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GM Blood's Rappan Athuk (PF) (Inactive)

Game Master David James Olsen

Current Map


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Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.

The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.

Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.

For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

This is a call out for recruitment for the Pathfinder version of Rappan Athuk! The recruitment will go through September 16th and I will choose six characters. I will take up to a week or so to review all applications after the deadline.

What lies before you is adventure, monsters, and certain death. But if you manage to survive you will have riches, exotic magical items, and fame. You will also help to defeat evil, right wrongs, and begin to make the area safer for everyone once again (for those of you who care about those sorts of things).

Your group has come with other groups of various experience and skill to the small semi-fortified trading post known as Zelkor’s Ferry. You’ve decided to explore this region first because most adventurers who enter the Mausoleum never return to tell the tale. A remote section of Rappan Athuk called the Mouth of Doom is near Zelkor’s Ferry. The citizens of Zelkor’s Ferry have seen, with their own eyes, adventurers who have returned alive from this part of Rappan Athuk with treasure and strange tales. These adventurers soon go to explore the dungeons further—and generally never return—but their shiny gold and mysterious tales remain behind, evidence of the dungeon’s riches and actual existence.

What to expect and is expected:

You should expect to die. The life of an adventurer is hard and the deck is stacked against you. Not everything is balanced at a CR you should expect to defeat. There could be times you are way over matched. Knowing when to run may keep you alive.

This is a mega dungeon so expect a lot of combat, but don’t neglect some social skills as there are areas that could be passed or survived with non combat skills. The dungeon is lethal and unfair and you could quite possibly run across something that is out of your league. Paranoia, caution, and running away are all strategies that can come in handy. Expect to die or see companions die, exploring Rappan Athuk is dangerous, some say almost suicidal. Make sure your character is ready for exploring the depths of this death trap.

As a PBP game, I like to update during the week multiple times per day and like to keep it moving as much as possible. Being able to check and update multiple times per day is desired, and posting at least once a day is absolutely required. Weekends can be a little slower for me, but I still end up being able to post multiple times per day most of the time. Absences planned ahead of time with notice is appreciated.

I will be posting maps on google docs for now, so if you are unable to view or are blocked from seeing them, that will be an issue. Here is an example from one of my Age of Worms games. Possible Mild Spoilers
Age of Worms Combat Map

Oh and one more thing, there will be random encounters at all locations, so while being paranoid and searching everything for traps or secret doors can be a life saver, it also could delay you to where more monsters attack you causing you to have to rest, which means more monsters could show up. As I said before, this will be unfair.

Application Guidelines:

If anything below doesn't make sense or you are unsure about a choice of race, class, or feats please ask. Also don't be afraid to point out a critical omission or a typo that obliterates all meaning, I tired typing this all out ahead of time and proof reading it, but you never know

This will be a six character party starting at first level.

It will be a 35 Character Point game, meaning that your Race Points and your Build Points must total 35 added together. So if you play a 10 point race it will be a 25 point buy, but if you play a 15 point race it will be a 20 point buy.

For math lovers: BP+RP=35 or if that doesn't makes sense 35-RP=BP

Starting Stats Minimum 8 and Maximum 18 before any racial adjustments

Race – Any Paizo (Core, Bestiary, or ARG). Alternate Racial Traits are approved.

Races and their Race Point Values:

Aasimar 15 RP
Changeling 9 RP
Dhampir 11RP
Drow 14 RP
Duergar 8 RP
Dwarves 11 RP
Elves 10 RP
Fetchling 17 RP
Goblin 10 RP
Gnomes 10 RP
Grippli 6 RP
Half-Elves 10 RP
Half-Orc 8 RP
Halflings 9 RP
Hobgoblin 9 RP
Human 9 RP
Ifrit 6 RP
Kobold 5 RP
Orc 8 RP
Oread 6 RP
Ratfolk 9 RP
Suli 16 RP
Svirfneblin 24 RP
Sylph 6 RP
Tengu 13 RP
Tiefling 13 RP
Undine 7 RP
Vanara 8 RP

Class- Any Paizo class except summoners, alchemists, gunslingers, ninjas, or samurai. Most archetypes and prestige classes should be fine. Alternate Favored Class choices are approved. Use Golarion deities. No witches with sleep hex or any druid archetype where summons are standard actions

Feats – Any Paizo feat should be accepted with the exception of leadership and antagonize. Also creation feats will be limited to potions, scrolls, and wands.

Traits - Two traits – no restrictions other than that only one per trait type is allowed. (ie - one combat and one religion is ok, two combat is not). If you wish to use a campaign trait from another AP, it will require approval. 


HP – Max @ 1st level, 1/2 dice+1/2 for each following level (ie 1d8 -> 1d4+4)

Cash – Maximum starting cash for your class

Hero Points – You will get a hero point every level starting at first and an additional one for a great interesting background story. See below on background

If you want to see what you can do with hero points click here. The difference will be choosing a bonus will always give +8 to self or +4 to aid another, there are no spells or feats for hero points, and inspiration and special are not valid choices for hero points.

Important Houserule

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.

Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes this starts at 1st level

Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.

Weapons The bonus is an enchantment bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).

Armor/Shields The bonus is an enchantment bonus but does not make your armor magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like [i]. Finding magical armor makes the armor harder to destroy. Masterwork armor reduces armor check penalty by 1 (This includes magical armor)

Saves The bonus is a resistance bonus.

Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. That means that the top score for most races will be 26.

If by any chance the trading post comes by magical weapons or armor and puts them up for sale, the price of the weapon or armor for sale will be figured out as normal for the item like it had a +1 bonus on it. A Sword of Flaming will be priced as a +2 weapon

Background I would like appearance and background information on your character that includes why you are at Zelkor’s Ferry to explore Rappan Athuk. The more exotic of a race you are the better the background I expect. Feel free to make up anything you want about your background, consider the area past a couple hundred miles undocumented so any town, country, monastery, academy, or order can exist. You never know who else from any of those could have come to explore.

When the six are picked you may also feel free to integrate your background with one or more of the others if you and the other(s) agree.

I am definitely interested in more than 'My character got bored so he picked up a sword and decided to kill monsters and get rich at Rappan Athuk.'


Limit on stat dropping?


Updated original post

Minimum 8 and Maximum 18 before any racial adjustments


I made a character after seeing the post. Wanted to say sounds cool even though deadly. I wish you luck. Like the number of posts you talk about. Just don't think I could keep up without doing so in person. Just this weekend had issues with a combat in a PbP. Wishing everyone great luck (including the GM though different sort of luck).

Lantern Lodge

Basics:

Tiefling Witch Female 19 years old, red skinned, black hair, solid white eyes.

Background:

Esmerelda was born an outcast. Although tieflings are not overly popular in Golarion as a whole, in smaller communities the balance shifts from disfavored to loathing. Being born into a well to do family made things even harder on young Esmerelda. The patriarch of family, Gurn, could not and would not allow the world to know of his demon-daughter. So he simply informed the town of the tragic still birth, and later buried a bundle of rags. For nearly two decades he kept Esmerelda and her mother, Margaret, who had refused to simply let the father drown the infant in the watering trough out back, locked in the basement when he was out, and forbid them both from ever leaving the home again.

Esmerelda grew up in fear of what 'normal' people would think of her or do to her. Her mother was a constant companion and friend, and did her best to comfort the young girl and build for her a strong foundation of knowledge and virtue. Although neither parent knew for certain from who's family line the taint originated, Esmerelda's father regularly cursed Margaret's Tsar ancestry.

In Esmerelda's six-teenth year, her father finally died. Esmerelda was torn, rapidly cycling from ecstatic to depression. Although the tyranny of the home had ended, Margaret was afraid of how the town would react to the sudden appearance of a demon-daughter in the home. Over the years, Esmerelda's horns had finished coming in, her skin had darkened to a deep ruby red, and her pupil-less white eyes unnerved even her own mother. There was simply no way to disguise Esmerelda well enough to allow her out, yet. Her mother always promised that they would figure out something soon, but it never happened.

Although it remained hard, it was not as hard as it had been. Margaret began teaching Esmerelda in the healing arts, and Esmerelda was a quick study, soaking up knowledge like a sponge. Margaret constantly sorrowful of her daughter's situation constantly bought new books home for the girl. All manner of tomes, histories, romances, stories of great heroes and even greater evils, were presented to Esmerelda on a regular basis for the next thee years.

The new peace in the home was short lived, however; and Esmerelda's world changed again. Sometime in the night, a candle somewhere in the home tipped over. The fire spread rapidly, consuming the entire home in a matter of moments. Esmerelda scrambled through the hot smoke and ash as the home came down around her searching for Margaret. Her mother lie dead in her bed, most likely smoke asphyxiation. not knowing her mother's state, Esmerelda scooped her up into her arms and fled from the house, her loose robes burning away from her demonic form as she ran into the center of town, tears of hot ash streaming from her face as she called out for help.

Unfortunately, a naked demon running into the town square, from a fire, carrying a beloved widow does not engender sympathy from the masses. The towns people awakened by the clamor immediately set after Esmerelda with pitchforks and torches in hand. She fled from her perusers as fast as her legs would carry her, escaping into the dark woods surrounding her former home. The following night, she crept into town, stole some clothes from the laundry lines, and set off for the legendary lands of Rappan Athuk. Perhaps should would make a fortune, and at the very least, she could learn a little of where she came from.


Crunch:

Tiefling (13)
Str 8 (-2)
Dex 14 (2)
Con 13 (3)
Int 20 (17)
Wis 12 (2)
Cha 8 (0)

13-2+2+3+17+2=35

Likely Starting Hex: Evil Eye
Likely First Feat: Accuresed Hex
Likely First stat Bump: Con
Likely First Choice +1 House Rule: Saves.

If the concept + rough looks good to you, I will fully crunch with HeroLabs and post character.

Edit: I would like to select the Alt. Racial Traits of:
Vestigal Wings, +4 Fly Skill, replaces Skilled
Prehensile Tail, Can retrieve small objects on my person, replaces Fiendish Sorcery.

If Variant Tiefling Traits are allowed:

Roll 3 pick 1?:

1d100 ⇒ 62 ... 1d100 ⇒ 25 ... 1d100 ⇒ 67

The Roll 3 pick 1 is based on the Feat, which I am not taking. Unfortunately, there is no roll rule, just ask GM, so I am following the only printed rule on how to roll, and asking for the third roll :)

62 You can use deathwatch 3 times per day as a spell-like ability.
25 You gain acid resistance 5.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.

Although Acid Resistance 5 is probably better in a death imminent situation,and if I were the healer I am sure Deathwatch 3 times would be great . . . for RP reasons and based on my physical description, I would chose see in darkness as if devil for the glowing eyes!

Table: Variant Tiefling Abilities can be found Here.
Replaces Darkness Racial Ability


Basic Stats, will make the rest later

Spoiler:

Miraka
Female Human rogue 1
CN Medium humanoid (Human)
Init +7; Senses Perception +6

DEFENSE:
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 15 (1d8+7)
Fort +3, Ref +5, Will +2

OFFENSE:
Speed 30 ft.
Melee:
Ranged
Special Attacks sneak attack +1d6

STATISTICS:
Str 15, Dex 17, Con 16, Int 8, Wis 14, Cha 9
Base Atk +0; CMB +2; CMD 15
Feats: Improved Initiative, Toughness
Skills: Acrobatics (Dex) +7, Climb (Str) +6, Disable Device (Dex) +7, Escape Artist (Dex) +7, Perception (Wis) +6, Sleight of Hand (Dex) +7, Stealth (Dex) +7, Swim (Str) +6,
Traits:
Languages: Common
SQ trapfinding +1,

Equipment:
Carrying Capacity: Light 66 lbs, Medium 67–133 lbs, Heavy 134–200 lbs
Combat Gear:
Other Gear:

points crunch:

Human (+9)
STR 15 (+7)
Dex 17 (+7) (+2 human)
Con 16 (+10)
Int 8 (-2)
Wis 14 (+5)
Cha 9 (-1)

9 + 7 + 7 + 10 - 2 + 5 - 1 = 35

Silver Crusade

Pathfinder Roleplaying Game Subscriber

Dotting


Very interested! I have no idea what I would play though!!!


Posting for dips on two-handed fighter! My concept is a landsknecht.


RobbGobb Thank you for your interest!

Hadassah Lokrien Savet Concept looks fine. Please use the [url=Hadassah Lokrien Savet]Tiefling Rules[/url in the Advanced Race Guide linked here in the PRD rather than the variant racial abilities from AP #25

Belle Mythix I think it probably goes without saying, but any rogue chosen will have ample use of disable device and perception at the very least!

Dreaming Warforged You have time!

Macharius Interesting!

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Dotting for interest.


Have always wanted to play in Rappan Athuk.

Dotting, will post again with character.


Im interested too! Dotting


Dotting for later, gotta run now.

Cheliax

I'd like to play a Kobold Druid.. I'll Work up a more detailed Background:

Basic Background
I was the shaman for my tribe, and it was almost (if not completely) Wiped out by Something that Came out of the Well. So I have begain looking for help to regain my lands, and start rebuilding the Tribe.

I am interested in the Saurian Shaman Archtype, but I noticed you did not want standard Summon nature ally. I would like to propose a house rule. I would like to trade the Ability to Spontaniously cast SNA, and no summons as a standard action, for some kinda of Boost to WildShape. either gained earlier, or More uses, your call.

My Concept is a more Wildshape focused Druid. I am still considering if I want a Animal Companion or not (although leaning towards not)

Grand Lodge

This looks like it will be a lot of fun! I would like to submit Uhtred Uhtredsson, Human Barbarian of the north.

Background:
Uhtred has always been a monster.

His mother told him so from her bed where she was forced to lay for the rest of her short life after giving birth to the gargantuan child. He was the largest baby anyone in the tribe had ever seen. It was whispered by many that he was not his father’s child, but a jotenblut, a child of a Giant.

His father told him so as a child after he was run over by an auroch while hunting, and he got up, bruised and bloody, and killed the beast. The boys were given weapons and armor as soon as they could walk, and were taught to hunt as soon as they could throw a spear. He excelled at killing things from the very start, and his father said he should give thanks to Gorum for his ferocity in battle and success at the hunt. It was whispered by many that it was unnatural for one so young to be filled with such bloodlust.

The other young men told him so at their Rite of Passage when he went into a blood-frenzy and savagely slaughtered a huge, savage bear. He also badly injured two of the other initiates before he calmed down. Several of the hunters practiced going into the berserker rage in battle, but it was almost unknown for one so young to be filled with such rage. It was whispered by many that he was cursed by the gods, and should be shunned.

The elders told him so when they decided to banish him after he killed four of the tribe in a fit of madness. Even Uhtred could feel love’s sting, and he became smitten by a young woman, Finna. But she had no interest in the huge brute, having eyes only for another warrior, Brandr. One day in the meeting-hall, Brandr was bragging about his prowess with her, and Uhtred went into a fit. When he recovered, he found the young warrior dead at his feet, along with two of his friends, and his beloved Finna who had apparently tried to stop him. As the elders pronounced their sentence, he shouted that he was only as the gods made him, they had fused the madness to his soul. The elders conferred, then stated that the gods would decide his fate. Even in the north, stories had come of the terrible dungeon of Rappan Athuk. Uhtred would travel there, and enter the deepest layer of the place. If he survived, the gods would surely give him a sign, and he would be allowed back in the tribe.

So now, after a long journey, Uhtred stands before the fabled place, ready to face judgement.

Uhtred is ready to show the beasts of this dungeon what a monster really is…


Dotted

Lantern Lodge

GM Blood wrote:
Hadassah Lokrien Savet Concept looks fine. Please use the . . .Tiefling Rules . . . in the Advanced Race Guide linked here in the PRD rather than the variant racial abilities from AP #25

The variant abilities are also found in Bloof of Fiends PP 16&17 (if memory serves). Unfortunately, I can not find any player companions in the PRD, o I will drop that aspect of the build concept.


Hadassah Lokrien Savet wrote:


The variant abilities are also found in Bloof of Fiends PP 16&17 (if memory serves). Unfortunately, I can not find any player companions in the PRD, o I will drop that aspect of the build concept.

Forgot about that. You can choose to swap that out if you take your first roll, Deathwatch 3/day


i am mite make a better backstory later but for now it is skim off the brine.


I'd be interested in getting a few characters offed for being lax, unlucky or stupid. Let's call this a dot for interest and I'll get back to you.


Tash is a cleric built to heal and kill, and do both well in a dungeon setting. I can reset stats for a higher point buy and adjust his story. He never got to finish a different PbP (what an unusual scenario!)


This is my submission for Numair, paladin of Sarenrae, scourge of undead.

Mechanics:
Stats
Human:9 RP
Abilities:26 BP

Str 14:5
Dex 11:1
Con 14:5
Int 10:0
Wis 8:-2
Cha 18+2:17

HP 13
Init +0
AC 18 T 10 FF 16 (+6 armor, +2 shield)
Speed 20ft.

For +4
Ref +0
Will +1

BAB +1
CMB +3
CMD 13

Scimitar +4 1d6+3 18-20x2
Power Attack -1/+2
Smite Evil +5/+1
Smite Undead +5/+2

Traits
Bully
Illuminator

Class Features
Aura of Good
Detect Evil
Smite Evil (1/day)

Feats
Weapon Focus (Scimitar)
Power Attack

Skills
Diplomacy +11
Intimidate +10
Knowledge (Religion) +4

Favored Class
Paladin +1 HP

Archetypes
Undead Scourge
Warrior of Holy Light

Upgrade
+1 Melee

Equipment
Breastplate
Heavy steel shield
Scimitar
65 gold

Appearance:
Numair stands like a sculpture carved from honeyed marble. Dark curls frame his graceful face, complete with piercing black eyes and a shiling smile. His oiled, olive-skinned arms cross in front of his gleaming bronze breastplate. His scimitar hangs at his side and his shield is buckled across his back, both ready at a moment's notice. A tassled orange rope belt secures his red pantaloons, and golden slippers sheathe his feet.

Backstory:
Numair grew up in the lap of luxury. His father, Belsim, was a renowned adventurer, and his mother was an exotic beauty from the southern sands. His father was away from home a lot, out on one adventure or another. His mother had her own adventures while he was away, dallying with her handsome lovers. Numair inherited his father's smooth tongue and his mother's good looks, but had no good role models to look up to. Growing up with his whims catered to and no real discipline or restraint, he turned into quite the rakish fellow.

He spent his youth in frivolius pursuit. He honed his skill at arms, but only to win duels and impress women. He refined his oratory, but only to win his way into hearts. He courted many, but his interest was always fleeting - though he was always generous to those he left when his favor had turned to another.

One morning, he returned home at dawn exhausted from a night of debauchery and ready to sleep the day away. As he drew closed the curtains to block out the rising sun and turned to bed, a visitor appeared in his room. An angelic woman stood before him, her incandescent skin filling the room with brilliant light. Struck speechless, his eyes roamed over her alluring body, and his heart stuttered when his gaze met hers. Her divine features were contorted in a visage of righteous anger and holy condemnation. When she spoke, he felt he might faint from the booming voice that shook him to his very core.

"Numair, you have led a trite and meaningless life. You were given the spark of greatness, and you have squandered it. There is great suffering and tragedy in the world, and you have turned a blind eye to it. I command you to ignore it no longer! Take up my sword, as your father did, and rid this world of evil. Speak to those that can be redeemed, as I have redeemed you, but to those who cannot: cut them from existance."

Numair fell back, blinded and stunned by the vision. He wept as the truth of her words cut through him. He shuddered in fear to think what would happen if he did not mend his wicked ways. He set his mind to the task he had been given.

Once his sight returned to him, whick took no more than a week, he took up the study of the sword in earnest. He devoted himself to Sarenrae and studied her teachings. A year passed quickly, and he deemed himself ready. He set out to join his father, seeking him at the place he remembered him departing for: the town of Zelkor's Ferry. There, he learned a little about the town and the deadly dungeon it stands near.

He was devastated to learn that his father had entered the dungeon over a year ago and had not come back out. Afraid of what might await him, but determined to reuinite with his father, he seeks other brave explorers to join him and venture into the depths of Rappan Athuk.


GM Blood wrote:

Belle Mythix I think it probably goes without saying, but any rogue chosen will have ample use of disable device and perception at the very least!

I feel Feat starved now.


I would like to submit Edmund Gwenn, a human sorcerer of the sage bloodline.

He lives in a nearby city working at a magical college, though his academic career has been fairly mundane and unsuccessful. He has a great deal of book knowledge, but not much magical experience. I'll ask if going middle-aged is okay, but haven't decided yet if I even want him that old.

His reason for coming to explore Rappan Athuk is to look for his son, an adventurer who came seeking fame and fortune, but never emerged from the dungeon. He's come to find out what happened to him. His wife died in child birth, so Edmund and his son Kris were very close. He still holds out hope that perhaps his son yet lives, somehow.


Waves to Balodek :)

Submitting a Changeling Ranger.

Points Crunch:

Changeling Race = 9 point

str: 14 = 5 points
dex: 16 = 10 points
con: 14 (-2) = 5 points
int: 14 = 5 points
wis: 14 (+2) = 5 points
chr: 11 (+2) = 1 points

Appearance:

Karissa is quite tall for a woman, standing at about 6ft and athletically muscled. Her jet black hair is shoulder length and her mismatched eyes are a emerald green and a sapphire blue. Her clothes are well worn traveling leathers that in earth tone colors and her cloak is a dark forest green.

Background:

Karissa comes from a small fishing village that sat near a large mountain lake that fed several streams and nearby marsh. Over the years, there were a series of unexplained disappearances of young men from the village. Men who were well capable of taking care of themselves in the wild and who had strong ties to the village with no desire to simply run off. Also quite mysterious was the occasional female orphan found on the doorsteps of several homes. In such a small community, it was odd that the biological mothers of those young girls was never found.

Life continued on in this village and one of those mysterious orphans, named Karissa, had reached her 14th year when the mayor's own son joined the rank of those that had mysteriously disappeared. Being not only the mayor, but also the wealthiest man in the village, he decided to send out for and hire a well known bounty hunter and ranger named Kieran Rovas. It didn't take Kieran long to track down the source of the problem, an Annis Hag. He tracked the creature down to her lair in the marsh and found a hideous quilt inside that had been stitched together from the skinned and tanned faces of all those young men that had gone missing and all their bones used to craft her furniture and decorations.

After delivering the body of the hag to the mayor, along with the quilt, Rovas inquired of the mayor if there had been any female infants left abandoned, explaining the Hags method of reproducing. Since no conversation in a small town can be kept secret for long, the whole village soon began hunting down every child that been orphaned over the past few dozen years. Deciding to take no risks, the mob of villagers gathered up all the children and young adults they found into the village square where a large pyre had been assembled to burn the children.

Now, Karissa's adoptive parents loved her deeply and refused to believe that she could be evil, but they knew they couldn't keep her safe. So they managed to find Rovas before he left town and begged, pleaded and bribed him to take Karissa with him. Rovas had been quite disgusted with the mob's actions, he knew not all changeling children turned evil, so he agreed to take Karrisa under his care. Nearing the end of his career, Rovas ended up taking her as an apprentice to him and taught her everything he knew.

Karissa has vowed to hunt down and kill as many hags as she can, hoping to end their abhorrent practice of stealing the lives of young men and of leaving innocent children to suffer the rage of a town consumed by fear and grief.

Karissa had come to Zelkor’s Ferry after hearing a rumor of a hag living in the area. After finding the rumors to be untrue, she became intrigued by the stories told of Rappan Athuk and the riches contained therein and has decided to explore it for herself.


Miraka:

Female Human rogue 1
CN Medium humanoid (Human)
Init +7; Senses Perception +6

DEFENSE:

AC 16, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 15 (1d8+7)
Fort +3, Ref +5, Will +2

OFFENSE:

Speed 30 ft.
Melee: MasterWork GreatSword -1 (2D6+3, 19-20/x2) (S)
Dagger +2 (1d4+2, 19-20/x2) (P or S)
Unarmed strike +2 (1d3+1, 20/x2) (B) (nonlethal)
Ranged: Dagger +3 (1D4+2, 19-20/x2) (P or S)
Special Attacks sneak attack +1d6

STATISTICS:

Str 15, Dex 17, Con 16, Int 8, Wis 14, Cha 9
Base Atk +0; CMB +2; CMD 15
Feats: Improved Initiative, Toughness
Skills: Acrobatics (Dex) +7, Climb (Str) +6, Disable Device (Dex) +7, Escape Artist (Dex) +7, Perception (Wis) +6, Sleight of Hand (Dex) +7, Stealth (Dex) +7, Swim (Str) +6,
Traits: Rich Parent,
Languages: Common
SQ trapfinding +1,

Equipment:

Carrying Capacity: Light 66 lbs, Medium 67–133 lbs, Heavy 134–200 lbs
Combat Gear: Dagger, Masterwork Greatsword, Masterwork Studded leather,
Other Gear: Backpack, Bedroll, Drawing Book, Everburning torch, Flint and steel, Ink, Inkpen, Belt Pouch, Trail Ration (4), Silk Rope (50ft), Soap, Waterskin, Antitoxin, Tindertwig (4), Masterwork Thieves' tools, Traveler's outfit, ; 68,3 GP ; (61,5 lbs, light)

Description:
(italic = In character)

Miraka stupid blond, Miraka parents rich, Miraka parents weird, gave Miraka weird name. Miraka big now, Miraka take what Miraka want; Miraka like shiny things, Mirak like big things, Miraka like strange things.

Miraka has short blond hair, blue eyes and a pale complexion, Miraka is around 5 ft. 6 in.
Tall and weight about 130 lbs. , Her body is "well proportioned".

Miraka wears rather plain clothing, she carry a greatsword for some reasons.

Background:
(italic = In Character)

Miraka born rich parents, Miraka parent gave Miraka weird name, Miraka parents said Miraka stupid, Miraka unloved. Miraka got friends, Miraka friends taught Miraka many things, Miraka learned open doors without keys, Miraka learned hide and seek, Miraka learned take what Miraka want.

Miraka was born in a wealthy family, her eccentric parents gave her a weird name, they soon learned Miraka wasn't very bright and treated her somewhat poorly, Miraka felt sad and unloved. A while later, she felt in the wrong kind of crowd and "befriended" some outlaws, they taught her the "Art of Freedom" (thievery).

Miraka found cute boy, Miraka talked cute boy, cute boy tell Miraka off prefer big sword… Miraka want cute boy big sword, Miraka take cute boy big sword. Miraka leave village.

At some point, Miraka felt in love with a young handsome Barbarian, Miraka tried to talk to him, but he pushed her back, saying he prefer the company of his (masterwork) greatsword and the trill of battle more and that she is annoying. Angry at the guy, Miraka went into his tent and stole the greatsword later that day (night). Soon after, she left the village for some reasons.

Miraka travel lands, Miraka take what Miraka want. Miraka meet travelers, travelers say travelers know great place, great place have great treasure, great place have many doors no keys, Miraka want go great place. Miraka go great place with travelers.

Miraka traveled the lands, stealing when she needed something. She soon came upon a group of travelers telling tales of a great place with many treasures, secrets and dangers (that last part she didn't care). Miraka wanted to go to that place. She decided to travel
with the strangers to Rappan Athuk.

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hey Joy!

Still trying to decide what to make, a lot of the classes I haven't played are restricted.


Hope to play in a game with you again, so pick something other than ranger. :)


Sounds interesting, many idea going through head but a quick question, does the armour or shield bonus count if you don't have one? (eg do monks benefit for the armour bonus?)


Good question, armor can be counted even when not wearing any. You do need a shield to count that bonus. Also remember those bonus don't stack with spells like mage armor or shield.


Dotting with interest.


I will be working on an Oread inquisitor of Shelyn. I don't know if I will make it work.


Macharius wrote:
Posting for dips on two-handed fighter! My concept is a landsknecht.

Stats and background complete! Just need to buy stuff.


Jonas was born of human parents but was blessed by his goddess with a soul of fire.

He comes to Rappan Athuk to bring light into the dark places and burn away the sins of it's past.

Mechanically Jonas is an Ifrit Hospitaler Paladin designed to be a healer and secondary melee combatant. As he goes up in level he will gain the Bodyguard and In Harm's Way feats and will be an ideal protector of the party's casters.

Full Backstory is in the alias. Crunch will be finished by tomorrow night.

Shadow Lodge

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

My submission Xanyon:

Crunch:

Xanyon
Male Peri-Blooded Aasimar (Emberkin) Inquisitor 1
NG Medium Outsider (native)
Hero Points 1
Init +2; Senses Darkvision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 14 (1d8+5); Judgement of Sacred Healing 1
Fort +4, Ref +2, Will +4
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist acid 5, cold 5, electricity 5, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Sonic)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash -2 (1d3+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Longsword +2 (1d8+2/19-20/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Pyrotechnics (1/day), Touch of Good (5/day)
Inquisitor Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (2/day) Protection from Evil (DC 13), Cure Light Wounds (DC 13)
0 (at will) Stabilize, Create Water, Detect Magic, Brand (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Toughness +3
Traits Birthmark, Burnished Skin
Skills Acrobatics -3, Climb -3, Diplomacy +4, Escape Artist -3, Fly -3, Intimidate +1, Knowledge (dungeoneering) +5, Knowledge (religion) +5, Perception +6, Ride -3, Sense Motive +3, Spellcraft +7, Stealth +1, Survival +6, Swim -3 Modifiers Monster Lore
Languages Celestial, Common, Dwarven
SQ Hero Points (1), Inquisitor Domain: Good, Judgement (1/day)
Combat Gear Breastplate, Dagger, Dagger, Longsword, Shield, Light Wooden; Other Gear Backpack (7 @ 13 lbs), Bag, Waterproof (empty), Bedroll, Blanket, Flint and steel, Pouch, belt (1 @ 0.32 lbs), Rope, silk (50 ft.), Soap (per lb), String (50'), Waterskin
--------------------
Special Abilities
--------------------
Birthmark +2 save vs. charm & compulsion
Burnished Skin +2 trait bonus on saving throws made to disbelieve illusions.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
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 (Sonic) (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.
Touch of Good (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
--------------------

Fluff:

Xanyon was born in the small fishing village of Ragnar's Tooth. The thin frame and bright red hair he inherited from his mother set him apart from the thick bodied northerners of his people. Believing only that she had once been a foreigner taken in a raid it wasn't until after his sixteenth birthday that he learned the truth. Always considered beautiful despite his physique and shyness he was caught with the betrothed of the chieftain's son. The angry suitor wasted no time taking his rage out on Xanyon before leaving him unconscious in a burning shed.

Waking as the smoke began to fill the small building Xanyon crawled towards the exit as burning timbers began to fall around him. Emerging with burns over most of his body the young man slipped into a coma the tribal shaman could neither explain nor end. One week after the incident a stranger arrived in the village, a pale woman with fire red hair, a holy glow about her. Entering Xanyon's room she laid her hands upon him and healed his wounds. Introducing herself as Merianal she explained that Xanyon was of her blood, a peri set to combat evil in service to Iomedae and atone for the fallen angel in her past.

Leaving the village with Xanyon as her apprentice she hoped to train him in the ways of the paladin. Although his body was still covered in burn scars one perfect area on his left arm remained. Seeing the holy symbol of Iomedae upon his flesh convinced Xanyon of his heritage and destiny but his early life in Ragnar's Tooth did him no favors during the harsh training Merianal set for him. Lacking the respect for absolute law of many of Iomedae's followers he found himself pulled towards the Order of the Penitent, the goddess' sect of inquisitors who policed wayward members.

In the course of his duties Xanyon has found himself pursuing a fugitive cleric of Iomedae called Bregor. Bregor was last seen in the area around Rappan Athuk and is suspected of turning heretic and attempting to convert his flock to the worship of Orcus. Sent to investigate Xanyon found several parishioners murdered and Bregor fled to the town of Zelkor's Ferry.

Xanyon stands 5'8" and weighs 108 pounds. At 27 he is very young for an aasimar but his early life has left him scarred and slightly bitter. He still bears an intense dislike for Northerners and barbarians and has trouble controlling his emotions around these reminders of his youth. Fire holds a special fascination for him and although he has been burned once he still finds himself drawn to the power of flame. At all times he tries to live up to the ideal of his ancestor Merianal even if he is unable to follow her exact path to redemption.


Dotting for interest...


This is Joy, I have my Changeling Ranger up behind this alias. Still need to do equipment though. :)

Lantern Lodge

GM Blood wrote:
Hadassah Lokrien Savet wrote:


The variant abilities are also found in Bloof of Fiends PP 16&17 (if memory serves). Unfortunately, I can not find any player companions in the PRD, o I will drop that aspect of the build concept.

Forgot about that. You can choose to swap that out if you take your first roll, Deathwatch 3/day

After due consideration, I am choosing the ability to help flee over the ability to help heal. Darkness wins!


Here is the background for Hazar the Gardener (Oread student of stone monk). Crunch to follow.

Background:
Hazar Afsan grew up in the monastery. He strangely felt like he fitted there. While on the outside he was completely different than the orphans, the tranquil way of life may him at ease unlike the harsel of the city outside the walls, and he didn’t draw as much attention either. The monks never told him who his parents were, in fact they told him little of anything showing the young orphans by example rather than teaching. Whoever or whatever his parents were they had left him here at his birth and for Hazar that was all he needed to know.
As he Hazar found he particularly liked the gardens and he was good at tending the plants and arraigning the stones. While he practiced his other skills as shown by the monks the gardens were his personal pleasure. Over time the garden of the monastery became know in the city outside the walls and many people started come to visit. One such visitor introduced himself as the Grand Vizier, whatever that was, and that the Caliph himself would like him to go work in his personal garden. Initially Hazar but the Vizier insisted and more out of desire to avoid conflict than anything else he agreed.
In the Caliph’s gardens he no longer had freedom but since he had never used the freedom he had earlier that didn’t bother him. Following the instructions of his superiors who didn’t have the vision to understand the garden in the terms of years and decades did. However the Caliph’s gardens were huge and beautiful and life returned to a happy routine.
One night something amazing happened, while tending some orchids under the light of the full moon he sighted something more beautiful than anything he had seen in the garden before. A young lady walked between the roses and down the lily pond where she took a swim. Transfixed by her beauty he decided to work late every night, however did not see her again until the next full moon, when she again wandered the garden and then took a swim.
The next month was hard to bare and Hazar sent the time planting the rare fire lily, that shines like a torch under moon light, in to the pattern of a heart. When she returned the next full moon she did not seem to react to his present so he doubled his efforts planting every plant he knew of that flowered under the moon’s light in attractive arraignments. The next month she was so amazed she could not stop herself from calling out ”Gardener you have out done yourself please come and show yourself”.
From then onwards he would greet her on her full moon walks and his love for her soon was reciprocated. However when he asked her to marry him she told him he could not, she was a princess, the daughter of the Caliph and he would never let them marry. However could not bare to be without his love and went and begged a audience with the Caliph. Given his beautiful gardens he was granted an audience. When he asked for the hand of his daughter however the reception turned sour and Hazar would have lost his life had it not been for the fact that the princess was hiding behind a curtain and when the sentence was proclaimed she ran out crying and begged for clemency. Not wishing to break his daughter’s life by killing her love he agreed that allow the wedding on one condition. Hazar and his daughter could be wed if within a year and one day Hazar bring him the sword or whatever weapon he used of Bofred, a high priest of Thyr. Agreeing immediately Hazar gathered up his meagre saving and went on the fool’s errand.


Crunch for Hazar the Gardener. Haven't done equipment but that should change much.

Skimmed this output from CoreForge and seems to be lacking racial traits and probably other thing but I have to get to bed soon so will look at it later. Should give you a good idea of what I am thinking anyway.

Crunch:

HAZA
Male oread Monk 1
N Medium outsider
Init +2 ; Senses Perception +7, Darkvision 60 ft.
==DEFENSE==
AC 15, touch 15, flat-footed 13 (+2 dex, +3 monk bonus)
hp 15 (1d8+3)
Fort +5, Ref +4, Will +5
==OFFENSE==
Spd 30 ft/x4
Melee Unarmed Strike +4 1d6+4 20/x2
Special Attacks Flurry of Blows, Unarmed Strike
==STATISTICS==
Str 18, Dex 14, Con 16, Int 8, Wis 16, Cha 9
Base Atk +0, Cmb +4Cmd +19
Feats
Skills
Languages Common, Terran
Combat Gear Unarmed Strike
Class Abilities • FLURRY OF BLOWS: A monk may make a flurry of blows with special monk weapons and unarmed strikes interchangeably, according to the modifiers in PFCR 58. (PFCR 58).
• AC BONUS: Add +3 to AC and CMD when unarmored and unencumbered. Apply vs. touch attacks and when flat-footed. (PFCR 57).
• MONK BONUS FEATS: You have chosen the following monk bonus feats: . (PFCR 58-59).
• MONK STUNNING FIST: Stunning Fist as a free feat at 1st level, with extra benefits at higher levels. (PFCR 59).
• MONK WEAPONS AND ARMOR: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. (PFCR 57).
• UNARMED STRIKE: A monk gains Improved Unarmed Strike at 1st level as a bonus feat. The Monk can attack with any appendage, so no negatives for offhand attacking. The monk deals more damage with an offhand attack, by the tables in PFA3 29, 30. (PFCR 59).
Traits • CHILD OF NATURE (Religion: N): You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. Survival is always a class skill for you. (PFAPG 333)
• DEVOTEE OF THE GREEN (Faith): +1 to Knowledge (geography) and Knowledge (nature) checks. Knowledge (nature) is a class skill for you. (PFAPG 328)
Crystalline Form: Oreads with this trait gain a +2
racial bonus to AC against rays thanks to their ref lective
crystalline skin. In addition, once per day, they can
def lect a single ray attack targeted at them as if they were
using the Def lect Arrows feat. This racial trait replaces
earth affinity.


Any chance you'd allow the Samsaran race from ARG?
Reading through the intro gave me the idea to play a Samsaran who has a past life as a companion of both Bofred and Zelkor.
Edit: Also, can no summon spells be used/cast or simply just no feats/archetypes/classes oriented around summoning?


Jack of Tales wrote:

Any chance you'd allow the Samsaran race from ARG?

Reading through the intro gave me the idea to play a Samsaran who has a past life as a companion of both Bofred and Zelkor.
Edit: Also, can no summon spells be used/cast or simply just no feats/archetypes/classes oriented around summoning?

Samsaran is OK, I didn't include it as it doesn't list its RP cost. Assume it is 11 RP race.

The summoner class is not allowed, but summoning spells are allowed for the approved classes.


Hadassah Lokrien Savet wrote:
After due consideration, I am choosing the ability to help flee over the ability to help heal. Darkness wins!

Excellent choice! ;)


I love this concept and wish I had time for another campaign. Might throw a character together tonight, but I think that I am pretty much capped out right now.


Dalgore Brigdin wrote:
hay i made a race sum time ago can you look at it and can we make guys with the race (Rabbit Men)click me to go to the rabbitmen Rabbit Men like to go in mand made caves caves kill the monsters and make it their home.

No


GM Blood wrote:
Dalgore Brigdin wrote:
hay i made a race sum time ago can you look at it and can we make guys with the race (Rabbit Men)click me to go to the rabbitmen Rabbit Men like to go in mand made caves caves kill the monsters and make it their home.
No

But once you kill them, Rabbit Men cook real nice, a bit gamey, but tasty nonetheless.


sar did not mean to del it and if it helps i had a party play-test it fest.

Andoran

Are other methods of summoning as a standard action allowed?


Example of other methods of standard action summoning?

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