
Terquem |
We have lost our rogue for the following game
And I would like to see if there is at least one player out there who would like to take up the role.
The party consists of, currently, a Fighter, a Wizard, and a Cleric
Also, as the “Good” party has grown to be larger, I would entertain additional players if they are interested.
For this adventure you may select any land dwelling, air breathing race from the Pathfinder rules (monster races are allowed, but must conform to the requirement that they are capable of being considered a “first level” character after they have been given a Class). You may create a race using the Race Builder rules of the Advanced Race Guide with the following guidelines:
14 Race Points
4 Racial Traits
You must be of Evil Alignment
You begin this adventure at level 2, so as to match the rest of the party
Characters will be generated using a 20 point buy system, no stat to be less than 8 after application of Racial Modifiers.
(You will only be allowed Racial Traits from the Race Builder rules above if you build your own Monster, but if you select a standard Player Character Race or Monster Player Character race that is already established, you may select one Basic trait from the Advanced Players Guide)
Starting Gold will be 300
All Core rules will be used (3pp rules upon intense scrutiny and generous mockery before approval)
Posting will be minimum requirements; encounter actions at one per day or less are acceptable, role playing exchanges may be higher. I may skip a day, here and there, but I’m not planning on leaving anytime soon.
---Special Rules---
An astute player, one who is curious, patient and determined, would be capable of easily finding the Adventures who are already in Its “A” Dungeon. Additional rules for the Random generation of the dungeon were implemented at the beginning and the party of evil monsters is currently on the 3rd level of the dungeon, still looking for the good player characters.
You win this adventure when you have found the party of Adventures, and convinced, or otherwise forced, them to exit the Dungeon.
The Monsters in this party cannot exit the dungeon, so resource management is required.
Is anyone interested?

Broken Prince |

How about a Rat King for a new race? Essentially a mass of rats whose tails and minds have fused together - its a real life urban legend - and move as one boiling mass of rodent malice.
Monsterous Humanoid 3 RP
Small 0 RP
Normal Speed 0 RP
Advanced -2 Str +2 Int +2 Wis +4 Cha (think hypno toad rather than beautiful) 4 RP
Scent 4 RP
Climb 2 RP
Plagueborn 1 RP
Does that look okay? I tried to match rat abilities as well as I could - without being too sucktacular.

Tenro |

I am very interested!
So i am to do a "solo" adventure (or perhaps with one other person who is also selected) to find the party and then join up with them? is that correct?
I would like to try out a Death Mage for your non-rogue spot.
I am already playing a traditional cleric necromancer in another game, so I wanted to try this one out. Thing is, I won't be focusing on the raising of a ton of undead (so i will not be taking the Corpse Mage path of this class). I was thinking of going with Ghoul Mage (eating the recently deceased! perfect bad guy) or Shadow Mage (also pretty cool!)
Towards the bottom of the page i linked, some people had some comments about the class. If you have any issues, i do not mind working with you to tweak this to suit your game. For instance, they do not get Knowledge: Religion for some reason, but on the other hand they get some weird weapon proficiencies (like nunchaku, not that a nunchaku-wielding necromancer wouldn't amuse me to no end).

Terquem |
Tenro - there won't be any "solo" or introductory adventure, my plan is to drop your character in a most commical fashion, right into the game with the current party as soon as you would be ready to begin. I don't have a problem with third party material, only that it is often impossible for me to access the data from certain computers that I use, which makes doing my homework for the game a bit harder.
Kerrick - I'd love to have you join the game, but do you understand that this is not a serious game? It is a randomly generated dungeon crawl, and not always something that many gamers enjoy. How much experience playing in this format do you have?

Tenro |

Terquem- should you allow me to make a character of that class, you needn't fear being unable to check the pfsrd for it. I usually copy all material to my character sheet (you can look at some of my aliases to see how I do things) so visiting another site is rarely necessary. I do a lot of posting from my phone so it's easier for me to have to access as few pages as possible.
As for no solo, that is fine. I misunderstood, but no solo meams I'm in the mix faster so that's good.

Tenro |

working on a character now, but i am going to go to bed here in a few minutes. character is about half done.
Deathlings are small, foul creatures that look like pale, smoky grey goblins whose diet largely consists of carrion. They can often be found near places that the dead are buried, and even entire tribes have been found in particularly large tombs. There have also been reports of nomadic tribes of them following large armies, cleaning up the remains of the dead that haven't been buried. Despite their foul appearances, they are capable of reasonable interaction with other races, but rarely choose to do so unless it is in their best interests. Generally physically weak, they tend to gravitate towards spellcasting classes, and rare ones with blood bereft of magic and too dumb to learn wizardry tend to have a larcenous bent, picking locks and finishing off weak foes for their tribe to eat.
3 RP Monstrous Humanoid
-- Monstrous humanoids have the darkvision 60 feet racial trait.
-- Monstrous humanoids breathe, eat, and sleep.
0 RP Small Size
-- Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
0 RP Normal Speed (30 ft)
1 RP Specialized Ability Modifiers (+2 CHA, +2 INT, -2 STR)
0 RP Standard (Common, Racial, plus 7 languages with high INT)
4 RP Advanced Charisma (+2 Racial bonus to CHA)
2 RP Bond to the Land (Underground) +2 Dodge to AC while in favored terrain
4 RP Shards of the Past (Know: Religion and Perception are class skills due to a close relationship with spirits attached to one's past lives)

![]() |

This looks like fun. I will apply for the second opening. Here is Devon, a fighter type.
Strill: A race of humans derived from human-Marid mix. These humanoids are known for their agility and intellects. They are quite rare and seldom fir into normal human society.
0 RP Humanoid, human and water subtypes
0 RP medium size
0 RP normal speed
4 RP Advanced ability modifiers (+2 physical, +4 Int, -2 Cha)
0 RP Standard language ability
4 RP Flexible feat (as Human)
4 RP Defensive Traing, Greater
2 RP Nimble attacks
Devon
Strill Fighter (Weapon Master) 1/Monk (Master of Many Styles) 1
LE Medium Humanoid (human, water)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 11 (+3 armor, +4 Dex, +2 dodge, +1 Wis)
hp 20 (1d10+1d8+5)
Fort +6, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dueling sword +6 (1d8+1/19-20/x2) and
. . Unarmed strike +5 (1d6+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 19
Feats Crane Style, Exotic Weapon Proficiency (Sword, Aldori dueling), Improved Unarmed Strike, Power Attack -1/+2, Stunning Fist (1/day) (DC 12), Weapon Finesse, Weapon Focus (Sword, Aldori dueling), Web of Steel
Skills Acrobatics +9, Intimidate +4, Knowledge (dungeoneering) +9, Knowledge (nobility) +5, Perception +6, Sense Motive +6, Stealth +8, Swim +6
Languages Aquan, Common, Giant, Goblin, Orc
SQ ac bonus +1, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear Dueling sword, 280 GP
--------------------
Special Abilities
--------------------
AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Web of Steel A character in light or no armor and no shield, who weilds a weapon he has weapon focus with adds 1/2 his BAB +3 as an armor bonus. He loses this bonus if he is denied his Dex bonus to AC.
Special: A character who gains the Heavy Armor Prof. feat at 1st level may replace it with Web of Steel.