
Hungry Voodoo |

I'm looking for 3 more reliable players to continue my Zolurket campaign.
We currently have an elf alchemist (crypt breaker) and an elven wizard (transmuter). our dwarf barbarian and cleric have gone missing. The campaign is currently just a few days out from the mines. Characters are at 3rd level.
Here's the background if you aren't familiar with this infamous haunted mine in western Katapesh:
In 4121 AR, the desert dwarves sealed the famed Tar-Urkatha mine abruptly saying that one of the richest platinum mines in history had played out. Nearly six centuries later, gnoll traders appear in Katapesh City selling dwarven goods and platinum bars they claim came from the Zolurket mine. If this is true why did the dwarves walk away from a fortune in platinum and precious minerals and then lie about it? And why is Tar-Urkatha now known as Zolurket, the Kelish word for Dark Death? Only the bold will find the answers in the Horror and the Hunger of Zolurket!
All Core and APG rules are fine. Characters use 20 point buy and have 3,000 gp for gear. Keep in mind this adventure will be mostly underground and undead heavy. So I’d like to see a cleric in the party and dwarves may have an advantage with darkvision and a good fort save.

Chitleen Shudra |

I'm the Cryptbreaker in question
Arknight - probably best to put forward exactly which traits you're interested in so that Voodoo has a chance to review them specifically.
Black Thom - knowing the game to date, unlikely to be guns everywhere... but I'll let Voodoo chime in on what level of gunpowder he sees in the world. It's likely to be fairly close to Golarion canon.

Hungry Voodoo |

Arknight- those traits are fine. I haven't picked up the Race guide yet, but trust paizo's judgement so far. except kinda meh about Ultimate Magic.
Black Thom- i'd consider a gunslinger. though the mines are remote at least there'll be plenty of guano around for powder and Katapesh isn't all that far from the gun producing dwarves of the Mana Waste.
Hey all- go ahead and post your character so I can see what we have mechanically. a brief background is fine as well.

Kirsteen |

Sounds like a good adventure to remake my female, half-orc cleric of Sarenrae. Raised by a reluctant mother who constantly belittled her for her orcish heritage, Kirsteen turn to the church of Sarenrae out of the need she felt to redeem herself and prove to her mother that she wasn't a godless savage like her biological father.

Black Thom |

Dhampir - "Walker"
LG Paladin/Gunslinger 2/1
Divine Hunter-Warrior of the Holy Light/Pistolero-Mysterious Stranger
It's a a mouthful, but should be legal.
The stranger stands upon a hill, his back to the sun. Standing in the twilight, he looks over his gun, as it's about to get some use.
"Zolurket, yes... The Dark Death. I've heard stories, but now that I'm here, it's time to go a little deeper.
Though I walk through the valley of the shadow of Death, I will fear no Evil, for thou art with me..."
Leading his mount down the hill into town, he's just one more thing to go... bump in the night.

Hungry Voodoo |

@ Voodoo - Are you looking just for mechanics/stats/gear, or do you want a backstory, personality, etc.?
yeah, not a novel or anything, but just a paragraph to give me an idea of who the character is.
So far I've got:
Aroach1188- possible dwarf ranger
Arknight- dwarf ??
Black Thom- dhampir palagun
Birch33- possible dwarf ftr
Kirsteen- half-orc Clr
Wolfwalker- dwarf clr Torag
Nathaniel- half elf summoner
Ijen- human clr

Robbgobb |

Male Oread Monk (Monk of the Four Winds, Monk of the Sacred Mountain) 3
LN Medium Outsider (Native)
Init +1; Senses Darkvision; Perception +9
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DEFENSE
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AC 18, touch 15, flat-footed 16. . (+1 Dex, +3 natural, +1 dodge)
hp 27 (3d8+6)
Fort +4, Ref +5, Will +7
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OFFENSE
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Spd 40 ft.
Melee Masterwork Cold Iron Longsword +2 (1d8+3/19-20/x2)
Special Attacks Flurry of Blows +1/+1
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STATISTICS
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Str 17, Dex 13, Con 13, Int 10, Wis 17, Cha 8
Base Atk +2; CMB +6; CMD 20
Feats Deflect Arrows, Dodge, Elemental Fist (1d6) (3/day), Improved Unarmed Strike, Monk Weapon Proficiencies, Snapping Turtle Style +1, Toughness +3, Weapon Focus: Unarmed Strike
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +7, Climb +7, Escape Artist +7, Perception +9, Stealth +5, Swim +7
Languages Common, Terran
SQ AC Bonus +3, Crystalline Form (1/day), Fast Movement (+10'), Maneuver Training (Ex), Mountain-Born, Still Mind (Ex), Unarmed Strike (1d6)
Combat Gear Masterwork Cold Iron Longsword; Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (17 @ 70 lbs), Bedroll, Dungeoneering Kit, Deluxe, Flint and steel, Potion of Cure Light Wounds (4), Rations, trail (per day) (3), Spelunking Kit, Water purification sponge (3), Waterskin (3)
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SPECIAL ABILITIES
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows Deflect an incoming arrow once per round.
Elemental Fist (1d6) (3/day) You can add 1d6 energy damage to an attack.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mountain-Born +2 to save vs altitude fatigue/sickness and on Acrobatics to cross narrow ledges.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
I just wanted to try this and understand if Oread is not allowed but thought would make for interesting character.

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In a few words, Kraden is a charming and passionate Half-Orc Battle Cleric.
He is happy to wade into battle, even if not the strongest of warriors; he is happy to be the meat-shield as well, even if he's not a steel tank.
But above all, he sees himself as the scourge of the undead - by channel, spell, morningstar or his deity's scimitar, he will crush, slice and dice those aberrations of nature.
Oh, and if you have a boo-boo, he'll be happy to heal you too. :)
Stats n' stuff are linked to this alias...If you want more detail, I'll be happy to provide it Voodoo, just not before I get some sleep!

Arknight |

HP: 1d10 ⇒ 31d10 ⇒ 2 Any chance of a reroll? :)
Here's a quick posting of Hardal. Still some gear to get, but he's together in principal.
Male Dwarf Ranger (Skirmisher) 2 Rogue 1
NG Medium Humanoid (Dwarf)
Init +3; Senses Perception +8
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DEFENSE
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AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 16 (2d10+1d8+3)
Fort +4, Ref +8, Will +2
Defensive Abilities Deep Warrior
Weakness Light Sensitivity
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OFFENSE
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Spd 20 ft.
Melee Masterwork Waraxe, Dwarven +0 (1d10+1/20/x3) and
. . Masterwork Waraxe, Dwarven +0 (1d10+1/20/x3) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Ranged Masterwork Crossbow, Light +6 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
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STATISTICS
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Str 13, Dex 16, Con 12, Int 13, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Double Slice, Rapid Reload: Crossbow, Light, Rogue Weapon Proficiencies, Two-weapon Fighting
Traits Armor Expert, Tunnel Fighter
Skills Acrobatics +9, Climb +7, Craft (Gemcutting) +5, Disable Device +9, Knowledge (Dungeoneering) +7, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +8, Sense Motive +7, Stealth +9, Survival +7, Swim +5
Languages Common, Dwarven, Goblin
SQ Enemies: Aberrations (+2 bonus) (Ex), Greed, Hardy +2, Hatred +1, Rockstepper, Slow and Steady, Stability +4, Track +1, Trapfinding +1, Wild Empathy +2 (Ex)
Combat Gear Bolts, Crossbow (20), Masterwork Crossbow, Light, Masterwork Waraxe, Dwarven, Masterwork Waraxe, Dwarven, Mithral Chain Shirt;
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TRACKED RESOURCES
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Bolts, Crossbow - 0/20
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Enemies: Aberrations (+2 bonus) (Ex) +2 to rolls vs Aberrations.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Rapid Reload: Crossbow, Light You can reload fast with one type of Crossbow.
Rockstepper Ignore difficult terrain when taking a 5' step.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

wolfman1911 |

This sounds like a good game for the first character I ever made: a cleric of Pharasma that all of life was a story waiting to be written down, and he believed that the 'happily ever after' bit at the end cheapened the sacrifices made along the way. He's a decent enough sort, just don't find yourself in need of healing if he thinks that you won't accomplish more than you already have. . .I've never determined what his alignment would be, but it's definately somewhere on the neutral scale.

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Basic sheet and background for Lockjaw:
LOCKJAW STONESHIELD CR 2
Male Dwarf Paladin (Warrior of the Holy Light, Undead Scourge) 3
LG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision; Perception +2
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DEFENSE
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AC 21, touch 10, flat-footed 21. . (+9 armor, +2 shield)
hp 34 (3d10+12)
Fort +8, Ref +3, Will +4
Defensive Abilities Defensive Training; Immune fear, disease; SR 8
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OFFENSE
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Spd 20 ft.
Melee Heavy Shield Bash +6 (1d4+3/20/x2) and
. . Axe, Throwing +6 (1d6+3/20/x2) and
. . Gauntlet (from Armor) +6 (1d3+3/20/x2) and
. . Gauntlet, Spiked +6 (1d4+3/20/x2) and
. . Masterwork Cold Iron Waraxe, Dwarven +7 (1d10+3/20/x3) and
. . Masterwork Silver Morningstar +7 (1d8+3/20/x2) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 16, Int 9, Wis 9, Cha 14
Base Atk +3; CMB +6; CMD 16
Feats Power Attack -1/+2, Toughness +3
Traits Armor Expert, Defensive Strategist
Skills Acrobatics -6, Climb -3, Diplomacy +7, Escape Artist -6, Fly -6, Knowledge (Religion) +3, Perception +2, Ride -6, Stealth -6, Swim -3
Languages Common, Dwarven
SQ Aura of Courage +4 (10' radius) (Su), Aura of Good (Ex), Greed, Hatred +1, Lay on Hands (1d6) (3/day) (Su), Mercy: Sickened (Su), Slow and Steady, Stability +4, Stonecunning +2
Combat Gear +1 Stone coat, Axe, Throwing (3), Gauntlet, Spiked, Masterwork Cold Iron Waraxe, Dwarven, Masterwork Shield, Heavy Steel, Masterwork Silver Morningstar; Other Gear Backpack (9 @ 25 lbs), Bedroll, Blanket, Flask, Jug, clay, Pouch, belt (1 @ 7.6 lbs), Rations, trail (per day) (5), Rope, silk (50 ft.), Waterskin (2)
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TRACKED RESOURCES
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Axe, Throwing - 0/3
Lay on Hands (1d6) (3/day) (Su) - 0/3
Rations, trail (per day) - 0/5
Smite Evil (1/day) (Su) - 0/1
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Mercy: Sickened (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.
Spell Resistance (8) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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Rumors have it Lockjaw was born to dwarves of the deep mines, left behind in the Quest for Sky. Lost for too long in the dark and given to feral rages in order to survive, it is rare that one should become a paladin. Others say he has been touched by the god Torag himself, his holy power a product of the deities attention at a young age. Most agree that the best way to deal with the dwarf now known as Lockjaw is to give him a hunk of meat or chair leg to chew on until there's something you need killed.
Although he is no tactical genius Lockjaw posses a feral cunning and grasp of how best to hurt those opposing them. He has given particular attention to the undead, considering them a foe beyond all others to the dwarves. What caused this hatred is known to none on the surface, but the sight of an undead abomination always brings about a cold fury in the hairy holy warrior.
Not given to fancy speeches or pretty dress, Lockjaw considers water to be akin to poison, drinking it only if there are no other options. On at least one occasion he drank the squeezings from a bar rag on the theory that it contained at least some beer in it, and was therefore better than water. Needless to say he hasn't bathed in years, and considers his stench to be as powerful a weapon as his axe. Wearing cheap armor and drinking cheaper beer, Lockjaw wanders from town to town, looking for monsters to slay and bars to drink dry.

Hungry Voodoo |

Come on folks, I mentioned clerics specifically because they'll be REALLY handy to have around for this campaign. I may even take a couple.
I do want to say that most of my campaigns are near the year mark or better, so I'd really like folks that are going to commit for a while and not just disappear.
Revised list:
Aroach1188- possible dwarf ranger
Arknight- dwarf ranger
Black Thom- dhampir palagun
Birch33- possible dwarf ftr
Wolfwalker- dwarf clr
Nathaniel- half elf summoner
Ijen- human clr
Robbgobb- Oread Monk
Rickybobby- half-orc battle cleric
Balodek- dwarf paladin
seems like I have some decent choices here. i'll stay open another day for folks to finish out their characters.

Hungry Voodoo |

OK, before anyone else can flee from the Darkness and the Hunger...
it was a difficult decision, but I'd like to invite:
Balodek w/ a very grubby paladin
Robbgobb w/ a stone cold monk
Wolfwaker w/ a much needed cleric
let me know if you're in at the safe haven.