Cascade
Speed 25; Bulk ? / ?
Feats
General - Fighter dedication; Shield block
Ancestry -
Skill - Cat Fall
Class -
Magic
Arcane thesis - A simple book with a black cover
Focus/Conflux (1 FP):
Shielding Strike
Prepared:
Cantrips - Light, Detect Magic, Ignition, Slashing Gust, Shield
1st - Conductive Weapon
Spellbook:
Cantrips - Prestidigitation, Detect Magic, Light, Ignition, Slashing Gust, Shield, Deep breath, Sigil
1st - Conductive Weapon, Sure Strike, Jump, Hydraulic Push
Hybrid study:
Sparkling Targe
Skills
Acrobatics (*) +3
Arcana (*) +6
Athletics (*) +5
Crafting (*) +6
Intimidation (*) +3
Occultism (*) +6
Society (*) +6
Lore:
Fortune Telling +6
Roseguard +6
Equipment (Bulk)
Hide Armor (2), Steel shield (hardness 5, BT 20 (10)) (1), Spellbook, Longsword (1), Dagger, Adventurer's pack, Grappling Hook
Money left:
GP: 11
SP: 2
Penflower was born on the day that Belcorra Haruvex was defeated, only 300 years later. He would not have learned of this until much time later, when he was training to join spell and steel in Absalom. As he learned this, he became obsessed with the Roseguard and went to Otari to learn everything he could about them. They are his heroes and he only wishes to become as strong as they were one day.
During his time in Otari, he befriended some of the villagers, especially Wrin, and started to say his prayers to Desna. But over time he knew he would want to poke into the Gauntlight. Instead, he started to visit other ruins, to try to feel safer in a closed space, however he never was brave enough to go to the main building. He is itching to go there, if only he could convince some others to come with him...

Hagrym |

Here's the beginnings of my my dwarf cleric - will update equipment, background and ties to Otari.
Hagrym
Dwarf
Cleric: 1
Background: Acolyte
Deity: Torag
LG Medium Dwarf Strong-Blooded Dwarf Humanoid
Perception +7; Darkvision
Languages Common, Dwarven
Skills Acrobatics +1, Athletics +2,:Crafting +3, Medicine +7, Nature +7, Religion +7, Survival +7, Scribing Lore +3
Str +2, Dex +1, Con +3, Int +0, Wis +4, Cha -1
Armor: Chain Mail
AC 18; Fort +8, Ref +4, Will +9
HP 21; Resistances poison 1
Shield Block
Speed 20 feet
Melee Warhammer +5 (x2) Bludgeoning, Damage 1d8+2 B
Melee Clan Dagger +5 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+2 P
Class Feat: Deadly Simplicity
Additional Feats Strong-Blooded Dwarf, Dwarven Weapon Familiarity, Student of the Canon
Spells:
0-Detect Magic, Disrupt Undead, Divine Lance, Shield, Stabilize
1-(2/2) Bless, Runic Weapon (4/4)Heal

Lucendar |
1 person marked this as a favorite. |

Here is the background for my dwarven fighter, Mac (character sheet above). I've linked it to Gerald's character, Hagrym, since we're both dwarves. It made sense to me. I hope there's no issue with that.
Maclin ("Mac") hails from Galizkhur, a largely dwarven mining settlement, on the southern coast of the Isle of Kortos. Ten (10) years ago, when Mac was only 15, one of his great-uncles, a wizard by the name of Magnus, was caught stealing by Mac's father, Valgrim. Valgrim was set to report Magnus to the dwarven authorities the next morning. During the night, Magnus, who was secretly practicing in the necromantic arts, decided to eliminate Valgrim before his crime could be revealed. He summoned a ghost and ordered it to Kil Valgrim and his family.
During the night, while the family slept, the ghost passed incorporeally through the home's walls. Unbeknownst to the family, Mac could not sleep that night and was wandering the halls of the home looking to entertain himself, when the ghost appeared in his presence. Mac was paralyzed with fear as he heard the ghost's moan and felt his life draining away, as the ghost flew closer to him, his outstretched hand inching closer to him. Then, suddenly, a casting of divine magic made the ghost scurry away in pain, as Hagrym, Mac's older brother and an acolyte in training, who had been awakened by the ghost's moan, appeared with his holy symbol. Mac's father followed, with twin axes in hand, and the ghost was defeated. Magnus, knowing he would be executed for his crimes, fled Galizhur forever.
Mac was forever changed by that experience. Several strands of his hair turned white at the sight of the ghost and never changed back. It was the most terrifying experience of Mac's life, and he promised himself he would never feel that way. While he was not as devout as his brother, Mac dedicated himself to the study of religion and hunting and destroying ghosts. This is the reason Mac has +5 in Religion score and he plans to take the Ghost Hunter dedication feat at 2nd level.
Ties to Otari: As a miner, Mac has built up his muscles and brawn (+4/+3 in Str and Con) to become a capable warrior. He and his brother are charged with delivering the iron ore from the mines to Otari, so he knows Carmen Rajani from Blades for Glades, as well as members of the Garrison. When he is in town, Mac visits Brelda Venkervale, the current dwarven proprietor of the Rowdy Rockfish, to share drinks and stories. He cares for the quaint mining town and is always on the lookout for ghost stories and/or tales about a dwarven necromancer still on the loose.

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Hey there, I'm working on some character concepts and I'm wondering if you'll allow me the indulgence of proposing a bit of homebrew.
See, I wanted to go hard on the Eldritch Anatomist and a summoner with a strange eidolon seems like a great bet, but the options are limited and Occultism only has Phantoms. I just so happened to have written a proper aberration subtype for eidolons. It's here in an old article if you're willing to give it a look and tell me what you think.
If not, I can submit something that's more by-the-books.
(I'd propose something a bit more unusual but I'm assuming that common ancestries means rare heritages are off the table)

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1 person marked this as a favorite. |

So, here’s Willorn Flamehand, my dwarven rogue
Ancestry: Dwarf
Heritage: Rock Dwarf
Background: Fogfen Tale-Teller
Class: Rogue
Alignment: Lawful neutral
Traits: Dwarf, Humanoid
Patreon Deity: Trudd, the Mighty
Attributes
STR +4
DEX +2
CON +2
INT+1
WIS+1
CHA-1
Defense
Speed: 20 ft.
Perception (E): +6 (+5 with Stealth), Darkvision
HP: 20/20
AC: 17
Fortitude (T): +5
Reflex (E): +7
Will (E): +6
Skills
Acrobatics (T): +5
Arcana (T): +5
Athletics (T): +7
Crafting (T): +4
Deception (U): -1
Diplomacy (T): +2
Intimidation (T): +2
Medicine (U): +1
Nature (U): +1
Occultism (U): +1
Performance(U) +1
Religion (T): +4
Society (T): +4
Stealth (T): +5
Survival (T): +4
Thievery (T): +5
Swamp Lore (T): +5
Class DC
Rogue (T): 17
Feats
Dwarven Weapon Familiarity ancestry feat
Hefty Hauler skill feat
Titan Wrestler skill feat
You’re Next Class feat (Reaction)
Class Features
Rogue’s Racket [Ruffian]
Sneak Attack +1d6
Surprise Attack
Languages: Common, Dwarven
Background: Willorn grew up on the streets of the Coins in Absalom, soon becoming a member of the Fortrights, a band of „honorable thieves“, who took him in and gave him shelter. It’s there where he learned about the history of the church they inhabited, making him want to atone for the sins of his ancestors and become a devout follower of Trudd the Mighty in the process.
Unluckily, one of the thieveries he was involved in earned him the wrath of the Bloody Barbers, so he had to flee from Absalom and landed in Otari, where he found works at the Giant’s Wheel initially. There he also became friends with Lasda Venkervale, and when Lasda vanished, he started to work at the Rowdy Rockfish for his mother Brelda, doing all kinds of reparation work, helping at the bar, but also serving as a Bouncer, which might attribute to the fact there’s basically never any barroom brawl at the tavern.
He also started to search for Lasda in the Fogfen, bringing back outlandish tales about monstrous creatures roaming the swamp, that, much to his chagrin, no one will believe him to be true.

Jack Daniels |

Ok all, I am ending this 6 hours early. No one else has posted or PMed me that they're working on a concept. I was originally planning on taking 4 players, but given player attrition on the boards, will take 5 in case we lose someone early.
The players selected are the following:
Maclin - Dwarf Fighter
Hagrym - Dwarf War Priest
Penflower - Elf Magus
Jon - Half-elf gunslinger
Willorn - Dwarf Rogue
Kindly report to the Discussion Thread: Link
Thanks to all who participated.