RTJ: Character Creation and Recruitment.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 2 posts
Mon 12 Jan 2015
at 07:31
RTJ: Character Creation and Recruitment
To Submit an RTJ
Follow the following directions exactly, and you're very likely to get into the game (if I'm marked as needing a new player):

Step 1: Read this thread. Read the "Deepdelve Setting" and "RPOL-specific Rules" thread.

Step 2: Send me your character name, concept, a short backstory, and a response to the Proof of Reading Comprehension section, found below. If I like it, I'll give you the go-ahead to make a character sheet. If I don't, I'll let you know if you can submit another concept. I reserve the right to reject an RTJ at any time, but in all likelihood, this the last point at which I'll reject someone for writing ability, style, or concept. I might request changes to the character sheet as well.

Proof of Reading Comprehension:
Send me a statement confirming that you're available to post once a day on weekdays.

Include a statement of your age. This is not planned to be a M or A game, but I want the statement on record in case something comes up later.

Then, answer the following questions correctly.
  • Why is evacuating the city ill-advised?
  • What is the most common race in deepdelve?
  • What happens if you don't respond to a combat post within 24 hours?
  • What is the name of the kingdom that Deepdelve used to be capitol of?
  • What happens if your character's initiative is higher than the opponents', but the rest of the PCs initiatives are lower?




Characters start as first level Pathfinder characters using fairly standard core roles.

- Abilities purchased with a 20 point "high fantasy" buy. (link)
- Base and Core classes on http://www.d20pfsrd.com/ are allowed.
- No playtest rules.
- No Third Party content rules.
- Firearms at the "Emerging" level.
- No drawbacks (or flaws).
- Knowledge: Dungeoneering includes knowledge of the Deepdelve mine's layout, common practices, and even perhaps some of its secrets. This is in addition to the skill's usual sphere of knowledge.
- Core races are allowed, keeping in mind the following:
     Dwarves are by far the most common inhabitants.
     Humans, at about 5% of the population, are the second most common.
     Half-orcs, do not receive a warm welcome in the city of DeepDelve and are generally mistrusted. Expect to be cheated by merchants, and refused equal treatment under the law.
     Halflings, about 1%, are regarded as being too unserious and somewhat childlike.
     Half-elves are very rare, but there might be a few in the city.
     Elves, for the most part, can't stand Deepdelve, and are only there if they have to be for some reason.
     Gnomes, also about 5% of the population, have earned a kind of respect for their skill with machinery, especially delicate or complicated devices.
     There are a few Half-dwarves in Deepdelve. Typically bearded, they might be mistaken for someone not from the area as being a tall dwarf or a short human. Half-dwarves are rare, because they cannot have children. They have the following traits:
  • +2 on either Str, Con, or Wis.
  • Size: Medium, Speed: 30
  • Languages: Common & Dwarven
  • Count as both Humans and Dwarves for magic items and the like.
  • Greed: Half-Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Darkvision 60'
  • Stonecunning: Half-Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Skilled: Half-Dwarves gain an additional skill rank at first level and one additional rank whenever they gain a level
  • Rock Stepper: Half-dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs.
  • Mountaineer: Half-dwarves are skilled at climbing and navigating narrow ledges. they are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
- Characters can be created with 2 Traits using the standard trait rules. One of these can be a campaign-specific trait (see below) if desired. Regional traits are not allowed for this campaign if they specify a nationality or specific world region.
- Dwarves start with 500gp worth of gear, Half-Dwarves start with 300gp worth of gear, Other races start with 150gp worth of gear.

This message was last edited by the GM at 21:40, Fri 16 Jan 2015.

Dungeon Master
 GM, 5 posts
Tue 13 Jan 2015
at 07:29
Campaign-Specific Traits
Lost Relative - You have a kinsman or kinswoman who lives in the settlements below. In the recent troubles, contact has been completely lost, and you worry that if the city is abandoned, they will be left behind and lost forever.
  Designate a relative and give them a minimal description and trade. They will be a level 4 expert in that trade. You may create a character sheet for them if you desire, but this is not required.
  You've visited your kin on several occasions, and know the Deepdelve mines better than most. Gain a +2 bonus on Know: Dungeoneering checks, and it is always a class skill for you.

Deep Miner - You have experience working the very deepest regions of the Deepdelve mine. You were either on leave, unemployed, or retired when the disturbance began, so unlike most of the other deep miners, you have not been lost.
  You gain a +2 save against underground environmental hazards (for example, fort vs. poison gas vents, ref vs. collapsing mine tunnels.)
  You gain a +2 bonus on Profession: Miner.

Guild brother - You are associated closely with one of the prestigious guilds of Deepdelve. While inexperienced, you are regarded as promising, either because of a relative in the guild, or particular aptitude.
  Select one of the high-status guilds of deepdelve (Brewers, Armorers, Weaponsmiths, Blacksmiths, Miners, Engineers, or the Black Powder consortium). You know the secret callsigns and jargon of the guild, and all Know: Local and Diplomacy checks to influence guild members are at +2.
  Start the game with 150gp from the guild in question. It can only be spent on supplies from that particular guild. Any extra is wasted.

Disgraced - Dwarf or Half-Dwarf only. Your clan has been embroiled in a recent scandal, and has lost much face, prestige and wealth. Only brave and notable deeds could redeem it within a generation, and if it is to be done, that task falls to you.
  Describe the scandal that has brought shame to your clan. You receive a -2 to all diplomacy checks within the upper city of Deepdelve.
  Perhaps ironically, the movers and shakers of Deepdelve are eager to discharge and debts of honor owed, wishing to be freed from any lingering obligation to a disgraced clan. As a result, you can demand favors be repaid three times during the campaign, once each for three of the senior clans. Though a favor need not be monetary, the value of each favor cannot exceed 500gp per character level at the time the favor is called in. A favor can be called in no more than once per level.

Saw it Coming - For years you've lived in Deepdelve, and your dreams have been tormented with visions of attack from below; monsters in seemingly endless numbers boiling out of a great rift in the earth. You've tried to warn people, and have been ridiculed, rejected, and possibly called insane for your trouble. Now, of course, you've got a reputation as being prophetic, the only one who warned of the danger.
  By coming to you with their troubles and asking you to predict the future, you get surprisingly good information about local events. You gain a +2 bonus to Know: Local, and it's always a class skill for you.

Amateur Cartographer - One of the most alarming events in recent days is the fire that destroyed the civil authority building. All the official maps of the Deepdelve mine were lost, along with most of the most senior surveyors. You have always had an interest in maps, however, and your personal collection includes some maps of the mines. It's far from complete, but it may in fact be more extensive than anyone else can currently manage.
  During the game, you may unearth from your collection some helpful maps and scraps of maps.
  In addition, you've spent a lot of time studying the official maps before they were destroyed. You gain a +2 bonus to all perception checks to locate secret doors within the Deepdelve mine.

Nose for Magic - Dwarf or Half-Dwarf only. You've always had a fascination with magically crafted goods, and have spent a great deal of time checking out what's available in Deepdelve, as well as speaking with notable heroes of the region about their magical equipment.
  Your "greed" bonus to appraise checks applies to all magical items as well.
  Three times per day, you may cast Detect Magic as a spell-like ability.
  If a magic item found was previously the possession of a dwarf, you may attempt to identify it with a successful Knowledge: Local check with the same DC as if using Spellcraft. (If you have Spellcraft, you may still attempt to identify it that way as well.)

Dwarven Legacy - Dwarf or Half-Dwarf only. You have inherited a family heirloom, a finely crafted Dwarven Urgrosh, legendary for the many battles it has won.
  You begin the game with a masterwork dwarven Urgrosh. (worth 650 gp)
  If you ever take the Leadership feat, gain a +2 bonus to your leadership score for your possession of this distinctive weapon.
  If you sell or lose the weapon, you gain a -2 penalty to all Diplomacy checks with dwarves of the Deepdelve region.

Licensed Locksmith - You are a recognized and licensed member of the locksmithing trade in Deepdelve. As such, you can carry the tools of your trade without arousing any particular ire or suspicion on the part of the authorities.
  You gain +2 bonus to Disable Device skill checks.
  When attempting to disable a lock that's manufactured by a Deepdelve smith, you may roll twice and take the better result due to familiarity.
  Any "Thieves Tools" you carry are licensed and will not draw the ire of civil authorities unless misused.

Subterranean Caster - Your magic is founded in the deep places in the earth, and your magics there are more powerful.
  Gain a +1 caster level on any spell with the Earth, Caves, Artifice, or Metal domains.
  When underground, you need only four hours of uninterrupted rest to restore yourself enough to prepare spells, instead of the usual eight.

Dwarf Friend - non-dwarves only. Despite your ancestry, you or your family have done a great service for the dwarves, and they have long memories and deep sense of obligation.
  Goods and services in the city of Deepdelve are available at 10% discount. The discount is for you, so you can't apply it to the needs of your allies. This does not apply to starting equipment.
  Upon entering any drinking establishment in Dwarven lands, there is a possibility you will be toasted. "All hail the Dwarf-friend!" is a common variant.
  You automatically gain Dwarvish as an extra language.

Dwarven Nobility - Dwarves only. You are connected in some way the royal family, or one of the heads of clan. This is more common than you'd think, because family and clan ties are very important to dwarves and they keep extensive records to establish connections, even several generations back.
  Gain a +2 to Know: Nobility checks, and it's always a class skill for you.
  As a courtesy, you are permitted access to the royal library, and to many civil buildings and their records.
  You have the legal authority to issue commands to the Deepdelve city guard. (Though you will almost certainly have to justify giving such orders after the fact or risk losing the privilege.)

This message was last edited by the GM at 20:50, Tue 13 Jan 2015.

Dungeon Master
 GM, 7 posts
Tue 13 Jan 2015
at 17:51
Re: Campaign-Specific Traits
No need to rush ahead on this, but when I give the word that your concept is under consideration, This is the format that I'm going to want you to eventually put the character sheet in. (I will alternatively accept a Hero Lab .por file emailed to me. If you prefer that, just let me know.)

  Basic Information 

 Character Name  :                          Height :
 Character Race  :                          Weight :
 Alignment       :                          Eyes   :
 Deity           :                          Hair   :
 Total Level     :                          Size   :
                                            Speed  :

  Character Class Information 

 Level  1 Class :                         Max HP *:       FC Bonus:
 Level  2 Class :                         HP Roll*:       FC Bonus:
 Level  3 Class :                         HP Roll*:       FC Bonus:
   *HP without con modifiers.

 Favored Class  :

  Ability Scores 

 Strength     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
 Dexterity    : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
 Constitution : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
 Intelligence : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
 Wisdom       : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
 Charisma     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc

 Maximum Load  : 000 lbs.
 Lift Overhead : 000 lbs.   (equal to Maximum Load)
 Lift          : 000 lbs.   (equal to Maximum Load x2)
 Drag or Push  : 000 lbs.   (equal to Maximum Load x5)

  Combat Statistics 

 Hit Points        : 00
 Base Attack (BAB) : +0
 Initiative        : +0     0 Dex + 0 misc

 Base Melee        : +0     0 BAB + 0 Str + 0 misc
 Base Ranged       : +0     0 BAB + 0 Dex + 0 misc

 Combat Maneuver   : +0          0 BAB + 0 Str + 0 misc          <- CMB
 Maneuver Defense  : +10    10 + 0 BAB + 0 Str + 0 Dex + 0 misc  <- CMD

 Armor Class       : 10     10 base + 0 armor + 0 shield + 0 Dex + 0 misc
 Touch AC          : 10     10 base                      + 0 Dex + 0 misc
 Flat-Footed AC    : 10     10 base + 0 armor + 0 shield         + 0 misc

  Saving Throws 

 Fortitude  : +0    0 base + 0 Con + 0 misc
 Reflex     : +0    0 base + 0 Dex + 0 misc
 Will       : +0    0 base + 0 Wis + 0 misc

 Conditional Bonuses and Penalties :

  Racial Abilities and Features 


  Class Abilities and Features 


  Skills and Languages 

 Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
 [c] denotes a class skill.
 ^ denotes a skill that cannot be used untrained.

 [ ] Acrobatics         : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Appraise           : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Bluff              : +00    0 ranks + 0 Cha + 0 class + 0 misc
 [ ] Climb              : +00    0 ranks + 0 Str + 0 class + 0 misc - 0 armor
 [ ] Craft:             : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Diplomacy          : +00    0 ranks + 0 Cha + 0 class + 0 misc
 [ ] Disable Device ^   : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Disguise           : +00    0 ranks + 0 Cha + 0 class + 0 misc
 [ ] Escape Artist      : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Fly                : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Handle Animal ^    : +00    0 ranks + 0 Cha + 0 class + 0 misc
 [ ] Heal               : +00    0 ranks + 0 Wis + 0 class + 0 misc
 [ ] Intimidate         : +00    0 ranks + 0 Cha + 0 class + 0 misc
 [ ] Know: Arcana ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Dungeon ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Engineer ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Geography ^  : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: History ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Local ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Nature ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Planes ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Know: Religion ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Linguistics ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Perception         : +00    0 ranks + 0 Wis + 0 class + 0 misc
 [ ] Perform:           : +00    0 ranks + 0 Cha + 0 class + 0 misc
 [ ] Profession: ^      : +00    0 ranks + 0 Wis + 0 class + 0 misc
 [ ] Ride               : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Sense Motive       : +00    0 ranks + 0 Wis + 0 class + 0 misc
 [ ] Sleight of Hand ^  : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Spellcraft ^       : +00    0 ranks + 0 Int + 0 class + 0 misc
 [ ] Stealth            : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
 [ ] Survival           : +00    0 ranks + 0 Wis + 0 class + 0 misc
 [ ] Swim               : +00    0 ranks + 0 Str + 0 class + 0 misc - 0 armor
 [ ] Use Magic Device ^ : +00    0 ranks + 0 Cha + 0 class + 0 misc

 Languages : Common

  Traits and Feats 

 Level 1 Feat :

 Trait #1 :
 Trait #2 :

  Money and Equipment 

 Armor     :
 Belt      :
 Body      :
 Chest     :
 Eyes      :
 Feet      :
 Hands     :
 Head      :
 Headband  :
 Neck      :
 Ring #1   :
 Ring #2   :
 Shield    :
 Shoulders :
 Wrists    :

 Weapon    :
 Weapon    :

 Other Equipment :

 Money : 0 GP

  Magic 

 Level 0     0 spells per day    0 bonus    DC 10 (10 + level + 0 ability)
    Known/Prepared:

 Level 1     0 spells per day    0 bonus    DC 11 (10 + level + 0 ability)
    Known/Prepared:

 Level 2     0 spells per day    0 bonus    DC 12 (10 + level + 0 ability)
    Known/Prepared:

  Spellbook 

 Level 0 :
 Level 1 :
 Level 2 :


This message was last edited by the GM at 17:53, Tue 13 Jan 2015.